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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 Not a 'huge' waste of points since he isn't all that expensive to begin with. But yes. Overcosted. He can still deep strike a couple of scrubs. Makes it dangerous to rely on just 2 ugnaughts.
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Rank: Advanced Bloo Milk Member Groups: Member
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Quote:23/45
Admiral Gar Stazi - RM: Admiral Ozzel (TFU29) New Republic Cost: 22
HP: 50 Def: 17 Att: +7 Dam: 10
Special Abilities Unique
Tactician +6 [Add +6 to the initiative roll except on a roll of 1]
Commander Effect Each activated New Republic ally within 6 squares may choose to attempt a save of 11, once per turn, when it takes damage from a nonmelee attack. On a success, that ally must immediately move up to 2 squares. After moving, that ally can make an attack against a legal target.
“Win or lose, live or die - some battles must be fought.”
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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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That's a really interesting CE - might be competitive? I guess it's a lot to pay if you're against Bastila or Disruptive.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/14/2014 Posts: 144
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Yeah it'll definitely be interesting to play with. If I'm interpreting it correctly, you must move at least 1 square correct? If so, an interesting counter-strategy would be to have either the attacker or an ally be adjacent to the attacked piece, forcing it into an AoO, possibly even killing it before it can make the CE's attack.
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Rank: Advanced Bloo Milk Member Groups: Member
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Amadeus wrote:Yeah it'll definitely be interesting to play with. If I'm interpreting it correctly, you must move at least 1 square correct? If so, an interesting counter-strategy would be to have either the attacker or an ally be adjacent to the attacked piece, forcing it into an AoO, possibly even killing it before it can make the CE's attack. You can ignore the CE entirely, but you cannot make the attack without moving. So yes, a counter-play would be to set it up so the NR character would have to take AoOs to take advantage of the CE.
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Rank: Moderator Groups: Member
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Correct - movement is not optional. (Rolling the save in the first place is, though.) After moving you get to attack, but you have to meet a bunch of conditions to pull it off. New Republic only, activated, attacker is a shooter, make the save, and within 6 of the commander (or Relay Orders). And then you still may have to take an AoO. Whew.
But if the opponent is a shooty squad that intends to out-activate you, half of their hits could have attacks coming right back at them.
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Rank: Advanced Bloo Milk Member Groups: Member
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FlyingArrow wrote:Correct - movement is not optional. (Rolling the save in the first place is, though.) After moving you get to attack, but you have to meet a bunch of conditions to pull it off. New Republic only, activated, attacker is a shooter, make the save, and within 6 of the commander (or Relay Orders). And then you still may have to take an AoO. Whew.
But if the opponent is a shooty squad that intends to out-activate you, half of their hits could have attacks coming right back at them. This is an interesting CE for your melee characters since you can get an attack off in the situation that the opponents shooter is adjacent to your melee character. You'd take the AOO but you could still move 2 square around him, instead of away. In fact, this might be a very useful CE to have for melee squads, since they have easy access to Evade from Wedge and thus opponents with shooter squads will have to make difficult choices as to whether or not to get adjacent to shoot and ignore evade or run the risk of facing some adjacent jedi with force points (and maybe leia for rerolls) hitting them back. With tactician +6 you'll get to activate your melee characters hopefully first and present a activated threat that can hit you back. Some really fun possibilities for this CE to be put to use.
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Rank: Advanced Bloo Milk Member Groups: Member
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He'll work well with Wedge and Leia, since even if you successfully Evade, it still counts as a hit, right? This is gonna be great!
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/30/2008 Posts: 2,093
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Except the CE says take damage, so won't work on successful saves unfortunately.
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urbanjedi wrote:Except the CE says take damage, so won't work on successful saves unfortunately. Ah. Fine print hurts. At least it'll be a good fallback if Evade doesn't kick in. Running into cover will be nice, too.
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Rank: Advanced Bloo Milk Member Groups: Member
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I'm just really excited to have Tactician +6 for the NR. sure they have access to Tactician +4, but +6 is really good with a useful CE. And when you've got people like the Han, Galactic Hero and Mara Jade Jedi benefiting from Cunning Attack, Stazi raelly needs to be considered for those squad builds.
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Quote:3/7
Bail Organa, Father of the Rebellion - RM: Bail Organa (RotS05) Rebel Cost: 20
HP: 50 Def: 18 Att: +6 Dam: 10
Special Abilities Unique
Aggressive Negotiations [This character is considered to have Diplomat until it makes an attack or is targeted by an enemy character. Characters with Ambush, Backlash, or It's a Trap! can ignore this ability for the purpose of attacking this character.]
Negotiation [Replaces attacks: Choose 1 enemy and 1 unactivated follower who costs at least 10 more than that enemy and has a Damage value greater than 0. Both chosen characters get -6 Attack until the end of the round.]
Synergy +2 [Unique Rebel allies get +2 Attack while within 6 squares of this character]
Commander Effect A Medium ally whose name contains Leia gains Aggressive Negotiations.
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Rank: Advanced Bloo Milk Member Groups: Member
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Echo24 wrote:Quote:3/7
Bail Organa, Father of the Rebellion - RM: Bail Organa (RotS05) Rebel Cost: 20
HP: 50 Def: 18 Att: +6 Dam: 10
Special Abilities Unique
Aggressive Negotiations [This character is considered to have Diplomat until it makes an attack or is targeted by an enemy character. Characters with Ambush, Backlash, or It's a Trap! can ignore this ability for the purpose of attacking this character.]
Negotiation [Replaces attacks: Choose 1 enemy and 1 unactivated follower who costs at least 10 more than that enemy and has a Damage value greater than 0. Both chosen characters get -6 Attack until the end of the round.]
Synergy +2 [Unique Rebel allies get +2 Attack while within 6 squares of this character]
Commander Effect A Medium ally whose name contains Leia gains Aggressive Negotiations. Something tells me that his Negotiation ability is going to be much harder to pull off effectively than Vallorums. I love the Synergy + 2 for unique rebel allies! It's always nice to see attack boosts for older rebel unique peices that should see more play.
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Partly because Rebels don't have as many high cost pieces to use for negotiation. But all you need is someone who isn't going to attack that round anyway. Right before you Levitate, you can use Luke to make an enemy Klat Assassin's attack -6. Zam is still a good choice since she can use Missiles instead of attacking, although Zam isn't as likely to be in a Rebel squad in the first place.
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From the Slicing Thread:
Colonel Dyer Imperial
Cost 22
HIT POINTS 40 DEFENSE 16 ATTACK +6 DAMAGE 10
Special Abilities Unique Clumsy [-4 to this character's save rolls] Scout Trooper Reserves 30 [If you roll exactly 7 for initiative, you can add up to 30 points of Scout Trooper characters to your squad immediately before your first activation of the round]
Commander Effect Once per turn, if 2 or more allies combine fire on the same attack and the attack hits, the target is considered activated this round; save 11.
“Freeze!” 20/45
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Quote:30/45
Ewok With Catapult - RM: Mustafarian Flea Rider (BH41) Fringe (HUGE BASE) Cost 19
HP 70 Def 10 Att +0 Dam 10
Special Abilities Speed 2
Forward Positioning [Set up anywhere on your half of the battle map]
Siege Weapon [Replaces attacks: Choose a square within line of sight and 12 squares; 30 damage to characters in or adjacent to that square; save 11 reduces the damage to 10. All doors bordering that square are then designated as open; they remain open for the rest of the skirmish and cannot be closed.]
Stealth [If this character has cover, it does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets]
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Nice! Can't wait to see some customs
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Wow! that Ewok Catapult is amazing! I'm really liking the Ewok sub faction right now a lot! This guy just really helps in a ton of ways. I really like the target a square mechanic insteado f a character. I think the 30 dmg was meant to...oh i don't know.... take out Klat Assasins? Excellent design!
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At 70hp/10def, I don't think Stealth alone will let him stay around long, but he does let you make a Golden One squad with more door control than just R2. I like Siege Weapon a lot, but with the Speed and hit points, I don't know if it will really get a chance to damage characters as opposed to just doors. Granted, I haven't seen it on the table yet. In any case, it is a lot of fun!
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FlyingArrow wrote:At 70hp/10def, I don't think Stealth alone will let him stay around long, but he does let you make a Golden One squad with more door control than just R2. I like Siege Weapon a lot, but with the Speed and hit points, I don't know if it will really get a chance to damage characters as opposed to just doors. Granted, I haven't seen it on the table yet. In any case, it is a lot of fun! Thats my thought. Not exactly a competitive piece... as most players who have any hope for a competitive ewok faction are going to run an R2 variant. The "Choose a square" mechanic really breaks the mold. I've felt like that should have been the base mechanic for grenades and missiles since day one. With Chirpa and a chieftan you can run it 4 squares and attack at +4 for 20. Now THATS pod-racing.
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