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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/12/2010 Posts: 564
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in the words of Bill & Ted, these articles on the DOTF set is most triumphant.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/7/2008 Posts: 377 Location: Mexico D.F.
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theultrastar wrote:in the words of Bill & Ted, these articles on the DOTF set is most triumphant. I totally agree with you, greettings.
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Rank: Moderator Groups: Member
, Moderator, Rules Guy
Joined: 8/24/2008 Posts: 5,201
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Figured I'd get back and finish this before I started on the new stuff. On to the Rebels.
3. Wedge's Snowspeeder It's a scenario piece, sadly. You won't be seeing nearly enough figs with Mounted Weapon for Expert Harpoon Gunner to have much effect. And you will pretty much always spend the 6 points for Luke's Snowspeeder. Still pretty decent if you want another Huge Speeder, though.
2. Rebel Commando Munitions Expert Pretty much updating the long, long obsolete (seriously, since Universe, though most pronounced with LOTF) Rebel Commando to today's standards. I will never argue for less Satchel Charge, so it is a good piece. And it gives a little more flexibility to the Commando theme of Rebels.
1. Lt. Page The most powerful Rebel figure of the set. He gives a really good oomph to the non-Elite Commandos, especially with Madine. He really fills out the Commando theme, as you no longer have to depend on the Elites. Break out the Bothan, Dressellian, Wookiee, or Dresellian. Pretty versatile them now.
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Rank: Moderator Groups: Member
, Moderator, Rules Guy
Joined: 8/24/2008 Posts: 5,201
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Imps!
7. Imperial Knight Master The Imperials essentially get their JWM equivalent in the Master. Much more effective than the regular Knight, Assault provides more offensive and a better Gauntlet and more FPs really help (though with so many Force Batteries in the Imperial faction, it isn't as big a deal). In the end, the Knight swarm isn't the Imperial's strong point right now. Still a fun piece, especially if you like running the Knights.
6. Scout Trooper Officer A more efficient piece than Nyna, he provides cheaper Superstealth than Nyna, but to a more limited group. But, keeping with the Trooper theme though, you can still start including more of the Trooper helpers that Imperials have. Grenades isn't game shattering, but it helps with Mice walls.
5. Elite Scout Trooper Nothing too exciting, but it benefits from a very good stat line. 50 HPs is very tough, especially on a piece with Stealth and Evade. And it has a great defense. Don't even need Nyna, toss in a Felucian Officer, and he will be pretty tough to hit. He is designed to work the Scout Officer, since he can benefit from all of his CE.
4. Noghri Warrior The Noghri Warrior provides a pretty potent bodyguard for Thrawn or Leia. In the NR, you are more likely to have a Leia in the thick of it rather than Thrawn. While he can get a few stat buffs and Opportunist in the Imps, it is pretty nasty to run him in the NR with Garm and an Ithorian. You can even toss in Deceptive for extra damage. Though, with Mighty Swing, you might want to keep in a swap squad, able to deal 60 on his own. Not bad at all.
3. Rukh This has sparked a great debate of whether you should use him over Arden Lynn. Rukh is a bit more all out offensive than Arden, able to get into the frey quickly, with Cloaked to protect his approach. Arden is a bit better if you are expecting Melee threats, and her damage quickly outpaces Rukh's, with her Twin versus his one. And his Internal Stife is still a danger. Still, he makes a good piece for swapping, since he can run in and do damage, which is always better than merely running a piece out.
2. Joruus C'boath I love Lightning 4. It is absolutely devastating. The fact that he gains FPs so quickly means the opponent will likely not have his big threat for long, and not doing a whole lot before he goes. And Detonate will make people worry about taking him out when he gets in the thick of things. Force Dominate is okay, only better than regular Dominate since it only replaces attacks. It is good for finishing up a game, though. And extra turn, when your fig is likely to die before you can use him next turn is a very good strategic tool. Definately an interesting piece for those willing to learn his subtleties.
1. Admiral Gilad Pelleon It's a new Lobot. Pelleon's obvious strengh is his customization. With as many Vaders, a lot of them with rather niche uses, you can switch them out as needed, with only a few points lost. It can even be useful in lower points, switching between Ozzel, Tarkin, or a Probe in a mirror match of Thrawn vs Thrawn. There are plenty of commanders in a variety of point ranges to create decent custimization options. And don't underestimate his Ysalimari. GA Thrawn has sort of been replaced by the IE Thrawn, so many might forget how powerful Ysalimari is. Just ask the Vong how powerful Force Immunity can help in certain situations. It is a very powerful, especially on shooters. It is a definate bump vs Jedi, even if you lack an JH Vader.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/23/2010 Posts: 3,562 Location: The Hutt, New Zealand
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Awesome, please keep going (if you have time). I pretty much agree with everything so far, and it's cool to see an intelligent commentary on each individual piece.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/27/2009 Posts: 478 Location: the closest battle
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I agree with the revan analysis, just used him today against my brother, so much fun
Once my brother swarmed revan with a battlemaster, guardian, and consular which may have been enough jedi to give revan a problem, but - no small part due to master tactician - I was able to attack with revan and kill the consular before swapping him with a sith guard....so the jedi ganged up on a 5 point figure
I did this 3 times, to great effect
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/8/2010 Posts: 3,623
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Totally agree with your reviews thus far, although I might have pumped Reven up a notch or two. My favorite piece is easily the Destroyer Droid Series 2. Very accurate to the one in the movies/tv show/games. Keep up the good work, and do R&R too haha
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Rank: Moderator Groups: Member
, Moderator, Rules Guy
Joined: 8/24/2008 Posts: 5,201
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NR time.
6. Cilghal She's not a game changing piece. Defineately better than the Jedi Healer, even if she can only Heal twice. Heal 30 is still pretty powerful, about the only Heal that is somewhat effective. Sadly, her atk is too low for her to be a decent midrange attacker, and with no Deflect/Block/Defense, she will go down too quickly.
5. New Republic Veteran Trooper A pretty good upgrad to the ol' NR Trooper. Still has Advantageous Cover, which is always nice. He benefits from the Careful Shot from the Commander, who is still a decent attacker, with his +14 Atk and 30 dam when standing still. A great start to bringing some Troopers back to the NR. Only bad thing is that lack of green cape....
4. Jedi Demolitionist Yay, the return of Force Bubble. While it won't prevent as much damage as the other Force Powers, but is more reliable in having no save. A bit unconventionable with the Mobile/Grenades/Satchel Charge options, but it makes it a good Mice wall clearer, back up door control piece. Stealth, Evade from Wedge, and Bubble will keep them around a bit. While it won't be nearly as potent as Talon, the Mobile Attack with Bubble on the AoO is still potent against other beatsticks.
3. Jacen Solo, Jedi Knight A very fun piece. Nothing too exciting up front, but he is a great option to fight the Vong. Parry let's him handle Vong. Embrace of Pain will make him tougher and tougher to take out, with a max of 25 Def and +17 Atk before he dies. But Vongsense is where the real power comes from. Not only can he use Lighting to fore the Vong player to split up, but he can reroll his Parry/Thud Bug saves. That is huge. Considering that has always been Thud Bug's greatest strength, taking it away really hurts swarm Vong as well as Parry really taking away from the Jedi Hunters. Toss in Ghost Luke, and Jacen will really help the NR fight the Vong.
2. Jaina Solo, Sword of the Jedi I have a feeling this is a bit of a controversial placement. She's a great piece. Move 12 with GMA and Triple is brutal. In NR, it is however, another piece that has to compete with Kyle and Mara, which is a bit tough. She definatley has advantages. Not nearly as much damage output as Mara, but Jaina isn't reliant on init, plus Jaina has a lot more defense, with Parry and Deflect. She will be staying around longer than Mara. The defense also plays into her advantages over Kyle, with the advantage of being a bit more offensive with built in GMA vs Kyle, though Kyle causes tons of issues for the opponent with Disruptive. As a Mando, she has pretty obvious strenghts. GMA/Triple/Twin makes her an offensive beast. Keeping her within range of the CE's is a bit tough, though. The temptation to run her up front as fast as possible may leave her without the offensive CE's the Mandos have. I'm sure the sure offensive power the Mandos provide for her are fun, but I do like the more defensive (Renewal/Mettle, Evade, Levitation) that the NR has, quite a few that don't need to try and keep up with her. I may also have issues with the Mando Jaina concept, too...
1. Ben Skywalker Don't be mistaken by the Melee Attack, this is a cheap, stealthed shooter, with Twin and Cunning. And even better, he can bypass Deflect/Block/Defense with ease, with Force Withdrawal. He is much, much better as a midranged shooter than he is as a Melee fig. His base attack isn't much to talk about, even with Cunning. The +10 for 30 is highly tempting, sure, but the +12 for 20 is far more reliable. The Twin Blaster vs Melee and the Force Withdrawal makes him a very, very versatile mini for bypassing an enemie's defense. Parry/Block/Riposte/Djem So? Shoot em. Reflect/Deflect/Evade? Either Melee or Force Withdrawal. He is not a game changing piece, but he is a very powerful support shooter for the faction. I'm surprised I haven't seen more of him.
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Rank: Moderator Groups: Member
, Moderator, Rules Guy
Joined: 8/24/2008 Posts: 5,201
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Fringe, a 1/6th of the set.
10. Niles Ferrier A fun piece. Nothing terribley great, and not exactly a subtheme many were demanding. But, it is a fun niche. And fairly accurate for a minor character. These fun pieces help round out a set, rather than being all powergaming stuff.
9. YVH 1 (Yuuzhan Vong Hunter Droid) A Droid to counter the Vong, but he isn't real great at it. There are other shooters close to his point range is other squads that do better at shooting up the Vong. It is still a potential Reserves piece if you really want another decent shooter when facing Vong. Missiles 30 is fun for so cheap, as well. Heal when he activates is also helpful when facing AoOs.
8. Jawa Chief Reprogram is a fun, if complicated and tough to pull off. Definately the pain of Droid heavy squads. With Reprogram being his main thing, it is a tough call to bring him in, since he doesn't benefit Jawas in anyother way. Still, pretty fun visual of Jawas stealing Droids.
7. Tusken Raider Chieftan I really like him. Gang is pretty fun with the 4 pt Tusken. Combined with say the Ithorian, the Tuskens will be very deadly. And on his own, he is a bit of a dangerous threat. Able to deal 60 is pretty potent at that point cost, even with the low Def and HP. Granted, weak against the current meta, but still, very very fun. I like my Tuskens.
6. Nikto Pirate This is a piece that sets out to correct a few things. One, the terribleness of the Nikto Soldier, which who knows why it was reprinted (an apology for the atrocious sculpt in CS, most likely). 2. Work on the idea presented in Galaxy at War. Hondo Ohnaka is a fine piece, sadly, there are only 2 pirates in the game, one of which already has Accurate, making his CE very, very niche. So, add a new Pirate to the theme, as well as a new Black Sun piece, which is always fun. It makes this guy a very versatile cheap shooter. Toss him in with Black Sun for the Grenades/+4 Atk/+10 Dam, or Pirates for the Accurate. Considering he can easily get +10 Atk for himself, he is a decent option at 8 pts.
5. Jodo Kast A bit of a tough spot for Jodo to be in, as he has two decent figs to compete with, Boba, Enforcer and Aura Sing. He holds up pretty well. He has a better damage output, with Double and Cunning, even more since with only 10 base damage, he can get Twin from the Czerka in all factions, compared to the one shot only Boba and Aura getting Twin only in Seps. Built in Evade is nice, since he will need to stay still most of the time, unless you are using the Twi'lek Vigo, which again, benefits from built in Evade. The lack of Accurate is a pain, but you trade it off for better damage potential. A very decent option, with fun synergies to think about.
4. Han Solo, Gambler Fringe Han, blasphemy. Still, a big fan want. At 21 pts, he is a perfect option for the factions that need an Accurate shooter, and one that is cheap. Not everyone wants to spend the points for Zuckuss or Aura. He isn't going to make anyone scared, but in the age of Mice walls, do NOT underestimate Accurate Shot, and on the cheap too. A great option for a ton of the minor factions.
3. Nautolan Black Sun Vigo More Vigos for Black Sun is always appreciated. He may seema bit weak, but consider that with Xizor, you will be able to get up to +15 for 30, with Twin and Mobile. The Twi'lek needs a Czerka, and the Bith has to get too close for as good of an Atk score. And of course, expanding Black Sun is always fun. Sure, there is the obvious of Cad Bane to use with Xizor, for massive damage. But don't underestimate giving Grenades to the 4 pt Gran Raider (some real potential in Nom Bombs). If you are confused on that, you need to reread the glossary on Black Sun. In the end, for Black Sun, he works great as a recruiter and as an attacker.
2. Atris She makes the rather weak Echani very, very playable. They are still a little soft on the defense, but Atris makes them a very powerful threat offensively. But what makes her very strong outside the Echani is her Force Meditation. Makes your allies attack better, while the opponent's attack weaker, is very powerful. Combined with an ally with high defense, you will frustrate you opponent. A lot. Don't underestimate it. A -4 Atk makes it 20% harder for your opponent to hit. It really adds up. Atris will have effects on the meta, even if she isn't dominant. A very annoying piece to go against, when your Sith Lords are missing way too much.
1. Salacious Crumb He is the perfect Reinforcement. A lot of Reinforcements tend to be 5 3 pt pieces, either wasting 2 pts or going with a subpar 5 pt fig for the squad. Now, you can get a piece that shuts down CE's. Very, very potent, even if he won't live for very long. Forcing an opponent to attack a 5 pt pieces that is worth no points is really helpful. That's an attack that isn't used to gaining points. Also, as the cheapest Unique, he is perfect for the variety of Impulsive abilities out there, like Kyp's or Hoth's.
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