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Rank: Moderator Groups: Member
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Joined: 8/9/2009 Posts: 1,935
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And even if she wasn't Leia, the Rebels have a very good It's a Trap piece in R2 w/ Sensor. (coupled with a Treadwell from Lobot and you are set, PLUS it helps with the Rebels low attack) Like the Hutts mentioned, when two of the best stealth archetypes ignore Jedi she loses value. If that wasn't the case I think you are right and she would be a better filler piece. I really do think the only way she'd see regular play is a Versatile replacement for Leia, RC.
She is notably the cheapest piece with Force Sense though.
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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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Ugnaught Boss, from The Force Unleashed Quote:15 points, Fringe Hit Points: 30 Defense: 14 Attack: 2 Damage: 10
Special Abilities Droid Mark (When this character activates, you may choose an allied Droid character within 6 squares. Until the start of the next round, that character gains Draw Fire) Melee Attack (Can attack only adjacent enemies)
Commander Effect Allies whose names contain Ugnaught gain Self-Destruct 10. I don't know if the Ugnaught Boss has seen a lot of competitive play, especially as the v-set has provided a source of cheaper bombs with Poggle the Lesser and Geonosian Drones. But it's still an interesting piece that you can do interesting things with; for example, it has fun interactions with squads like Exar Kun's Transferring Essence with a bunch of exploding Ugnaughts or in making a Han Solo in STA/Ithorian Commander Ugnaught swarm Lancer-proof. 5/10.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/9/2008 Posts: 4,729 Location: Chicago
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TheHutts wrote:Ugnaught Boss, from The Force Unleashed Quote:15 points, Fringe Hit Points: 30 Defense: 14 Attack: 2 Damage: 10
Special Abilities Droid Mark (When this character activates, you may choose an allied Droid character within 6 squares. Until the start of the next round, that character gains Draw Fire) Melee Attack (Can attack only adjacent enemies)
Commander Effect Allies whose names contain Ugnaught gain Self-Destruct 10. I don't know if the Ugnaught Boss has seen a lot of competitive play, especially as the v-set has provided a source of cheaper bombs with Poggle the Lesser and Geonosian Drones. But it's still an interesting piece that you can do interesting things with; for example, it has fun interactions with squads like Exar Kun's Transferring Essence with a bunch of exploding Ugnaughts or in making a Han Solo in STA/Ithorian Commander Ugnaught swarm Lancer-proof. 6/10. Lol, if that squad were ever viable in the first place. I'd say a rating of 4 max probably more like a 3. Poggle is certainly better in many ways, but even before poggle this guy wasn't that good. The only time I've seen him used to great effect was a melee only tournament.
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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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Thanks, I just took him down to a 5. Maybe a 4 is justifiable given his lack of competitiveness, but I think he should get a little bit of credit for being interesting and for interacting with a piece that's in just about every game.
I guess with the Exar Kun squads, you'd be better off going with other self destruct pieces now - Klat Assassins or Sith Recruits.
It's an interesting comparison with Leia from Cloud City - both from the same set. Leia is a really bland piece with one situationally useful Special Ability, that gives her a chance at competitive play, while the Ugnaught Boss is interesting CE, but isn't all that good.
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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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General Wedge Antilles, from Knights of the Old Republic Quote:23 points, New Republic Hit Points: 80 Defense: 18 Attack: 8 Damage: 10
Special Abilities Unique Accurate Shot (Can attack an enemy with cover even if it's not the nearest enemy) Avoid Defeat (Whenever this character would be defeated, make 2 saves, each needing 11; if both succeed, this character has 10 Hit Points instead of being defeated) Evade (When hit by an attack from a nonadjacent enemy, this character takes no damage with a save of 11) Mobile Attack (Can move both before and after attacking)
Commander Effect Followers gain Evade and Mobile Attack Ranged defense is a huge asset in a shooter dominated game, and General Wedge Antilles' Mobile and Evade CE is extremely useful. But having said that, he's had an interesting career trajectory; on release he went straight to the New Republic's top shelf (although admittedly, they didn't have many pieces to choose from). But despite his top tier status, he was shut out from the New Republic's most successful squad type - Solo Charge didn't need him, as most of the key pieces already had Evade or Stealth, and the 23 point Anakin Solo was preferred in his place. Similarly, Kyle Katarn/Jan Ors squads also were built around pieces with Stealth, droid, or commander effects. Despite this, Wedge was still a good piece - he's a commander who can actually come out and fight, since he's got Evade and Mobile, and he's worth bringing to the front-lines since he's a solid fodder shooter with his accurate shot and +8 attack. But because he didn't fit into any of the New Republic's top tier builds, he wasn't seeing table time anymore, and he needed a boost to his potency to get back into the competitive scene. But Han Solo, Corellian Legend gives him the boost he needs; Wedge gives Han Evade and access to GMA, while Han gives Wedge an attack boost, Opportunist, and twin, making him into a very respectable second or third attacker. Depending on how popular Corellian Han is - he's certainly got his work cut out to supplant Han Galactic Hero's Disruptive - Wedge has a way back into the competitive meta. Evade and mobile for followers, as well as a decent fodder shooter is still a solid deal for 23 points anyway; 9/10.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 9/30/2008 Posts: 1,288
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A month ago I think he would be an 8/10, because although he is a good piece, he just doesn't have a spot in the meta, like you said. 9/10 is probably appropriate now because there is a much better spot for him with Han CL.
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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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Mandalore the Lesser, from The Old Republic Quote:37 points, Mandalorian Hit Points: 90 Defense: 18 Attack: 10 Damage: 20
Special Abilities Unique Double Attack (On his turn, this character can make 1 extra attack instead of moving) Affinity (May be in a Sith squad) Close-Quarters Fighting (+4 Attack against adjacent enemies) Mighty Swing (On his turn, if this character doesn't move, he gets +10 Damage against adjacent enemies) Rival (This character cannot be in a squad that contains any other Unique character whose name contains Mandalore) Suppressive Fire (On this character's turn, enemy characters attacked by this character cannot use special abilities or Force powers that respond to this character's attacks for the rest of the turn and enemies hit by this character's attacks cannot benefit from or grant commander effects for the rest of the round)
Commander Effect Mandalorian followers may be in this character’s squad regardless of faction.
At the end of this character’s turn, designate 1 large or smaller Mandalorian ally within 6 squares. That ally gains Snare Rifle (A character hit by this character's attacks cannot move until the end of the round) until this character’s next activation. Ulic Qel-Droma allowed mixing of Mandos and Sith, but he's so expensive that he's largely irrelevant to the current game. Mandalore the Lesser is an updated version, and as a shooter, he's much more competitively costed. He also comes with the caveat that he only allows Mandalorian followers into Sith, so you miss out on power pieces like the Mando Captain, the Neo Crusader Officer, and Mandalore the Vindicated. On the other hand, Kelborn is a follower, and you can give Mandos access to Sith tech like Sidious Hologram and Darth Bandon's damage bonus. He also can't be in a squad with another Mandalore, so he presents unusual squad building options in both factions. As an attacker, Mandalore the Lesser isn't especially glamorous, with double at +10 for 20s, but he does have Mighty Swing and Close-Quarters fighting up close, and his Suppressive Fire shuts down defensive abilities and commander effects. More interestingly, he hands out Snare Rifle to a Mandalorian ally - if you have the points, Boba Fett Mercenary Commander could snare a couple of enemy pieces with accurate. Mandalore the Lesser has enjoyed some success in New Zealand, making the top 4 of the NZ Nationals in 2014 with this Sharron build: Quote:--NZcon Aarons Squad-- 62 Darth Revan, Sith Lord 37 Mandalore the Lesser 36 Lord Kaan 27 Lobot 25 Elite Supercommando 4 Sith Recruit 6 Mouse Droid x2 3 Ugnaught Demolitionist (200pts. 9 activations) Mandalore the Lesser is a good design - he opens up some new builds, and gives some in-game options, and is accurately costed for what he does. 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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Kaminoan Medic, from Masters of the Force Quote:12 points, Fringe Hit Points: 10 Defense: 12 Attack: 0 Damage: 10
Special Abilities Melee Attack (Can attack only adjacent enemies) Heal 20 (Replaces attacks: touch; remove 20 damage from a living character) With Heal 20, the Kaminoan Medic is a better option than the Heal 10 pieces. But it's so fragile and one dimensional that it's never worth bringing to the table. If it could shoot fodder or combine fire, and if it had more hit points or stealth, it might see some play, but it's such a weak piece aside from its Heal 20 that it's impractical. Evazan Galactic Criminal is so much better for a few extra points, as long as you have force points for rerolls. 2/10.
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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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Han Solo, Corellian Legend does have "Never Tell Me the Odds"
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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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juice man wrote:Han Solo, Corellian Legend does have "Never Tell Me the Odds" Ooh - totally missed that on him. That makes him way better....
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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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Gungan Cavalry on Kaadu, from Clone Strike Quote:18 points, Republic Hit Points: 50 Defense: 15 Attack: 4 Damage: 10
Special Abilities Galloping Attack (As this character moves, he can attack each adjacent enemy, +4 Attack; this turn, this character cannot attack any enemy twice and cannot move directly back into a space he has just left. This ability is usable only on this character's turn.) Melee Attack (Can attack only adjacent enemies) The current prevalence of swarms in the meta makes any piece with Galloping Attack an interesting option, but the Gungan Cavalry on Kaadu is too weak to feature. Since it's large base it's not subject to the Republic's movement breakers (R2 Doombot, Panaka, Foul), and since it's large base and Speed 6 it's going to struggle to get through difficult terrain and low objects. Since it has no ranged defense, it's very difficult to set it up for a run. And even if it does get a gallop off, its only doing 10 damage at +8 - while its attack can be boosted, I can't think of any feasible ways to increase its damage. The Republic have plenty of better scissors options - if you want to clear out a 10 hit point swarm, Momaw Nadon is cheaper and more reliable. There might be some weird situation where you want to bring in a Kaadu on a reserves roll, but it seems doubtful. 2/10.
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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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Mandalorian Blaster-for-Hire, from Destiny of the Force Quote:8 points, Mandalorian Hit Points: 20 Defense: 14 Attack: 4 Damage: 10
Trooper (Counts as a character named Mandalorian Trooper) Double Attack (On his turn, this character can make 1 extra attack instead of moving) The Mandos were lacking in cheap grunts before the v-sets: their only cheap fodder piece was the melee Taung Warrior from Masters of the Force. The Blaster-for-Hire provides a cheap shooting option, something the Mandos didn't have previously. He's boostable - he can gain twin easily, and he can pick up the Synergy +4 from the Mandalorian Sergeant as an attack boost. But the v-sets have provided some excellent alternatives for the Mandos in the cheap price range - the Demolitionist is an excellent door control option that can shoot, the Neo-Crusader Trooper is a stronger fodder clearer with its triple and higher attack, the Crusader offers Crack Shot and Splash, while the Death Watch Saboteur offers Traps and Satchel Charge. While it's passable enough, the Blaster-for-Hire pales in comparison to the more useful alternatives the Mandalorians have in its price range, and it will struggle to see play. 5/10.
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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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Rodian Assassin, from Scum and Villainy Quote:12 points, Fringe Hit Points: 20 Defense: 12 Attack: 6 Damage: 10
Special Abilities Accurate Shot (Can attack an enemy with cover even if it's not the nearest enemy) Assassin (+4 Attack and +10 Damage against living enemies) Bounty Hunter +2 (+2 Attack against Unique 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) The Rodian Assassin is good enough to see play despite the fact that it's a Fringe shooter in the same price range as the Klat Assassin. Accurate Shot is obviously a huge drawcard, and with Stealth it has built in ranged defense. 10 damage is arguably an advantage, since they can pick up twin easily from pieces like the SpecForce Technician and the Peace Brigade Commander, and without support it's at +12 against unique, living enemies. Bounty Hunter means that the Rodian can pick up Charging Fire +10 from Cad Bane, Bounty Hunter. With 20 hit points, they are vulnerable to strafe and Yobuck, but they're still a great option as a Fringe shooter - really good piece for 12 points. 9/10.
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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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General Lando Calrissian, from Galactic Heroes Quote:28 points, Rebel Hit Points: 80 Defense: 18 Attack: 9 Damage: 20
Special Abilities Unique Pilot Double Attack (On his turn, this character can make 1 extra attack instead of moving) Camaraderie (Allies whose names contain Nien Nunb or who count as Han Solo gain Pilot) 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.) Opportunist (+4 Attack and +10 Damage against an enemy who has activated this round) Rapport (A character named Nien Nunb costs 5 less when in the same squad as this character)
Commander Effect Pilots in your squad (including this character) get +4 Defense against adjacent enemies. There are a bunch of decent WOTC Landos, but nothing that's very likely to see competitive play, so a competitive v-set version is great to see. This Lando helps out the Rebel Pilot subfaction - he has Pilot himself, so that he's eligible for Jon 'Dutch' Vander's CE, while he has a CE for Pilots (+4 defense against adjacent enemies). He turns Nien Nunb from one of the worst pieces in the game into something vaguely playable, and he's a strong shooter in his own right with double GMA opportunist shots at +13 for 30. Arguably the most interesting thing he does, however, is to give Han Solos the Pilot SA. This is especially significant with the Tantive IV Troopers, where you can set up a massive Han cannon with Tantives and Lando; as seen in the PA Regional finalist in 2014: --Dirty Little Smuggler-- 28 General Lando Calrissian 27 Han Solo, Smuggler 18 Klatooinian Captain 15 Momaw Nadon 9 General Dodonna 8 R7 Astromech Droid 95 Tantive IV Trooper x19 (200pts. 25 activations) It's great to have a competitive Lando available for the Rebels - he does a great job of being fairly costed and opening up new builds. 9/10.
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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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Qui-Gon Jinn, Force Spirit, from Jedi vs Sith Quote:16 points, Republic
Special Abilities Unique Speed 4 (Can move only 4 squares and attack, or 8 squares without attacking) Light Spirit (Ignores characters and terrain. Cannot open doors. Cannot attack or be damaged, and does not count as a legal target, the nearest enemy, or adjacent. Not subject to commander effects. Does not provide cover. At the start of the skirmish, choose a Unique allied character with a Force rating. That ally gains Force Renewal 1 and Mettle while within 4 squares of this character. This character is defeated if the chosen ally is defeated. An enemy within 6 squares can spend 1 Force point to defeat this character; save 11. This effect replaces that enemy's attacks.)
Force Powers Force 4 Sense the Future (Force 2: Once per round, after initiative is determined, you may exchange your initiative check with your opponent's initiative check)
Commander Effect Whenever a Unique follower with a Force rating is defeated by an enemy, a Unique follower with a Force rating within 6 squares get the defeated character's remaining Force points. A Republic force spirit was a popular request for the design team, and he finally turned up in the fourth set. He has the standard Force Renewal and Mettle from Light Spirit, and there are plenty of good Republic pieces that benefit from Renewal: Obi-Wan Kenobi Jedi General (Flobi) and Obi-Wan Kenobi Jedi Negotiator are two good recipients, while with The Dark Woman's Light Tutor you can give Force Renewal to any Unique. As well as Light Spirit, Qui-Gon also has a Commander Effect where a defeated character can pass on his force points to another unique follower. Most interestingly, he has Sense The Future, a form on initiative control, where he can exchange initiative rolls with the opponent. This makes him an option for reserves squad with pieces like Kazdan Paratus and Count Dooku Separatist Leader. In New Zealand, Sharron has won competitive games with this squad, which uses Qui-Gon to give Obi force renewal and for initiative control so that Evazan can make a big top of the round hit on something: Quote:--Winter is Coming-- 62 Obi-Wan Kenobi, Jedi Negotiator 38 Anakin Skywalker, the Chosen One 27 Lobot 20 Captain Tarpals 16 Dr. Evazan, Galactic Criminal 16 Qui-Gon Jinn, Force Spirit 9 R2-D2, Astromech Droid 3 Mouse Droid 3 Rodian Brute 6 Ugnaught Demolitionist x2 (200pts. 11 activations) Qui-Gon's a very good piece - he fills a few different roles for the Republic, and is fairly costed at 16 points. 8/10.
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Rank: Moderator Groups: Member
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Joined: 5/26/2009 Posts: 8,428
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Worst wording ever on the commander effect. There was a big rules thread about it and I don't remember the final ruling. The questions were a) Is it "within 6" of Qui-Gon or "within 6" of the defeated character? b) Is it extensible by Mas Amedda? I don't remember either answer, but it would be good to have a link to that thread here. If I find it I'll add the link. == Edit: I didn't find the discussion thread, but here I explained how the CE works. I assume I pulled the explanation from the discussion thread: http://www.bloomilk.com/Forums/default.aspx?g=posts&m=158017=== Edit #2: Found it. http://www.bloomilk.com/forums/default.aspx?g=posts&t=11438Another question was: c) Which characters are 'subject' to the CE and thus able to be disrupted? Answer: both
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Rank: Moderator Groups: Member
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Joined: 1/30/2009 Posts: 6,457 Location: Southern Illinois
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FlyingArrow wrote:Worst wording ever on the commander effect. No argument here. the ruling at the time was: a) the defeated character b) no, because a) c) both (as TJ stated)
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Rank: Moderator Groups: Member
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Joined: 5/26/2009 Posts: 8,428
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At the time? Don't tell me it changed...
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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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Supreme Overlord Quorreal, from Galactic Heroes Quote:30 points, Yuuzhan Vong Hit Points: 70 Defense: 18 Attack: 8 Damage: 10
Special Abilities Unique Melee Attack (Can attack only adjacent enemies) 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) Loyal Followers (Characters brought in to the squad through this character’s Reinforcements special ability each cost 1 less. These characters gain Aggressive Negotiations for the rest of the skirmish.) Rival (This character cannot be in a squad that contains any character whose name contains Shimrra) Yuuzhan Vong Reinforcements 20 (During setup, after seeing your opponent's squad, you can add up to 20 points of Yuuzhan Vong characters to your squad)
Commander Effect If an ally named Zonama Sekot Scout has line of sight to an enemy at the start of a phase, you can choose to activate only 1 character in that phase. (This includes Droid and Savage characters.) Supreme Overlord Quorreal is probably the closest that the Vong have to an auto-include - while the Yammosk also sees lots of time on the table, Blast Bug squads can do fine without them. On the other hand Quorreal's Vong reinforcements 20 gets stronger as the Vong add more and more tech options - for instance the latest set added a piece to help with save rolls and a piece to help counter death shots, both who are interesting potential reinforcements for some matchups. And as well as providing reinforcements, Quorreal makes them 1 point cheaper and makes them stronger by giving them Aggressive Negotiations, which effectively gives them Diplomat until they attack something, unless your opponent has something like It's A Trap to circumvent it. Quorreal is also somewhat beefy, considering that he only effectively costs 10 points - he's not a terrible damage soak although of course you give your opponent 30 points when he does drop. His CE is interesting - it's one of the less useful tempo control CEs since it requires line of sight and doesn't allow more activations like Grand Moff Tarkin or the Mando Tactician, but it can be interesting with Vong's access to Aggressive Negotiations and Super Stealth. The fact that he's a serious option for every Vong tournament squad means that Supreme Overlord Quorreal is an 11/10.
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Rank: Moderator Groups: Member
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Joined: 1/30/2009 Posts: 6,457 Location: Southern Illinois
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FlyingArrow wrote:At the time? Don't tell me it changed... No, it has not changed. Perhaps my phrasing was colored by the fact I didn't exactly agree with the interpretation. On topic - If Lobot as Fringe did all that Quorreal does for Vong, he would need to be banned. No question that he is an 11/10.
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