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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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Bardan Jusik, from Renegades and Rogues Quote:36 points, Mandalorian (with Republic Affinity) Hit Points: 80 Defense: 17 Attack: 10 Damage: 20
Unique Omega Squad (Counts as a character with Order 66 for the purposes of Commander Effects and cannot be in an Imperial squad) 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 Republic squad) Beskar'gam (When this character takes damage, it reduces the damage dealt by 10 with a save of 11) Satchel Charge (Replaces attacks: Designate 1 adjacent door as open; it remains open for the rest of the skirmish and cannot be closed)
Force Powers Force 2 Force Renewal 1 (This character gets 1 Force point each time he activates) Force Heal 20 (Force 2, replaces attacks: touch; remove 20 damage from a living character) Force Sense (Force 1, usable only on this character's turn: Enemy characters lose Stealth for the rest of the round) 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) Bardan Jusik is a solid affinity piece; he doesn't scream Tier 1 power, but he has a useful set of abilities and synergies that make him work in a range of Mandalorian and Republic squads. He featured in a DragonCon winning squad that Weeks ran in 2011 (http://www.bloomilk.com/Squad/109694/dont-stap-believin--dragon-con-winner-), and I feel like his potential in Mandalorian squads has yet to be explored in recent builds, although he did win the California Regional in 2012 - Jedi Mind Trick 2 can help set up Scouts, who are still a key part of lots of Mando squads, for their Opportunist attacks. He's not a big offensive threat, with only Double Attack and weak stats for his cost, but with Beskar'gam, he does have some survivability. Making up for this, he has neat tricks - like the Jedi Shadow, he's another hard to kill door control piece, and Force Sense and Jedi Mind Trick 2 are both potentially very useful. Nice piece, 8/10.
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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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Dwarf Spider Droid, from Clone Strike (http://www.bloomilk.com/Character/99/dwarf-spider-droid) Quote:15 points, Separatist Hit Points: 30 Defense: 13 Attack: 6 Damage: 30
Special Abilities Droid (Immune to critical hits; not subject to commander effects) 30 base damage is good, large base and 30 hit points are bad. Overall, it totally flunks the IG-86 test. Nothing interesting to see here, move along. 1/10
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/5/2009 Posts: 2,240 Location: Akron Ohio, just south of dantooine.
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You left out the low, low cost of 15.
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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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ARF Trooper, from Galaxy at War Quote:Republic, 11 points Hit Points: 10 Defense: 15 Attack: 8 Damage: 20
Special Abilities Order 66 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) Squad Cover (+4 Defense while 3 allies with the same name as this character are within 6 squares) Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets) ARF Troopers are passable attackers for 11 points, but I don't think you're going to get too far with using them as the basis for a swarm squad; you can load them up with deathshots, and they're subject to all the Order 66 CEs, but with only 10hp at 11 points the Republic have better options. On the other hand, the ARF Trooper has a definite niche as the cheapest source of Recon for the Republic, and coupled with Stealth, he's definitely worth serious consideration for any Republic squad with reserves; Republic reserve squads are looking more and more viable with v-set options like Qui-Gon Force Ghost and Pong Krell boosting them. The ARF Trooper is even worth considering if you just have a squad that's semi-reliant on going first. I'm only giving him a 7, since Reserves squads are arguably not quite competitive (they're luck reliant and get shut down by a Muun Tactics Broker), but he's a solid option, who's a huge improvement on the vanilla Clone Trooper. 7/10.
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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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Cad Bane, from Galaxy at War (http://www.bloomilk.com/Character/876/cad-bane) Quote:54 points, Fringe Hit Points: 80 Defense: 19 Attack: 10 Damage: 20
Special Abilities Unique Flight (Ignores difficult terrain, enemy characters, low objects, and pits when moving) Double Attack (On his turn, this character can make 1 extra attack instead of moving) Bounty Hunter +6 (+6 Attack against Unique enemies) Evade (When hit by an attack from a nonadjacent enemy, this character takes no damage with a save of 11) Greater Mobile Attack (Can move both before and after attacking. This character can make extra attacks even if he moves this turn, but he must make them all before resuming movement.) Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets) Twin Attack (Whenever this character attacks, he makes 1 extra attack against the same target) Cad Bane is the king of the new generation shooters from WOTC. The double/twin/GMA turrets quickly usurped the older generation of shooters; Dash Renegade Smuggler, Captain Rex, and Cad Bane were everywhere after they were released, and still haven't been cast aside even after seven v-sets. While Cad Bane has some limitations, with very low hit points for his cost, he's a potent attacker, with his ability to do four +16 attacks at 20 damage against uniques at any point in a round. While he can potentially work in a few factions - he's won a regional in Vong and New Republic squads as well - his best option is indisputably the Imperials, where they have the tech to keep him hiding out back, outactivate the opponent, and swap him in for a big end of round attack at +20 damage for 30s, with the option to use Admiral Gilad Pellaeon for Ysalamari to make his attacks unstoppable. I think he deserves a 10, as he's a potent part of some tournament squads; but at the same time I'd acknowledge that it's the control that Ozzel and Thrawn provide that deserve the 11s in Imperial Cad Bane squads. So he's not the power piece per se, but he is a very potent gun in a game where blasters rule supreme. 10/10.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/9/2008 Posts: 4,729 Location: Chicago
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Cad Bane has also won a regional (as well as multiple 2nd place finishes) with Vong. Superstealth with self destruct is nasty, especially with a not-infrequent stolen swap, damage boost or activation control CE.
You won't hear ME argue that he's better there than imperials (3 regional wins with Stealth N Blue variants under my belt), but my Vong regional win with him is significant too. (Props to Jake for championing that squad and talking me into running it in Missouri)
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/5/2010 Posts: 77
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TheHutts wrote:Bardan Jusik, from Renegades and Rogues Quote:36 points, Mandalorian (with Republic Affinity) Hit Points: 80 Defense: 17 Attack: 10 Damage: 20
Unique Omega Squad (Counts as a character with Order 66 for the purposes of Commander Effects and cannot be in an Imperial squad) 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 Republic squad) Beskar'gam (When this character takes damage, it reduces the damage dealt by 10 with a save of 11) Satchel Charge (Replaces attacks: Designate 1 adjacent door as open; it remains open for the rest of the skirmish and cannot be closed)
Force Powers Force 2 Force Renewal 1 (This character gets 1 Force point each time he activates) Force Heal 20 (Force 2, replaces attacks: touch; remove 20 damage from a living character) Force Sense (Force 1, usable only on this character's turn: Enemy characters lose Stealth for the rest of the round) 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) Bardan Jusik is a solid affinity piece; he doesn't scream Tier 1 power, but he has a useful set of abilities and synergies that make him work in a range of Mandalorian and Republic squads. He featured in a DragonCon winning squad that Weeks ran in 2011 (http://www.bloomilk.com/Squad/109694/dont-stap-believin--dragon-con-winner-), and I feel like his potential in Mandalorian squads has yet to be explored - Jedi Mind Trick 2 can help set up Scouts, who are still a key part of lots of Mando squads, for their Opportunist attacks. He's not a big offensive threat, with only Double Attack and weak stats for his cost, but with Beskar'gam, he does have some survivability. Making up for this, he has neat tricks - like the Jedi Shadow, he's another hard to kill door control piece, and Force Sense and Jedi Mind Trick 2 are both potentially very useful. Nice piece, 8/10. I used him in a regional winning squad here: --New Mandos On The Block (NW Regional Champion 2012 Portland, OR.)-- 37 Cassus Fett 36 Bardan Jusik 24 Mandalorian Tactician 38 Mandalorian Scout x2 13 Czerka Scientist 12 Mandalorian Counter-Intelligence Officer 11 Death Watch Saboteur 8 R4 Astromech Droid 5 Salacious Crumb 9 Mouse Droid x3 6 Ugnaught Demolitionist x2 (199pts. 15 activations)
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/8/2010 Posts: 3,623
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Cad is awesome, a powerhouse in the show and the game. Also I have ran both imperials and Vong and enjoy both equally
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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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Good points Tim and HanSolo - I've updated my above entries to take them on board. With Vong, they do now have the option of Peace Brigade Soldiers, who also have Stealth and are quite a bit cheaper - I'd take three of those over Cad Bane most of the time. Flim, from Scum and Villainy Quote:15 points, Imperial Hit Points: 40 Defense: 14 Attack: 4 Damage: 10
Special Abilities Unique Imperial Triumvirate (Add +2 to the initiative roll except on a roll of 1. This bonus stacks.) Rival (This character cannot be in a squad that contains any character whose name contains Pallaeon or Thrawn)
Commander Effect At the end of this character's turn, 1 non-Unique ally can make an immediate attack or use a special ability that replaces attacks. The Imperial triumvirate from Scum and Villainy was an attempt by the design team to break the stranglehold that the two Thrawns (Grand Admiral and Mitt'thrawn'whatever) had over the Imperial faction - every competitive build revolved around one of the Thrawns and their awesome game controlling powers. Unfortunately, the Triumvirate ended up too weak to challenge the dominance of the Thrawns, and it took the emergence of Admiral Daala and her trooper swarms in v-set 6 for non-Thrawn Imperial builds to see competitive table time. Having said that, Flim is arguably the most useful of the three pieces in the triumvirate - I've seen him used effectively in pre-nerf Daala squads, as his CE allowed either a cannon attack or more movement from a Zygerrian Slaver - and he'd probably still see significant play if it wasn't for his rivalry with Pellaeon, who's another Imperial powerhouse. Flim does face some challenge for game time from the Imperial Officer's very similar CE, but if you're not running Pellaeon and Thrawn, Flim's Tactician + 2 and his more flexible CE makes him a stronger option thant the Imperial Officer. 4/10. PS. It seems weird giving Flim a 4, since I've been destroyed by a squad featuring him only a couple of months ago, but I do think that the Zygerrian errata takes away a lot of his value.
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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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Advance Agent, Officer, from Alliance and Empire (http://www.bloomilk.com/Character/423/advance-agent--officer) Quote:11 points, Yuuzhan Vong Hit Points: 30 Defense: 14 Attack: 5 Damage: 10
Special Abilities Force Immunity (Enemies cannot affect this character with Force powers, or spend Force points to reroll attacks against this character or to respond to this character's attacks and abilities) Melee Attack (Can attack only 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) Thud Bug (Replaces attacks: range 6; 10 damage, living target is considered activated this round; save 11 negates. Huge and larger characters ignore the nondamaging effect.)
Commander Effect Yuuzhan Vong allies within 6 squares gain Cunning Attack. An amazing CE, giving out Cunning to all allies, on a fragile piece. In the almost exclusively melee Vong faction, it was difficult to use the Advance Agent Officer, as with 30 hit points he was very vulnerable as soon as he got into the action. While Mouse Droids were released, he became more feasible, but with it's obviously thematically awkward having the technology loathing Vong colluding with droids. But with the release of the Yammosk and booming voice for Vong CEs and SAs, the Advance Agent Officer is now almost an auto include for any Vong squad focused on making dice attacks (as opposed to squads that revolve around Nom bombs spitting poison or auto damage swarms). The Officer is especially great with the new Minos/Sha'kel combo too, since they already have Opportunist. The Vong tech feels overpriced overall - a lot of Vong attackers only have 10 base damage, and by the time you get Shaper, Cunning, the Yammosk, and possibly Scarification, it's a big chunk of your squad - but the Advance Agent Officer isn't the problem, and is a bargain at 11 points. 9/10.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 5/21/2009 Posts: 171
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TheHutts wrote:Advance Agent, Officer, from Alliance and Empire (http://www.bloomilk.com/Character/423/advance-agent--officer) Quote:11 points, Yuuzhan Vong Hit Points: 30 Defense: 14 Attack: 5 Damage: 10
Special Abilities Force Immunity (Enemies cannot affect this character with Force powers, or spend Force points to reroll attacks against this character or to respond to this character's attacks and abilities) Melee Attack (Can attack only 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) Thud Bug (Replaces attacks: range 6; 10 damage, living target is considered activated this round; save 11 negates. Huge and larger characters ignore the nondamaging effect.)
Commander Effect Yuuzhan Vong allies within 6 squares gain Cunning Attack. An amazing CE, giving out Cunning to all allies, on a fragile piece. In the almost exclusively melee Vong faction, it was difficult to use the Advance Agent Officer, as with 30 hit points he was very vulnerable as soon as he got into the action. While Mouse Droids were released, he became more feasible, but with it's obviously thematically awkward having the technology loathing Vong colluding with droids. But with the release of the Yammosk and booming voice for Vong CEs and SAs, the Advance Agent Officer is now almost an auto include for any Vong squad focused on making dice attacks (as opposed to squads that revolve around Nom bombs spitting poison or auto damage swarms). The Officer is especially great with the new Minos/Sha'kel combo too, since they already have Opportunist. The Vong tech feels overpriced overall - a lot of Vong attackers only have 10 base damage, and by the time you get Shaper, Cunning, the Yammosk, and possibly Scarification, it's a big chunk of your squad - but the Advance Agent Officer isn't the problem, and is a bargain at 11 points. 9/10. Hmmm. You just said everything I wanted to say. I guess a simple +1 will have to suffice.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/8/2010 Posts: 3,623
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Well said, solid piece. My second favourite faction is the Vong and what a great boost to them
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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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Darth Vader, from Revenge of the Sith (http://www.bloomilk.com/Character/178/darth-vader) Quote:47 points, Imperial Hit Points: 140 Defense: 21 Attack: 14 Damage: 20
Special Abilities Unique Double Attack (On his turn, this character can make 1 extra attack instead of moving) Melee Attack (Can attack only adjacent enemies)
Force Powers Force 4 Force Burst (Force 2, replaces turn: 10 damage to all other characters within 6 squares) Sith Grip (Force 2, replaces attacks: sight; 20 damage) Sith Rage (Force 1: +10 Damage on all attacks this turn) This Vader doesn't get played anymore, in lieu of the more popular versions like Lord Vader and Scourge of the Jedi, but for 47 points I don't think he's all that bad. He has great stats for 47 points, 140 hit points, and while he only has 4 force points, he has a nice portfolio of force powers. He has Force Burst, which is a great fodder clearer, Sith Grip for ranged offense, and Sith Rage for a damage boost on his attacks. Darth Vader arguably doesn't offer quite enough to really see play ahead of the sexier Vaders (although he might have a bench role getting pulled in by Pellaeon against Geonosian Drones just for his Force Burst), but on the other hand, he's still a relatively efficient piece with good stats and a nice suite of Force powers, who's not as badly dated as a lot of other pieces from his era. 4/10.
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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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Dark Jedi Master, from Champions of the Force Quote:29 points, Sith Hit Points: 90 Defense: 17 Attack: 10 Damage: 20
Special Abilities Double Attack (On his turn, this character can make 1 extra attack instead of moving) Melee Attack (Can attack only adjacent enemies)
Force Powers Force 3 Master Speed (Force 1: This character can move 6 extra squares on his turn as part of his move) Sith Lightning 30 (Force 2, replaces attacks: range 6; 30 damage) There's no rational reason to take the DJM over the Sith Lord, who has very similar stats and abilities and is 6 points cheaper. 1/10. Rodian Trader, from Galaxy at War Quote:10 points, Fringe Hit Points: 10 Defense: 14 Attack: 4 Damage: 10
Special Abilities Medical Supplies (Replaces turn: choose 1 adjacent ally to gain Heal 10 for the rest of the skirmish) Munitions Supplies (Replaces turn: choose 1 adjacent ally to gain Grenades 10 for the rest of the skirmish) The Rodian Trader piece is a fun design idea, but annoys me simply because he's way overused; he costs ten points, and replaces a turn to hand out one of two relatively innocuous abilities, but he somehow finds his way into squad after squad. Yes, you can make some fun squads with grenade throwing Mouse Droids and double healing Ugnaughts with Tarpals, but they're not efficient builds. Using the Rodian Trader in a serious squad makes you look like a n00b; and while we're at it, so does using CLobot outside of a reserves-oriented squad. The Rodian Trader is fun, but he's about as relevant to the competitive game as Nien Nunb is. 2/10.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/30/2009 Posts: 1,389 Location: New Zealand ( kind of by Australia)
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So true on the Rodian Trader. I'd rather use a Kaminoan Medic if I really feel the need to heal without Dr. Evazan.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/9/2008 Posts: 4,729 Location: Chicago
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=TheHutts wrote: The Rodian Trader piece is a fun design idea, but annoys me simply because he's way overused
Really!?! I guess when he first came out he was used for like a minute, but here in the US we figured out what you have stated here pretty quickly and I haven't seen one used in years. =TheHutts wrote: Using the Rodian Trader in a serious squad makes you look like a n00b; and while we're at it, so does using CLobot outside of a reserves-oriented squad. The Rodian Trader is fun, but he's about as relevant to the competitive game as Nien Nunb is. 2/10.
Hilarious! Graham, feeling slightly cantankerous today? I love it! The only thing I would argue is that building a reserves-oriented squad also makes you look like a n00b. It's basically trying to rely on luck over skill to give you an edge, and paying considerable cost for it. I've never seen a reserves-oriented squad win a tournament. They annoy me greatly, because they are so luck based once in awhile you'll see a player with a reserves-oriented squad beat a real squad run by a better player, only because of extreme luck. Then they think the squad is good. Those squads also encourage you to hole up in a corner and not engage to give you more chances for reserves. Yeah - that's fun. . . For n00bs!
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/5/2009 Posts: 2,240 Location: Akron Ohio, just south of dantooine.
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I brought in not one, but two Rodian Traders through Lobot about a month ago. ( my opponent had Marn, and I wanted to make sure he didn't bribe anybody.)
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/29/2011 Posts: 1,766 Location: In a sinkhole on Utapau
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TimmerB123 wrote:=TheHutts wrote: The Rodian Trader piece is a fun design idea, but annoys me simply because he's way overused
Really!?! I guess when he first came out he was used for like a minute, but here in the US we figured out what you have stated here pretty quickly and I haven't seen one used in years. =TheHutts wrote: Using the Rodian Trader in a serious squad makes you look like a n00b; and while we're at it, so does using CLobot outside of a reserves-oriented squad. The Rodian Trader is fun, but he's about as relevant to the competitive game as Nien Nunb is. 2/10.
Hilarious! Graham, feeling slightly cantankerous today? I love it! The only thing I would argue is that building a reserves-oriented squad also makes you look like a n00b. It's basically trying to rely on luck over skill to give you an edge, and paying considerable cost for it. I've never seen a reserves-oriented squad win a tournament. They annoy me greatly, because they are so luck based once in awhile you'll see a player with a reserves-oriented squad beat a real squad run by a better player, only because of extreme luck. Then they think the squad is good. Those squads also encourage you to hole up in a corner and not engage to give you more chances for reserves. Yeah - that's fun. . . For n00bs! I've found reserves to (GENERALLY; the new Pong looks like a great exception) be quite ineffective, especially in timed games or standard games where score is kept to 200 points.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/26/2008 Posts: 1,233
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pegolego wrote:
I've found reserves to (GENERALLY; the new Pong looks like a great exception) be quite ineffective, especially in timed games or standard games where score is kept to 200 points.
Honestly the "immediate" reserves are something that can be relied on a little more, but other than that i tend to not build around them. They are nice to have and if i am going to Have the Choice of Ozzel or Moff Morlish Veed, i will pick Ozzel each time because there is that chance. The only Exception to that is what tim Mentioned, about a reserves build squad. They can be fun to play but will never be competitive to me. Even iof you have several Pieces with Reserves and build around it.
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Rank: Moderator Groups: Member
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Joined: 5/26/2009 Posts: 8,428
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juice man wrote:I brought in not one, but two Rodian Traders through Lobot about a month ago. ( my opponent had Marn, and I wanted to make sure he didn't bribe anybody.) Why not bring in a 20 point piece?
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