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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 3/15/2009 Posts: 909 Location: Michigan
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Human Black Sun Vigo wrote:cicrush13 wrote:Ok, I'll critique yours, you critique mine (Invasion custom set). Vornskr - The CE seems a lil confusing to me. I would specify that only 1 of them applies at a time. Obi-wan's CE is amazing and combined with evade, it would make rebel non-uniques very hard to kill. I might raise his cost (again) since Obi-wan Unleashed is almost the same cost. Might I add a suggestion for a force power? Healing aura - force 3; replaces attacks. Allied characters within 3 squares of this figure can remove up to 20 damage from themselves. Garm - crazy hard to kill for anything. Possibly have it lose some special abilities as it becomes damaged? Like in the game you target some cannons, they are destroyed. Hope this helps. Deal. Vornskr-I tried to do that, but I guess that the description came out a bit confusing. I'll reword it a bit. Obi- Healing Aura sounds pretty good. I will remove Force Heal 20 and give him that, but it'll only affect living characters. Also, I'll add "Allies with special abilities that allow them to avoid damage can choose to use this effect or their effect." And, I'll raise his cost 5-6 points. again Garm- I'll take off Molecular shielding, DR 20, and Weak Spots and give him Deflector Shields 20 (If this character takes 20 damage or less, he can avoid it with a save of 11.) and I'll add Collateral Damage (When this character is at half Hit Points, he loses Rapid Fire Cannon and Quadruple Attack and instead gains Triple Attack. Would that even them out enough? For Obi and Vornskr yes. Maybe do something along the lines of after 50 points of damage Garm loses 1 ability (rapid fire cannon), then loses quad after 100 points of damage and then loses something else after 150 points of damage. Just thinking along the lines of the game.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/18/2010 Posts: 198 Location: Alderaan (What's left of it. Stupid Imperials, it
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Revisions
Change Ben Kenobi's cost from 46 to 52. Remove Force Heal 20 from Ben Kenobi Add the Force ability Healing Aura to Ben Kenobi. Reworded Ben Kenobi's Commander Effect from "Wounded allies without a Force Rating within 6 squares gain Variable Shielding (Whenever this character takes damage, divide the amount of damage taken by 10. This character can make that number of saves of 11, each reducing the damage dealt by 10.)" to "Wounded allies without a Force Rating within 6 squares gain Variable Shielding (Whenever this character takes damage, divide the amount of damage taken by 10. This character can make that number of saves of 11, each reducing the damage dealt by 10.). Allies with special abilities that allow them to avoid damage can choose whether to use this effect or the effect printed on their card when they take damage. Added Collateral Damage to The Gargantuan. Removed Molecular Shielding, Damage Reduction 20, and Weak Spots 10 from The Gargantuan. Added Deflector Shields 20 to The Gargantuan.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/18/2010 Posts: 198 Location: Alderaan (What's left of it. Stupid Imperials, it
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Wait, Vornskr's CE, first line is "These effects do not stack."
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/18/2010 Posts: 198 Location: Alderaan (What's left of it. Stupid Imperials, it
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By the way, there's a bit of clarifying that I left undone. Tyber Zann's Commander Effect affects Huge allies within out the High Flight special ability and allies who do not count as having the High Flight special ability. I created High Flight because I felt like some Flight characters fly too high for some attacks to reach, like throwing grenades, slashing with a lightsaber, et cetera.
Characters already in the game (as released by WotC) for the purposes of this custom miniatures set are:
Alliance and Empire 42/60 Ewok Hang Glider Clone Strike 32/60 Battle Droid on STAP Clone Strike 2/60 Aerial Clone Trooper Commander Bounty Hunters 43/60 Nikto Gunner on Desert Skiff Bounty Hunters 49/60 Utapaun on Dactillion Clone Wars 4/40 Anakin Skywalker on STAP Bounty Hunters 12/60 Rebel Snowspeeder Battle of Hoth 10/12 Rebel Snowspeeder The Force Unleashed 15/60 Luke's Snowspeeder Bounty Hunters 54/60 Basilisk War Droid
Sorry that they're a bit disorganized; I'm just writing them in the order that they appear on Search characters with Flight.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/18/2010 Posts: 198 Location: Alderaan (What's left of it. Stupid Imperials, it
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Still looking for input...anyone who sees this, even if you're just starting minis and don't know anything about the game...any amount of input is appreciated...
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/18/2010 Posts: 198 Location: Alderaan (What's left of it. Stupid Imperials, it
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Seriously...anyone? Even if you're on this sight by accident! Anything?
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/18/2010 Posts: 198 Location: Alderaan (What's left of it. Stupid Imperials, it
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Rank: Moderator Groups: Member
, Moderator
Joined: 7/25/2008 Posts: 579 Location: D.O.O.P. HQ
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I read them all even before I became a mod but most of the time Im reading them at work so I usually dont have time to post.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/18/2010 Posts: 198 Location: Alderaan (What's left of it. Stupid Imperials, it
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My topic's on the last page Any critique?
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/18/2010 Posts: 198 Location: Alderaan (What's left of it. Stupid Imperials, it
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Seriously, any critique? I'm trying to keep this forum active
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 8/21/2009 Posts: 85
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I think you should make the zann consortium an entire faction on its own.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/18/2010 Posts: 198 Location: Alderaan (What's left of it. Stupid Imperials, it
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I considered that, (I even had a symbol for them on my prototype hand-written cards), but then I would have to figure out all of the synergies and that stuff. For enough credits, I'd imagine that even Tyber Zann would work for mostly anybody. They'd kinda end up like the Mandalorians- amazing commanders and followers in their faction, but at a great numeric disadvantage
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 3/27/2008 Posts: 832
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Hey you've got a lot of cools stuff going on in this set. I like the multimini mechanic as well as the boat load of other new stuff you have come up with. Nice job.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/14/2010 Posts: 210 Location: Felucia
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I love the game, and I love this set! Great job!
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 8/21/2009 Posts: 85
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i dont think there's anything wrong with the mandos. and besides, since swm got cut we will never know if they would have made a bunch more mandos. they been adding a few in some of the more recent sets. If you have the forces of corruption set then add a few more minor characters and stuff like that in other sets you could eventually have a pretty balanced faction, like now im working on a new faction that would probably work out the same way. i just dont wanna undercut the consortium lol
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 8/21/2009 Posts: 85
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cloaking field is a bit over-costed in FP. Force cloak just costs 2 FP and that is for the remainder of the skirmish.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/18/2010 Posts: 198 Location: Alderaan (What's left of it. Stupid Imperials, it
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Thanks, R5Don4 and yuuzhanvonghunter! darthsithis, all that i meant was that the Mandos don't have a lot of released characters. Although, I guess that a new Zann Consortium faction, if given the proper explanation, would work. Any ideas?
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/18/2010 Posts: 198 Location: Alderaan (What's left of it. Stupid Imperials, it
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Maybe they can go in any squad, but don't count as Fringers for CE's, and cost extra if there's anyone from a non-Fringe factoin?
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/18/2010 Posts: 198 Location: Alderaan (What's left of it. Stupid Imperials, it
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darthsithis wrote:cloaking field is a bit over-costed in FP. Force cloak just costs 2 FP and that is for the remainder of the skirmish. Yeah, I realize that it's quite costly, but Tyber, Uria, and Luke could only use it once and a while. It had to recharge for a few minutes after each use, which is what I was trying to do. Also, these guys get Invisibility, which can be almost broken in some cases, because if you base them to attack (particularly Luke and Uria), you better be a beatstick, or you're dead; if you don't base them, they can base you, and you're dead that way too. Would it be better at 3-4 FPs? I want it to have "recharge time", but not cost too much to be effective.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 8/21/2009 Posts: 85
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i would give luke the force cloaked or force invisibility, but tyber and uria didn't have force powers, i would try to make it into a special ability. name it cloaking field that gives them invisibility, but make it so when they attack they are exposed for the remainder of the round.
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