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V-set 9 *Spoilers* Options
FlyingArrow
Posted: Wednesday, January 14, 2015 6:34:48 PM
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The best Negotiation targets for Speed 2 are probably...

Oppo Rancisis (meditate in the back - closest thing to a sit-in-the-back commander)
Kazdan Paratus (stall tactic for reserves)
Zam, BH (wants to use Careful/Final anyway)
Sarlacc (isn't going anywhere anyway)
Dengar, Hired Killer (Final Shot)

And of course, it's fine to use it on anyone who is already adjacent to an enemy and won't be moving on their turn anyway. But if you use it on just about anybody else, they are going to be moving at a snail's pace just like whatever enemy is affected.
adamb0nd
Posted: Thursday, January 15, 2015 5:28:48 AM
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Maybe I'm missing something. 40 points seems really steep for the ability to grant 1 ally and 1 enemy +2 speed (with a 25% chance of losing the ability anytime you lose a fig) and giving 2 characters access to diplomat for a single attack. I guess my beef is that everything on this character is very temporary, but 40 points is nearly a fourth of your squad.
Sthlrd2
Posted: Thursday, January 15, 2015 6:17:52 AM
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adamb0nd wrote:
Maybe I'm missing something. 40 points seems really steep for the ability to grant 1 ally and 1 enemy +2 speed (with a 25% chance of losing the ability anytime you lose a fig) and giving 2 characters access to diplomat for a single attack. I guess my beef is that everything on this character is very temporary, but 40 points is nearly a fourth of your squad.


He cost 30 points, not 40. And granting 2 characters Aggressive Negotiations is really really good.
FlyingArrow
Posted: Thursday, January 15, 2015 6:33:57 AM
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Also, it's not +2 speed. It is "Speed 2". So it slows down a potentially important enemy. If you pick the right ally, it shouldn't hurt your ally as much. For example, if your big Jedi is in the middle of a battle with their Jedi Battlemaster, and Jaq is using GMA to shoot at you, if you give them both Speed 2, then your Jedi can still fight (he's next to his enemy) but Jaq probably can't pop in-and-out anymore. If he wants to shoot, he'll stay exposed. (Just one example.)
adamb0nd
Posted: Thursday, January 15, 2015 6:46:36 AM
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I must have crossed my eyes and saw his HP where his Cost is. 30 points... I see.
The distinction of speed 2 makes it much clearer. That is (IMHO) much more significant than +2 speed. Very interesting movement breaker. Thanks for the clarifications.

I mostly observe these days, and have not gotten a chance to play a character with aggressive negotiations. I do think its a nice ability... I'm just trying to wrap my brain around the value. 30 points still seems like a lot to me for a piece that, depending on your opponents build, could easily counter the diplomats with a lobot reinforcement drop and a single attack, or good placement + LOS.

Looking at his negotiations ability, i'm starting to get it a little more. It doesn't seem like it's got any restrictions on range or LOS, so, that could really hamper your enemy if they don't have a sufficient movement breaker and their melee beat stick is stuck at speed 2 starting turn 1.
Echo24
Posted: Thursday, January 15, 2015 8:55:01 AM
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30 points IS a lot for him, especially because his usefulness will vary game to game, as you've pointed out. I believe he'll be more of a casual piece then a competitive piece.

Today's preview:

Quote:
2/45

Army of Light Soldier - RM: Human Mercenary (RotS46)
Old Republic
Cost: 20

HP: 40
Def: 17
Att: +8
Dam: 10

Special Abilities
Beskar'gam [When this character takes damage, it reduces the damage dealt by 10 with a save of 11]

Defensive Stance +6 [This character gets +6 Defense while activated]

Double Attack [On its turn, this character can make 1 extra attack instead of moving]


Republic soldiers dissatisfied with the government's inability to fend off the Sith joined the ranks of the Army of Light, fighting gladly under the command of their Jedi superiors.
Echo24
Posted: Saturday, January 17, 2015 11:07:45 AM
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No love for Defensive Stance? Maybe you guys want to see somebody you recognize a little better...

Quote:
44/45

Tsavong Lah, Warrior Elite - RM: Warmaster Tsavong Lah (UH 58)
Yuuzhan Vong
cost 28

hp 100
def 18
atk +13
dam 10

Unique. Melee Attack; Double Attack
Greater Mobile Attack; Force Immunity

Camaraderie [An ally named Khalee Lah gains Yun-Yammka Devotion]

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]

Rapport [A character named Harrar costs 1 less when in the same squad as this character]

Tactician +2 [Add +2 to the initiative roll except on a roll of 1]

Vonduun Crab Armor 6 [When this character takes damage, he can reduce the damage dealt by 10 with a save of 6]

Yun-Yammka Devotion [Once per turn, on this character's turn, he may take 10 damage at the end of the turn to have his next attack roll count as an automatic hit at +10 Damage; the target and this character automatically fail saves for the rest of the turn]
FlyingArrow
Posted: Saturday, January 17, 2015 11:33:13 AM
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I like Defensive Stance.

Tsavong Lah could be pretty awesome with Yun-Yammka Devotion. Shaped, Master Shaped and Scarred = 90 damage on the move that is all but unavoidable (outside of Damage Reduction).
CorellianComedian
Posted: Saturday, January 17, 2015 11:34:15 AM
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Echo24 wrote:
Today's preview:

Quote:
2/45

Army of Light Soldier - RM: Human Mercenary (RotS46)
Old Republic
Cost: 20

HP: 40
Def: 17
Att: +8
Dam: 10

Special Abilities
Beskar'gam [When this character takes damage, it reduces the damage dealt by 10 with a save of 11]

Defensive Stance +6 [This character gets +6 Defense while activated]

Double Attack [On its turn, this character can make 1 extra attack instead of moving]


Republic soldiers dissatisfied with the government's inability to fend off the Sith joined the ranks of the Army of Light, fighting gladly under the command of their Jedi superiors.


Valenthyne Farfalla just got that much cooler. I realize this is not the best use for the AJG, but I wonder how effective it would be to run Valenthyne, the Arkanian Jedi General, and some of these guys. Double/GMA at +12 for 20, with Beskar'gam for extra surviveability.
Echo24
Posted: Sunday, January 18, 2015 10:09:39 AM
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Quote:
7/45

Welk, Night Herald - RM: Dark Jedi Master (CotF08)
Sith
Cost 34

HP 110
Def 18
Att +10
Dam 20

Special Abilities
Unique. Killik
Melee Attack; Double Attack

Camaraderie [Allies whose names contain Lomi Plo or Alema Rar gain Swarm +2 and Killik]

Furious Razorbug Assault [Replaces turn: Move up to double speed, then deal 10 damage to each legal target; save 11]

Swarm +2 [+2 Attack against a target for each allied Killik adjacent to that target]

Force Powers
Force 2. Force Renewal 1

Sith Grip 3 [Force 3, replaces attacks: sight; 30 damage to target and 1 adjacent character]

Illusion [Force 1: When hit by an attack, this character takes no damage unless the attacker makes a save of 11]

Commander Effect
Killik followers within 6 squares get +2 Attack and +2 Defense.


On Jwlio, Welk bred assassin bugs to combat the Jedi Masters.
Deaths_Baine
Posted: Sunday, January 18, 2015 10:23:52 AM
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i really like sith grip 3. whoever suggested that addition should get a reward. it is such a useful force power, and can be quite game changing.
jak
Posted: Sunday, January 18, 2015 10:51:30 AM
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So....when are gonna get this set?
Echo24
Posted: Sunday, January 18, 2015 11:31:16 AM
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jak wrote:
So....when are gonna get this set?


Hopefully soon. The PDF needs to be finished up, but it will be uploaded as soon as it's done.
FlyingArrow
Posted: Sunday, January 18, 2015 12:53:13 PM
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FlyingArrow wrote:
Tsavong Lah could be pretty awesome with Yun-Yammka Devotion. Shaped, Master Shaped and Scarred = 90 damage on the move that is all but unavoidable (outside of Damage Reduction).


I forgot that Master Shaper grants Demolish. So even Damage Reduction fails. Can get the damage to 110 unavoidable if the Yammosk grabs Opportunist or a +4/+10 CE.
urbanjedi
Posted: Sunday, January 18, 2015 1:41:45 PM
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devotion is only on the first attack, so not quite that bad TJ
FlyingArrow
Posted: Sunday, January 18, 2015 3:26:33 PM
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urbanjedi wrote:
devotion is only on the first attack, so not quite that bad TJ


Bad? It's only bad if you're on the wrong side of it. BigGrin

Only the first attack is an automatic hit, but saves are failed for the whole turn. So he does have to make the second attack roll, but that's a safe bet if he has all the boosts active. Base 13 + 4 (Master Shaper) + 4 (Scarification) + 4 (Stolen CE) = +25 Attack.

It's probably overkill on the tech to get all those boosts, though. Probably better to go without the Scarification to make room for another attacker. Then he's going for 70dmg or 90 if the Yammosk steals a CE. Or (wow) if the Yammosk steals Twin from the Mandos or Whorm. OUCH. 140dmg. But then attack is only +17, so depending on the enemy you might miss an attack.

The trick is to keep him alive. He's the same cost as Dash and will be in the same 'glass cannon' category. Huge damage output, but tough to keep alive. He has better defense and crab armor, but he'll take a beating since he can't hide in the back and shoot like Dash can.

30 Zenoc Quah
30 Quorreal
28 Tsavong Lah, Warrior Elite
27 Nen Yim
15 Yammosk
14 Yuuzhan Vong Seer
50 Domain Lah Warrior x5
5 Zonoma Sekot Scout

Two Shapers, which isn't necessary. But that gets you both Master Shaper and Evade. Plus Zenoc and Nen Yim can both come out and fight with less worry about losing the Shaper bonus. Warriors are +14/20dmg x2 threats. Seer has Painful Screech to clear Mouse Walls.

Reinforcement options:
Warrior Caste Subcommander to turn them into range 8 Blastbuggers against tanks
Quednak against swarms
Jedi Hunter against (non-tank) Jedi
4 Scouts for activations (and to ensure Zenoc's CE)
Second Seer for 2 range-5 Painful Screeches.
jak
Posted: Sunday, January 18, 2015 4:46:13 PM
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Location: Beggers Canyon Tatooine








Gold Squadron Ace
Rebel
Cost 19

Hp 40
Def 16
Att +9
Dam 20

Special Abilities
Pilot

Blast Cannon [+10 damage against targets within 6 squares]

Grenades 10 [replaces attacks: range 6; 10 damage to target and each character adjacent to that target; save 11]

Pinpoint Attacks [Replaces turn: can move up to double speed, then choose up to three lower-cost targets within 6 squares, ignoring cover. Attack each target once.]

Squad Member [Counts as having the same name as any ally for purposes of special abilities whose names contain Squad. Gains abilities whose names contain Squad from allies within 6 squares.]

Way to powerful!
Needs to lose double speed on pin point, and 20 damage.



Deaths_Baine
Posted: Sunday, January 18, 2015 5:09:03 PM
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i actually like that piece and love what it can do for the game.
CorellianComedian
Posted: Sunday, January 18, 2015 6:25:04 PM
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Deaths_Baine wrote:
i actually like that piece and love what it can do for the game.


Yeah, I'm not a huge fan of the prevalence of swarms... not intending to start an argument on the subject by any means, but I'm excited to see a good (cheap!) anti-swarm piece. And anyways, he's a huge waste of points if your opponent isn't running a swarm
Deaths_Baine
Posted: Sunday, January 18, 2015 6:31:28 PM
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Posts: 1,628
CorellianComedian wrote:
Deaths_Baine wrote:
i actually like that piece and love what it can do for the game.


Yeah, I'm not a huge fan of the prevalence of swarms... not intending to start an argument on the subject by any means, but I'm excited to see a good (cheap!) anti-swarm piece. And anyways, he's a huge waste of points if your opponent isn't running a swarm



I agree I mean even in the old han cannon squad you have to give up an erc and one more activation, and quite frankly most of the time the ERC is going to be better.
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