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Rank: Moderator Groups: Member
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Joined: 9/23/2008 Posts: 1,487 Location: Lower the Hutt, New Zealand
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Bueller... Bueller... Bueller...
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 5/25/2008 Posts: 536 Location: Tracy, CA
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AdmiralMotti89 wrote:billiv15 wrote:Ferus Olin Agreed. So much for the poll aspect of this thread. Ferus has the most bite among the BGs. He's not there just to BG a piece. But yeah, so much for the poll.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/16/2009 Posts: 1,489
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Oh I gotta go with Ferus on this one. Or an Imperial Sentinel adjacent to Roan Fel, but thats a lot of pts haha.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/26/2008 Posts: 1,233
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i have to go with the human bodyguard because 1 he can combine, 2 he is fringe, and 3 he doesnt have that bad of stats when it comes down to it.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/23/2009 Posts: 1,195
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I started the poll to talk mainly about just straight bodyguard and not specialized i had ferrus on there but chose to use regular bg instead.
That being said ferus all the way he's great.
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Rank: TIE Crawler Groups: Member
Joined: 2/7/2009 Posts: 44
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I'm suprised Captian Panaka hasn't gotten a better rep. He's able to fully use his normal use (swapping) and contribute as a bodyguard without hindering his normal purpose.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/10/2010 Posts: 1,153
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StevenO wrote:If you throw open the gates for anyone who can prevent damage to an adjacent character I'd throw the Gungan Shieldbearer into the mix. Sure it's only good against Ranged attacks and only works half the time but it can prevent as much or more damage than most bodyguards and give it right back to the attacker at the same time.
I was under the impression that Gungan Shieldbearers worked all the time. I thought the save 11 roll was for your opponent to avoid having the shot bounced back onto himself... Was I mistaken?
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/26/2008 Posts: 1,233
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wannabe mexican wrote:StevenO wrote:If you throw open the gates for anyone who can prevent damage to an adjacent character I'd throw the Gungan Shieldbearer into the mix. Sure it's only good against Ranged attacks and only works half the time but it can prevent as much or more damage than most bodyguards and give it right back to the attacker at the same time.
I was under the impression that Gungan Shieldbearers worked all the time. I thought the save 11 roll was for your opponent to avoid having the shot bounced back onto himself... Was I mistaken? the save is to actualy damage the person if you fail the save then you automatically take damage equal to what you would have dealt.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/10/2010 Posts: 1,153
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countrydude82487 wrote:wannabe mexican wrote:StevenO wrote:If you throw open the gates for anyone who can prevent damage to an adjacent character I'd throw the Gungan Shieldbearer into the mix. Sure it's only good against Ranged attacks and only works half the time but it can prevent as much or more damage than most bodyguards and give it right back to the attacker at the same time.
I was under the impression that Gungan Shieldbearers worked all the time. I thought the save 11 roll was for your opponent to avoid having the shot bounced back onto himself... Was I mistaken? the save is to actualy damage the person if you fail the save then you automatically take damage equal to what you would have dealt. Just so I have this very clear. If I shoot at a gungan shieldbearer, and my attack hits, I have to roll again. If I fail that save I take damage, but If I make the save then my attack succeeded and the gungan takes damage?
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Rank: Moderator Groups: Member
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Joined: 8/24/2008 Posts: 5,201
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For the most part.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/10/2010 Posts: 1,153
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Sithborg wrote:For the most part. I guess I have been using mine wrong then. I thought he stopped an attack no matter what.
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Rank: Moderator Groups: Member
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Joined: 5/26/2009 Posts: 8,431
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If the metric for evaluation is purely hit points per cost, the answer is surprising. And it only works if you already happen to be running a reserves squad with Supreme Chancellor Palpatine (not a very popular piece).
Agen Kolar: For 29 points, you get 200 hit points worth of bodyguarding, assuming he lasts 4 turns (120 HP plus 20*4 recovery).
Note that he gains Bodyguard from Palpatine but can then be a bodyguard for anyone else he's adjacent to, so he could also protect Lobot, Mon Mothma, or anyone else. Putting him in front of them would also mean the opponent would need Accurate Shot or shoot at the higher defense Agen Kolar. Obvious negative is that you need to keep a bunch of characters clumped together.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 5/25/2008 Posts: 536 Location: Tracy, CA
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FlyingArrow wrote:If the metric for evaluation is purely hit points per cost, the answer is surprising. And it only works if you already happen to be running a reserves squad with Supreme Chancellor Palpatine (not a very popular piece).
Agen Kolar: For 29 points, you get 200 hit points worth of bodyguarding, assuming he lasts 4 turns (120 HP plus 20*4 recovery).
Note that he gains Bodyguard from Palpatine but can then be a bodyguard for anyone else he's adjacent to, so he could also protect Lobot, Mon Mothma, or anyone else. Putting him in front of them would also mean the opponent would need Accurate Shot or shoot at the higher defense Agen Kolar. Obvious negative is that you need to keep a bunch of characters clumped together. That is the most diluted way to obtain a BG. Why go to all that trouble? At that point, you've spent 66 points on Palps and Agen. Sounds like a waste to me. I don't think Palpatine's CE is being considered in this discussion. He's an overcosted piece that provides a semi-decent CE (much like Padme or Roan Fel). The big difference is what else Palps brings. In his case, not much else. If you are relying on Reserves in a serious game, you are in deep trouble.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 9/22/2009 Posts: 697 Location: The Squall, Yinchorr
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There's a reason one of Bloomilk's sayings is: "More cost effective then Chewie Rebel Hero" He can soak up damage like a Shamwow
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/24/2010 Posts: 140
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Ferus.
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Rank: Moderator Groups: Member
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Joined: 5/26/2009 Posts: 8,431
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Tirade wrote:FlyingArrow wrote:If the metric for evaluation is purely hit points per cost, the answer is surprising. And it only works if you already happen to be running a reserves squad with Supreme Chancellor Palpatine (not a very popular piece).
Agen Kolar: For 29 points, you get 200 hit points worth of bodyguarding, assuming he lasts 4 turns (120 HP plus 20*4 recovery).
Note that he gains Bodyguard from Palpatine but can then be a bodyguard for anyone else he's adjacent to, so he could also protect Lobot, Mon Mothma, or anyone else. Putting him in front of them would also mean the opponent would need Accurate Shot or shoot at the higher defense Agen Kolar. Obvious negative is that you need to keep a bunch of characters clumped together. That is the most diluted way to obtain a BG. Why go to all that trouble? At that point, you've spent 66 points on Palps and Agen. Sounds like a waste to me. I don't think Palpatine's CE is being considered in this discussion. He's an overcosted piece that provides a semi-decent CE (much like Padme or Roan Fel). The big difference is what else Palps brings. In his case, not much else. If you are relying on Reserves in a serious game, you are in deep trouble. Sure, if you're only using Palpatine to create bodyguards of course it's not efficient. But if you're already using him anyway... 200 hit points for 29 cost.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 9/22/2009 Posts: 697 Location: The Squall, Yinchorr
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Palps has betrayal, alter, renewal, and plentya reserves. He's not overcost at all in my opinion
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/14/2008 Posts: 304
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Meaning that you are hoping to roll the magic numbers. Alter requires you to get close to an enemy, which he won't last too long against. Betrayal also relies on hoping the magic number is rolled. Not very efficient.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/23/2009 Posts: 1,399 Location: MD
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But magic numbers are all but assured with my loaded D20! =D
...Just kidding, lol.
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Rank: Advanced Bloo Milk Member Groups: Member
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carnorjax1 wrote:Palps has betrayal, alter, renewal, and plentya reserves. He's not overcost at all in my opinion i agree he isnt overcosted. now what i think is a good build with him in a 200 is qui gon Jedi master, lobot, kazdan, and some other force users , and a shield bearer. Not only will he survive a little longer each round, but for at least 5 rounds you get 4 rolls for initiative( using recon and anticipation) with at least on the first roll a 30% chance of getting reserves without even getting recon. it may not be competitive but it is fun, and thats what matters.
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