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FlyingArrow wrote:You get a Force point when you activate, not when you take a turn. You only activate once per round. Didn't recall that distinction, thanks.
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SHNN is on now. Previews coming later in the show.
This is an anniversary show (300th), so we're previewing a couple of the flashier pieces in the set.
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Thursday's Preview:
Darth Vader of Lothal 22/45 Imperial Cost: 45
HP 140 DEF 22 ATT 14 DAM 20
Special Abilities Unique. Melee Attack; Double Attack Twin Attack; Speed 8
Battle Ready [After setup, Imperial characters in your squad may move up to double speed immediately before the first activation]
Duel [When an enemy targets with a nonmelee attack outside of its turn, this character does not count as a legal target or the nearest enemy]
Force-Attuned Armor [Whenever this character takes damage, he reduces the damage by 10 with a save of 11]
Ranged Defense Expert +2 [Whenever this character is targeted by a nonadjacent enemy, he gets +2 to save rolls against that enemy's attack and special abilities that turn]
Rival [Cannot be in a squad with any commander without a Force rating who is not a Trooper]
Shien Style [When hit by a nonmelee attack, this character takes no damage with a save of 11 and the attacker takes 10 damage; save 11]
Force Powers Force 3. Force Renewal 1; Master of the Force 2
Surprise Attack [Force 2: Once per round, after initiative is determined, this character can make an immediate attack]
Surprise Move [Force 1; Once per round, after initiative is determined, this character can immediately move up to his Speed before any other character activates]
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Friday's Preview: === Son of Skywalker 45 Rebel 21/45
HP: 110 Def: 20 Atk: 12 Dam: 20
Special Abilities Unique [Counts as a character named Luke] Melee Attack; Double Attack
Duel [When an enemy targets with a nonmelee attack outside of its turn, this character does not count as a legal target or the nearest enemy]
Enraged Reactions [Once per turn, when hit by an attack, this character may make an immediate attack against that attacker if he can]
Hero's Decoy [Whenever a small or medium Unique ally within 6 squares is targeted, this character may switch positions with that character. This character becomes the target instead.]
Our Last Hope [At the end of an enemy's turn, if all allies are activated this character may immediately move 2 squares. If all characters are activated, he may also make 2 immediate attacks at +4 Attack and +10 Damage.]
Rapport [Characters with Light Spirit cost 5 less when in the same squad as this character]
Force Powers Force 2 Lightsaber Defense [Force 1: When hit by an attack, this character takes no damage with a save of 11]
Commander Effect If your squad contains only Unique Rebel characters, players cannot alter the number of activations per phase.
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so if vader is basing han solo and leia pops han solo to shoot, han can't target vader who is adjacent?
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Interesting discussion about these two pieces on SHNN tonight. Some things to mention about the pieces...
Vader of Lothal's Rival. Pretty key to the piece. He's probably 15-20 points undercosted except for that. He doesn't have access to the power 11 pieces in Imperials - Pellaeon or Thrawn (or Daala, but he doesn't work with her anyway). He is the power 11 piece for his squad. He'll almost certainly be paired with a Palpatine. It will be interesting to see which one works best.
Son of Skywalker is the third piece in this set to grant an advantage to being out-activated. (Queen Amanoa and Odan-Urr were the first two.) In this case, Son of Skywalker gets to move 2 squares at the end of each enemy's turn once his whole squad is activated. Then at the end of the last enemy's turn he also gets two bonus attacks (at +4/+10). He's a tricky one to play. Way overcosted if the only thing he's doing is his 20dmg on the move. Much better if you can move across the board and hit for 60 at the end of the round, and get in some Enraged Reactions along the way. But it can be tricky to get him in position for the end of the round and also keep him alive that long.
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jen'ari wrote:so if vader is basing han solo and leia pops han solo to shoot, han can't target vader who is adjacent?
Correct. In that case, Han can't shoot anyone unless another enemy is also adjacent. It's like Vader has Diplomat for the cannon shot (or for a death shot by the same logic). If he isn't adjacent, he doesn't count as the nearest enemy so a cannon shot or death shot can ignore him and choose another target. Note that Duel doesn't prevent attacks of opportunity, since attacks of opportunity do not target. Also, note that Bria Tharen and her followers get Indiscriminate. Indiscriminate gets around Duel just like it gets around Diplomat. So if they take cannon or Heroic Stand shots they would ignore Duel for those shots.
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That Vader with the bounty hunter challenge palpatine will be brutal, palpatine makes his cost only 35, and with papa palps ability to control initiative, he is almost certain to get his surprise attack off and then a top of the round double twin right afterwards!! Ouch!
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I think BHC Palpatine is probably the best pairing, but after you add a third attacker (probably want one), you add door control and you get basically one tech piece to help the squad. Probably Shmi for Sith Rage.
Palpatine on Throne gives Vader the Force he needs to reroll and still do his Surprise stuff each round. And still have lots of room for something else.
Emperor Reborn can filter all of his damage through Vader's Force-Attuned Armor and comes in a bit cheaper than BHC Palpatine. The Rapport -10 for Vader makes it hard to take Reborn over BHC, though, imo.
It's a bit more costly for the damage output, but Betrayal Palpatine could be used to bring in some Order 66 pieces.
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Seems like a prime opportunity for Denetrius Vidian.
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Vidian falls under the Rival restriction. Quote:Rival [Cannot be in a squad with any commander without a Force rating who is not a Trooper] Vidian is a commander without a Force rating and is not a Trooper, so he can't be in a squad with Vader of Lothal. Imperial Knights pair with him pretty well... their commanders have Force ratings. For troopers, he needs to either take self-sufficient troopers (Spacetrooper?) or troopers who can survive with their only commanders being other troopers. Maybe super-stealth Elite Scout Troopers with Scout Trooper Officer? I think the best combo is going to be BHC Palps+Vader+Third Attacker. Not sure who fits best as the 3rd attacker. Boba is "too big". Only 15 points for door control and fodder if you take him. Palps and Vader both have MotF2, so Evazan works as a healer/direct damage option. Dray might be a decent choice - extra Force points and Bravado. Unfortunately, Force Vision won't work on Vader. Dray leaves just enough room for Lobot, who can cover door control/fodder needs. It would be nice to have a scissors option, but Arica probably needs an Attack boost. Morrigan and Dash are other staples that would be okay options, but also suffer without an Attack boost. A couple of Klats (even at the new 17 cost) might actually be the best option. Base 12 Attack works pretty well. It will be interesting to see how it shakes out. Maybe I'm wrong and a different Palpatine works better with him anyway.
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Today's preview is a new name: 35. Chiss Fleet Officer
No new stats for today. (See the stats from SHNN podcast last night.)
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FlyingArrow wrote: I think the best combo is going to be BHC Palps+Vader+Third Attacker. Not sure who fits best as the 3rd attacker. Boba is "too big". Only 15 points for door control and fodder if you take him. Palps and Vader both have MotF2, so Evazan works as a healer/direct damage option. Dray might be a decent choice - extra Force points and Bravado. Unfortunately, Force Vision won't work on Vader. Dray leaves just enough room for Lobot, who can cover door control/fodder needs. It would be nice to have a scissors option, but Arica probably needs an Attack boost. Morrigan and Dash are other staples that would be okay options, but also suffer without an Attack boost. A couple of Klats (even at the new 17 cost) might actually be the best option. Base 12 Attack works pretty well. It will be interesting to see how it shakes out. Maybe I'm wrong and a different Palpatine works better with him anyway.
In testing, I liked Arica as a support shooter. She can get up to +13 without support, which is better than most of the other shooter options out there. Dray works on Vader when he's 35 with rapport, right?
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TheHutts wrote:Dray works on Vader when he's 35 with rapport, right? Cost-based mechanics use the printed cost.
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swinefeld wrote:TheHutts wrote:Dray works on Vader when he's 35 with rapport, right? Cost-based mechanics use the printed cost. I always forget that rule!
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Any predictions on how Set 11 affects the meta? I think enough has been previewed to have that discussion. I think there are other pieces we haven't seen that are competitively playable, but they fit into existing roles or just reinforce the themes that have already been revealed.
These are what I think may have an impact on the meta: * Amanoa + Son of Skywalker + Odan-Urr: Will the race to out-activate still be a major aspect to the game? Or will these bonuses for smaller squads make smaller squads more common?
* Amanoa's Defender + Vader's Shien + Mandalorian Knight + Brainiac + Krath Death Witch + Others Not Yet Revealed: Add ObiKin and Aleema from set 10 to this list of anti-shooter pieces as well. A large number of pieces that blunt shooters' power. Most of these pieces fall much more easily to lightsabers than shooters. Will this make lightsabers more common?
* Warb Null: He's a big anti-swarm piece. Add Kerra Holt from set 9 and Sylvar from set 10. Swarms have more to fear than just Yobuck and Lancers.
* Vader of Lothal + Haor Chall Engineer + Ben Skywalker, Jedi + Others Not Yet Revealed: Surprise Move and Forward Positioning and Battle Ready. There's quite a bit of it in set 11. Does this speed the game up considerably? Does this change squadbuilding at all?
There are plenty of other pieces that I think are playable and even competitive. Artoo-Detoo, for example. But I don't think they will have a real impact on the meta, since they are either small pieces that fit into existing squad types without changing their fundamental nature, or the pieces fit an existing squad type such that it's not really changing the mix of what types of squads might be played.
I'm interested to hear what others think.
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CorellianComedian wrote:Whoa. Sith Tank squads are back in the game. They had gone somewhere? I thought one came second at Gen Con? Actually, I know it did because i lost to it. So Sith get stronger against their worst match up. Champs this year?
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FlyingArrow wrote:There are plenty of other pieces that I think are playable and even competitive. Artoo-Detoo, for example. But I don't think they will have a real impact on the meta, since they are either small pieces that fit into existing squad types without changing their fundamental nature, or the pieces fit an existing squad type such that it's not really changing the mix of what types of squads might be played. I think Luke Hero of Endor will be big with Obi-Kin and other tanks running around. Artoo helps him out with the movement breaker and damage boost, as does another set 11 Rebel.
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fingersandteeth wrote:CorellianComedian wrote:Whoa. Sith Tank squads are back in the game. They had gone somewhere? I thought one came second at Gen Con? Actually, I know it did because i lost to it. So Sith get stronger against their worst match up. Champs this year? Well, slightly more conventional tank squads, that is. Seems like the last two Sith Tank squads that really made waves were Dance of Death and Teleporting Lord Krayt; those were both based around some game-bending Force powers. I meant the less strategic, more walk-in-and-smash type Sith squads. I don't know, like what one does with Darth Bane in casual play.
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Today's preview:
Vima Sunrider 33 Old Republic 5/45
HP: 100 Def: 20 Atk: 11 Dam: 20
Special Abilities Unique. Melee Attack; Twin Attack
Affinity [A character named Ulic Qel-Droma may be in your squad regardless of faction]
Agile [This character can move 2 extra squares at the end of her turn]
Charging Assault [Replaces turn: Can move up to double speed, then make an attack against an adjacent enemy]
Loner [+4 Attack if no allies are within 6 squares]
Sokan [This character ignores Rigged Detonators. When this character is in a square with low objects, enemies automatically fail saves against this character's attacks and abilities.]
Stable Footing [Not slowed by difficult terrain or low objects]
Synergy +2 [+2 Attack and +2 Defense while an ally whose name contains Thon or Odan-Urr is within 6 squares]
Force Powers Force 2. Force Renewal 1 Knight Speed [Force 1: This character can move 4 extra squares on her turn as part of her move]
Lightsaber Deflect [Force 1: When hit by a nonmelee attack, this character takes no damage with a save of 11]
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