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V-set 9 - Early 2015 - What pieces would you like to see? Options
AndyHatton
Posted: Thursday, March 27, 2014 12:29:33 PM
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markedman247 wrote:
I is for my happiness



That one might be a bit of a stretch...
markedman247
Posted: Thursday, March 27, 2014 2:03:20 PM
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AndyHatton wrote:
markedman247 wrote:
I is for my happiness



That one might be a bit of a stretch...


I is for my Imeasurable happiness. :)
AndyHatton
Posted: Thursday, March 27, 2014 2:05:40 PM
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There we go!
theultrastar
Posted: Sunday, March 30, 2014 10:10:55 AM
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I can't recall if I posted this already or not, but I would really love to see some characters from Red Harvest.

Darth Scabrous, Sith Zombies, Tulkh to name a few.

After watching all of the Clone Wars, I would like to see a Syfo Dias.
General_Grievous
Posted: Sunday, March 30, 2014 12:34:57 PM
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theultrastar wrote:
I can't recall if I posted this already or not, but I would really love to see some characters from Red Harvest.

Darth Scabrous, Sith Zombies, Tulkh to name a few.

After watching all of the Clone Wars, I would like to see a Syfo Dias.


+1 to red Harvest and Deathtroopers, can't go wrong with Zombies. And would be cool to have a cheaper more basic zombie. Similar to Chazrach but super infectious.
Maybe
Blackwing virus zombie
5
HP 10
Def 10
Atk 2
Dmg 10
SA
Melee Attack
Savage
Charging Assualt
BlackWing Virus (similar to Rakghoul poison)
FlyingArrow
Posted: Wednesday, April 16, 2014 8:47:22 AM
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There seems to be a need for more "scissors" options to counter swarms. Pieces who don't do a lot of concentrated damage and perhaps can't hit high defense, but who can damage multiple pieces. Gallop, Strafe, and Blaster Barrage/Furious Assault are probably the best options currently. Lightsaber Sweep, Momaw, UtF, Thought Bomb also work to a lesser degree.

Here's another option that would work like a more limited gallop, but only as long as there is a series of low-hp targets that can be killed. It's Rolling Cleave without the once per turn limitation and with 2 squares of movement instead of one:

Greater Rolling Cleave (On this character's turn, each time this character defeats an adjacent enemy by making an attack, it can immediately move up to 2 squares and then make 1 attack against another adjacent enemy without provoking an attack of opportunity)
FlyingArrow
Posted: Wednesday, April 16, 2014 4:04:05 PM
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For the sub-sets: cohesive themes.

Invasion, Vehicles of War, Cantina Brawl, Theed, The Old Republic all do that. Jedi vs Sith - not so much.
I especially like TOR and Invasion, even though I'm not as familiar with those sources. I just like the idea of characters from one era/story being together in a set.

HanSolo79
Posted: Thursday, April 17, 2014 8:26:19 AM
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PrimeClone
Posted: Friday, April 18, 2014 4:28:07 AM
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To boost the clone strike era mid cost Jedi. I use house rules. So I use a generic jedi that costs 32 points that grants unique Jedi at the same cost or less twin attack instead of double attack. I use the Jedi weapon master as sculpt and stats and SA, take away the double and lightsaber assault but give him twin and the CE.
I don't know how to word it but I know what I want it to do when I play it. It is so much fun to use these old pieces with twin even against my Jedi hate squads that are made, well just to kill Jedi...

Cheers
Kamikaze13
Posted: Tuesday, April 29, 2014 11:10:17 AM
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Deathwielded wrote:


Old Republic:
Grandmaster Satele Shan (BHC level?)

New Republic:
Chief of State Leia Organa Solo
Jaina Solo/Sticks, Rogue Eleven

Fringe:
Father, Son, Daughter
More Genohardens

Mandalorain:
Goran Beviin help for the Melee Mando's

+1 to all this, especially The GenoHaradans!


Jagged Fel, Bounty Hunter (Camaraderie for Jaina please!)
Null ARC Troopers
Bull Rancor
Nico Okarr
Ven Zallow
Nick Rostu
Clone Assassin
Silver Fyre
Samuel Gillespee
Havoc Squad

New and/or Help for:
Maris Brood
Kol Skywalker
Wolf Sazen
Shado Vao
Slave Leia
Nym
FlyingArrow
Posted: Friday, May 2, 2014 3:38:45 PM
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Something to make the Force power part of Garm's CE useful:

Force Extra Attack 1 Force 2: On its turn, this character can make 1 cumulative extra attack instead of moving.
Force Extra Attack 2 Force 3: On its turn, this character can make 2 cumulative extra attacks instead of moving.
FlyingArrow
Posted: Monday, May 5, 2014 10:49:29 AM
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Only on a Unique, but something that makes the other side fight without bonuses:

Situational Awareness: Enemies use only their printed Attack and Damage while attacking this character.
FlyingArrow
Posted: Monday, May 5, 2014 10:58:41 AM
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Just noticed that Mira is the Old Republic's accurate shooter.
So another accurate shooter in OR. Preferably 10-20 cost.


An appropriately costed mid-teens blank slate. That is, a character with no abilities at all (except maybe Melee Attack) in the mid-teens. He'd have better base stats that way.
General_Grievous
Posted: Monday, May 5, 2014 11:42:38 AM
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Kamikaze13 wrote:
Deathwielded wrote:


Old Republic:
Grandmaster Satele Shan (BHC level?)

New Republic:
Chief of State Leia Organa Solo
Jaina Solo/Sticks, Rogue Eleven

Fringe:
Father, Son, Daughter
More Genohardens

Mandalorain:
Goran Beviin help for the Melee Mando's

+1 to all this, especially The GenoHaradans!


Jagged Fel, Bounty Hunter (Camaraderie for Jaina please!)
Null ARC Troopers
Bull Rancor
Nico Okarr
Ven Zallow
Nick Rostu
Clone Assassin
Silver Fyre
Samuel Gillespee
Havoc Squad

New and/or Help for:
Maris Brood
Kol Skywalker
Wolf Sazen
Shado Vao
Slave Leia
Nym


+1 to all of the above.


Also Kerra Holt and the Knight Errant Sith family!

A BHC level Grievous and Obi-Wan to make the next duel.

Remakes of the sep huges



FlyingArrow
Posted: Tuesday, May 6, 2014 7:55:14 PM
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Lightsaber Reflect 2: Force 2, reflect full damage to any legal target
Lightsaber Reflect 3: Force 3, reflect full damage to any enemy in line of sight
Lightsaber Reflect 4: Force 4, reflect full damage to attacker - no saves
Lightsaber Reflect 5: Force 5, reflect full damage to any enemy in line of sight - no saves
atmsalad
Posted: Tuesday, May 6, 2014 8:44:36 PM
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I would like to see the OR get some Jedi and troops symbolic of the bathuwi last stand against the sith. 4000 troops and 7 dozen Jedi stood against over 40000. It ended in a draw, I think that would be quite sweet...
markedman247
Posted: Wednesday, May 7, 2014 10:54:14 AM
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Signal Jammer: Enemies within 6 lose special abilities whose name contains Self-Destruct.
FlyingArrow
Posted: Wednesday, May 7, 2014 11:39:45 AM
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markedman247 wrote:
Signal Jammer: Enemies within 6 lose special abilities whose name contains Self-Destruct.


The more I look at the Klatooinian Assassin, the more I think it needs some hate. Cloaked has few counters - you have to ignore cover, so the most common Stealth/SuperStealth counters don't work. Accurate, Force Sense, It's a Trap all fail. Disruptive does nothing.

Self-Destruct granted by a CE works well since you can cancel it by canceling the CE. Built-in Self-Destruct like on the Cloaked Klat means you can't beat Self-Destruct without beating Cloaked. Actually, Leia/Borsk's CE is a counter for Self Destruct - you get to move before they blow up. But that's only in 2 factions.

I'm not sure a hard counter like Signal Jammer is the best approach, but at least another soft counter.

jak
Posted: Wednesday, May 7, 2014 11:57:00 AM
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Location: Beggers Canyon Tatooine
C-THREEPIO, NR HERO

Hit Points: 30
Defense: 14
Attack: 1
Damage: 0

Rarity: Very Rare
Base: Medium
Gender: Male
Creator: jak
Created: 9/10/2013
Updated: 9/14/2013

Special Abilities

Unique
Basic to Binary (Droid follower within 6 squares are subject to all allied CE's)
Droid (Immune to critical hits; not subject to commander effects)
Relay Orders (Each allied commander can count distance from this character as well as from itself for the purpose of commander effects)

using 2 of his 6 million forms of communication, 3PO helps droids, help the NR
FlyingArrow
Posted: Wednesday, May 7, 2014 12:04:13 PM
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Here's another idea. Activation control like Sith Sorcery but only for low-cost pieces.

Intimidation 1 [Force 1, usable only on this character's turn: Roll a save for each enemy within 6 squares. The enemy is considered activated if the save is higher than its cost.]


Perhaps make it line of sight or even boardwide if spending more Force points. Boardwide should be 4 or 5 Force so it doesn't happen more than once or at most twice per game.

Intimidation 3 [Force 3, usable only on this character's turn: Roll a save for each enemy within line of sight. The enemy is considered activated if the save is higher than its cost.]

Intimidation 5 [Force 5, usable only on this character's turn: Roll a save for each enemy. The enemy is considered activated if the save is higher than its cost.]

==
(Crossposted from discussion thread about activation control.)
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