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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/23/2008 Posts: 942
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Cool that you guys are giving away the stats, I am staring to put them in post one. If you do give stats away if they are the full and complete stats, can you put the word COMPLEATE in the post. I am only updating post 1 with full stats for now. Just saves me continually changing and updating. Thank you for the stats though.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/25/2011 Posts: 806 Location: Wisconsin
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FlyingArrow wrote:Echo24 wrote:You do only get the 42 points for killing HoH.
Seriously? That seems crazy. Then you could drop in Kaleesh Warlord to commit 'suicide' and steal 41 points from your opponent. That is one of my bigger issues with it at first blush. It seems that there is significant potential to get a win on points just by swapping out a more expensive character for a cheaper one right before death. I get that line from Han Solo "I prefer a fair fight instead of all this sneaking around" or something to that effect. Now its possible that after trying a bunch of this stuff out I could change my mind and come around on it. I should also mention that its a rainy dreary day here, I didn't get enough sleep last night and my kids were bickering most of the morning all contributing to me being a bit crabby today. So perhaps mild irritants seem worse than they really are. I guess I'm mostly struggling with why we needed a proliferation of strafe and gallop? In general I don't feel that gallop and strafe represent the finer points of the game to begin with and that what we have is tolerable and sometimes enjoyable to run for a change of pace. This feels like we decided to turn those somewhat unpalatable experiences up to 11.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/25/2011 Posts: 806 Location: Wisconsin
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Oh and I'm not all doom and gloom on this set. Jedi Master K'Kruhk stands out as a very welcome addition to the NR. I will definitely be looking forward to running him. A beefier Kyp was long awaited as well.
Thanks gents!
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/19/2009 Posts: 178 Location: Earth
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Wow.
Thx 4 stats! Can some1 post Motti ? Haven't seen it anywhere Btw- new Sidious doesn't have Imperial affinity?
Question about Vehicle- swapping in characters. If I used say new Grievious with Sidious CS using Dark Master. After swapping the Grievious into let's just say GG, Hero would he be eligible to use Sidiou's FP?
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 9/30/2008 Posts: 1,288
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Galactic Funk wrote: I guess I'm mostly struggling with why we needed a proliferation of strafe and gallop?
In general I don't feel that gallop and strafe represent the finer points of the game to begin with and that what we have is tolerable and sometimes enjoyable to run for a change of pace. This feels like we decided to turn those somewhat unpalatable experiences up to 11.
These are very different Strafe/Gallop options than what already exist. There are 5 new pieces with Strafe or Gallop in Vehicles at War; lets look at each one: Jar-Jar: Obviously he's not a big hitter. He's an A+ swarm killer since he has Distraction, so he doesn't get hit by Death Shots or bad AoOs or self destruct when he Gallops past things. Probably won't be a really competitive piece to be honest, and he's very one dimensional. Obi-Wan on Boga: Having a Huge base is a really serious disadvantage. Having Stealth does help him a lot, as well as a mountain of HP, but it will be very difficult to effectively use Galloping Attack on a Huge base. Also keep in mind that he'll be directly competing with GOWK for table time, since they're the same price point, and GOWK is generally going to be better still. Grievous: One of the stronger new additions. Being a Large base isn't quite as bad as Huge, but it still is a disadvantage. He's also really, really expensive. Yeah, you can swap him out for Kaleesh Warlord so you give less points to your opponent, but that doesn't make him immediately stronger. Yes, there is a very strong combo that relies on you having a LOT of table control (you must both out-activate AND be certain to win init) and also relies on you not be playing against any of the counters to Galloping/Strafe Attack that have been being introduced for a while. Durge: Much the same as Grievous. He doesn't work like Lancers do now, because you can't use Pawn of the Darkside on him, which is really critical for a lot of Lancer games. His high HP helps make up for that, but the low Defense and high cost still keep him in check. Dropping him for Durge Jedi Hunter does have potential to be strong. To be really good, he requires the same table control that Grievous does. Luke and Leia on Speederbike: More of a flavor piece. They have potential to be very powerful, especially since they can get Cunning +20, but not playing another Luke or Leia makes it much more difficult to build around them. Also, they work totally differently than the other Strafers, who want to go last, since they really want to hit first so they get Cunning off. With just a +10 base Attack, they will have trouble hitting much without that bonus. So I really don't think we've made anything stronger than Yobuck or Lancers. Maybe some pieces that are situationally better, but nothing that really breaks the power ceiling open. I've never been a big fan of Gallop/Strafe either, but I prefer these pieces because they avoid some of the real abusive synergies that the existing ones have (PotDS for Lancer and swapping/towing for Yobuck). They trade those synergies for more outright power and sometimes flexibility, which I think actually makes them less of an NPE than the existing combos. Some people won't like these pieces, because they just really, really hate any kind of Gallop/Strafe. Trust me, I understand. I'm at an uncomfortable place in the game right now because a lot of the top tier squads are things that I don't like playing with or against. But we want to keep options open to everyone, so that no one squad type dominates the meta. If you do like Gallop/Strafe, that should be a viable option for you. If you don't like it, great, and I don't think we've made it too powerful that you have to play it or see it constantly.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/23/2008 Posts: 942
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I might have missed them? but these stats stiil missing I think. 01. 02
05 06
10. 11.
28
Beast Rider on Drexl HP DEF ATT DAM
missing
BHC characters
01 02
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/19/2009 Posts: 178 Location: Earth
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1. Arca Jeth, Jedi Master Cost 35 HP 100 Def 19 Atk 13 Dam 20 Special Abilities Unique.Melee Attack Double Attack Lightsaber Wielder (counts as having a lightsaber) Parry Force Powers Force 2; Force Renewal 2 Force Farsight (Force 3, replaces attacks; Move up to 2 allies with a Force rating and Melee Attack with in 6 squares up to 6 squares) Mechu Macture 5 (Force 5; replaces attacks; all Droid characters within 6 squares take 30 damage and are considered activated this round; save 16) Sever Force Commander Effect Allies with a Force rating without Force Renewal start the skirmish with +1 Force
2.Covenant Protector Old Republic HP 110 Def 18 Att +13 Dam 20 Special Abilities Covenant. Melee Attack, Twin Attack. Advantageous Cover [+8 Defense from cover instead of +4] Synergy +2 [+2 att/def while a Covenant ally is within 6 squares] Force Powers Force 4 Force Push 2 Lightsaber Deflect
10.ARC Trooper Captain Fordo Cost 27 HP 70 Def 19 Atk 12 Dam 20 Special Abilites Unique. Order 66 Twin Attack Disciplined Leader Grenades 20 Hand Signals (Allies with Order 66 are not affected by enemy abilities that suppress commander effects while they have line of sight to this character) Recon Synergy +4 (Allies whose name contain ARC Trooper get +4 Attack and +4 Defense while within 6 squares of this character) Commander Effect Allies within 6 squares named ARC Trooper gain Double Attack)
11. ARC Trooper Scout Cost 14 HP 40 Def 14 Atk 5 Dam 20 Special Abilities Order 66 Cloaked Pathfinder Stable Footing Targeting
12. Cin Drallig Cost 48 HP 120 Def 21 Atk 15 Dam 20 Special Abilities Unique.Melee Attack Double Attack Greater Mobile Attack Lightsaber Duelist Lightsaber Training (At the start of the skirmish, after setup, choose an ally with a Force rating and a lightsaber who costs less than this character. Also choose Shii-Cho Style, Makashi Style, Soresu Style, Ataru Style, Djem So Style, or Niman Style. For the rest of the skirmish, the chosen ally gains the chosen ability. Parry Soresu Style Force Powers Force 2; Force Renewal 1 Brutal Strike Lightsaber Precision 2 Lightsaber Riposte Commander Effect Followers with a Force rating and a lightsaber gain Greater Mobile Attack
17. Darth Sidious, Supreme Chancellor Cost 69 HP 140 Def 19 Atk 16 Dam 20 Special Abilites Unique (counts as Palpatine) Melee Attack Quadruple Attack Lightsaber Duelist Ambush Cleave The Phantom Menace Force Powers Force 3; Force Renewal 1 Master of the Force 2 Force Lightning 4 Leaping Assault (Force 2, replaces turn; Move this character to any unoccupied square within 6 squares. This move does not provoke attacks of opportunity. After moving, this character may still make all of his attacks this turn.) Sith Rage Commander Effect Allies with a Force rating gain Force Renewal 1
18. IG-110 Lightsaber Droid Cost 27 HP 80 Def 18 Atk 11 Dam 20 Special Abilites Droid Melee Attack Double Attack Cloaked Lightsaber Duelist Quick Reactions Self-Destruct 30
20. Techno Union Combat Engineer HP 30 Def 14 Atk 2 Dam 10 Special Abilites Mutant/Cyborg Experimentations (Non-unique living allies with a printed cost of 15 or less gain Cyborg and Slave (this character has Savage and -2 Defense unless an allied commander is within 6 squares))
21. Umbaran Soldier Cost 15 HP 40 Def 16 Atk 7 Dam 20 Special Abilites Armored Space Suit (Immune to critical hits) Cloaked Quick Reactions
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/2/2008 Posts: 205
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OMG I love this V-set!
The Vong get so much help! Tsalok, Nom Anor, Tsik-Vai and the Warrior Caste Subcommander are awesome pieces!
We finally get Daala, Isard, a new Kyp, new Karrde, new awesome Vader, new awesome Palpatine... wow
My only complaint thus far is that I would have liked to have seen Impulsive *anything* on Daala because her entire character is impulsive to the extreme. But that's a minor complaint and it could be easily fixed by a flavorful play style.
Two questions, though.
Vader DLoS: Could you elaborate on how No Disintegration works? Does it prevent all critical hits and bonuses? Just the enemy's? Just yours? Love Overwhelming Force 2, btw.
Nom, Executor: When an enemy finally makes their Coomb Spore save and is no longer infected, does that mean they no longer get the penalties to Attack and Defense?
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/19/2009 Posts: 178 Location: Earth
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DonStamos wrote:OMG I love this V-set!
My only complaint thus far is that I would have liked to have seen Impulsive *anything* on Daala because her entire character is impulsive to the extreme. But that's a minor complaint and it could be easily fixed by a flavorful play style.
Being HUGE Imps fan I'm not impressed especially seeing what she was durign playtesting. She's been nerfed ALOT if u ask me but I will post my full report on Imp pieces when stats of all of them will be known.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 9/30/2008 Posts: 1,288
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Those stats for Daala aren't correct (and yeah, not impressive, lol). Here are her full correct stats:
27. Admiral Daala cost 27
60 HP 14 DEF +6 ATK 10 DMG
Unique Rapport [Non-Unique Imperial characters without a Force rating cost 1 less when in the same squad as this character]
Imperial Reserves 20 [If you roll exactly 6 for initiative, you can add up to 20 points of non-Unique Imperial characters to your squad immediately before your first activation of the round]
Prideful [While this character has a higher printed cost than any other character in your squad, Imperial allies with a Damage value greater than 0 get +4 Attack and +10 Damage until this character is defeated]
CE: Imperial troopers gain Charging Fire +10 [Replaces turn: Can move up to double speed, then make an attack at +10 Damage].
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 9/30/2008 Posts: 1,288
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DonStamos wrote:
Vader DLoS: Could you elaborate on how No Disintegration works? Does it prevent all critical hits and bonuses? Just the enemy's? Just yours? Love Overwhelming Force 2, btw.
Nom, Executor: When an enemy finally makes their Coomb Spore save and is no longer infected, does that mean they no longer get the penalties to Attack and Defense?
No Disintegrations currently exists on the Epic Vader, and yes, it's ALL critical bonuses. If you pass your Coomb Spore save, you still keep the penalties, you just don't have to keep making the save.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/19/2009 Posts: 178 Location: Earth
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Echo24 wrote:Those stats for Daala aren't correct (and yeah, not impressive, lol). Here are her full correct stats:
27. Admiral Daala cost 27
60 HP 14 DEF +6 ATK 10 DMG
Unique Rapport [Non-Unique Imperial characters without a Force rating cost 1 less when in the same squad as this character]
Imperial Reserves 20 [If you roll exactly 6 for initiative, you can add up to 20 points of non-Unique Imperial characters to your squad immediately before your first activation of the round]
Prideful [While this character has a higher printed cost than any other character in your squad, Imperial allies with a Damage value greater than 0 get +4 Attack and +10 Damage until this character is defeated]
CE: Imperial troopers gain Charging Fire +10 [Replaces turn: Can move up to double speed, then make an attack at +10 Damage]. Thx man! I was wondering why were we supposed to pay 27 points for nothing :D Now this one is MUCH better :D
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/23/2008 Posts: 942
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dreadtech wrote:I might have missed them? but these stats stiil missing I think.
28. Admiral Motti full stats and SA's
50 Zygerrian Slaver full stas & Sa's needed
Also missing:
BHC characters
01 02
Thank to LeftiesWillRule & komix now only need the above
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/19/2009 Posts: 178 Location: Earth
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Ask and You shall be answered:
1.Beast Rider on Drexl [Huge Base] Cost 35 HP 140 Def 17 Att 7 Dam 20
I've checked and we are still missing stats from 50.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/23/2008 Posts: 942
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Thanks, 1 less
"I've checked and we are still missing stats from 50. "
but 1 added.
I will edit my last post
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/23/2008 Posts: 942
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See Beast Rider on Drexl
Beast Rider of Onderon?
Could this be our first Vset 7 character?
Plus edited . Admiral Daala with new stats
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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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dreadtech wrote: BHC characters
01 02
These need to stay secret until after GenCon, right? I really like Kyp - the unavoidable damage seems cool, and I'm wondering if a squad with him, Tycho Celchu, and Jon Dutch Vander will work to give him 160 unavoidable damage at +20 - although maybe 120 at +16 is good enough? TheHutts wrote: #60/60 Warrior Caste Subcommander HP 50 Def 15 Att +6 Dam 10
Melee, Double Attack, Blast Bug (replaces attacks, range 6, target enemy takes 20 damage, this damage cannot be prevented), Force Immunity, Razorbug, Vonduun Crab Armor 6
CE - Vong allies whose names contain Warrior gain Blast Bug, Razorbug, and Mobile Attack
For some reason I forgot to put a cost on all the pieces I put up yesterday - the other two got covered, but he should be 19. Seems like he opens up some new builds for sure - I'm keen to try a Blastbug swarm, maybe with v-set Zam Wessell as backup shooter.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/19/2009 Posts: 178 Location: Earth
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5.Ulic Qel-Droma, Jedi Knight Cost 34 HP 120 Def 22 Atk 11 Dam 20 Special Abilties Unique Melee Attack Double Attack Djem So Style Force-Attuned Reflexes Synergy +2 (+2 Attack and +2 Defense while an ally named Cay Qel-Droma is within 6 squares) Force Powers Force 4 Lightsaber Assault Lightsaber Deflect Lightsaber Precision
and 6. Darth Sion, Lord of Pain Cost 53 HP 110 Def 16 Atk 11 Dam 20 Special Abilites Unique. Melee Attack Double Attack Ambush Long Shot 10 Self-Reliant (THis character cannot gain Force Points or spend Force Points from another character) Force Powers Force 7 Eternal Hatred Lightsaber Riposte
so that would leave 28 and 50 to be filled
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 9/30/2008 Posts: 1,288
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TheHutts wrote:dreadtech wrote: BHC characters
01 02
These need to stay secret until after GenCon, right? Correct. Since the BHC is an event at GenCon, that will be the first time they are revealed.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/3/2010 Posts: 354
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I just wanted to say that since 3 of my ideas have already been used: http://www.bloomilk.com/Custom/Set/1327/the-c-setLet's just make a Shado Vao and Ganner Krieg while we're at it :P
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