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Dark Times: Design Revolution Options
AdmiralMotti89
Posted: Tuesday, January 26, 2010 8:50:41 AM
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imyurhukaberry wrote:
Snare Rifle is awesome. (especially on AoOs)
Also of super note is the new Veers' CE that allows character to "duck for cover" after a missed shot. That helps against those quad shooters (if they miss). Too bad it only works for non-uniques. (might keep Uggies alive tho)


I don't know how often I'll voluntarily put Zuckuss adjacent to the enemy, perhaps to set up a Swap. This guy is just awesome with Evade and Mobile; not to mention twin in other squads. I like him in at least one squad for every faction I play.
jedispyder
Posted: Tuesday, January 26, 2010 9:11:38 AM
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I'm really loving this set, there are only 2 C/UC that I don't think I'll ever use...
carnorjax1
Posted: Tuesday, January 26, 2010 10:39:54 AM
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I think the sealed tourney will be great fun, and very interesting! After that though...I just can't see these characters doing very well
lukey84
Posted: Tuesday, January 26, 2010 1:35:47 PM
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i think what im most upset about is the scale. my bossk is massive and my zuckuss is tiny. my imp engineer has a big body and a little gun. whats up with that.
Blizzard Scout 1
Posted: Tuesday, January 26, 2010 1:46:42 PM
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lukey84 wrote:
i think what im most upset about is the scale. my bossk is massive and my zuckuss is tiny. my imp engineer has a big body and a little gun. whats up with that.
Well, if it matters to you at all, Zuckus was always kind of a Dwarf compared to Bossk.
as far as the engineer goes, I feel your headache.
General_Grievous
Posted: Wednesday, January 27, 2010 3:00:32 AM
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I really like this set and even it isn't the BEST set ever (still clone wars for me), it is in my opinion definitily the most INTERESTING set out there. Lots of new abilities and Force powers, plus bringing back the Tusken alllright
imyurhukaberry
Posted: Wednesday, January 27, 2010 3:05:19 AM
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Location: East Coast
AdmiralMotti89 wrote:
I don't know how often I'll voluntarily put Zuckuss adjacent to the enemy, perhaps to set up a Swap.


Well...think more about Strafe and Gallop. ;)
DarthJak
Posted: Wednesday, January 27, 2010 3:11:00 AM
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Location: Stow Ohio, just north of Dantooine (vacay on Ando)
I'm not seeing a lot of killer pieces but I'll wait to play them, and keep an open mind.
(I have to, I have a massive hole in my head)Scared
AdmiralMotti89
Posted: Wednesday, January 27, 2010 4:50:00 AM
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Joined: 7/29/2009
Posts: 496
Location: Nebraska
imyurhukaberry wrote:
AdmiralMotti89 wrote:
I don't know how often I'll voluntarily put Zuckuss adjacent to the enemy, perhaps to set up a Swap.


Well...think more about Strafe and Gallop. ;)


Possibly, but that's a situation where I feel like I would be sacrficing a 35 point piece jut to stop a gallop for 1 turn. If it's yobuck, he can jsut dbl and make Z half dead. With the squads I see, anistap is likely right behind with 40 more damage. All you need after that is 10 more. That might be a good idea sometimes, I agree, but I value Zuckuss the most in his guerillability.
billiv15
Posted: Wednesday, January 27, 2010 5:04:36 AM
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carnorjax1 wrote:
I think the sealed tourney will be great fun, and very interesting! After that though...I just can't see these characters doing very well


-Post edited of a potential bait-

There are quite a few awesome pieces in this set, and what I believe a lot of players that are saying similar things as you have are doing, is that you only see "game changing pieces" in terms of what fits into cookie cutter squads, for example Cad Bane. Of course, the irony is that Cad Bane was in no way a game changer, and in fact, most of what you and others are looking for in a set to make those claims are not either, but I digress.

Snare Gun is a game changer. Final shot is a game changer. Zuckuss as a piece (all inclusive now rather than just snare gun) is a major game changer. The Mando and Droid JHs are major game changers. Both Rodians surprisingly are game changers. The Talz Chieftan when used as a reinforcement is a game changer that can seriously destroy some local metas. All of the BHs are quite good, and to different degrees, offer new squads, or at the very least offer new options for older squads. The increased stats on them, makes them quite playable for their costs. Pulse Cannon is a game changer.

Feros Olin is a major game changer, because of who he is able to BG for, which despite the shortsighted opinions of some, synergizes amazingly well with Dark Temptation and the DCI rules on who scores points.

Now, don't get me wrong, I liked GAW, but to say there were any game changers in that set is stupid. There were not. All it did was reinforce builds that were already solid options. Sure, it changed a little bit in terms of Republic options (Momentum and Rolling Cleave are not to be underestimated), but outside of those, it was pretty bland in terms of design, and in the case of this thread in terms of "game changing". What on earth changed?

Also understand, I am not insulting the poster I quoted, not am I responding to this guy alone. So if you are offended, please remember, I am talking about the idea only (that a number of people have posted on different forums and threads). I actually believe quite the opposite. I believe this set offers the most game changing abilities in terms of relative power of factions, squads, and play styles that we have seen in one set in a long long time, perhaps since CotF itself. I can understand why people don't see it yet, but I hope you watch what happens in the competitive game over the next few months :)
billiv15
Posted: Wednesday, January 27, 2010 5:10:59 AM
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AdmiralMotti89 wrote:
imyurhukaberry wrote:
AdmiralMotti89 wrote:
I don't know how often I'll voluntarily put Zuckuss adjacent to the enemy, perhaps to set up a Swap.


Well...think more about Strafe and Gallop. ;)


Possibly, but that's a situation where I feel like I would be sacrficing a 35 point piece jut to stop a gallop for 1 turn. If it's yobuck, he can jsut dbl and make Z half dead. With the squads I see, anistap is likely right behind with 40 more damage. All you need after that is 10 more. That might be a good idea sometimes, I agree, but I value Zuckuss the most in his guerillability.


So you make up a situation where it would not be wise to do so to explain why you would never do it? How about being fair and thinking of one where you would, which was his actual point.

There are plenty of situations where it's quite wise to do so. And further, you don't have to be adjacent to do it. Simply blocking the path in many situations is more than enough to force the AoO if they want to gallop, and this doesn't necessarily mean sticking Zuckuss way out in front to be pounded by the opposition. It might be perhaps as simple as forcing a certain other path, or to protect your commanders, etc. Please try to think about what the other guy is saying before being critical.

I mean seriously, do you really think Huck was recommending that the first thing you do against Yodabuck and AniStap would be to place Zuckuss adjacent to Yoda? Obviously he wasn't suggesting that. Basing is only one way to force an AoO to stop Yoda. Placing Zuckuss in another strategic location also works. Particularly, if in that same location, you are also capable of shooting (or moving to shoot) Yoda that same turn and have not activated Zuck yet. Your opponent, has to choose to take the bad route you have allowed (perhaps getting stuck on an AoO in a poor position), or hold off on Yoda, potentially being stuck in place doing nothing. Zuckuss has far more uses than people realize mostly because they haven't played with him yet, and haven't see the choices he can force on your opponent.
owaller3
Posted: Wednesday, January 27, 2010 5:24:04 AM
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billiv15 wrote:
AdmiralMotti89 wrote:
imyurhukaberry wrote:
AdmiralMotti89 wrote:
I don't know how often I'll voluntarily put Zuckuss adjacent to the enemy, perhaps to set up a Swap.


Well...think more about Strafe and Gallop. ;)


Possibly, but that's a situation where I feel like I would be sacrficing a 35 point piece jut to stop a gallop for 1 turn. If it's yobuck, he can jsut dbl and make Z half dead. With the squads I see, anistap is likely right behind with 40 more damage. All you need after that is 10 more. That might be a good idea sometimes, I agree, but I value Zuckuss the most in his guerillability.


So you make up a situation where it would not be wise to do so to explain why you would never do it? How about being fair and thinking of one where you would, which was his actual point.

There are plenty of situations where it's quite wise to do so. And further, you don't have to be adjacent to do it. Simply blocking the path in many situations is more than enough to force the AoO if they want to gallop, and this doesn't necessarily mean sticking Zuckuss way out in front to be pounded by the opposition. It might be perhaps as simple as forcing a certain other path, or to protect your commanders, etc. Please try to think about what the other guy is saying before being critical.

I mean seriously, do you really think Huck was recommending that the first thing you do against Yodabuck and AniStap would be to place Zuckuss adjacent to Yoda? Obviously he wasn't suggesting that. Basing is only one way to force an AoO to stop Yoda. Placing Zuckuss in another strategic location also works. Particularly, if in that same location, you are also capable of shooting (or moving to shoot) Yoda that same turn and have not activated Zuck yet. Your opponent, has to choose to take the bad route you have allowed (perhaps getting stuck on an AoO in a poor position), or hold off on Yoda, potentially being stuck in place doing nothing. Zuckuss has far more uses than people realize mostly because they haven't played with him yet, and haven't see the choices he can force on your opponent.



I agree much of this game is not about what you do but more about what you can force your opponent to do.
Sithborg
Posted: Wednesday, January 27, 2010 10:48:20 AM
Rank: Moderator
Groups: Member , Moderator, Rules Guy

Joined: 8/24/2008
Posts: 5,201
I for the life of me, cannot see why people are saying this is a poor set stat wise. It has far more power pieces GAW (really, I would say Whorm and maybe Yularen), and most importantly, it is vastly unique. Seriously, you can tell which pieces Rob did, and which one Peter did. Zuckuss and Ferus are amazing pieces. Bossk and Dengar provide great support. Das, Jax, and K'khruk are quite fun, especially with Quiggy, JT, who is quickly becoming a viable option. Some friggin awesome Fringe support for all factions (seriously, the Togorian will be quite a roadblock to pieces). As Billiv said, the Talz Chieftan is perfect Reinforcements options. With GOWK's return, and his new weakness, those new JH's came at the perfect time.
NickName
Posted: Wednesday, January 27, 2010 1:17:17 PM
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billiv15 wrote:
Zuckuss has far more uses than people realize mostly because they haven't played with him yet, and haven't see the choices he can force on your opponent.


I think you mean: ..."because they haven't seen how a good player uses him yet"...

These subtle figures go from "useless" to "broken" one venue at a time. People said the same stuff about Kybuck.
kingsknight
Posted: Wednesday, January 27, 2010 2:02:35 PM
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Joined: 2/7/2009
Posts: 44
I have to say: I'm impressed and pleased with how many of the more dynamic pieces are fringe.
Blizzard Scout 1
Posted: Wednesday, January 27, 2010 2:15:05 PM
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Hands down.....
Best set ever.
Game changing? Absolutely.
Not to mention that the rules guys should be prepared for ALOT of questions.
Thats what I like, versatility. Thats what this game needed, a breath of fresh air.
I cannot speak for one single set that had 40-60 all playable characters. Not one.
But this one? Infinitely Expandable.
I can swap out a Beefed up Bomo Greenbark with an Uggie Demo, or even a Chadrafan Pickpocket, since he too has stealth.
The Imperial Inquisitor? One of the best, 2nd to a mouse droid, Uncommon Figs made.
The Commons? Hello Elite Sith Assassin and Mando Jedi Hunter.
Separatists have one single mini......and its the only one they will need until AFTER MoTF.
I'm not going to continue my tangent, but my point is this:
People wanted a change to the game, (Whether it is a complete change to the Meta, remains to be seen) and we got it. I for one am very excited with what I have in this set. I make it a habit to not build squads with pieces that aren't out yet, because I haven't held them in my hands and actually used them. In that same Habit, I also make a point to NOT knock a set, until it has come out and HAS been played.
My suggestion is that we don't go into a "Contempt Prior to Investigation" scenario when we talk negatively about sets, especially ones that are brand spanking new.
I'm not saying that this is actually happening right now, but I have noticed it in the last week that I have been a member.
THIS SET ROCKS LIKE A STONEThumpUp
Partof1
Posted: Wednesday, January 27, 2010 2:22:50 PM
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I do like that the single figures given to OR, Seps, and Mandos were extremely helpful for all of them.

Cloaked and Block on the Watchman make him a rather survivable 27 points.

Built in twin and jedi hunter on the EG droid coupled with better stats than almost all non-unique jedi of comparable cost make him nasty.

And the Mando, like the Watchman has Stealth and Parry, protection from near and far, with powerful damage against Jedi.
Sithborg
Posted: Wednesday, January 27, 2010 2:45:43 PM
Rank: Moderator
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Joined: 8/24/2008
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The Watchmen is 24 pts...

I can't wait to have some fun with this set. A lot of good top minis, with a whole lot of just plain fun minis.
Blizzard Scout 1
Posted: Wednesday, January 27, 2010 4:00:45 PM
Rank: Advanced Bloo Milk Member
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Joined: 1/24/2010
Posts: 140
Sithborg wrote:
The Watchmen is 24 pts...

I can't wait to have some fun with this set. A lot of good top minis, with a whole lot of just plain fun minis.
ThumbsUp
Roque Saber
Posted: Wednesday, January 27, 2010 4:18:25 PM
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Joined: 4/14/2008
Posts: 304
Eroschilles wrote:
I actually think Dark Times is one of the better sets yet. And I hope future sets will be similar in design to this one. As of now, I think we have enough pieces with GMA/Double/Twin, and not seeing it in this set is a relief.


+1 to this statment. Everything seems to have jumped up a notch with Peter. The game was diverted from further power creep with new, creative abilities. Factions were given boosts without any blatantly overpowered pieces. Sculpts, in particular, seem to be exceptional with this set. I haven't noticed any typos on cards yet also.
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