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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 5/18/2009 Posts: 60
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Are all the pics up yet? Where are they? I don't see the ones on gamers...
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Rank: Moderator Groups: Member
, Moderator, Rules Guy
Joined: 8/24/2008 Posts: 5,201
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Tirade wrote:Not sure K'Kruhk measures up to Kol all that well. Kol has better base stats for his cost, plus he has far more going for him (Push, Block, Precision, MotF 2, Duelist). Plus Kol has access to Wedge. Not much of a comparison in my mind. I wouldn't go that far. They are fundamentally different figures, but K'Kruhk has access to Momentum, Rolling Cleave, Swap (I think that is a bit better than Wedge), a ton of great stat boosts. For the faction they are in, they work fine, but K'kruhk has access to a lot more good CE's than Kol. I do love that Quigon, JT is getting better all the time. In fact, Dark Woman, K'kruhk, and Dash seems like a nice core package to build around.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/8/2008 Posts: 219
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Wow, disappointed by hett and k'kruhk. At least they have FR, and in the Republic, that is a big deal. Might use K'kruhk some due to his new force power and SA, but i think i will pass on hett.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 5/25/2008 Posts: 536 Location: Tracy, CA
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Sithborg wrote:Tirade wrote:Not sure K'Kruhk measures up to Kol all that well. Kol has better base stats for his cost, plus he has far more going for him (Push, Block, Precision, MotF 2, Duelist). Plus Kol has access to Wedge. Not much of a comparison in my mind. I wouldn't go that far. They are fundamentally different figures, but K'Kruhk has access to Momentum, Rolling Cleave, Swap (I think that is a bit better than Wedge), a ton of great stat boosts. For the faction they are in, they work fine, but K'kruhk has access to a lot more good CE's than Kol. I do love that Quigon, JT is getting better all the time. In fact, Dark Woman, K'kruhk, and Dash seems like a nice core package to build around. Those are all certainly great perks for Republic characters. However, the fact remains that the old JWM is probably a better choice than K'Kruhk in most cases. If K'Kruhk had Twin Attack, I'd be singing a different tune.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/8/2008 Posts: 219
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Tirade wrote:Sithborg wrote:Tirade wrote:Not sure K'Kruhk measures up to Kol all that well. Kol has better base stats for his cost, plus he has far more going for him (Push, Block, Precision, MotF 2, Duelist). Plus Kol has access to Wedge. Not much of a comparison in my mind. I wouldn't go that far. They are fundamentally different figures, but K'Kruhk has access to Momentum, Rolling Cleave, Swap (I think that is a bit better than Wedge), a ton of great stat boosts. For the faction they are in, they work fine, but K'kruhk has access to a lot more good CE's than Kol. I do love that Quigon, JT is getting better all the time. In fact, Dark Woman, K'kruhk, and Dash seems like a nice core package to build around. Those are all certainly great perks for Republic characters. However, the fact remains that the old JWM is probably a better choice than K'Kruhk in most cases. If K'Kruhk had Twin Attack, I'd be singing a different tune. Well don't forget the extra +10 or +20 dmg. That can be a big deal in lots of cases. Also, FR helps ALOT for defense against non-melee and re-rolls. And don't forget impulsive movement! After having time to think about it, K'kruhk really impresses me. FR and the ability for a jedi to do 60 dmg in one round is awesome for the Republic. It's just when he goes savage that I might be regretting my choice.
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Rank: Moderator Groups: Member
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Joined: 8/24/2008 Posts: 5,201
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Well, K'kruhk is a bit less reliant on CE's for his Damage output. I don't know, I am just finding the combos with K'kruhk very fascinating, hardly a "meh" piece. Finding a way to abuse Impulsive Advance will be tough (MTB and cheap uniques), and could be nasty with Force Leap if they work together. Will likely go Savage in most of my games, but then you just view him as a +12 Atk and 30 Dam, which is very nice at that cost. And like I said, there are some fun combos.
Also, swap is going to be interesting, as it looks like both Rodians are medium base. The ultimate swapper is here.
Also, I can't make Greater Mobiling Double Tuskens with Rebels. Add in some Momentum for a ton of fun. Luckily, Tuskens are cheap.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 5/25/2008 Posts: 536 Location: Tracy, CA
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Sithborg wrote:Well, K'kruhk is a bit less reliant on CE's for his Damage output. I don't know, I am just finding the combos with K'kruhk very fascinating, hardly a "meh" piece. Finding a way to abuse Impulsive Advance will be tough (MTB and cheap uniques), and could be nasty with Force Leap if they work together. Will likely go Savage in most of my games, but then you just view him as a +12 Atk and 30 Dam, which is very nice at that cost. And like I said, there are some fun combos.
Also, swap is going to be interesting, as it looks like both Rodians are medium base. The ultimate swapper is here.
Also, I can't make Greater Mobiling Double Tuskens with Rebels. Add in some Momentum for a ton of fun. Luckily, Tuskens are cheap. Well, I never said K'Kruhk was bad. However, I think he's only a step or two above the "meh" factor. As for the Tuskens, I suppose that could be fun. Of course you just spent 32 + 66 + 18 + 47 for all that. So how many Tuskens are you going to buff? Five or six is about all I see if you decide to include Anakin. It's a neat idea and there certainly is some fun to be had with the 4 point Tuskens. I'd actually rather swap out Anakin for Jabba CL if you are going the Hett/Tusken route. That saves more room for more Tuskens. The CE is ok for Hett. I'm just thinking it's more of a limitation for him than a plus. Very similar to Darth Nihl and his CE. They would both be better as followers.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 5/25/2008 Posts: 536 Location: Tracy, CA
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Jediabiwan wrote:Tirade wrote:Sithborg wrote:Tirade wrote:Not sure K'Kruhk measures up to Kol all that well. Kol has better base stats for his cost, plus he has far more going for him (Push, Block, Precision, MotF 2, Duelist). Plus Kol has access to Wedge. Not much of a comparison in my mind. I wouldn't go that far. They are fundamentally different figures, but K'Kruhk has access to Momentum, Rolling Cleave, Swap (I think that is a bit better than Wedge), a ton of great stat boosts. For the faction they are in, they work fine, but K'kruhk has access to a lot more good CE's than Kol. I do love that Quigon, JT is getting better all the time. In fact, Dark Woman, K'kruhk, and Dash seems like a nice core package to build around. Those are all certainly great perks for Republic characters. However, the fact remains that the old JWM is probably a better choice than K'Kruhk in most cases. If K'Kruhk had Twin Attack, I'd be singing a different tune. Well don't forget the extra +10 or +20 dmg. That can be a big deal in lots of cases. Also, FR helps ALOT for defense against non-melee and re-rolls. And don't forget impulsive movement! After having time to think about it, K'kruhk really impresses me. FR and the ability for a jedi to do 60 dmg in one round is awesome for the Republic. It's just when he goes savage that I might be regretting my choice. It's only +2 attack and +10 damage for K'Kruhk's FP. While I'm not overly worried about Savage, the low attack is certainly an issue. Running him with Jedi Academy Qui-Gon is essential. As for FR, yeah, that's definitely a perk. But it's not like he can Deflect shots forever. In fact, he can only deflect one shot per turn. Sithborg is right about Impulsive Advance too. That is going to be tricky and very situational. About as relevant as Impulsive Sweep (as in it hardly ever happens). It's one of those Impulsive abilities that is rarely going to make a difference. Speaking of Impulsive abilities, I'd love to see more Impulsive Momentum and Impulsive Shot. Especially Impulsive Shot. That was one of the cooler things on the original RS Farmboy Luke miniature.
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Rank: Sith Marauder Groups: Member
Joined: 11/4/2008 Posts: 899 Location: Farmingdale, NY
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Sithborg wrote:Tirade wrote:Not sure K'Kruhk measures up to Kol all that well. Kol has better base stats for his cost, plus he has far more going for him (Push, Block, Precision, MotF 2, Duelist). Plus Kol has access to Wedge. Not much of a comparison in my mind. I wouldn't go that far. They are fundamentally different figures, but K'Kruhk has access to Momentum, Rolling Cleave, Swap (I think that is a bit better than Wedge), a ton of great stat boosts. For the faction they are in, they work fine, but K'kruhk has access to a lot more good CE's than Kol. I do love that Quigon, JT is getting better all the time. In fact, Dark Woman, K'kruhk, and Dash seems like a nice core package to build around. This is the main reason why I compared the new K'Kruhk to Kol, with access to CE's... their overall effectiveness becomes a viable beatstick for a squad. Kol alone has good stats with access to passive/controlled play, as oppose to K'Kruhk alone has decent stats, but access to more destructive gears. Both K'Kruhk and Kol, with the CE's available do go hand to hand pretty evenly.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/21/2008 Posts: 131 Location: Texas
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Sithborg wrote: Also, swap is going to be interesting, as it looks like both Rodians are medium base. The ultimate swapper is here.
I disagree on this point - I still think the Gran is a better swap figure, simply because of Stealth (especially with the high number of non-accurate power shooters right now).
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 5/25/2008 Posts: 536 Location: Tracy, CA
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headache62 wrote:Sithborg wrote: Also, swap is going to be interesting, as it looks like both Rodians are medium base. The ultimate swapper is here.
I disagree on this point - I still think the Gran is a better swap figure, simply because of Stealth (especially with the high number of non-accurate power shooters right now). Based on the 3 point cost alone, I could see a swap squad mixed with both. But yeah, Stealth is still huge.
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Rank: Sith Marauder Groups: Member
Joined: 11/4/2008 Posts: 899 Location: Farmingdale, NY
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headache62 wrote:Sithborg wrote: Also, swap is going to be interesting, as it looks like both Rodians are medium base. The ultimate swapper is here.
I disagree on this point - I still think the Gran is a better swap figure, simply because of Stealth (especially with the high number of non-accurate power shooters right now). It depends really.... because that the Rodian is 3pts (1pt less, cheap fodder) and stable footing, movement becomes easier to get the figure where it needs to and swap (not being swamped by terrains that hinder your plan/positions) as oppose to defensive play where you're trying to get gran away from LoS for preparations for long-term. The result is obvious that Gran is still a great choice for swapping, but I couldn't help but wonder if people aren't careful to prepare for a 3pt that ignores terrains
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Rank: Moderator Groups: Member
, Moderator, Rules Guy
Joined: 8/24/2008 Posts: 5,201
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Thing about Impulsive abilities in Republic, you are practically always gaurenteed one use. Nobody lets the doombot live.
A good Tow could make killing R2 a dangerous proposition.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 5/25/2008 Posts: 536 Location: Tracy, CA
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Sithborg wrote:Thing about Impulsive abilities in Republic, you are practically always gaurenteed one use. Nobody lets the doombot live.
A good Tow could make killing R2 a dangerous proposition. Ah, somehow forgot about that. Not sure how . But that does help. I always liked using A&E Quinlan with R2. Occasionally used Wicket with him too.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 5/25/2008 Posts: 536 Location: Tracy, CA
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Sithborg wrote:Also, I can't make Greater Mobiling Double Tuskens with Rebels. Add in some Momentum for a ton of fun. Luckily, Tuskens are cheap. Evading, Greater Mobiling, Double Attacking Banthas sound like fun. Sure, it does take a few points, but most of those commanders are more than capable fighters. Hett's the most questionable of the three you might use with the Bantha (the other two being Flobi and TBSV). Maybe toss in Jabba CL and other 4 point Tuskens as filler.
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Rank: Moderator Groups: Member
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Joined: 8/24/2008 Posts: 5,201
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Yeah, I am dusting off the Banthas. Hett, Twi'lek Vigo, Flobi, and Yularen could be devastating. Hett and Yularen will still be a nice option for Banthas though. Definately not top tier, but Hett/Tuskens are going to be fun. Definately going to bring them to one of the Gencon tournaments this year. lol
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 8/25/2008 Posts: 121
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I think the 501st Legion Clone Commander makes the new Rex worth playing. Pair him up with Flobi and now he's a triple attacker with +17 for 40 a piece against adjecent force users. The adjacent thing isn't so bad when you consider Rex has flight. This is what I'm thinking.
Flobi 66 501st Rex 41 501st LCC 15 R2D2 9 Mas 8 Camasi Noble 5 2x Ugs 6
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Rank: Republic Commando Groups: Member
Joined: 11/13/2008 Posts: 12
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Here's the two rodians courtesy ddmspoilers.com
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 8/1/2008 Posts: 105
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Vilrin wrote:Here's the two rodians courtesy ddmspoilers.com You mean courtesy of SWMGamers.com, right?
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Rank: Moderator Groups: Member
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Joined: 8/24/2008 Posts: 5,201
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Apparently, they have also shown up on ddmspoilers too.
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