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FlyingArrow wrote:I playtested this one. I couldn't get him to be a real offensive threat at 200. Clear a few scrubs, but not a real threat even when boosted. Fett for Accurate + Maul for 4/10 + a couple of these guys and you don't have enough left over for the rest of the squad. And those boosts are within 6, too, so it's hard to get the boosts in game if you run very far. And even if you do, you max out at +10 attack.
I kinda like the idea of them not as that big threat though just as a scrub killer so you can lay down the hurt with Boba or some other big scary Mando. It fits my play style that regard. ((plus I'm trying to think of another good Mando scrub killer...)
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Rank: Advanced Bloo Milk Member Groups: Member
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I like the fridge merc commander with death watch mercs and a mando scientist. I don't play competitive in tournaments but I've had a lot of fun with this.
--Death Watch Destroyers III-- 57 Boba Fett, Mercenary Commander 45 Darth Maul, Death Watch Overlord 28 Kelborn 24 Mercenary Commander 11 Mandalorian Scientist 8 R7 Astromech Droid 18 Death Watch Mercenary x3 6 Mouse Droid x2 3 Ugnaught Demolitionist
The Berserker is nice though in the fact that it requires the reliance of one less commander and it doesn't have merc which can leave you stuck in no-mans-land.
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Resol'nare is perfect for setting up Furious Assault for the mercenaries. Hide them behind a corner and let them Assault.
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Spoiled last night on SHNN:
28/45
Wraith Squadron Pilot - RM: Rebel Commando (AE17) New Republic Cost 20
HP 50 Def 18 Att +10 Dam 20
Special Abilities
Advantageous Cover [+8 Defense from cover instead of +4]
Rolling Fire [On its turn, each time this character defeats an enemy by making an attack, with a save of 11, it can immediately move up to 2 squares and then make 1 attack against another enemy without provoking an attack of opportunity]
Traps [Enemy characters within 6 squares get -4 Defense]
Wraith Squadron [If a character whose name contains Wedge or Kell Tainer is in the same squad, this character gains Charging Assault +10 (Replaces turn: Can move up to double speed, then make an attack at +10 Damage against an adjacent enemy)]
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Spoiled last night on SHNN:
37/45
Teebo, Ewok Sentry -- RM: Ewok Warrior (MotF25) Fringe SMALL BASE cost 15
hp 30 def 16 atk +6 dam 10
Special Abilities Unique
Advanced Warning [If this character has line of sight to an enemy, allied Ewoks gain Relay Orders (Each allied commander can count distance from this character as well as from itself for the purpose of commander effects)]
Sentry [Replaces attacks: Target 1 non-Unique enemy, ignoring cover. This round, this character and allies ignore cover when targeting that enemy.]
Spotter +10 [If this character combines fire against a target within 6 squares, the attacker gets +10 Damage against that target]
Stealth [If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets]
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Rank: Moderator Groups: Member
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We were discussing Rolling Fire in the chat on SHNN last night. Probably not worth the points, but you can really do a lot to increase the chances of the Wrait Pilot making his Rolling Fire saves.
Leia Skywalker, Jedi Knight gives him free rerolls. Tionne gives him a force rating. Yoda (haunting someone else) is a force battery. Anakin (haunting someone else) gives him Mettle.
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Rank: Advanced Bloo Milk Member Groups: Member
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111 points to try and ensure that this guy can make his rolling fire save? He does not have accurate and needs to kill the enemy every time and that is hard to do consistently with +10 attack. I think its fine.
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Rolling Fire would just be a bonus - probably get one per game, I'd guess. I was just looking at all the tricks you could pull to get more rerolls. Not worth it competitively, though.
He's pretty strong defensively for his cost: easy access to Evade and 26 defense in cover. His real strength is the Charging Assault for 30. You need General Wedge for the Wraith Squadron ability (unless there's a Kell Tainer coming out), but then you'd need the Klat Captain to run 16 instead of 12. That doubles up on the Evade, which inefficient. Probably want to go with Wedge to get the Charging Assault.
I wonder if it would be worth it to bring in Rebel pilots and pull in a Rebel Wedge? Wedge, Red Two has decent base stats but doesn't bring anything else to the table. You'd never play him just to play him, but if he's boosting the Wraith Pilot and he gets Twin/Opportunist from Han it might be worth it.
45 Han Solo Corellian Legend 32 Chewbacca, Glactic Hero 26 Tycho Celchu 20 Wraith Pilot 18 Klat Captain 18 Twi'lek Black Sun Vigo 13 Wedge, Red Two 8 R7 x2 6 Uggie x2 6 Mouse x2
Or maybe drop the TBSV and an Ugnaught to fit in Dutch Vander.
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FlyingArrow wrote:Spoiled last night on SHNN:
28/45
Wraith Squadron Pilot - RM: Rebel Commando (AE17) New Republic Cost 20
HP 50 Def 18 Att +10 Dam 20
Special Abilities
Advantageous Cover [+8 Defense from cover instead of +4]
Rolling Fire [On its turn, each time this character defeats an enemy by making an attack, with a save of 11, it can immediately move up to 2 squares and then make 1 attack against another enemy without provoking an attack of opportunity]
Traps [Enemy characters within 6 squares get -4 Defense]
Wraith Squadron [If a character whose name contains Wedge or Kell Tainer is in the same squad, this character gains Charging Assault +10 (Replaces turn: Can move up to double speed, then make an attack at +10 Damage against an adjacent enemy)] Does he have PILOT or is it just in his name?
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If he has Pilot in his name, he counts as a Pilot he doesn't need the SA
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Andy is right. It's a bit weird. When an effect says "_______ allies gain...", the interpretation can go several different ways.
* If it's a faction (e.g. Sith allies), then it's based on the character's faction symbol. Note that Affinity *changes* a faction symbol, but other ways to get characters into different squads, like Betrayal or Bribery or a CE, do not.
* If it's a defined ability, then you look to see whether they have that ability. So "Mercenary allies" have to have the ability Mercenary, not just Mercenary in their name. It's actually the same way for Pilot, since it is a defined ability. But for Pilot, Trooper, and Soldier, the definitions say that anyone with Pilot or Trooper or Soldier (respectively) in their names also count. Some other defined abilities (e.g. Green Jedi, Covenant, Wookiee) retroactively apply a label to older figures. So every Chewbacca is automatically a Wookiee based on the glossary definition of Wookiee.
* If it's not a defined ability, then it's characters whose names contain that phrase. For example, Dessel's CE says, "Gloom Walkers gain..." That means characters whose name contains Gloom Walker.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 10/17/2010 Posts: 3,682 Location: Beggers Canyon Tatooine
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Is Teebo as tasty as the other Ewoks?
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Rank: Moderator Groups: Member
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Joined: 5/26/2009 Posts: 8,428
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FlyingArrow wrote:Dessel's CE says, "Gloom Walkers gain..." That means characters whose name contains Gloom Walker. Hmmm... it doesn't say allied Gloom Walkers. I wonder if that is what it says on the card. If that is what the card says (and it hasn't received an errata), that would be a strange bonus if you just happen to run into an opposing Dessel and get to benefit from his CE with one of your Gloom Walkers.
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Rank: Advanced Bloo Milk Member Groups: Member
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no he tastes more like chicken
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FlyingArrow wrote:FlyingArrow wrote:Dessel's CE says, "Gloom Walkers gain..." That means characters whose name contains Gloom Walker. Hmmm... it doesn't say allied Gloom Walkers. I wonder if that is what it says on the card. If that is what the card says (and it hasn't received an errata), that would be a strange bonus if you just happen to run into an opposing Dessel and get to benefit from his CE with one of your Gloom Walkers. I feel like this was addressed recently (or at least mentioned) I can't remember what was said though I'll have to see if I can find what I'm thinking about.
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Quote:3/45
Kerra Holt - RM: Jaina Solo (CotF54) Old Republic cost 29
hp 90 def 21 atk +9 dam 20
Special Abilities Unique. Melee Attack; Double Attack
Lightsaber Duelist [+4 Defense when attacked by an adjacent enemy with a Force rating]
Loner [+4 Attack if no allies are within 6 squares]
Rolling Attacks [Whenever this character defeats an adjacent enemy by making an attack on her turn, she can immediately move 2 squares and then make 1 attack against another adjacent enemy at +4 Attack]
Sith Hunter [+4 Attack and +10 Damage against Sith enemies]
Force Powers Force 1. Force Renewal 1
Force Cloak [Force 2, replaces turn: For the rest of the skirmish, this character gains Cloaked]
Force Pull 2 [Force 2, replaces attacks: range 6; Move target Large or smaller enemy adjacent to this character. Make an immediate attack against that enemy.]
Lightsaber Defense [Force 1: When hit by an attack, this character takes no damage with a save of 11]
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I think Kerra will see a lot of play.
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Force pull with Rolling Attacks is going to be so fun. Pull a scrub, kill it, move 2, hit an enemy, senator shot. 60 damage to an enemy. Or just go on a rampage and kill scrubs all day long.
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It's kind of like a mini Galloping Attack, but you can spread out to avoid it. And one miss ends it. And OR doesn't have the movement breakers that Yobuck has.
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Quote:2/7
Passel Argente -- RM: Mas Amedda (CotF30) Separatist Cost 13
HP: 30 Def: 13 Att: +3 Dam: 10
Special Abilities Unique
Commander Effect Droids are subject to these effects:
Huge Separatist allies gain Huge Walker [Ignores Medium or smaller characters while moving] and Stable Footing [Not slowed by difficult terrain or low objects].
Whenever a Huge Separatist ally would be defeated, with a save of 11 it remains in play with 40 Hit Points instead.
Argente preferred to play a more administrative role during the war, remaining in the background while his more assertive colleagues on the Separatist Council planned and enacted their operations.
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