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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/26/2008 Posts: 2,115 Location: Watertown, SD
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Looks like Mace will pair up quite nicely with Clone Commander Gree.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 10/17/2010 Posts: 3,682 Location: Beggers Canyon Tatooine
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Mace on at-rt is cool maybe get some squads w/at-rt's going gonna be hard to make a custom, unless you want to alter a $20+ figure
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 3/11/2013 Posts: 758
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The new mace actually makes at-rts decent. 24 defense, 14 attack, mobile or a 40 damage stable footing charge from 16 out all for 25 points!!!
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 3/11/2013 Posts: 758
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Also I'm not sure why the CE contains ARC troopers and not ARF troopers. A bit silly IMO considering that they served under him for the whole Ryloth arc that this piece is from.
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Rank: Moderator Groups: Member
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Joined: 8/24/2008 Posts: 5,201
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Double checked, the CE is for ARF Troopers, not ARC Troopers.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 3/11/2013 Posts: 758
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Sithborg wrote:Double checked, the CE is for ARF Troopers, not ARC Troopers. Alright cool. Cool to see them get some help, and it also makes sense flavorwise.
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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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Hey, there's a preview on Facebook: 24/45 Elite Reborn 25 pts (UC) Imperial HP: 70 Def: 17 Atk: +11 Dam: 20 Special Abilities Melee Attack; Double Attack The Empire Reborn [Each character in your squad named Reborn or Elite Reborn gets +10 Damage while it has an ally whose name contains Desann or Hethrir within 6 squares] Stealth [If this character has cover, it does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets] Force Powers Force 2 Force Push 2 [Force 2, replaces attacks: range 6; 20 damage; push back target 2 squares if Huge or smaller] Leaping Assault [Force 2, replaces turn: Move this character to any unoccupied square within 6 squares. This move does not provoke attacks of opportunity. After moving, this character may still make all of its attacks this turn.] Lightsaber Defense [Force 1: When hit by an attack, this character takes no damage with a save of 11]
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/8/2010 Posts: 3,623
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TheHutts wrote:Hey, there's a preview on Facebook: 24/45 Elite Reborn 25 pts (UC) Imperial HP: 70 Def: 17 Atk: +11 Dam: 20 Special Abilities Melee Attack; Double Attack The Empire Reborn [Each character in your squad named Reborn or Elite Reborn gets +10 Damage while it has an ally whose name contains Desann or Hethrir within 6 squares] Stealth [If this character has cover, it does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets] Force Powers Force 2 Force Push 2 [Force 2, replaces attacks: range 6; 20 damage; push back target 2 squares if Huge or smaller] Leaping Assault [Force 2, replaces turn: Move this character to any unoccupied square within 6 squares. This move does not provoke attacks of opportunity. After moving, this character may still make all of its attacks this turn.] Lightsaber Defense [Force 1: When hit by an attack, this character takes no damage with a save of 11] Awesome! Reborn just became better, and these guys look more like the ones from Jedi Knight 2, does this mean we will get a Lord Hethrir now?
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 3/11/2013 Posts: 758
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TheHutts wrote:Hey, there's a preview on Facebook: 24/45 Elite Reborn 25 pts (UC) Imperial HP: 70 Def: 17 Atk: +11 Dam: 20 Special Abilities Melee Attack; Double Attack The Empire Reborn [Each character in your squad named Reborn or Elite Reborn gets +10 Damage while it has an ally whose name contains Desann or Hethrir within 6 squares] Stealth [If this character has cover, it does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets] Force Powers Force 2 Force Push 2 [Force 2, replaces attacks: range 6; 20 damage; push back target 2 squares if Huge or smaller] Leaping Assault [Force 2, replaces turn: Move this character to any unoccupied square within 6 squares. This move does not provoke attacks of opportunity. After moving, this character may still make all of its attacks this turn.] Lightsaber Defense [Force 1: When hit by an attack, this character takes no damage with a save of 11] Terrible choice of proxy mini IMO: it has a gun in hand but the fig is Melee. Other than that looks good.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/26/2011 Posts: 951
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harryg wrote:TheHutts wrote:Hey, there's a preview on Facebook: 24/45 Elite Reborn 25 pts (UC) Imperial HP: 70 Def: 17 Atk: +11 Dam: 20 Special Abilities Melee Attack; Double Attack The Empire Reborn [Each character in your squad named Reborn or Elite Reborn gets +10 Damage while it has an ally whose name contains Desann or Hethrir within 6 squares] Stealth [If this character has cover, it does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets] Force Powers Force 2 Force Push 2 [Force 2, replaces attacks: range 6; 20 damage; push back target 2 squares if Huge or smaller] Leaping Assault [Force 2, replaces turn: Move this character to any unoccupied square within 6 squares. This move does not provoke attacks of opportunity. After moving, this character may still make all of its attacks this turn.] Lightsaber Defense [Force 1: When hit by an attack, this character takes no damage with a save of 11] Terrible choice of proxy mini IMO: it has a gun in hand but the fig is Melee. Other than that looks good. You can always choose one that you think would be a better fit. Any ideas?
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/8/2010 Posts: 3,623
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Or just pretend he just force pulled some guys blasted out of his hand, or maybe it's a blaster-shaped burst of force energy....?
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 3/19/2013 Posts: 1,249
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TheHutts wrote:Hey, there's a preview on Facebook: 24/45 Elite Reborn 25 pts (UC) Imperial HP: 70 Def: 17 Atk: +11 Dam: 20 Special Abilities Melee Attack; Double Attack The Empire Reborn [Each character in your squad named Reborn or Elite Reborn gets +10 Damage while it has an ally whose name contains Desann or Hethrir within 6 squares] Stealth [If this character has cover, it does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets] Force Powers Force 2 Force Push 2 [Force 2, replaces attacks: range 6; 20 damage; push back target 2 squares if Huge or smaller] Leaping Assault [Force 2, replaces turn: Move this character to any unoccupied square within 6 squares. This move does not provoke attacks of opportunity. After moving, this character may still make all of its attacks this turn.] Lightsaber Defense [Force 1: When hit by an attack, this character takes no damage with a save of 11] This guy looks pretty sweet! I bet Hethrir is in this set... This guy really needs some more fp's, but Desann should help.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/26/2011 Posts: 951
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General_Grievous wrote:Or just pretend he just force pulled some guys blasted out of his hand, or maybe it's a blaster-shaped burst of force energy....? Or heaven forbid cut the blaster out, lol... It might just look like he is force pushing anyway.
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Rank: Moderator Groups: Member
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Joined: 9/16/2008 Posts: 2,302
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TheHutts wrote:Tonight's previews:
Name: Elite Reborn (Imperial) Number 24, uncommon
Mace on AT-RT, 50 points Republic Large 130 hp, 21 def, +14 attack, 40 damage Unique, Double, Mobile, Speed 8, Mounted Weapon, Camraderie (AT-RTs gain stable footing), Charging Fire, Rapport (AT-RTs cost 10 less), Stable Footing, Synergy (+4 att, +6 defense for AT-RTS within 6 squares)
5 FP, Force Leap, Lightsaber Deflect
Commander Effect: Allies named ARF Trooper [sorry, not ARC] or AT-RT gain Charging Fire and Mobile Attack Republic AT-RT 25 Hit Points: 60 Defense: 24 Attack: 14 Damage: 40 Base: Large Order 66 Rigid (Can't squeeze) Speed 8 (Can move up to 8 squares and attack, or 16 squares without attacking) Mounted Weapon (Only allies with Mounted Weapon or adjacent allies with Gunner can combine fire with this character) Stable Footing Charging Fire Mobile Attack First, is the +6 defense from synergy accurate? I dont recall ever seeing it grant a +4/+6 before. Clearly the biggest problem is the single attack, but 40 damage is good. I am not sure how feasible it would be to try and squeeze in an extra attack CE and something like greater mobile, which seems to defeat the purpose of receiving mobile attack from mace. Not sure how to maximize this, but it looks like its headed in the right direction. One of the other options would be a Bacara/Boga combo, but you'll probably only have 1 or 2 AT-RT's at most in that build, and fill out the rest with ARFs...
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/17/2009 Posts: 489
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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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From SHNN tonight (hopefully my transcription is more accurate than last week's, apologies).
15/45 Admiral Trench, 27 points, Sep 70 hp, 17 def, 10 att, 20 damage
SA: Unique, Rival (Grievous), Ruthless, Ruthless Leader (Sep droid allies gain Ruthless), Tactician +6
CE: Droids excluding cyborgs are subject to these: - Sep droid followers within 6 squares gain Accurate Shot - Each Medium Separatist Droid ally can immediately move up to 2 squares when this character ends his turn within 6 squares of that character.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/29/2008 Posts: 1,784 Location: Canada
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There are a number of ways to build around Mace on ATRT. Here is one that I really enjoyed in playtesting:
--Lightning Squad-- 50 Mace Windu, Lightning Squad Leader 44 Master Yoda 27 Lobot 50 AT-RT x2 11 ARF Trooper 9 R2-D2, Astromech Droid 9 Ugnaught Demolitionist x3
(200pts. 10 activations)
Mace benefits from Yoda's CE, and Yoda isn't a bad option himself in this squad either. The challenging part is keeping 3 Large pieces out of LOS (and also close together, for the Synergy boost)...but stable footing and a range of 16 really helps them to get their shots.
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Rank: Moderator Groups: Member
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Joined: 1/30/2009 Posts: 6,457 Location: Southern Illinois
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TheHutts wrote:From SHNN tonight (hopefully my transcription is more accurate than last week's, apologies).
15/45 Admiral Trench, 27 points, Sep 70 hp, 17 def, 10 att, 20 damage
SA: Unique, Rival (Grievous), Ruthless, Ruthless Leader (Sep droid allies gain Ruthless), Tactician +6
CE: Droids excluding cyborgs are subject to these: - Sep droid followers within 6 squares gain Accurate Shot - each medium Sep droid ally within 6 squares may move up to 2 squares at the end of this character's turn. The 2nd CE is actually this: Each Medium Separatist Droid ally can immediately move up to 2 squares when this character ends his turn within 6 squares of that character. Trench triggers it by ending his turn within 6. (it's not extendable)
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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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Oops - updated. I should get fired from my job of preview transcriber - I've been the only person in chat the last couple of weeks.
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Rank: Moderator Groups: Member
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Joined: 1/30/2009 Posts: 6,457 Location: Southern Illinois
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TheHutts wrote:Oops - updated. I should get fired from my job of preview transcriber - I've been the only person in chat the last couple of weeks. Nah, you're doing fine, that was a tricky one. I should have logged in to the show, I was distracted.
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