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Rank: Advanced Bloo Milk Member Groups: Member
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TheHutts wrote:Shamed One, from Armed and Operational Quote:3 points, Yuuzhan Vong Hit Points: 10 Defense: 14 Attack: 1 Damage: 10
Special Abilities Melee Attack (Can attack only adjacent enemies) Force Immunity (Enemies cannot affect this character with Force powers, or spend Force points to reroll attacks against this character or to respond to this character's attacks and abilities) Low Caste (Cannot be added to a squad via any character’s Reinforcements or Reserves abilities. This character's cost cannot be reduced.) Shamed One (This character ignores special abilities from Yuuzhan Vong allies that alter his printed Attack or Damage rating) A 3 point piece is always significant in the game - if nothing else, the Shamed One can be used to fill out the last 3 points of a Vong pure squad. The Shamed One comes with a bunch of restrictions - it can't be used as a reinforcement and it can't gain attack or damage boosts via Special Abilities - but it's still subject to Vong commander effects. Most interestingly, it's eligible for Yomin Carr's Spit Poison CE, so the possibility is there for a Yomin Carr powered Shamed One swarm. The other interesting option is with Yu’shaa, who can boost the stats of a Shamed One swarm with Yun-Shuno Devotion (+1 Attack and +1 Defense for each ally with Shamed One within 3 squares). As well as Yu'shaa, they also get a minor movement breaker from the Shamed Intendant. This General_Grievous build shows some of their possibilities: Quote:--Unashamed-- 30 Supreme Overlord Quorreal 28 Yu’shaa 28 Zenoc Quah 19 Yomin Carr 15 Yammosk War Coordinator 14 Yuuzhan Vong Seer 66 Shamed One x22
Preferred Reinforcements: (S. O. Quorreal) 13 Yun-Ne'Shel Priest (S. O. Quorreal) 5 Tso'asu (S. O. Quorreal) 5 Zonoma Sekot Scout
(200pts. 31 activations) As a 3 point piece, there are plenty of uses for the Shamed One - I generally think builds around Nom Anor and the Worker are stronger since they come with Superstealth and self destruct, but as a 3 point piece, the Shamed One has plenty of potential uses, 7/10. Nice I made it onto the review! They are a fun piece and depending what you go up against they can be pretty deadly. Nice to out activate then swarm with ranged spot poison and with the two reinforcement pieces it's hard to counter unless your opponent has a pre-planned swarm killer.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/23/2010 Posts: 3,562 Location: The Hutt, New Zealand
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Passel Argente, from Diplomacy Quote:13 points, Separatist Hit Points: 30 Defense: 13 Attack: 3 Damage: 10
Special Abilities Unique
Commander Effect Droids are subject to these effects:
Huge Separatist allies gain Huge Walker and Stable Footing.
Whenever a Huge Separatist ally would be defeated, with a save of 11, it remains in play with 40 Hit Points instead. Apart from arguably a couple of recent additions, the Seperatist huges are an uninspiring lot. Hailfire Droids, Huge Crab Droids, Droid Starfighters in Walking Mode are some of the game's lesser pieces to put it mildly. Being a huge is such a disadvantage because it's hard to move around, it's tricky to find appropriate landing spaces on a map where you can engage meaningfully in a skirmish, and it's difficult to keep your huge ass safe from shooters. Passel provides some significant boosts to huge Separatists, giving them Huge Walker and Stable Footing to help them move around easier. Additionally, he gives out some big candy with his uber avoid defeat for huges - in most other subfactions it would be broken, but with a bunch of expensive, underpowered Seperatist huges, it's probably only enough to make them Tier 3, especially as you can only have a handful of huges in a build since the cheapest is 32 points. Passel is a well thought out piece, but has little relevance to competitive play, 5/10.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/23/2010 Posts: 3,562 Location: The Hutt, New Zealand
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Elite Commando Droid, from Vengeance Quote:25 points, Separatist Hit Points: 70 Defense: 18 Attack: 9 Damage: 20
Special Abilities Droid (Immune to critical hits; not subject to commander effects) Melee Attack (Can attack only adjacent enemies) Twin Attack (Whenever this character attacks, it makes 1 extra attack against the same target) Evade (When hit by an attack from a nonadjacent enemy, this character takes no damage with a save of 11) Grenades 30 (Replaces attacks: range 6; 30 damage to target and to each character adjacent to that target; save 11) Satchel Charge (Replaces attacks: Designate 1 adjacent door as open; it remains open for the rest of the skirmish and cannot be closed) The Elite Commando Droid looks interesting until you realise that it can't shoot. If it was a shooter it would be a passable option, but as a melee piece it's not really exciting enough to see much play. A door control piece with Evade is interesting - you could put it out the front of your squad with a BX Spotter for some shooter hate and robust door control. But at the end of the day, 25 points is too much for a mediocre melee attacker when there are plenty of competent droids out there that can shoot, 4/10.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/5/2009 Posts: 2,240 Location: Akron Ohio, just south of dantooine.
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TheHutts wrote:juice man wrote:Sadly, Momaw can rip this type of squad up. (had a shamed one squad for Mystery Map, and got Mawed down) Yeah, they're pretty vulnerable to Yobuck, Lancer, etc as well. Certainly not the strongest swarm in the game - hence the 7. Just a comment from personal experience. I'd rather see a mass of shamed ones laughing at Yobuck (or a Lancer), than watching Doombot tow Momaw in. At least then there is a chance for a miss. Yobuck - "OK, rolled a 10, +18 attack for 28" Shamed one - "Lets see I've got 1,2,3, umm 15 buddies within 5, that's ...29!"
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Joined: 5/26/2009 Posts: 8,428
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The new huge may make Passel competitive.
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Rank: Advanced Bloo Milk Member Groups: Member
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juice man wrote:TheHutts wrote:juice man wrote:Sadly, Momaw can rip this type of squad up. (had a shamed one squad for Mystery Map, and got Mawed down) Yeah, they're pretty vulnerable to Yobuck, Lancer, etc as well. Certainly not the strongest swarm in the game - hence the 7. Just a comment from personal experience. I'd rather see a mass of shamed ones laughing at Yobuck (or a Lancer), than watching Doombot tow Momaw in. At least then there is a chance for a miss. Yobuck - "OK, rolled a 10, +18 attack for 28" Shamed one - "Lets see I've got 1,2,3, umm 15 buddies within 5, that's ...29!" Yeah, you're right - I was thinking more of in terms that they don't blow up like Poggle Bombs or Nom bombs, but the stat boost is interesting. Kind of cool.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/23/2010 Posts: 3,562 Location: The Hutt, New Zealand
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Lord Kaan, from Renegades and Rogues Quote:36 points, Sith Hit Points: 90 Defense: 19 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) Backlash (This character can move and then make all of its attacks against 1 enemy who has already activated this round) Bravado +10 (+4 Attack and +10 Damage against an adjacent enemy with a higher point cost)
Force Powers Force 5 Illusion (Force 1: When hit by an attack, this character takes no damage unless the attacker makes a save of 11) Thought Bomb (Force 5, replaces turn or when this character is defeated: 80 damage to all living characters within 6 squares; save 11 to reduce damage to 40. Remove this character from play. This Force power cannot be canceled.)
Commander Effect Sith trooper followers gain Synergy +2 (+2 Attack and +2 Defense while an allied character with a Force rating is within 6 squares). Forget the weak commander effect - Kaan's big claim to fame is his devastating Thought Bomb. Similar to Anakin Solo in the New Republic, Kaan can put a massive amount of auto-damage onto an opponent's squad. It's arguably even more devastating than Ani's Unleash the Force, since it can't be stopped by Force Absorb or Defense, it can happen first round, and it can inflict up to 80 damage, but it also has some drawbacks, since it only works against living and Kaan is defeated after using it. Kaan can potentially be devastating, and this build won two regionals on the same day. Quote:--'JAQ'ed up!-- 62 Darth Revan, Sith Lord 36 Atton "Jaq" Rand 36 Lord Kaan 27 Lobot 16 Grand Admiral Rulf Yage 14 Exar Kun, Dark Force Spirit 6 Mouse Droid x2 3 Rodian Brute (200pts. 9 activations) However, Kaan bomb does have some limitations. Firstly, it doesn't work against droids, Ysalamari, or Vong, and with all three reasonably prominent in the meta at the moment, Kaan's a riskier include than he was in previous seasons. Additionally, Kaan and Revan is one of those squads that opponents learn to play against - if you spread out so that Kaan is only nuking part of your squad, he's far less effective. Still, Kaan is potentially a very effective tool for the Sith, and I wouldn't be surprised to see him roar back into significance in a more Jedi-centric meta in the future, 9/10.
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Rank: Advanced Bloo Milk Member Groups: Member
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TheHutts wrote:Passel Argente, from Diplomacy Quote:13 points, Separatist Hit Points: 30 Defense: 13 Attack: 3 Damage: 10
Special Abilities Unique
Commander Effect Droids are subject to these effects:
Huge Separatist allies gain Huge Walker and Stable Footing.
Whenever a Huge Separatist ally would be defeated, with a save of 11, it remains in play with 40 Hit Points instead. Apart from arguably a couple of recent additions, the Seperatist huges are an uninspiring lot. Hailfire Droids, Huge Crab Droids, Droid Starfighters in Walking Mode are some of the game's lesser pieces to put it mildly. Being a huge is such a disadvantage because it's hard to move around, it's tricky to find appropriate landing spaces on a map where you can engage meaningfully in a skirmish, and it's difficult to keep your huge ass safe from shooters. Passel provides some significant boosts to huge Separatists, giving them Huge Walker and Stable Footing to help them move around easier. Additionally, he gives out some big candy with his uber avoid defeat for huges - in most other subfactions it would be broken, but with a bunch of expensive, underpowered Seperatist huges, it's probably only enough to make them Tier 3, especially as you can only have a handful of huges in a build since the cheapest is 32 points. Passel is a well thought out piece, but has little relevance to competitive play, 5/10. This guy and Tann are my two favourite non-Grievous commanders and I think that huges are almost at that competitive point. Passal especially gives them a very powerful commander effect to help reflect the toughness of the separatist war machines. Unfortunately they are still plagued by their size but with more pieces like the new tank droid coming out it's only a matter of time until huges finally make a huge impact.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/5/2009 Posts: 2,240 Location: Akron Ohio, just south of dantooine.
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TheHutts wrote:Lord Kaan, from Renegades and Rogues Forget the weak commander effect - Kaan's big claim to fame is his devastating Thought Bomb. Similar to Anakin Solo in the New Republic, Kaan can put a massive amount of auto-damage onto an opponent's squad. It's arguably even more devastating than Ani's Unleash the Force, since it can't be stopped by Force Absorb or Defense, it can happen first round, and it can inflict up to 80 damage, but it also has some drawbacks, since it only works against living and Kaan is defeated after using it. Kaan can potentially be devastating. And when it happens to someone they can yell - " KAAAAAAAANNNN"
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Rank: Advanced Bloo Milk Member Groups: Member
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juice man wrote:TheHutts wrote:Lord Kaan, from Renegades and Rogues Forget the weak commander effect - Kaan's big claim to fame is his devastating Thought Bomb. Similar to Anakin Solo in the New Republic, Kaan can put a massive amount of auto-damage onto an opponent's squad. It's arguably even more devastating than Ani's Unleash the Force, since it can't be stopped by Force Absorb or Defense, it can happen first round, and it can inflict up to 80 damage, but it also has some drawbacks, since it only works against living and Kaan is defeated after using it. Kaan can potentially be devastating. And when it happens to someone they can yell - " KAAAAAAAANNNN" Almost as fun as yelling "BURNING!" about 1 million times in a TILE WARS game. ;)
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/23/2010 Posts: 3,562 Location: The Hutt, New Zealand
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Moff Jerjerrod, from Imperial Entanglements Quote:12 points, Imperial Hit Points: 50 Defense: 15 Attack: 8 Damage: 10
Special Abilities Unique Rapport (A character whose name contains Death Star costs 1 less when in the same squad as this character.)
Commander Effect Followers within 6 squares who combine fire grant an additional +4 Attack. The Imperials have a lot of very strong commanders around the 10-15 point price range, but Jerjerrod is one of the more limited. His combining fire CE could be useful in a Daala squad, but there are so many better commanders out there that there's always going to be a better option, while Major General Veers provides much a much stronger combine fire CE. The Death Star pieces are also weak enough that the rapport isn't going to help him see table time. I've made the top 4 with him in a tournament in the v-set era, but only by using his 12 point cost to provide options for Pellaeon's CE, and there are plenty of other 12 point Imperial commanders to pull the same trick with. Weak piece, from one of the strongest sets, 3/10.
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General_Grievous wrote:TheHutts wrote:Shamed One, from Armed and Operational Quote:3 points, Yuuzhan Vong Hit Points: 10 Defense: 14 Attack: 1 Damage: 10
Special Abilities Melee Attack (Can attack only adjacent enemies) Force Immunity (Enemies cannot affect this character with Force powers, or spend Force points to reroll attacks against this character or to respond to this character's attacks and abilities) Low Caste (Cannot be added to a squad via any character’s Reinforcements or Reserves abilities. This character's cost cannot be reduced.) Shamed One (This character ignores special abilities from Yuuzhan Vong allies that alter his printed Attack or Damage rating) A 3 point piece is always significant in the game - if nothing else, the Shamed One can be used to fill out the last 3 points of a Vong pure squad. The Shamed One comes with a bunch of restrictions - it can't be used as a reinforcement and it can't gain attack or damage boosts via Special Abilities - but it's still subject to Vong commander effects. Most interestingly, it's eligible for Yomin Carr's Spit Poison CE, so the possibility is there for a Yomin Carr powered Shamed One swarm. The other interesting option is with Yu’shaa, who can boost the stats of a Shamed One swarm with Yun-Shuno Devotion (+1 Attack and +1 Defense for each ally with Shamed One within 3 squares). As well as Yu'shaa, they also get a minor movement breaker from the Shamed Intendant. This General_Grievous build shows some of their possibilities: Quote:--Unashamed-- 30 Supreme Overlord Quorreal 28 Yu’shaa 28 Zenoc Quah 19 Yomin Carr 15 Yammosk War Coordinator 14 Yuuzhan Vong Seer 66 Shamed One x22
Preferred Reinforcements: (S. O. Quorreal) 13 Yun-Ne'Shel Priest (S. O. Quorreal) 5 Tso'asu (S. O. Quorreal) 5 Zonoma Sekot Scout
(200pts. 31 activations) As a 3 point piece, there are plenty of uses for the Shamed One - I generally think builds around Nom Anor and the Worker are stronger since they come with Superstealth and self destruct, but as a 3 point piece, the Shamed One has plenty of potential uses, 7/10. Nice I made it onto the review! They are a fun piece and depending what you go up against they can be pretty deadly. Nice to out activate then swarm with ranged spot poison and with the two reinforcement pieces it's hard to counter unless your opponent has a pre-planned swarm killer. I'd like to see this squad updated with the shamed intendant. Positioning with this squad is so important, and in theory the intendant could really help that. By the way - Max defense for Yu’shaa (in an Epic game with no activation limits) is 47 (19 base defense, 4 for cover and 24 for the max bonus within 3 squares). Add in the Seer and you're looking at 83 defense! In the squad above (22 shamed ones), in a perfect formation Yu’shaa gets to 45 defense. Not going to need evade much there. And for the occasional crit, you just swap in a shamed one to die for you. Disruptive wrecks the whole thing though.
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Chiss Captain, from Command of the Galaxy Quote:16 points, Fringe Hit Points: 50 Defense: 16 Attack: 7 Damage: 10
Special Abilities Double Attack (On his turn, this character can make 1 extra attack instead of moving) Backlash (This character can move and then make all of its attacks against 1 enemy who has already activated this round) Deceptive (+10 Damage against an enemy who has activated this round) Recon (Roll twice for initiative once per round, choosing either roll, if any character with Recon in the same squad has line of sight to an enemy)
Commander Effect Non-Unique Fringe followers gain Backlash and Deceptive. The Chiss Captain is a very strong commander for non-unique fringe swarms - as well as being a passable shooter in his own right, with Backlash and Deceptive, his commander effect gives fringe allies Backlash and Deceptive. While Backlash only really helps for followers with multiple attacks, Deceptive is a big help, and he's been used with swarms like Ewoks, Wampas, and the currently banned Klat Assassins. He's obviously going to see the most play in Imperials (where Deceptive stacks with Thrawn's Opportunist) and Fringe, but he's good enough that he's going to pop up in most squads with multiple non-unique fringe followers: greentime wrote:Just like in the movies, General Rieekan recruits a wampa task force to hold Echo Base long enough for the transports to escape. Don't ask me how Lobot was there too.
--Hoth Force Wampa-- 27 Lobot 22 Rampaging Wampa 19 One-Arm 16 Chiss Captain 14 General Rieekan 78 Wampa x6 11 Ithorian Commander 9 General Dodonna 3 Ugnaught Demolitionist (199pts. 14 activations) At 16 points the Chiss Captain is a steal, and a great augmentation to squads with non-unique Fringe followers, 9/10.
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Grodin Tierce's Clone, from Scum and Villainy Quote:26 points, Imperial Hit Points: 70 Defense: 17 Attack: 10 Damage: 20
Special Abilities Unique Imperial Triumvirate (Add +2 to the initiative roll except on a roll of 1. This bonus stacks.) Double Attack (On his turn, this character can make 1 extra attack instead of moving) Rival (This character cannot be in a squad that contains any character whose name contains Pallaeon or Thrawn) Tactician +2 (Add +2 to the initiative roll except on a roll of 1)
Commander Effect Non-Unique followers get + 2 Attack and +2 Defense. The Imperial Triumvirate was an attempt from the v-set to provide an alternative base to Mitt'Thrawn in Imperial squads - I don't think it's too unfair to suggest that it was largely unsuccessful. Grodin Tierce's Clone isn't a terrible piece on his own terms - he's a decent shooter for a commander, and his stat bump is a helpful little boost for non-uniques. But since Rival prevents him from being in a squad with Pellaeon or either Thrawn, he's very difficult to utilise; essentially his CE is very similar to Grand Admiral Thrawn's stat boost CE, but he's missing GAT's Master Tactician, Ysalamari, and Swap, so he's a very watered down version at only 11 points cheaper. He's not a bad shooter, especially with Daala's Prideful, and a Daala squad might be his best hope of being played, where his Commander Effect is also helpful, but it's doubtful that he'd ever be preferable to Pellaeon or 4-5 extra Troopers. His Rival is a very significant drawback, and Grodin Tierce's Clone doesn't bring enough to the table to offset it, 4/10.
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He's a bad shooter for 26 points. Only 20 on the move and 40 standing still. His stats are constant, which is good, but he's hard to boost. With conditional damage and boosts, though, it's not hard to get that output out of pieces in the teens.
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FlyingArrow wrote:He's a bad shooter for 26 points. Only 20 on the move and 40 standing still. His stats are constant, which is good, but he's hard to boost. With conditional damage and boosts, though, it's not hard to get that output out of pieces in the teens. Yeah, I guess I overstated that a little. He's a pretty good shooter for a commander IMO, but his commander effect is weak and doesn't fit into the rest of the Imperials very well. And he's not a good enough shooter that you'd play him without using his CE.
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Yes, exactly.
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Chief of State Borsk Fey'lya, from Invasion Quote:16 points, New Republic Hit Points: 60 Defense: 16 Attack: 5 Damage: 10
Special Abilities Unique Bothan Jedi Hatred +10 (+10 Damage against enemies with Force ratings) New Republic Reserves 30 (If you roll exactly 20 for initiative, you can add up to 30 points of New Republic characters to your squad immediately before your first activation of the round) Rival (Cannot be in a squad with any Yuuzhan Vong characters or characters with Yuuzhan Vong Collaborator) Self-Destruct 40 (When this character is defeated, each adjacent character takes 40 damage)
Commander Effect Whenever this character or a follower within 6 squares defeats an enemy, it may immediately move 2 squares. This move does not provoke attacks of opportunity or prevent the use of extra attacks. Princess Leia Rebel Hero's "lawnmower" CE has always been potentially interesting, but doesn't see a whole lot of play - I think she's very solid for an early WOTC piece, but as a Leia she obviously has a lot of competition for a place in a squad. Borsk brings the lawnmower CE over to the New Republic, and it has some interesting applications - among others, Anakin Solo can roll along with Unleash the Force, or Zekk can move as he Lightsaber Sweeps, allowing both to affect a larger group of enemies than usual. At only 16 points, and with Self-Destruct 40 and Reserves on a 20 to go along with his CE, Borsk probably has some untapped potential, I wouldn't be surprised if there's a really good use for him somewhere in the New Republic, 8/10.
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Peace Brigade Commander, from Warfare and Subterfuge Quote:35 points, Yuuzhan Vong Hit Points: 80 Defense: 19 Attack: 11 Damage: 20
Special Abilities Twin Attack (Whenever this character attacks, he makes 1 extra attack against the same target) Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets) Blaster Rifle Upgrade (Allies within 6 squares with nonmelee attacks that deal exactly 20 Damage gain Jolt) Blaster Upgrade (Allies within 6 squares with nonmelee attacks that deal exactly 10 Damage gain Twin Attack) Cunning Attack (+4 Attack and +10 Damage against an enemy who has not activated this round) Outsider (Counts as Yuuzhan Vong only for purposes of squad building) Yuuzhan Vong Collaborator (Yuuzhan Vong get +1 Attack for each character with Yuuzhan Vong Collaborator within 4 squares of their target)
Commander Effect Allies with Yuuzhan Vong Collaborator gain Stealth. The Peace Brigade Commander hasn't seen a whole lot of play yet, but he still feels like a relatively significant addition to the game. He's like a beefy Czerka with Stealth, handing out twin and jolt to applicable shooters. He also gives allies with Yuuzhan Vong Collaborator Stealth, most interesting for the 4 point Peace Brigade Thugs, who also benefit from Blaster Upgrade. With Nom Anor and the Peace Brigade Commander, you can have a gang of 4 point pieces that can shoot, have superstealth, and have self destruct 20, although with a base attack of 2, they still need extra commanders to actually hit anything. This AndyHatton build is an example of a Peace Brigade Commander build: --Peace Through Superior Firepower-- 35 Peace Brigade Commander 34 Nom Anor 29 Viqi Shesh 34 Peace Brigade Soldier x2 15 Jabba, Crime Lord 16 R7 Astromech Droid x2 36 Peace Brigade Thug x9 (199pts. 17 activations) Additionally, he's a strong enough shooter in his own right - with stealth, twin, a +11 attack, and cunning, he's just about worth it as a backup shooter in a Vong squad anyway, although the 17 point Peace Brigade Soldiers are even stronger. The Peace Brigade Commander certainly has some potential - it might even be worth running him in some builds for beefy Jolt for a big shooter like Cad Bane or Boba AfH. 8/10.
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I forgot about that squad, I was very eager to try it and I just don't think I ever got to it for whatever reason (maybe just that I'm not a big Vong player.) Perhaps now is a good time to try this out again.
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