|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/6/2008 Posts: 104
|
I agree with Bill. "Can" and "Should" are two very different things. Yes, you CAN give Boba BH a bunch of extra attacks to make him more brutal. But SHOULD you? What sacrifices do you have to make to do it?
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 3/28/2008 Posts: 355 Location: Newark, OH, USA
|
I haven't checked prices or availability lately, but BH has usually been the hardest to acquire if you change your mind and want to replace any. So, he would be the one I would keep for that reason. For playability, Young Mercenary is hands down the best. I like to use Enforcer the most, just because he is cheaper than the rest.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 8/26/2008 Posts: 937 Location: Phiadelphia, PA
|
I mean i would say deff keep BH, he's hard to get, also any player regardless of there skill level can destroy a squad with a good roll streak with him. You can ruin someones whole team with 1 roll of the dice against there top piece.
Mercenary is good & all but as someone pointed out for a few more pts you can get BH, merc got intuition & can get twin attack But BH is BH. also Enforcer is a beast too for his low pt cost & his abilities. Put him on Rep with tarpals & do abilities replacing attacks twice, or Yularen can give him opp.
I agree that they all have different uses & skills on a givin team.
Now Boba MC even though his stats are amazing, & i think if he was fringe would be by far the best boba IMO. Problem is his CE stops him from gaining twin from the Mando Captain, & i feel theres alot more better ways to go with Mando's, plus you can always bring in fringe pieces with accurate. But again comes to the point of they all have there uses.
But if i had to get rid of one i would say Boba from Rebel Storm.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/27/2009 Posts: 478 Location: the closest battle
|
I have every Boba Fett mini and I won't say which to keep because, imo, each is better at one thing and worse at another, but I'll put them in the order I use them most and why:
Boba, Merc Comm 80% - simply because I play mandos a lot and I LOVE his combo of stats
Boba Fett 9% - I used to play squads of just him and clone troopers at tourneys and I'd win...a LOT
Boba, Bounty Hunter 6% - he's nice and all, but disintegration doesn't thrill me, and I prefer double over twin...only bright side is evade and flamethrower, which everyone here seems to overlook
Boba, Merc 2% - I've only used him...maybe four times, I honestly can't remember...he just doesn't thrill me
Boba, Enforcer 2% - I've used him a few times...I just HATE that he lacks flight, though...makes me wanna cry
Boba, Young Merc 1% - I used him with Clone Strike Jango when I only had 100 minis...haven't used him since...keep him cuz he was in the first booster pack I got...
I'd keep them all, but I'm obsessed with all aspects of the Mandos...O_O
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 10/3/2008 Posts: 188 Location: Gotham City, Wayne Manor
|
To be perfectly honest i think it depends on your playing style.
If you play mando's then kept mercenary commander. However if you want the best fett by his self with out help from other pieces then bounty hunter is the right one. Mercenary is good, although to be honest with you i don't really like him that much. I like the quote that was said about how BH wins games yet mercenary teaches you how to win them, haha
It's funny to me because it's true. BH is good for unexperienced plays. However don't knock Mercenary because he doesn't have mobile and evade. Boba Mercenary if played with the right support pieces can become way more deadly then BH for a lot cheaper to. Young Mercenary sucks, thats an easy one. As for Boba Fett he used to be the best piece yet he's died with time. Although he still has the cool sculpt.
I think that breaks it down preety good, my favorite fett is mercenary commander, plus once you really break it down i think he's better then bounty hunter also. I think he's the best even tough he's on mando's because he's a better version of mercenary, and he's cheaper. He has double which is better then twin, plus he has greater mobil as opposed to just mobile. He doesn't have bounty hunter and flamethrower. However missiles 30 and penetration 10 are far better in my eyes. WHo could forget the fact that he doesn't have the big D, Disinegration. He does have cunning though which makes his attack 17 and damage 30. BH can't have more then 20 damage. People knock him for being Mandalorian, and to be truthfull i disagree. I like him mandalorian. He makes his scout and gunslinger friends just so more dangerous with accurate. I'm not saying that there tier-one i know there not, but there my favorite fraction so i play them the most and at tournaments anyways. Plus it's great to beat people with mando's because not alot of people play them in a competative tournament. Plus its so rewarding to kill all those darn rebels or droids with true warriors. Thats what i think anyway.
I don't think there really is one fett that is hands down the best no questions asked, i really think that its up to one's own play style.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/4/2008 Posts: 1,441
|
Robin wrote:I think that breaks it down preety good, my favorite fett is mercenary commander, plus once you really break it down i think he's better then bounty hunter also. I think he's the best even tough he's on mando's because he's a better version of mercenary, and he's cheaper. He has double which is better then twin, plus he has greater mobil as opposed to just mobile. I agree. For the points, he is the best Boba period. But faction plays a part of that. Being fringe should always come at a premium (I know it hasn't always, but look at the figures most often complained about being seen too often - they are almost always fringe). Boba MC only gets better with time as well. I still content, that Mandos if the champs was at 200 last year, would have been a big contender, if someone brought them and played it well. Penetration is absolutely brutal on a piece that can do a reliable 60 dmg at range. Accurate CE is very powerful as well. I think his biggest issue, is that most players haven't seen Mandos run or built well. They see it played marginally well, by the guy at the LGS who maybe isn't the best player, but just loves Mandos anyways, and he does ok. And they think that the Mandos can't compete - because they aren't regularly beating the top players running the same types of squads they always run. It feeds itself in that way. But trust me, if you get into a game (at 200), with a good player running Mandos, even as they are, it's a tough tough game. At 100, Mandos do very well. I took Boba to the 100 in 2008 at Gencon, and went 4-0. All I ran was Boba and a pair of Gunslingers (Scout wasn't out then). At 200, you can give them some of the tricks needed to compete with activation control, movement breakers, and so on. And further, as we go on, Boba MC only gets better. One great advantage of the players having control of the game is it becomes much easier to flesh out the minor factions (when you aren't relying on sales numbers). I suspect Mandos are just a few pieces away from being recognized as one of the top factions, if they aren't there already.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/14/2008 Posts: 304
|
Are you hinting at any ideas you have for Mandos in the first Vset? ;)
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/21/2008 Posts: 292 Location: Utah
|
--Boba Bounty extra attack-- 62 Boba Fett, Bounty Hunter 49 The Jedi Exile 54 Jedi Battlemaster x2 18 Twi'lek Black Sun Vigo 5 Caamasi Noble 6 Mouse Droid x2 3 Rodian Brute 3 Ugnaught Demolitionist
(200pts. 10 activations)
Boba clears everything away then triple attacking battlemasters clean up the rest. Still worth it to have Boba BH with extra attacks. Any activation issues will be fixed in the first round after you cap their fodder.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 5/28/2009 Posts: 79
|
klecser wrote:[quote=Dead horse] I remember somebody once said this on these forums: Boba BH will win games for you, but Boba merc will teach you how to win games on your own. Wise words
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 3/29/2008 Posts: 194 Location: Minnesota
|
Boba Merc mini played with Cad Bane's stats! Muhahahahaha!
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/4/2008 Posts: 1,441
|
DarthReeves wrote:--Boba Bounty extra attack-- 62 Boba Fett, Bounty Hunter 49 The Jedi Exile 54 Jedi Battlemaster x2 18 Twi'lek Black Sun Vigo 5 Caamasi Noble 6 Mouse Droid x2 3 Rodian Brute 3 Ugnaught Demolitionist
(200pts. 10 activations)
Boba clears everything away then triple attacking battlemasters clean up the rest. Still worth it to have Boba BH with extra attacks. Any activation issues will be fixed in the first round after you cap their fodder. Except you will do much better with Cad Bane in Boba's place, for cheaper. For that matter, Dash, Atton, Czerka is also better. You are spending 80pts to get Boba to an accurate shooting Cad Bane. That's hardly worth it. I know if given the option to spend 24pts on a commander (who did nothing else mind you) simply to give Cad Accurate shot, there is no way I would do it. I'd just save the points, use Cad, and get the extra 2 shots per round instead. Especially since those extra points likely get me Dash in there as well. You tell me, which build is better. Yours? Or the following? --Exile Interference-- 54 Cad Bane 49 The Jedi Exile 28 Dash Rendar, Renegade Smuggler 54 Jedi Battlemaster x2 6 Mouse Droid x2 9 Ugnaught Demolitionist x3 (200pts. 10 activations)
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/6/2008 Posts: 104
|
Bill draws an excellent example in his last post about how a figure isn't necessarily the best choice if you have to expend exorbitant amounts of points to make him better. His Cad Bane version is significantly better.
Re: Mandos. An experienced NE player brought Mandos to Regionals last year and did really well with it. Mandos run well by an experienced player can do quite well. The Mandos have two of the most cost effective buys in the game in terms of commanders (Quartermaster and Captain). When you get pieces that can quad attack with either Opportunist or Cunning, and one has GMA and the other has Cloaked, you really put your opponent into a tough position to crack the egg. Its a total Kobayashi Maru when you realize that no matter where you go, SOMETHING is gonna pound you for 80 damage on a single activation.
And Boba Merc Comm is the best Boba in the game, no question, but suffers severely from faction affiliation, as Bill said. If he were Fringe we probably wouldn't be debating anything here. ;)
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 11/2/2009 Posts: 68
|
I've had some success with this Boba/Mando build here, what do you guys think?
--Man(do) Love-- 57 Boba Fett, Mercenary Commander 26 Mandalorian Quartermaster 23 Mandalorian Captain 57 Mandalorian Scout x3 17 Mandalorian Gunslinger 8 R7 Astromech Droid 9 Mouse Droid x3 3 Ugnaught Demolitionist
(200pts. 12 activations)
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/4/2008 Posts: 1,441
|
kevin187 wrote:I've had some success with this Boba/Mando build here, what do you guys think?
--Man(do) Love-- 57 Boba Fett, Mercenary Commander 26 Mandalorian Quartermaster 23 Mandalorian Captain 57 Mandalorian Scout x3 17 Mandalorian Gunslinger 8 R7 Astromech Droid 9 Mouse Droid x3 3 Ugnaught Demolitionist
(200pts. 12 activations) Yep, that's a pretty solid basic Mando squad. I always debate the Captain over simply using a Czerka, and the QM for me, I can take or leave. I have just as much success using something like Jarael in it's place. But I see nothing really wrong with that, and played well, it's exactly the type of build Klecser and I were referring to. Well covered in terms of cunning and opp, which takes activation control issues out of play. (People often go all scouts, and then complain they can't beat Dodonna). Using Boba, accurate on all the shooters, and a Gunslinger makes that a moot point. You either hit them with cunning or opp, and the opponent, once engaged, has to choose what to take, and what to avoid. Another option is what I would play is something like this: --Fett's Mandos 200-- 57 Boba Fett, Mercenary Commander 24 Mandalorian Jedi Hunter 38 Mandalorian Scout x2 18 Twi'lek Black Sun Vigo 34 Mandalorian Gunslinger x2 13 Czerka Scientist 6 Mouse Droid x2 9 Ugnaught Demolitionist x3 (199pts. 13 activations) You lose the +4, but the GSs gain GMA, and the TBSV comes close to replacing the lost scout. You also gain a better interference piece in the JH, for dealing with melee that get to close. The QM works ok, but the JH can do that final 30 to a GOWK consistently. Some would argue the czerka gets a big target on her, and that's true. But of course as the controlling player, I know that as well. And I can use that to my advantage. Getting her killed in the right situation as bait often wins me games.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/13/2009 Posts: 401
|
Great squads, I've run similar if not same in the past. Not at tournaments, just casual play with my buddy. Fun to play. And of course the cloaked scouts make it annoying for the opponent.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/14/2008 Posts: 304
|
billiv15 wrote:
--Fett's Mandos 200-- 57 Boba Fett, Mercenary Commander 24 Mandalorian Jedi Hunter 38 Mandalorian Scout x2 18 Twi'lek Black Sun Vigo 34 Mandalorian Gunslinger x2 13 Czerka Scientist 6 Mouse Droid x2 9 Ugnaught Demolitionist x3
(199pts. 13 activations)
You lose the +4, but the GSs gain GMA, and the TBSV comes close to replacing the lost scout. You also gain a better interference piece in the JH, for dealing with melee that get to close. The QM works ok, but the JH can do that final 30 to a GOWK consistently. Some would argue the czerka gets a big target on her, and that's true. But of course as the controlling player, I know that as well. And I can use that to my advantage. Getting her killed in the right situation as bait often wins me games.
So you're playing the Jedi Hunter for JH? Unless you're playing him as a loner, the QM will have a +13 attack (less damage against Jedi, though). Another question I have is how you will keep the Scouts and GS's within 6 of the Czerka. It always seems difficult to play with a Czerka because you can't really spread out unless you give up Twin.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/6/2008 Posts: 104
|
Yep. If you have options to hit the enemy with heavy damage regardless of whether they out-activate you, you overcome the Mando weakness to activation control. It simply doesn't MATTER if your opponent out-activates you if you have the capabilities to hit them hard in any situation.
@Rogue: Who ever said that you SHOULD spread out? In a game in which damage concentration is key, splitting your forces usually is more of a liability than a benefit. You can have SOME separation. The key to using the Czerka is good positioning and that is learned through experience.
I prefer the Captain to the Czerka for the HPs and the fact he can shoot, but I can see a very compelling argument that in a meta rife with Twin attack that a Cad Bane with Opportunist (just as an example) spends the same cost in damage potential to hit a Czerka once and losing a Twin as they do hitting a Captain twice for the kill. It is the same cost to the Cad player. So, given that Czerka costs less, can also give the Jolt benefit, and the only other drawback is a need for good positioning, that could be a better choice for a very experienced player, depending upon personal preference.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/14/2008 Posts: 304
|
klecser wrote:Yep. If you have options to hit the enemy with heavy damage regardless of whether they out-activate you, you overcome the Mando weakness to activation control. It simply doesn't MATTER if your opponent out-activates you if you have the capabilities to hit them hard in any situation.
@Rogue: Who ever said that you SHOULD spread out? In a game in which damage concentration is key, splitting your forces usually is more of a liability than a benefit. You can have SOME separation. The key to using the Czerka is good positioning and that is learned through experience. But I still fail to see why a character who can (in some situations) hit for more damage should be taken over another who can make your other attackers hit much more reliably. Maybe it's just preference.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/6/2008 Posts: 104
|
I added to my original post with a further explanation. It may be personal preference based upon play style and experience. My point is that there are options, and that one shouldn't discount a choice just because its different or requires a more (or less) sophisticated strategy or set of tactics.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/14/2008 Posts: 304
|
Ok, that clarifies a lot. Being a relatively inexperienced player myself, I usually tend to split my forces (especially since I almost always play with Mas). Thanks for the input, I'll have to work on that. ;)
|
|
Guest |