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Is as precise as Imperial Stormtroopers.

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Rolling Mini of the Day (Urai Fen) Options
urbanjedi
Posted: Tuesday, June 3, 2014 8:51:55 PM
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TheHutts wrote:
501st Legion Stormtrooper, from Dark Times



Quote:
Hit Points: 20
Defense: 16
Attack: 8
Damage: 20

Special Abilities
Rapport (This character costs 1 less when in the same squad as a character whose name contains Vader)
Squad Assault (+4 Attack while 3 allies with the same name as this character are within 6 squares)
Squad Firepower (+10 Damage while 3 allies with the same name as this character are within 6 squares)


The 501st Legion Stormtrooper is a bona fide contender for the worst paint job on a WOTC mini; I've even seen comparisons to Frida Kahlo. It's not a bad piece though; with squad assault and squad firepower built in, it can pile on damage with the right support. It doesn't tend to be the most popular option for Daala swarms, as the Snowtrooper Officer's rapport makes Snowtroopers far more efficient, but the 501st is a great option with Darth Vader Agent of Evil. A few of these with Vader handing out Double Attack and Careful Shot +6, along with other CEs, can really pile on damage quickly, even though they're fragile with only 20 hit points. Vader can bring in two for reserves, since his rapport brings them down to 10 points each. Like most reserves squads, it's not a Tier 1 tournament build - although it's certainly one of the better reserve squads out there, as the reserves can at least synergise efficiently with the rest of your squad, and it's worth picking up a few of these guys for Vader Agent of Evil reinforcements fun. 7/10.


Played against a squad of these at Gencon last year and it was certainly an interesting matchup. I won, but these guys were pretty scary.
TheHutts
Posted: Tuesday, June 3, 2014 8:57:24 PM
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I've played with them a bit - they're really fun, but kind of extreme. I think Vader AoE and 501st Legion Stormtroopers will demolish most melee squads, but fall over and die to most shooter squads, especially anything with Cloaked/Stealth/Mobile.
TheHutts
Posted: Wednesday, June 4, 2014 2:21:35 PM
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Darth Maul, Sith Infiltrator, from Battle of Theed



Quote:
57 points, Separatist (Sith affinity)
Hit Points: 110
Defense: 20
Attack: 12
Damage: 20

Special Abilities
Unique
Melee Attack (Can attack only adjacent enemies)
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
Twin Attack (Whenever this character attacks, he makes 1 extra attack against the same target)
Affinity (May be in a Sith squad)
Ambush (This character can move and then make all his attacks against 1 enemy who has not activated this round)
Loner (+4 Attack if no allies are within 6 squares)
Teräs Käsi Style (Whenever this character takes damage from a melee attack, reduce the damage dealt by 10)

Force Powers
Force 4
Force Cloak (Force 2, replaces turn: For the rest of the skirmish, this character gains Cloaked)
Force Leap (Force 1: This turn, this character can move through enemy characters without provoking attacks of opportunity)
Lightsaber Riposte (Force 1: When hit by a melee attack, this character can make an immediate attack against that attacker)
Sith Rage 2 (Force 2: +20 Damage on all attacks this turn)


Maul Sith Infiltrator is of those big beatsticks that get people's backs up, but in reality he's just another good option and nowhere near broken. He's a specialist at dropping 160 damage on a single piece, with Double/Twin/Sith Rage 2, but he's far less effective against builds that don't have a big piece or two for him to drop damage on. And even against squads with a big attacker for him to pump, he can struggle against that big target if it has melee defense like parry or lightsaber duelist. With Teräs Käsi Style and Force Cloak, Maul does have some good defense, but certainly not excessive for his cost - his 110 hit points is low for a 57 point piece, and his other stats are low, while he's limited to 4 force points unless he can get some from somewhere else.

Maul is also reliant on Loner to get him up to +16 attack, and to set up for Loner he really needs the help of a movement breaker - in Separatists, the best option is to use Darth Maul on Swoop Bike's Vehicle mechanic to position him, while in Sith, he's best paired with Revan for swap or Caedus for Battle Manipulation. He's a really strong piece in some matchups and 160 unaided damage is a tantalising prospect, but overall he's a highly specialised piece who'll do very well in some matchups and poorly in others. 8/10.
thereisnotry
Posted: Wednesday, June 4, 2014 7:54:14 PM
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Well said. He's great, but has his limits. However, as for fun-factor, using Maul on Swoop (then transferring to Maul Infiltrator) is one of the coolest and most-fun SWM game mechanics out there.
atmsalad
Posted: Wednesday, June 4, 2014 8:32:32 PM
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thereisnotry wrote:
Well said. He's great, but has his limits. However, as for fun-factor, using Maul on Swoop (then transferring to Maul Infiltrator) is one of the coolest and most-fun SWM game mechanics out there.


Completely agree, reminds me of the seen in episode 1 when he comes rushing in and gets into a fight with quigon.
TheHutts
Posted: Wednesday, June 4, 2014 10:36:59 PM
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Varactyl Wrangler, from Champions of the Force



Quote:
6 points, Fringe
Hit Points: 10
Defense: 12
Attack: 3
Damage: 10

Special Abilities
Empathy (Allies with Savage within 6 squares lose Savage)
Grenades 10 (Replaces attacks: range 6; 10 damage to target and to each character adjacent to that target; save 11)
Melee Attack (Can attack only adjacent enemies)


The Varactyl Wrangler is an uber-efficient piece; a piece who does exactly one thing well, and does it cheaply enough that he's worth considering for every squad involving Savages. If you're running Savage pieces, the Wrangler can keep them on the leash as it were, so it doesn't have to rush straight into the middle of the opponent's squad until you want it to. For instance, Chewbacca Enraged Wookiee can stay back and shoot, and benefit from Rieekan's Evade CE, while he's got a Wrangler within 6 squares. With only 10 hit points, the Wrangler's fragile, and easy to pick off for accurate shooters, but he's still a really nice little piece, and definitely an old school WOTC that's worth having in your collection for when you want to play Savage pieces. 8/10.
TheHutts
Posted: Wednesday, June 4, 2014 11:15:30 PM
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Asajj Ventress, Nightsister, from Command of the Galaxy



Quote:
35 points, Separatist
Hit Points: 110
Defense: 18
Attack: 8
Damage: 20

Special Abilities
Unique
Melee Attack (Can attack only adjacent enemies)
Twin Attack (Whenever this character attacks, she makes 1 extra attack against the same target)
Assassin (+4 Attack and +10 Damage against living enemies)
Bounty Hunter +2 (+2 Attack against Unique enemies)
Niman Style (+2 Attack and +2 Defense while this character has more than half Hit Points remaining)
Parry (When hit by a melee attack, this character takes no damage with a save of 11)
Stable Footing (Not slowed by difficult terrain or low objects)

Force Powers
Force 4
Force Cloak (Force 2, replaces turn: For the rest of the skirmish, this character gains Cloaked)
Force Grip 1 (Force 1, replaces attacks: sight; 10 damage)
Master Speed (Force 1: This character can move 6 extra squares on her turn as part of her move)


If we're talking tough v-set beatsticks, people often fixate on the expensive pieces like Maul Sith Infiltrator and Mace Legacy of the Light Side, but at least in my book, Assaj Nightsister is arguably the strongest pound for pound melee piece that the v-sets have ever made. Since she's a Bounty Hunter, this Assaj works best in tandem with Cad Bane Bounty Hunter - with his Charging Fire CE, along with her own Master Speed and Stable Footing, she can run 18 squares and drop 70 damage on a living piece. To go along with her speedy and hard hitting offense, with 110 hit points, Force Cloak, and Parry, as well as Niman Style, she's very survivable for her cost as well. Thanks to the v-sets, living Seps are growing in strength and this Assaj is one of their premier options; 10/10.
TheHutts
Posted: Thursday, June 5, 2014 2:56:50 PM
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Master Vandar, from Vengeance



Quote:
60 points, Old Republic
Hit Points: 130
Defense: 21
Attack: 14
Damage: 20

Special Abilities
Unique
Melee Attack (Can attack only adjacent enemies)
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
Ataru Style Mastery (+4 Attack and Twin Attack if exactly 1 enemy is within 6 squares)
Telekinetic Combat (This character may attack targets within 6 squares. This counts as an attack with a lightsaber and any attack against a nonadjacent target counts as a nonmelee attack.)

Force Powers
Force 3
Force Renewal 1 (This character gets 1 Force point each time he activates)
Master of the Force 2 (May spend Force points up to 2 times in a single turn)
Force Leap (Force 1: This turn, this character can move through enemy characters without provoking attacks of opportunity)
Force Suppression (Force 2, replaces attacks; For the rest of the skirmish, this character gains the following Force ability: Enemy characters within 6 squares must spend one extra Force point each time they spend Force points)
Jedi Mind Trick 2 (Force 2, usable only on this character's turn: range 2; target living enemy and 2 living enemies adjacent to that target are considered activated this round and cannot make attacks of opportunity this turn; save 11)
Lightsaber Defense (Force 1: When hit by an attack, this character takes no damage with a save of 11)


Interestingly, a friend I often play with regards Master Vandar as the second most broken piece in the game (after the much more mainstream choice of General Dodonna). Vandar is one of my favourites - he's a big beat, with some cool tricks, and he's fun to play, but I don't know that I'd be brave enough to use him in a competitive game. His high cost means that in a typical Old Republic squad, you'll often only have room for Vandar, Bastila, a good shooter, an OR Senator, and tech, meaning that Vandar has to carry a huge responsibility for both damage output and damage absorption.

Vandar's combination of Force Leap, Telekinetic Combat, and Ataru Style Mastery allows him to set himself up for twin at a piece, so he synergises well with the Old Republic Senator, who can give him another twin attack. He also has some fun tricks with Jedi Mind Trick 2 and Force Suppression, and Telekinetic Combat allows him to choose between melee attacks and non-melee attacks depending on the target. Vandar's a decent enough piece, but at 60 points, he's probably too expensive to bring to competitive tables - other options like Satele Shan, who's amazing value for 37 points, or Master Thon, who has the option of Force Repulse to deal with swarms, are better choices for Old Republic melee beatsticks. 7/10.
TheHutts
Posted: Thursday, June 5, 2014 4:55:48 PM
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Embo, from Scum and Villainy



Quote:
Hit Points: 90
Defense: 19
Attack: 8
Damage: 20

Special Abilities
Unique
Speed 8 (Can move up to 8 squares and attack, or 16 squares without attacking)
Acrobatic (Ignores enemy characters when moving)
Bounty Hunter +4 (+4 Attack against Unique enemies)
Charging Assault +10 (Replaces turn: Can move up to double speed, then make an attack at +10 Damage against an adjacent enemy)
Damage Reduction 10 (Whenever this character takes damage, reduce the damage dealt by 10. Attacks with lightsabers ignore this special ability.)
Hat Toss (Replaces attacks: Choose 1 enemy within 6 squares, ignoring cover. Target and 1 adjacent enemy take 20 damage and are considered activated this round; save 11.)
Twin Attack (Whenever this character attacks, he makes 1 extra attack against the same target)


I never really looked twice at Embo when he came out, but he's risen to prominence recently thanks to UrbanShmi's renowned Talon's Hat Trick squad.

Quote:
--Talon's Hat Trick--
42 Embo
32 Talon Karrde, Information Broker
28 Dash Rendar, Renegade Smuggler
27 Lobot
23 Jarael
21 Marn Hierogryph
18 Twi'lek Black Sun Vigo
6 Mouse Droid x2
3 Ugnaught Demolitionist


Primarily, Embo is one heck of a deep strike threat; with Speed 8, Charging Assault, and Acrobatic, it's very hard to keep him away from your key pieces. While he has enough speed to be dangerous without support, I do think he needs an attack/damage boost for full effectiveness - with Talon's CE he's suddenly dropping 70 damage on an adjacent piece at +16, and key pieces like Thrawn and Dash are at risk. Talon's not the only option for a boost though - Embo could also work fine in Imperials with Thrawn or Republic with General Skywalker, among other options. Embo's not very robust for his cost, especially once he gets into melee range, but he's really great at his role as super fast deep striking threat - lock up your commanders! 10/10.
pegolego
Posted: Thursday, June 5, 2014 5:01:55 PM
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TheHutts wrote:
Varactyl Wrangler, from Champions of the Force



Quote:
6 points, Fringe
Hit Points: 10
Defense: 12
Attack: 3
Damage: 10

Special Abilities
Empathy (Allies with Savage within 6 squares lose Savage)
Grenades 10 (Replaces attacks: range 6; 10 damage to target and to each character adjacent to that target; save 11)
Melee Attack (Can attack only adjacent enemies)


The Varactyl Wrangler is an uber-efficient piece; a piece who does exactly one thing well, and does it cheaply enough that he's worth considering for every squad involving Savages. If you're running Savage pieces, the Wrangler can keep them on the leash as it were, so it doesn't have to rush straight into the middle of the opponent's squad until you want it to. For instance, Chewbacca Enraged Wookiee can stay back and shoot, and benefit from Rieekan's Evade CE, while he's got a Wrangler within 6 squares. With only 10 hit points, the Wrangler's fragile, and easy to pick off for accurate shooters, but he's still a really nice little piece, and definitely an old school WOTC that's worth having in your collection for when you want to play Savage pieces. 8/10.


I would say it does TWO things well; it's a cheap Fringe fodder clearer, as besides Empathy, it's THE CHEAPEST (unless a new v-set piece has come out with Grenades that is cheaper, but last time I looked anyway) piece with Grenades 10.
TheHutts
Posted: Thursday, June 5, 2014 5:18:54 PM
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pegolego wrote:
I would say it does TWO things well; it's a cheap Fringe fodder clearer, as besides Empathy, it's THE CHEAPEST (unless a new v-set piece has come out with Grenades that is cheaper, but last time I looked anyway) piece with Grenades 10.


I guess I should have mentioned grenades - definitely a helpful bonus on a cheap little guy like this, so he can contribute once the piece he's wrangling is engaged. That comment was more to differentiate him from an inefficient piece like Bao-Dur who does a whole bunch of random things badly.
FlyingArrow
Posted: Thursday, June 5, 2014 6:16:48 PM
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I think Embo is a 10. Really scary piece.
TheHutts
Posted: Thursday, June 5, 2014 6:19:42 PM
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FlyingArrow wrote:
I think Embo is a 10. Really scary piece.


I was very 50/50 on that, you can be the tie-breaker. Amended.
TheHutts
Posted: Friday, June 6, 2014 9:53:26 PM
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Talon Karrde, from Bounty Hunters



Quote:
24 points, New Republic
Hit Points: 60
Defense: 16
Attack: 8
Damage: 10

Special Abilities
Unique
Disruptive (Suppresses enemy commander effects within 6 squares)
Fringe Reserves 20 (If you roll exactly 11 for initiative, you can add up to 20 points of Fringe characters to your squad immediately before your first activation of the round)
Recon (Roll twice for initiative once per round, choosing either roll, if any character with Recon in the same squad has line of sight to an enemy)
Twin Attack (Whenever this character attacks, he makes 1 extra attack against the same target)


Disruptive is a signature ability for the New Republic, and Talon Karrde was their first piece to have it. But he's more or less been surpassed by the subsequent NR pieces with Disruptive; Han Solo Galactic Hero is a much better shooter with Accurate and Cunning, both Kyle Katarns are tough melee beatsticks, and R2-3PO brings Bodyguard and Blaster Upgrade to the party. Talon's not a bad piece - Disruptive is a very helpful Special Ability, and 60 hit points is passable enough for his cost, but the only other things he brings to the table are some relatively weak shooting, and a Recon/Fringe Reserves 20 combo, which doesn't fit in that well with the New Republic. Talon isn't a bad piece overall, but the roster of NR Disruptive pieces is very strong, and as the weakest of those, he's unlikely to see table time. 6/10.
TheHutts
Posted: Sunday, June 8, 2014 4:11:12 PM
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Vader's Apprentice, Redeemed, from The Force Unleashed



Quote:
48 points, Rebel
Hit Points: 130
Defense: 22
Attack: 11
Damage: 20

Special Abilities
Unique
Melee Attack (Can attack only adjacent enemies)
Double Attack (On his turn, this character can make 1 extra attack instead of moving)

Force Powers
Force 2
Force Renewal 1 (This character gets 1 Force point each time he activates)
Force Push 4 (Force 4, replaces attacks: sight; 40 damage; push back target 4 squares if Huge or smaller)
Force Push 5 (Force 5, replaces turn: range 6; 50 damage to target and to each character adjacent to that target, and push back target and each character adjacent to that target 5 squares if Huge or smaller. Huge or smaller characters are considered activated this round; save 16)


I haven't seen Vader's Apprentice Redeemed on the table for a long time, but he seems potent enough - with 22 defense, 130 hit points, and access to Evade, he's tough for his cost, and Force Push 4 and Force Push 5 are major tools. He saw a lot of play back in the 150 point GOWK era, as a GOWK counter - with Yoda as a Force Battery, Apprentice and Luke HPU could constantly mobile Force Push 4, eating through GOWK's 120 hit points easily.

Quote:
--Pushed--
48 Vader's Apprentice, Redeemed
36 Yoda of Dagobah
28 Luke Skywalker, Hoth Pilot Unleashed
14 General Rieekan
9 General Dodonna
9 R2-D2 with Extended Sensor
6 Ugnaught Demolitionist x2
(150pts. 8 activations)


And while the whole push concept hasn't been as popular recently - partly because people figured how to play against it (ie make your opponent push a cheap fodder piece instead of your main hitter) and partly because it just doesn't translate so well to 200 points - darthbinks1 did bring a Vader's Apprentice Redeemed squad to the WNY Regional last week.

Apprentice Redeemed is a solid piece, with some good synergy options in Rebels - evade and mobile from Rieekan and a force battery in Yoda of Dagobah are both good support options; I think he's still a decent piece for 48 points, and he's one of my favourite sculpts too. 7/10.
TheHutts
Posted: Sunday, June 8, 2014 7:55:19 PM
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Boushh, Ubese Hunter, from The Dark Times



Quote:
26 points, Fringe
Hit Points: 80
Defense: 18
Attack: 10
Damage: 20

Special Abilities:
Unique
Bounty Hunter +4
Grenades 40


Boushh is a bland unique, with one interesting facet - his Grenades 40. Grenades 40 is obviously best used in Republic with Captain Tarpals' CE - allowing Boushh to use double grenades. In Republic, however, Boushh is up against Republic Commando Darman, who also has Grenades 40, and is slightly cheaper and a stronger mini overall - he loses 20 hit points and Bounty Hunter, but gains Stealth and Double Attack. So it's hard to find a use for Boushh at this point, and he's in need of a v-set remake. 5/10.
TheHutts
Posted: Monday, June 9, 2014 4:34:08 PM
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Noghri Warrior, from Destiny of the Force



Quote:
20 points, Imperial (with New Republic Affinity)
Hit Points: 50
Defense: 16
Attack: 9
Damage: 10

Special Abilities
Melee Attack (Can attack only adjacent enemies)
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
Affinity (May be in a New Republic squad)
Leia's Bodyguard (If a character whose name contains Leia is an adjacent ally and would take damage from an attack, this character can take the damage instead)
Mighty Swing +20 (On his turn, if this character does not move, he gets +20 Damage against adjacent enemies)
Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)
Thrawn's Bodyguard (If Grand Admiral Thrawn is an adjacent ally and would take damage from an attack, this character can take the damage instead)


I've never seen the Noghri Warrior on the table, which is not a good sign, although I think they're more of a middling piece than a bad piece. Most good Imperial squads revolve around Thrawn or Trooper swarms, and most Thrawn squads revolve either around a big hitter who hits something at the end of the round, then swaps out at the start of the next, or sometimes a swarm of shooters. A mid-cost melee piece who needs to stand still to get his damage off just isn't the best fit - he needs Thrawn's swap to set him up - and while he can do 80 damage with Opportunist, it's only at +13, just not reliable to build your squad's end of round swap strategy around. He might get more interesting in New Republic if there's a good New Republic Leia to bodyguard - and even now his best use is probably in squads with Winter and Leia Skywalker Jedi Knight - but overall, he's a middling piece who's probably not going to see competitive play. 5/10.
TheHutts
Posted: Monday, June 9, 2014 9:06:50 PM
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Cay Qel-Droma, from Masters of the Force



Quote:
28 points, Old Republic
Hit Points: 90
Defense: 18
Attack: 10
Damage: 20

Special Abilities
Unique
Melee Attack (Can attack only adjacent enemies)
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
Ataru Style (+4 Attack if exactly 1 enemy is within 6 squares)
Cay's Legacy (If this character is defeated by a Unique enemy, that enemy must make a save of 11; if the save fails, the enemy joins this character's squad for the rest of the skirmish)
Repair 20 (Replaces attacks: touch; remove 20 damage from 1 Droid character)

Force Powers
Force 1
Force Renewal 1 (This character gets 1 Force point each time he activates)
Lightsaber Assault (Force 1, replaces attacks: Make 2 attacks)
Lightsaber Precision (Force 1: This character gets +10 Damage on his next attack)


The Old Republic were lacklustre before the v-sets, which meant that this neat little piece didn't have much support, when he's actually not too bad. For 28 points his stats are decent enough, although his low attack is slightly disappointing, although it is at least augmented with Ataru Style, while he also has Lightsaber Precision as an option. More problematic is his lack of ranged defense, which is generally a requirement for a playable Jedi.

But Cay does come with one very interesting Special Ability; Cay's Legacy, where if he's defeated by a Unique, that enemy must make a save of 11 or else switch teams. It's situational - a lot of force users will take the risk if they have a spare force point available, and non-uniques can ignore it altogether - but it can make Cay Qel-Droma an interesting proposition. I would have thought that, because Cay's Legacy won't going to come into play in every matchup, and the Old Republic have stronger options in the point range, like the Jedi Battlemaster, he's maybe just short of competitive, but he did just feature in the Tennessee Regional top 4 a few weeks ago in a squad piloted by Shmi15, so what do I know? 7/10.
Mando
Posted: Tuesday, June 10, 2014 6:11:11 AM
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TheHutts wrote:
Cay Qel-Droma, from Masters of the Force



Quote:
28 points, Old Republic
Hit Points: 90
Defense: 18
Attack: 10
Damage: 20

Special Abilities
Unique
Melee Attack (Can attack only adjacent enemies)
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
Ataru Style (+4 Attack if exactly 1 enemy is within 6 squares)
Cay's Legacy (If this character is defeated by a Unique enemy, that enemy must make a save of 11; if the save fails, the enemy joins this character's squad for the rest of the skirmish)
Repair 20 (Replaces attacks: touch; remove 20 damage from 1 Droid character)

Force Powers
Force 1
Force Renewal 1 (This character gets 1 Force point each time he activates)
Lightsaber Assault (Force 1, replaces attacks: Make 2 attacks)
Lightsaber Precision (Force 1: This character gets +10 Damage on his next attack)


The Old Republic were lacklustre before the v-sets, which meant that this neat little piece didn't have much support, when he's actually not too bad. For 28 points his stats are decent enough, although his low attack is slightly disappointing, although it is at least augmented with Ataru Style, while he also has Lightsaber Precision as an option. More problematic is his lack of ranged defense, which is generally a requirement for a playable Jedi.

But Cay does come with one very interesting Special Ability; Cay's Legacy, where if he's defeated by a Unique, that enemy must make a save of 11 or else switch teams. It's situational - a lot of force users will take the risk if they have a spare force point available, and non-uniques can ignore it altogether - but it can make Cay Qel-Droma an interesting proposition. I would have thought that, because Cay's Legacy won't going to come into play in every matchup, and the Old Republic have stronger options in the point range, like the Jedi Battlemaster, he's maybe just short of competitive, but he did just feature in the Tennessee Regional top 4 a few weeks ago in a squad piloted by Shmi15, so what do I know? 7/10.


I ran a squad with him against a Mace squad with Captain Rex,Doombot, and GOWK. I was losing pretty badly, having just lost Master Thon to a couple of crits by Mace. Mace had almost all of his health still. Cay Qel Droma was my only guy left, and he decided to stand up to Mace. Mace quickly kills him but........he fails the Cay's Legacy save. So now Mace is on my team and is staring at a slightly damaged Rex, and a full health GOWK. Mace cleans house and wins me the game. It was such a fun game experience! I came from certain defeat to a complete victory just because of Cay Qel-Droma. So needless to say, I will always have a fond place in my heart for this mini. He featured in one of my regional squads years back with Bastilla, HK-47 and IG-88, Assassin Droid.
pegolego
Posted: Tuesday, June 10, 2014 6:44:12 AM
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In the TN Regional he Cay's Legacy'd Mace, LotLS lol.
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