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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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Even Piell, from Champions of the Force (http://www.bloomilk.com/Character/270/even-piell) Quote:29 points, Republic Hit Points: 90 Defense: 19 Attack: 14 Damage: 20
Special Abilities Unique Double Attack (On his turn, this character can make 1 extra attack instead of moving) Melee Attack (Can attack only adjacent enemies) Mettle (If this character spends 1 Force point to reroll, add +4 to the result)
Force Powers Force 4 Lightsaber Block (Force 1: When hit by a melee attack, this character takes no damage with a save of 11) Lightsaber Sweep (Force 1, replaces attacks: Can attack each adjacent enemy once) Lots of WOTC pieces were power creeped out by subsequent sets, but Even Piell suffers the ignominy of getting outclassed by similarly priced options in the same set. Champions of the Force featured three Republic Jedi in the 26-29 point range; the Jedi Weapon Master was a 26 point non-unique that became a Republic staple, Depa Billaba was a 29 point piece with the very useful Force Sense, and compared to them Even comes up as the third most useful option, primarily because of his lack of defense against shooters. He's competent enough - Mettle combined with a +14 attack means he's not going to miss much, but overall he was the least third most-useful option in his faction and price range of his set, which means that he has slidden into irrelevance now. 3/10.
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Rank: Moderator Groups: Member
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Joined: 5/26/2009 Posts: 8,428
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A quick search in the database shows that no character has better pure stats for the cost. (At least 90hp, 19def, 14atk, 20dmg, max 29 cost.) Quinlan Vos, Infiltrator is the next cheapest character with stats at least as good (cost 34). So if there were ever something that negated all bonuses, he could be a star under those circumstances. Something crazy like this:
Force Confusion: Force 1, usable on this character's turn; until the end of the round, this character gains the following Force Ability: Characters within 6 squares gain no bonuses.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/2/2008 Posts: 522 Location: Chicago
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you're just talking about a +2 att though.
his 90 hp = jwm 19 d is standard at that range and he's unique which makes him easier for bounty hunters. jwms have 19 + duelist
his att is the only thing that stands out.
in general, his design is bland. Mettle is nice but as the +14 att is higher than usual its kind of redundant. His design would have been far better if his block was parry, or he had soresu or something that can really benefit from his mettle.
motf1 and no innate save based ability that doesn't require spending force makes him a pretty awkward design.
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Rank: Moderator Groups: Member
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Joined: 5/26/2009 Posts: 8,428
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fingersandteeth wrote:you're just talking about a +2 att though.
his 90 hp = jwm 19 d is standard at that range and he's unique which makes him easier for bounty hunters. jwms have 19 + duelist
his att is the only thing that stands out.
in general, his design is bland. Mettle is nice but as the +14 att is higher than usual its kind of redundant. His design would have been far better if his block was parry, or he had soresu or something that can really benefit from his mettle.
motf1 and no innate save based ability that doesn't require spending force makes him a pretty awkward design. Sure - not saying he's good. Just trying to think of where could ever possibly be good.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 10/16/2010 Posts: 88
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All the really awesome mid cost Jedi from that era suffer from the same design flaw. If they would have gotten twin attack they would still be played today. Agen Kolar, Saesee Tiin, Plo Koon, Kit Fisto, Deepa and Even,would be played still. The design flaw is that ranged received twin instead of melee. It's a shame, because some of these sculpts are really cool. They play really well as flavour pieces too because they are mid cost with high hit points and great attack stats. So they are really strong in swarms but can be taken down individually. I actually have house rules that make them really fun. I should post them in what we want to see. Anyway its a real shame. Really.
Cheers
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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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Apologies for the couple of days of break - I find that wedding anniversary holidays and minis of the day don't mix well. Emperor's Hand, from The Dark Times Quote:20 points, Imperial Hit Points: 80 Defense: 20 Attack: 9 Damage: 20
Special Abilities Melee Attack (Can attack only adjacent enemies) Hand of the Emperor (This character can spend his own Force points once per turn and spend Force points from a character whose name contains Emperor Palpatine once per turn) Jedi Hunter (+4 Attack and +10 Damage against enemies with Force ratings)
Force Powers Force 1 Lightsaber Block (Force 1: When hit by a melee attack, this character takes no damage with a save of 11)
The Emperor's Hand is eerily similar to all those single attack Clone Strike Jedi, except it's from...Dark Times. It has one attack, at +9, and it's hard to see how Emperor's Hand helps it with its limited pool of force powers and attacks. The Hand does have Jedi Hunter as a situational bonus, but that's not enough to save it from being a totally pants piece. 2/10.
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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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Geonosian Drone, from Clone Strike Quote:Hit Points: 10 Defense: 12 Attack: 1 Damage: 10
Special Abilities Melee Attack (Can attack only adjacent enemies)
If you're playing without v-sets, the Drone is a cast iron 1. I can't think of any reason why you'd play it over an Ewok - the Ewok has the exact same stats, but with the addition of Swarm +1. As a Separatist living piece, the Geonosian Drone wasn't subject to any bonuses that the Ewok couldn't access. So there was no reason to play the Drone ever. But the addition of Poggle the Lesser in Destiny of the Force made the Geonosian Drone into a Separatist staple, with a 1 point rapport for them and a Commander Effect giving them self destruct 20. While Poggle's commander effect works on all Geonosians, the now two point Drones, aka 'Poggle Bombs', are the obvious candidate. They're transformed from a useless piece of board filler to an excessively useful 2 point piece, who is a strafe deterrent and a source of auto damage. They're often set off with the Muun Tactics Broker for initiative control, or Darth Sidious, who can pawn one and set it off for self destruct 20 at the end of his turn. Many players will agree that this boost was very strong, and and most modern Separatist squads are powered by a back end of San Hill, a Muun Tactics Broker bought in by Lobot, Poggle the Lesser, and a dozen or so Drones, providing initiative control, activations, tempo control, and a source of auto-damage. Given their potential synergy with Poggle, the formerly lowly Geonosian Drones are suddenly on the table in force, and get a 10/10 rating.
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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:Apologies for the couple of days of break - I find that wedding anniversary holidays and minis of the day don't mix well. Congrats! I was starting to go through withdrawal. These random/rolling mini of the day are very entertaining/informative.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/9/2008 Posts: 4,729 Location: Chicago
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TheHutts wrote:Geonosian Drone, from Clone Strike Quote:Hit Points: 10 Defense: 12 Attack: 1 Damage: 10
Special Abilities Melee Attack (Can attack only adjacent enemies)
If you're playing without v-sets, the Drone is a cast iron 1. I can't think of any reason why you'd play it over an Ewok - the Ewok has the exact same stats, but with the addition of Swarm +1. As a Separatist living piece, the Geonosian Drone wasn't subject to any bonuses that the Ewok couldn't access. So there was no reason to play the Drone ever. But the addition of Poggle the Lesser in Destiny of the Force made the Geonosian Drone into a Separatist staple, with a 1 point rapport for them and a Commander Effect giving them self destruct 20. Many players will agree that this boost was very strong, and and most modern Separatist squads are powered by a back end of San Hill, a Muun Tactics Broker bought in by Lobot, Poggle the Lesser, and a dozen or so Drones, providing initiative control, tempo control, and a source of auto-damage. Given their potential synergy with Poggle, the formerly lowly Geonosian Drones are suddenly on the table in force, and get a 10/10 rating. Don't forget that they are excellent strafe deterrent, as well as having great synergy with Sidious as he turns them into pawned missiles.
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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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Mandalorian Commander, from Bounty Hunters Quote:28 points, Mandalorian Hit Points: 60 Defense: 17 Attack: 10 Damage: 20
Special Abilities Double Attack (On his turn, this character can make 1 extra attack instead of moving) Mobile Attack (Can move both before and after attacking)
Commander Effect Mandalorian allies gain Mobile Attack. By modern standards, the Commander is somewhat underpowered, especially his 60 hit points with no defensive abilities at 28 points, but as his Commander Effect remains potentially useful for Mandos, he remains somewhat viable. A lot of the best Mando pieces, such as Kelborn and Mandalorian Scouts, already come with Greater Mobile Attack, while others have multiple attacks, like Mandalore the Vindicated, where Mobile isn't a whole lot of use, but in some specific builds the Commander may be useful. The Elite Supercommando from Command of the Galaxy and the Mandalorian Protector from Scum and Villainy are two modern pieces with single attacks who could work with him. The Mandalorian Commander still has his uses, and might get out of the box from time to time for a stretch. 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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TimmerB123 wrote:Don't forget that they are excellent strafe deterrent, as well as having great synergy with Sidious as he turns them into pawned missiles. Cool - I was figuring I'd go into more detail on Poggle's article, but maybe I'll never make it that far, so I expanded the Geonosian Drone article.
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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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Bail Organa, from Revenge of the Sith Quote:29 points, Republic Hit Points: 70 Defense: 17 Attack: 6 Damage: 10
Special Abilities Unique Alderaan Senator (Counts as a character named Alderaan Trooper) Synchronized Fire (Alderaan Troopers who combine fire with this character grant +6 Attack instead of +4)
Commander Effect Whenever one or more allies whose names contain Alderaan Trooper combine fire with another ally whose name contains Alderaan Trooper, the attacker gets +10 Damage. Bail's CE provides a mediocre boost for a mediocre piece, making his CE all but worthless, and he's certainly not worth 29 points as an attacker; he has almost identical cost and stats as Dash Renegade Smuggler, but he's missing the double attack, the twin attack, the Greater Mobile Attack, and the Opportunist. He's my favourite character from the prequels, but his mini is awful, 1/10.
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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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Stormtrooper, from Rebel Storm Quote:5 points, Imperial Hit Points: 10 Defense: 16 Attack: 4 Damage: 10 The Stormtrooper was bound to come rather than later in the randomiser, since it got released 10 times in the WOTC sets. And there's no reason why not - they're both iconic and a really good piece for 5 points, with good stats, and subject to umpteen boosts. The only real issue for Stormtroopers is that they're often outclassed by the 5 point Raxus Prime Troopers, who have very similar stats and Wall Climber, and Snow Troopers, who have 20 hit points and can come down to 5 points with rapport. The Storm Trooper's a really good piece for 5 points, and it's still eminently useful, especially with v-set based builds like Admiral Daala and Vader Agent of Evil, but it is generally eclipsed by Snow Troopers or Raxus Prime Troopers in a lot of situations. 7/10.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/9/2008 Posts: 4,729 Location: Chicago
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TheHutts wrote:Stormtrooper, from Rebel Storm Quote:5 points, Imperial Hit Points: 10 Defense: 16 Attack: 4 Damage: 10 The Stormtrooper was bound to come rather than later in the randomiser, since it got released 10 times in the WOTC sets. And there's no reason why not - they're both iconic and a really good piece for 5 points, with good stats, and subject to umpteen boosts. The only real issue for Stormtroopers is that they're often outclassed by the 5 point Raxus Prime Troopers, who have very similar stats and Wall Climber, but the Stormtroopers have the advantage that they have synergy with Darth Vader, Agent of Evil, while the Raxus Prime Troopers aren't subject to his CE. The Storm Trooper's a really good piece for 5 points, and it's still eminently useful, especially with v-set based builds like Admiral Daala and Vader Agent of Evil. 8/10. From the beginning, I remember hearing from Rob (head designer at WotC back in the day) that a stormtrooper was at least worth 6 points. Just compare to the rebel trooper and it's clear what the original intent was - Rebels advantage was the heros and Imps advantage (outside of Emp Palpatine and Vader) was the troopers. They are still one of the best defenses out there for 5 points. It's a shame they became outclassed by the raxus, and then smashed by the snowtroopers via the Snowtrooper officer making them much cheaper. I would be so much more ok with Daala builds if the original stormtooper shined in them, but alas there's always a better choice now. Back in the day they were an absolute staple, but now you rarely see them on the board.
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Rank: Moderator Groups: Member
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Joined: 5/26/2009 Posts: 8,428
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On Stormtrooper incompetence: https://imgur.com/w5MHii8(I don't remember where I first saw this image. Someone may have already posted it on bloomilk.)
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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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Maybe the Stormtrooper should be a 7. It's really good for 5 points, but arguably it doesn't quite have a niche in the competitive game. Elite AT-AT Driver, from Imperial Entanglements Quote:12 points, Imperial 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) Crack Gunner +10 (Can combine fire with adjacent allies who have Mounted Weapon, granting +10 Damage. The attack cannot be prevented or redirected) The famous 41st piece from Imperial Entanglements, here's the story according to Shinja: Quote:The original 181st Imperial Pilot was accidentally painted to look like an AT-AT driver. As a solution, we got a guide to repaint the mini to look like a 181st Imperial Pilot and an alternate stat card for an Elite AT-AT Driver. You can use the mini as either a 181st Imperial Pilot or an Elite AT-AT Driver. The Elite AT-AT Driver is passable for 12 points, with 50 hit points and double attack, but its main distinction is Crack Gunner. Crack Gunner seems like an ability that WOTC overrated - it's not very strong, since most pieces with Mounted Weapon are large or huge, and are therefore disadvantaged, and because it requires the piece with Gunner to be adjacent to the ally with mounted weapon when it combines fire. The Blizzard Force AT-ST from Vehicles of War might be a decent Mounted Weapon piece to use, but since it has Charging Fire, it's going to be hard for the Elite AT-AT Driver to be in position to combine fire. Otherwise, it's a decent piece for 12 points, although it doesn't have many specific synergies - something like the Elite Scout Trooper in the same price range has a lot more potential support. The AT-AT Driver is solid enough for 12 points, but isn't going to get much 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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Zann Consortium Defiler, from Vengeance Quote:Fringe, 24 points Hit Points: 50 Defense: 18 Attack: 8 Damage: 20
Special Abilities Deadeye (On this character's turn, if he doesn't move, he gets +10 Damage) Penetration 10 (Enemies' Damage Reduction is reduced by 10 against this character's attacks) Proximity Mines 40 (Replaces attacks: range 6; target enemy is mined until the end of its next turn. At the beginning of the mined character's next turn, the mined character and each character adjacent to that target take 40 damage, save 11 for 20 damage.) Satchel Charge (Replaces attacks: Designate 1 adjacent door as open; it remains open for the rest of the skirmish and cannot be closed) Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets) Twin Attack (Whenever this character attacks, he makes 1 extra attack against the same target) Zann Consortium Defilers remind me of a Fringe Storm Commando, with Deadeye, Stealth, and Satchel Charge on a mid range trooper. They're a Swiss Army Knife type piece, as they can blow doors, shoot, and have a direct damage option. The Defiler can do a bunch of things, but he doesn't necessarily don't do any of them especially well - with +8 attack, he's not a great shooter, and he can do 60 damage, but he needs to roll well to hit big pieces. Satchel Charge is obviously a very important ability, but you don't want to tie up your 24 point piece blowing doors if you can avoid it. And you can use Captain Tarpals to allow the Defilers to use Proximity Mines twice in a turn, but since you can't put Proximity Mines on the same piece twice at the same time (it violates stacking rules), it's also limited in effectiveness. I like Defilers, but personally I haven't had a lot of success with them - they might become more useful as the Zann Consortium is fleshed out, but right now, they're merely a competent support piece with some cool tricks. 6/10.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/8/2010 Posts: 3,623
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Love the Zann defiler! Easy to give super stealth and attack bonuses too, great versatility and an incredibly solid direct damage attack. Also being fringe means he can get a vast array of boosts to make this guy a 9 in my book. Or 10 because they were just that cool in that equally cool game
The Zann Consortium will rule!!
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 8/30/2012 Posts: 835 Location: The Batcave Ota Gotham, Naboo
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I agree on the functionality of this piece. I recently played a Talon squad with them which boosts their attack and damage. The proximity mines are great going up against people like GOWK who you would have difficulty shooting anyway. If you have 2 Defilers mine the same piece that's still stacking right?
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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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Yeah, nothing can be mined again until the previous mine is removed, even if it's from separate Defilers. I do like them, and as fringe followers they can be boosted, but it does feel like you're paying for three different abilities (Satchel Charge, shooting, mines) and you can only use one each turn.
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