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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 9/30/2008 Posts: 1,288
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gwek wrote:Cool pieces. The Zann Defiler is a nice addition for any commander providing Extra Attack. Between Double/Twin and Proximity Mines at 40, he's got a great balance of direct damage and regular damage for his price. Yep, the Defiler actually goes well with a lot of Commanders. Extra Attack, Super Stealth, Mobile, etc. He's a bit highly costed for what he does on his own, but being a non-unique Fringe follower with Stealth and Twin, he can be boosted VERY easily.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/8/2010 Posts: 3,623
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So how exactly do the proximity mines work?
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 9/30/2008 Posts: 1,288
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It's currently worded like this:
Proximity Mines 20 [Replaces attacks: range 6; target enemy is mined. At the beginning of the mined character's next turn, the mined character and each character adjacent to that target take 20 damage, save 11 for 10 damage.]
The wording might get tweaked slightly before we're finished, but that's the gist of it.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/26/2008 Posts: 1,233
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Echo24 wrote:gwek wrote:Cool pieces. The Zann Defiler is a nice addition for any commander providing Extra Attack. Between Double/Twin and Proximity Mines at 40, he's got a great balance of direct damage and regular damage for his price. Yep, the Defiler actually goes well with a lot of Commanders. Extra Attack, Super Stealth, Mobile, etc. He's a bit highly costed for what he does on his own, but being a non-unique Fringe follower with Stealth and Twin, he can be boosted VERY easily. and tarpals don't forget tarpals. An automatic 20 to a character and possibly 20 to another is great. especially if they are adjacent to each other.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 5/14/2008 Posts: 2,063
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swinefeld wrote:And the other one:
Zann Consortium Defiler #47 Fringe, cost 24
HP 50 DEF 18 ATT +8 DMG 20
Twin Attack Deadeye Penetration 10 Proximity Mines 40 Satchel Charge Stealth
very interesting Suggested mini? The Elite Sith Trooper? As someone who made a Tyber Zann, I would love to field these guys. Need to posts the minor tweaks that I made those minis.
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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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I didn't get the set number, but a terrific looking New Republic beatstick is getting revealed on SHNN as we speak:
Corran Horn, Jedi Master New Republic cost: 60 hp 140 def 21 att 14 dam 20
Special Abilities: Unique Melee Melee Reach 2 Triple Attack Opportunist Pilot Jedi Reflexes
Force Powers: Force 2, renewal 1 Absorb Energy Force Absorb Jedi Mind Trick 2 Knight Speed
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Rank: Advanced Bloo Milk Member Groups: Member
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markedman247 wrote:Suggested mini? The Elite Sith Trooper? We haven't been spoiling RMs, but since you guessed it in the first try, I'll confirm that it is in fact the Elite Sith Trooper.
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Rank: Advanced Bloo Milk Member Groups: Member
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TheHutts wrote:I didn't get the set number, but a terrific looking New Republic beatstick is getting revealed on SHNN as we speak:
Corran Horn, Jedi Master New Republic cost: 60 hp 140 def 21 att 14 dam 20
Special Abilities: Unique Melee Melee Reach 2 Triple Attack Opportunist Pilot Jedi Reflexes
Force Powers: Force 2, renewal 1 Absorb Energy Force Absorb Jedi Mind Trick 2 Knight Speed He's #35 in the set, and one of my favorite pieces that's coming out of Vengeance. Very fun to play, a good representation of one of my favorite characters, and adds a lot of variety to his faction so you can play something other than the regular Ganner/Mara/Han squads. In fact, I think he's best without any of those three!
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Rank: Moderator Groups: Member
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Joined: 9/23/2008 Posts: 1,487 Location: Lower the Hutt, New Zealand
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I know you just said you're not spoiling the RMs yet... but can we please have the recommended mini for Corran!?
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/14/2009 Posts: 1,450 Location: At the controls
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Echo24 wrote:Corran Horn, Jedi Master New Republic cost: 60 hp 140 def 21 att 14 dam 20
Special Abilities: Unique Melee Melee Reach 2 Triple Attack Opportunist Pilot Jedi Reflexes
Force Powers: Force 2, renewal 1 Absorb Energy Force Absorb Jedi Mind Trick 2 Knight Speed Fantastic! I am elated to get a new and far better Corran. First thoughts...I would have preferred to see Illusion or even Block, especially given the lack of MotF. JMT2 is great with Opp, a nice addition to the NR. Knight Speed feels tacked on and redundant given his access to the Klatooinian Capt. Great damage output and he pretty much smacks down non-melee attackers. He's weak against melee tanks but Reflexes with Opp will ensure he hits first. Overall, I really like this piece.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/14/2009 Posts: 1,450 Location: At the controls
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kezzamachine wrote:I know you just said you're not spoiling the RMs yet... but can we please have the recommended mini for Corran!? There is only one possibility, isn't there? Duros Scout, clearly.
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Rank: Moderator Groups: Member
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Joined: 9/23/2008 Posts: 1,487 Location: Lower the Hutt, New Zealand
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Yuss! Finally a chance to crack out the Duros Scout mini!
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Joined: 9/30/2008 Posts: 1,288
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saber1 wrote:First thoughts...I would have preferred to see Illusion or even Block, especially given the lack of MotF. JMT2 is great with Opp, a nice addition to the NR. Knight Speed feels tacked on and redundant given his access to the Klatooinian Capt. Great damage output and he pretty much smacks down non-melee attackers. He's weak against melee tanks but Reflexes with Opp will ensure he hits first. Overall, I really like this piece. I think at least one version had Illusion on him, but we decided we didn't like the overlap of that with Absorb Energy, and just decided to not give him any direct defenses against melee pieces since he does so well against shooters with Absorb Energy (a really strong ability that we haven't seen enough of) and easy access to Evade. He actually originally had Master Speed over Knight Speed, as speeding his movements through the Force was actually something he was especially good at, but we decided not to give him the ability to move 14 squares and attack. With Knight Speed and Speed 8 from the K. Captain he can move 12 squares and attack which is more reasonable and gives him the same threat range as Jaina SotJ. Against melee characters he generally has enough HP to stand with them for a round or two, and letting him take the 30 damage shot first means he can often kill them immediately after they base him. In a game I played using him just last weekend he went toe to toe with Mace LotLS and they basically just took each other out (Mace killed Corran on a riposte on the attack that killed Mace), with Mace moving in with full HP against a full HP Corran. My Dash helped by getting 20 damage through to Mace, but otherwise it was all Corran. Considering Mace is 65 points and this guy is 60 points that confirmed his effectiveness for his point cost to me.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/14/2009 Posts: 1,450 Location: At the controls
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Echo24 wrote:saber1 wrote:First thoughts...I would have preferred to see Illusion or even Block, especially given the lack of MotF. JMT2 is great with Opp, a nice addition to the NR. Knight Speed feels tacked on and redundant given his access to the Klatooinian Capt. Great damage output and he pretty much smacks down non-melee attackers. He's weak against melee tanks but Reflexes with Opp will ensure he hits first. Overall, I really like this piece. I think at least one version had Illusion on him, but we decided we didn't like the overlap of that with Absorb Energy, and just decided to not give him any direct defenses against melee pieces since he does so well against shooters with Absorb Energy (a really strong ability that we haven't seen enough of) and easy access to Evade. He actually originally had Master Speed over Knight Speed, as speeding his movements through the Force was actually something he was especially good at, but we decided not to give him the ability to move 14 squares and attack. With Knight Speed and Speed 8 from the K. Captain he can move 12 squares and attack which is more reasonable and gives him the same threat range as Jaina SotJ. Against melee characters he generally has enough HP to stand with them for a round or two, and letting him take the 30 damage shot first means he can often kill them immediately after they base him. In a game I played using him just last weekend he went toe to toe with Mace LotLS and they basically just took each other out (Mace killed Corran on a riposte on the attack that killed Mace), with Mace moving in with full HP against a full HP Corran. My Dash helped by getting 20 damage through to Mace, but otherwise it was all Corran. Considering Mace is 65 points and this guy is 60 points that confirmed his effectiveness for his point cost to me. Corran is one of my absolute favorite SW characters so I am very critical in reviewing any version of him, custom or official. His lack of melee defense, carried over from the WotC version, immediately drew my attention and my knee-jerk reaction was annoyance that this character was misrepresented again. Once I noticed the synergy between Opp and Reflexes, I knew it to be his saving grace. Illusion, a signature ability of Corran as much as Absorb Energy, is still missed. Overall, a big thanks to the development team for bringing the community a new version of Corran and one, though not perfect (is there such a mini?) in my eyes, is nevertheless a great piece!
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/19/2009 Posts: 286
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Wow corran can squeeze out 40 dam and 22 att with Jon "Dutch" vander
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60 looks high at first glance until realizing what he can do. Easy access (2 ways) to Evade. Thus, moderately easy access to GMA. If Garm ever gets enough options for his reinforcements to make him playable, he can get access to "Lesser Greater Mobile Attack" With Speed 8/Knight speed, he can move 12 and attack 2 spaces away. With Opp/Reflexes, he effectively has quadruple attack versus any melee attacker who can't kill him in one shot. Bringing in Dutch is also possible to boost his damage.
So many synergy options that it's probably not worthwhile to do all of them... and then have to weigh whether or not you want to fit in the Ganner movement breaker or some Disruptive.
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Echo24 wrote:markedman247 wrote:Suggested mini? The Elite Sith Trooper? We haven't been spoiling RMs, but since you guessed it in the first try, I'll confirm that it is in fact the Elite Sith Trooper. Well, they were red. And outside of some Imp pieces that are red and melee, it was the only logical choice.
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Joined: 1/30/2009 Posts: 6,457 Location: Southern Illinois
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SHNN preview:#23 Separatist RM: Elite Rebel CommandoNimbus Commandocost 22 50 hp 18 def +9 att 20 dmg Double Attack Mines 20 (not proximity mines, the Chameleon Droid type) Mobile Attack Stable Footing http://starwars.wikia.com/wiki/Nimbus_CommandoAs per usual practice, the recommended mini was taken from outside the Sep faction, but these guys look just like the RotS Sep Commandos, so break 'em out!
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swinefeld wrote:SHNN preview:
As per usual practice, the recommended mini was taken from outside the Sep faction, but these guys look just like the RotS Sep Commandos, so break 'em out! I will be doing just that
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swinefeld wrote:SHNN preview:#23 Separatist RM: Elite Rebel CommandoNimbus Commandocost 22 50 hp 18 def +9 att 20 dmg Double Attack Mines 20 (not proximity mines, the Chameleon Droid type) Mobile Attack Stable Footing http://starwars.wikia.com/wiki/Nimbus_CommandoAs per usual practice, the recommended mini was taken from outside the Sep faction, but these guys look just like the RotS Sep Commandos, so break 'em out! Weird choice for proxy... I wonder if we'll get some support for non living seps. As is, i'd never go with this guy over a chameleon. Not the biggest fan of mobile attack + double attack either. That being said, i'll hold judgment until we can see what else the set has to offer.
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