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Rolling Mini of the Day (Urai Fen) Options
TheHutts
Posted: Tuesday, February 10, 2015 4:04:11 PM
Rank: Advanced Bloo Milk Member
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Joined: 6/23/2010
Posts: 3,562
Location: The Hutt, New Zealand
Apologies for the lack of updates - I've been moving house this weekend, so things have been a bit hectic.

Mandalorian Demolitionist, from Armed and Operational



Quote:
Hit Points: 10
Defense: 14
Attack: 4
Damage: 10

Special Abilities
Self-Destruct 10 (When this character is defeated, each adjacent character takes 10 damage)
Thorium Charge (Replaces Attacks: Designate 1 door within 6 squares as open; it remains open for the rest of the skirmish and cannot be closed)


The Mando Demolitionist is an amazing door control piece. With Thorium Charge it can blow doors from 6 squares away, even if it doesn't have line of sight to them. Considering it will usually be played with Kelborn's Resol'nare movement breaker, that gives it a huge range - it can start the round 18 squares away from a door, and blow it up first activation. As well as its door control capabilities, with +4 attack, it's not a terrible shooter - or it can combine fire for crucial attack. Honestly, that's plenty for 6 points, so Self-Destruct 10 is a bonus - it helps against Lancers et al, but it also means you need to position carefully. The Demolitionist is amazingly good for 6 points - it featured in the 2014 GenCon Champion squad. It doesn't quite feel like an 11 to me, possibly just because it's a single faction cheap tech piece, but it's a very strong 10 and it will usurp Ugnaught Demolitionists most of the time in Mando builds. 10/10.
TheHutts
Posted: Thursday, February 12, 2015 4:07:43 PM
Rank: Advanced Bloo Milk Member
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Joined: 6/23/2010
Posts: 3,562
Location: The Hutt, New Zealand
Jerec, from Vengeance



Quote:
30 points, Imperial
Hit Points: 100
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)
Lightsaber Duelist (+4 Defense when attacked by an adjacent enemy with a Force rating)
Turn to the Dark Side (Replaces attacks: range 6; 20 damage to 1 target with a Force rating. The target can choose to negate this damage and instead make a save of 11; if the save fails, the target joins this character's squad until the end of the skirmish.)

Force Powers
Force 2
Force Renewal 1 (This character gets 1 Force point each time he activates)
Force Blast 3 (Force 3, replaces attacks: sight; 40 damage and push back target 2 squares; save 11 reduces the damage to 20)
Force Sense (Force 1, usable only on this character's turn: Enemy characters lose Stealth for the rest of the round)
Lightsaber Block (Force 1: When hit by a melee attack, this character takes no damage with a save of 11)


I've never actually played with or against Jerec, so please chip in with your thoughts on him. He does seem like one of those Jack of all Trade pieces - he's a decent melee beatstick with Block and Duelist, especially with Thrawn's Opportunist and swap, while he also has direct damage options with Force Blast and Turn to the Dark Side. If people are going to keep playing Republic Commandos, he's useful as a source of Force Sense if you have a suitable piece to swap out with Pellaeon - obviously swapping Mitt'Thrawn out might be going too far. He does feel like a viable option in a Thrawn squad but not a premier one - with his 60 damage ceiling and lack of mobility, he's not a heavy enough hitter to be the focal point, so he's better as a support piece. Jerec's a useful piece - with his options he might occasionally see the competitive table, but he's probably just on the fringes of it most of the time, 7/10.
TheHutts
Posted: Monday, February 16, 2015 1:49:16 PM
Rank: Advanced Bloo Milk Member
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Joined: 6/23/2010
Posts: 3,562
Location: The Hutt, New Zealand
Rukh, from Destiny of the Force



Quote:
18 points, Imperial
Hit Points: 70
Defense: 18
Attack: 10
Damage: 20

Special Abilities
Unique
Melee Attack (Can attack only adjacent enemies)
Charging Assault +10 (Replaces turn: Can move up to double speed, then make an attack at +10 Damage against an adjacent enemy)
Cloaked (If this character has cover, he cannot be targeted by nonadjacent enemies)
Cleave (Once per turn, if this character defeats an adjacent enemy by making an attack, he can make 1 immediate attack against another adjacent enemy)
Internal Strife (On an attack roll of natural 1, this character joins the opponent's squad until the end of the skirmish)
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)
Vicious Attack (Triple damage instead of double on a critical hit)


Like Jerec last week, Rukh's another interesting second tier option for a competitive Thrawn squad. He has a few red herring abilities; Thrawn's Bodyguard is unlikely to come into play, since he synergises better with Mitt'Thrawn than Grand Admiral Thrawn. Vicious Attack and Internal Strife are also unlikely to happen in a game, although the threat of Internal Strife is enough to make him a less attractive tournament option. If you take those away, you have a solid piece for 18 points; the combination of Cloaked and Charging Assault +10 makes him a good second or third attacker in a Thrawn squad since he can move himself around without relying on Thrawn's swap, which the more important pieces will be using. Cleave is also very useful if you can set it up. The threat of Internal Strife is probably enough to leave him outside the tournament sphere, but he's still a solid option in a Thrawn squad, 6/10.
TheHutts
Posted: Tuesday, February 17, 2015 6:24:42 PM
Rank: Advanced Bloo Milk Member
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Joined: 6/23/2010
Posts: 3,562
Location: The Hutt, New Zealand
Green Jedi, from Shadows



Quote:
26 points, Old Republic
Hit Points: 90
Defense: 18
Attack: 11
Damage: 20

Special Abilities
Melee Attack (Can attack only adjacent enemies)
Affinity (May be in a squad with a character whose name contains Corran Horn)
Difficult Target (+2 Defense against nonadjacent 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)
Twin Attack (Whenever this character attacks, he makes 1 extra attack against the same target)
Green Jedi

Force Powers
Force 3
Lightsaber Defense (Force 1: When hit by an attack, this character takes no damage with a save of 11)


Arfan Ramos is one of the Old Republic's best new options, and the Green Jedi are good support pieces for him. With Stealth, they also benefit from his Super Stealth CE, and with 90 hit points and Lightsaber Defense to go with it, they're tough nuts to crack. They're not so exciting offensively with Twin Attack and a low attack rating; it means they're going to struggle to hit big pieces consistently, while against swarms they can only attack one piece each round. But with their hardiness and their Stealth, they're going to see some play as melee interference in an Arfan Ramos squad, 7/10.

TheHutts
Posted: Wednesday, February 18, 2015 6:38:31 PM
Rank: Advanced Bloo Milk Member
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Joined: 6/23/2010
Posts: 3,562
Location: The Hutt, New Zealand
Demagol, from Vengeance



Quote:
27 points, Mandalorian
Hit Points: 80
Defense: 20
Attack: 10
Damage: 10

Special Abilities
Unique
Force Ascetic (Cannot spend Force points to reroll or move faster)
Jedi Hunter (+4 Attack and +10 Damage against enemies with Force ratings)
Torture 2 (When an adjacent living enemy takes damage from an attack by this character, it gets -2 Attack and -2 Defense for the rest of the skirmish. (this ability stacks))
Virulent Paralyzing Poison (+20 Damage against adjacent living enemies and target is considered activated this round; save 16)

Force Powers
Force 4
Counter Push 2 (Force 2, usable only when this character takes damage: range 6; 20 damage; push back target 2 squares if Huge or smaller)


The v-set designers have done a great job with the Mandalorians, and Demagol is another interesting piece in their arsenal. He's mostly useful as an anti-Jedi piece - with access to twin, he can put 80 damage on a Jedi with his Jedi Hunter and Virulent Paralyzing Poison, and if they try and hit him back, he can Counter Push them for another 20 damage. With the current meta, where Jedi are less prominent, it's probably fair to say that he's largely relegated below the top tier, but in a Jedi-heavy meta Demagol would become a serious option, 7/10.
TheHutts
Posted: Wednesday, February 18, 2015 7:31:34 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 6/23/2010
Posts: 3,562
Location: The Hutt, New Zealand
Commander Gree, from The Clone Wars



Quote:
20 points, Republic
Hit Points: 60
Defense: 14
Attack: 11
Damage: 30

Special Abilities
Unique
Order 66

Commander Effect
Allied characters are treated as having the same name as each other, only for purposes of special abilities whose name contains Squad. Followers within 6 squares gain Squad Assault.


Squad abilities can be difficult to set utilise, but Commander Gree's one of the stronger providers of them, since he also comes with a Commander Effect that allows all Allied Characters to benefit from them. And his Squad Assault CE is very potent in some builds - it's great for the Naboo Troopers with their low attacks, although there are enough different tech options to support the Naboo that he's certainly not an auto-include, but he's used in this Weeks build:

Quote:
--The boys are back in town--
23 Mon Mothma
21 Admiral Yularen
20 Captain Panaka of Theed
20 Commander Gree
16 Queen Amidala
8 Mas Amedda
60 Naboo Trooper x12
4 Rodian Diplomat
16 Spaarti Clone Trooper Demolitionist x4
12 Naboo Soldier x4

Preferred Reserves:
(Mon Mothma) 20 Naboo Trooper x4

(200pts. 27 activations)


While his CE is obviously his selling point, he's a passable shooter as well, with +11 for 30 damage, although his 60 hit points and low defence means that you probably don't want to leave him lying out in the open. Commander Gree is a strong piece, and he's well worth considering for squads based around Republic non-uniques, 8/10.
Echo24
Posted: Wednesday, February 18, 2015 7:58:48 PM
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Joined: 9/30/2008
Posts: 1,288
Man, Weeks stole that build from me. Flapper
kezzamachine
Posted: Thursday, February 19, 2015 1:22:55 AM
Rank: Moderator
Groups: Member , Moderator

Joined: 9/23/2008
Posts: 1,487
Location: Lower the Hutt, New Zealand
I feel a face-slapping coming on...
TheHutts
Posted: Sunday, February 22, 2015 1:53:54 PM
Rank: Advanced Bloo Milk Member
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Joined: 6/23/2010
Posts: 3,562
Location: The Hutt, New Zealand
Corporate Alliance Tank Droid, from Bounty Hunters



Quote:
45 points, Separatist
Hit Points: 120
Defense: 14
Attack: 7
Damage: 30

Special Abilities
Droid (Immune to critical hits; not subject to commander effects)
Damage Reduction 10 (Whenever this character takes damage, reduce the damage dealt by 10. Attacks with lightsabers ignore this special ability.)
Double Attack (On its turn, this character can make 1 extra attack instead of moving)
Mounted Weapon (Only allies with Mounted Weapon or adjacent allies with Gunner can combine fire with this character)
Rigid (Can't squeeze)


Weird piece - the Corporate Alliance Tank Droid is in the exact same price range as the Fringe X-1 Viper Droid from a couple of sets earlier - it has less hit points and worse stats, and loses Molecular Shielding for Damage Reduction 10. While it's not awful - with GGDAC and Fire Control it's quadding at +15 for 30s, and you can Pawn it with Sidious - it's limited by a Huge base. More importantly, there's no compelling reason to ever take it over the bizarrely similar X-1 Viper Droid - except that as a Separatist it's eligible for specific bonuses like OOM-9's stat boost. Why make two such similar pieces, WOTC? 3/10.
TimmerB123
Posted: Sunday, February 22, 2015 2:53:25 PM
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Joined: 7/9/2008
Posts: 4,729
Location: Chicago
Yeah, someone needs to remake that.
TheHutts
Posted: Sunday, February 22, 2015 2:57:09 PM
Rank: Advanced Bloo Milk Member
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Joined: 6/23/2010
Posts: 3,562
Location: The Hutt, New Zealand
TimmerB123 wrote:
Yeah, someone needs to remake that.


Echo24
Posted: Sunday, February 22, 2015 2:59:08 PM
Rank: Advanced Bloo Milk Member
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Joined: 9/30/2008
Posts: 1,288
kezzamachine wrote:
I feel a face-slapping coming on...


You know, I do still owe him a slap from a while ago....
General_Grievous
Posted: Sunday, February 22, 2015 3:55:14 PM
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Joined: 1/8/2010
Posts: 3,623
TheHutts wrote:
TimmerB123 wrote:
Yeah, someone needs to remake that.





WHAT'S THE CLUE BLUE!!!!???!!! So pumped already, save the huges!
TimmerB123
Posted: Sunday, February 22, 2015 7:56:33 PM
Rank: Advanced Bloo Milk Member
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Joined: 7/9/2008
Posts: 4,729
Location: Chicago
General_Grievous wrote:
TheHutts wrote:
TimmerB123 wrote:
Yeah, someone needs to remake that.





WHAT'S THE CLUE BLUE!!!!???!!! So pumped already, save the huges!


Methinks you might like a couple pieces in vset 10
General_Grievous
Posted: Sunday, February 22, 2015 9:07:09 PM
Rank: Advanced Bloo Milk Member
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Joined: 1/8/2010
Posts: 3,623
TimmerB123 wrote:
General_Grievous wrote:
TheHutts wrote:
TimmerB123 wrote:
Yeah, someone needs to remake that.





WHAT'S THE CLUE BLUE!!!!???!!! So pumped already, save the huges!


Methinks you might like a couple pieces in vset 10


*Yoda Voice* My day, you, have made. *continues clutching useless huge pieces and theorizing pummel squads*
TheHutts
Posted: Tuesday, February 24, 2015 6:21:29 PM
Rank: Advanced Bloo Milk Member
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Joined: 6/23/2010
Posts: 3,562
Location: The Hutt, New Zealand
Master Yoda, from Scum and Villainy



Quote:
44 points, Rebel
Hit Points: 120
Defense: 20
Attack: 14
Damage: 20

Unique
Melee Attack (Can attack only adjacent enemies)
Twin Attack (Whenever this character attacks, he makes 1 extra attack against the same target)
Affinity (May be in a Republic squad)
Ataru Style (+4 Attack if exactly 1 enemy is within 6 squares)
Jedi Trainer (At the start of the skirmmish, choose an allied character with a Force rating. That ally gains 1 Force point and Ataru Style)

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 Defense (Force 3: Cancel a Force power used by a character within 6 squares)
Force Stun (Force 1, usable only on this character's turn: range 6; target living enemy is considered activated this round; save 11)
Lightsaber Defense (Force 1: When hit by an attack, this character takes no damage with a save of 11)

Commander Effect
At the end of its turn, if an ally with a Force rating made only one attack this turn, it may make one additional attack against the same enemy if it can.
Allies with a lightsaber gain Lightsaber Defense.


My most indelible memory of Master Yoda is at the Hutt100 in 2012, when kezzamachine's Master Yoda was effectively left in a 1-on-1 with my Grievous Hero of Hypori. Master Yoda defied probability beat my Grievous without taking a scratch and without using Force Stun - despite the fact that his damage ceiling is 40 per round, and Grievous's is 120, while Grievous also has Parry.*

Despite my personal bad experiences with him, I have to admit he's a good piece - he feels like a Yoda with his defensive force powers (Stun, Force Defense, and Lightsaber Defense) and his Master of the Force 2. His purported purpose is to boost old school Republic Jedi - his CE allows single attack Jedi like Stass Allie, Ki-Adi-Mundi, and Saesee Tiin to make an extra attack on their turn. But in competitive play, I've seen him paired with stronger pieces - he can give Han Solo, Rebel General an extra attack each round, and he can give Mace LotLS Lightsaber Defense for improved survivability. Master Yoda is a good piece, who opens up some new builds for the Rebels and the Republic without being over-powerful. 8/10.

* You may like to know that I got my revenge against Master Yoda a few months later at HaweraCon 2012, where a Mace and Yoda squad was no match for my levitated pair of IG-88s
Sthlrd2
Posted: Wednesday, February 25, 2015 6:50:18 AM
Rank: Advanced Bloo Milk Member
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Joined: 5/21/2009
Posts: 171
He is also really good in a Royal Rumble squad when paired with Caedus. Caedus starts with an extra force point, (which is huge) gains Ataru style, and so Caedus can now move 6 and still attack 2x with cunning using Aing Ti, and then strike 2x more on his normal turn, 120 damage turn if you win init.
TheHutts
Posted: Wednesday, February 25, 2015 3:01:11 PM
Rank: Advanced Bloo Milk Member
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Joined: 6/23/2010
Posts: 3,562
Location: The Hutt, New Zealand
LIN Demolitionmech, from Armed and Operational



Quote:
12 points, Fringe
Hit Points: 40
Defense: 15
Attack: 9
Damage: 0

Special Abilities
Droid (Immune to critical hits; not subject to commander effects)
Damage Reduction 10 (Whenever this character takes damage, reduce the damage dealt by 10. Attacks with lightsabers ignore this special ability.)
Electric Shock +10 (+10 Damage against adjacent Droid enemies)
Mines 20 (An enemy that moves adjacent to this character takes 20 damage; save 11)



The LIN Demolitionmech is a reinforcement option for Lobot against strafers and some gallopers. With a large base and Mines 20, it can protect areas of the board - a pawned Lancer is likely to die if it tries to fly over it, while it can also put the hurt on other strafers like Durge on Speeder and on gallopers like the Quednak. The Damage Reduction also means that it can hang in there against pieces without Lightsaber - a Lancer will need to hit it four times to take it down. The LIN is less effective against Yobuck, who can cut through the damage reduction and kill it easily. Armed and Operational also provided the Buzz Droid as a strafe counter, and I haven't played with the counters enough to really have an opinion on which is stronger, although I've seen it suggested that a LIN and a Buzz Droid are a good option as reinforcements against a strafer. The Lancer counters in Armed and Operational have been enough to reduce the incidence of Lancer play, certainly in my local meta - we're more likely to see the more robust Durge on Speeder as the strafer of choice or to see swarms dominating. 8/10.
urbanjedi
Posted: Wednesday, February 25, 2015 9:50:43 PM
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Joined: 4/30/2008
Posts: 2,093
LIN certainly helps against strafers that aren't super beefy. Basically you have to hope you can either go around (not easy since it is a large) or make a ton of mines saves (not great odds).
TheHutts
Posted: Monday, March 2, 2015 2:41:01 PM
Rank: Advanced Bloo Milk Member
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Joined: 6/23/2010
Posts: 3,562
Location: The Hutt, New Zealand
AT-ST, from Universe



Quote:
54 points, Imperial
Hit Points: 120
Defense: 14
Attack: 8
Damage: 40

Special Abilities
Damage Reduction 10 (Whenever this character takes damage, reduce the damage dealt by 10. Attacks with lightsabers ignore this special ability.)
Double Attack (On its turn, this character can make 1 extra attack instead of moving)
Grenades 20 (Replaces attacks: range 6; 20 damage to target and to each character adjacent to that target; save 11)
Mobile Attack (Can move both before and after attacking)
Mounted Weapon (Only allies with Mounted Weapon or adjacent allies with Gunner can combine fire with this character)
Rigid (Can't squeeze)


The AT-ST is obviously not very playable - it probably wants Thrawn for movement, but it's nowhere near as good as Cad Bane for the exact same cost, who has comparable defensive abilities (Stealth and Evade is probably about equivalent to 40 extra hit points and damage reduction), more damage output, better movement with flight and GMA, and who isn't hindered by a huge base. There's a much better remake in the Vehicles of War subset, which still isn't tearing up the tables. It's an iconic figure that deserves better, 3/10.
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