|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/10/2010 Posts: 1,153
|
Looks like I had better hit up wookieepedia.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 5/14/2008 Posts: 2,063
|
I'm confused by Talisman Mind Control. Am I reading it correctly in that the all enemies within 4 are controlled regardless of the roll? The roll only defines the nature of the benefits and liabilities from switching squads for the remainder of the round?
|
|
Rank: Moderator Groups: Member
, Moderator
Joined: 1/30/2009 Posts: 6,457 Location: Southern Illinois
|
markedman247 wrote:I'm confused by Talisman Mind Control. Am I reading it correctly in that the all enemies within 4 are controlled regardless of the roll? The roll only defines the nature of the benefits and liabilities from switching squads for the remainder of the round? The save is for switching squads. The rest are restrictions on affected characters if the save fails and they switch. The wording is a little odd. I'm thinking this card is not 100% finished (a couple of small errors on the card), so I won't be surprised if the wording gets cleaned up from this version.
|
|
Rank: Moderator Groups: Member
, Moderator, Rules Guy
Joined: 8/24/2008 Posts: 5,201
|
swinefeld wrote:markedman247 wrote:I'm confused by Talisman Mind Control. Am I reading it correctly in that the all enemies within 4 are controlled regardless of the roll? The roll only defines the nature of the benefits and liabilities from switching squads for the remainder of the round? The save is for switching squads. The rest are restrictions on affected characters if the save fails and they switch. The wording is a little odd. I'm thinking this card is not 100% finished (a couple of small errors on the card), so I won't be surprised if the wording gets cleaned up from this version. Likely the glossary defination will be a lot longer. For the card text, I don't see it changing.
|
|
Rank: Moderator Groups: Member
, Moderator
Joined: 1/30/2009 Posts: 6,457 Location: Southern Illinois
|
Sithborg wrote:swinefeld wrote:markedman247 wrote:I'm confused by Talisman Mind Control. Am I reading it correctly in that the all enemies within 4 are controlled regardless of the roll? The roll only defines the nature of the benefits and liabilities from switching squads for the remainder of the round? The save is for switching squads. The rest are restrictions on affected characters if the save fails and they switch. The wording is a little odd. I'm thinking this card is not 100% finished (a couple of small errors on the card), so I won't be surprised if the wording gets cleaned up from this version. Likely the glossary defination will be a lot longer. For the card text, I don't see it changing. Talisman Mind Control (Force 5, replaces attacks: Enemies within 4 squares join your squad for the rest of the round; save 11. On a failure, [ those] characters are also not subject to commander effects, does [ do] not gain any bonuses, cannot use abilities that replace attacks, and cannot prevent or redirect damage.) One grammar correction, and maybe one added word. That's all I would suggest for the card.
|
|
Rank: Moderator Groups: Member
, Moderator, Rules Guy
Joined: 8/24/2008 Posts: 5,201
|
You see, that's why I'm not incharge of QC. We are beginning to finish up the cards, so minor things like that could change.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/23/2010 Posts: 3,562 Location: The Hutt, New Zealand
|
So potentially, if you're running Darth Sidious Hologram, you could have an Ugnaught turn someone into a Rakghoul....
|
|
Rank: Moderator Groups: Member
, Moderator
Joined: 9/16/2008 Posts: 2,302
|
The wording as is confuses me. Is the power meant to read that enemies that join your squad for the round are also not subject to your squads Ce's for the round that they are on your team? It's not a permanent effect, right?
|
|
Rank: Moderator Groups: Member
, Moderator
Joined: 1/30/2009 Posts: 6,457 Location: Southern Illinois
|
adamb0nd wrote:The wording as is confuses me. Is the power meant to read that enemies that join your squad for the round are also not subject to your squads Ce's for the round that they are on your team? It's not a permanent effect, right? Now that you mention it - for 5 force points, I'm thinking it is permanent. Intriguing idea, and is starting to make more sense to me now.
|
|
Rank: Moderator Groups: Member
, Moderator, Rules Guy
Joined: 8/24/2008 Posts: 5,201
|
I believe it is only for the round.
Pretty much, you can gain quite a few allies for the round, but they won't be 100% effective.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 5/14/2008 Posts: 2,063
|
Sithborg wrote:I believe it is only for the round.
Pretty much, you can gain quite a few allies for the round, but they won't be 100% effective. Great! Just what we needed. A miniature who creates Jersey Shore fans. :)
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/19/2010 Posts: 1,291
|
So what is the benefit of bringing someone to your squad? To delay the game for a round? Cause It seems he won't be able to pull this out till round 3... But that round you wouldn't wanna waste it because I doubt enough people will be within 4 squares. So we will say round 4.... And you take a 50/50 chance of multiple people joining your side for what cause? By then their HP should be pretty low, so with their other people they could kill them in that round and take the Gambit.... Or, heaven forbid, you get Mace to switch squads, and then This fool dies and gives Mace All this fun stuff..... I'm just not sure what the design is for this piece. The control ability will never be used with Alchemy 4 in your possession, so... to me... It seems like an unneeded ability that just maks this guy cost more. Drop that ability completely and drop his cost by 10, and he atleast gets some tested play in some tournaments. But as of now... Until this rakghoul warrior is unleashed ( And he is just amazing or something) This guy will rest on the shelves with the majority of the Sith Faction.
|
|
Rank: Moderator Groups: Member
, Moderator, Rules Guy
Joined: 8/24/2008 Posts: 5,201
|
They went conservative with the costing, sure. But the Talisman Mind Control can be very brutal in the right situation. Unlike Dominate, you can really screw up the opponent's board position, even if you can't use a fig's most powerful abilities. Will it be used every game, no. But it will be a threat the opponent will have to worry about.
He is still nasty without it. Autokill a fig with 40 HPs, very good. Twin is always handy on a Jedi. He will be very tough for Jedi to take him down, with his 25 Def and Parry. And he is the gift that keeps on giving. Giving out at least one more use of Alchemy 4. And again, and again, till defeat. He is going to be quite fun with Celeste.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/19/2010 Posts: 1,291
|
He gets owned by Palleon squads, Vong, and Seps. Gimmick squads like Death shots (Mando or Naboo Pilot) beat him. Bastila will prevent Revan from swapping him in. Han Smug Commando squads win. Typical Mara, Ganner, Han sqauds will beat him. Now that I think of it..... I dunno any squad that is played right now that he would do good against. He is going to be a fun piece, thats for sure. But he is just another figure who looks cool, and will be used only in casual games, when the D8 rolls and you choose his squad at random Cool ideas tho, and very very unique in his creation. Keep these going and the Sith may win a regional in the next 4 standard years
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/23/2009 Posts: 1,195
|
I don't think we went into Muur's design wanting to make a world-beater ( at least I didn't). Muur is a fun piece that has an awesome ability when he dies. Imagine any force user in your squad suddenly gaining 4 force points. That's 4 extra bubbles for Zannah! The Mind control could be useful, you turn a couple of guys to your side then move them into position to kill them next round. Or just turn a piece like Mace and have him run 12 squares away from the fight while you kill other stuff.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/26/2008 Posts: 2,115 Location: Watertown, SD
|
I'd like to try Muur out with Exar Force Sprit just so I have a ghost that makes people explode into Rakghouls.
|
|
Rank: Moderator Groups: Member
, Moderator, Rules Guy
Joined: 8/24/2008 Posts: 5,201
|
Hmm, I think Death Shots are a squad you would actually use Mind Control on. You can really screw up their positioning. Suddenly, a new legal target is there (their own piece). Yeah, they still get the points, but then they really lose the figure. Yes, Muur is not the uber Sith of the mini set. That's the other 3 Sith...
|
|
Rank: Moderator Groups: Member
, Moderator
Joined: 9/16/2008 Posts: 2,302
|
I don't think he's as bad as shmi is making him out to be. He is a movement breaker, and fits well with the sith's version of tempo control (Having the ability to take away a enemy activations while increasing his own squads). While he does lack melee attack damage output and ranged attack defense, he will be extraordinarily hard to take down with other melee attacks (25 DEF, and 3 saves vs damage). The ability to auto kill a 40 hp character, replacing it with a rackghoul is extremely powerful. The ability to give 4 extra FP out at death in conjunction with a loaded alchemy 4 is awesome, and re-usable throughout is great if you have multiple lower cost force users (or to give pieces like zannah even more staying power) . I don't think he is top tier on his own right (I think he may have been if the cancellation of CEs/bonuses/etc was a permanent thing) but I don't think he's a crappy piece by any means. I think with some skill and the right build, he could function within competitive play, thought I don't know. I unfortunately read a lot about competitive play but don't do much of it these days.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 10/21/2008 Posts: 267 Location: E-town PA
|
I'm thinking he could be neat with Marka. Win init, Marka whittles a guy down and activates Karness then, boom, instant rakghoul.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 5/14/2008 Posts: 2,063
|
Hinkbert wrote:I'm thinking he could be neat with Marka. Win init, Marka whittles a guy down and activates Karness then, boom, instant rakghoul. Kind of funny to think of him, a SInq (Sith Inquistor), Exar-cist (Exar Force Spirit) for that turn and be turned ability. Imagine on GOWK or even Mace. Sure, no pro will put them in that position but, if it happens once, it would be hilarious. Additional observation: The mind control says "Enemies" and not "living enemies" so the opponent's mouse wall might have deleterious effects for a round. I am sure the complete rule set will clarify.
|
|
Guest |