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Rolling Mini of the Day (Urai Fen) Options
TheHutts
Posted: Monday, February 15, 2016 6:09:30 PM
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Sifo-Dyas, from Warfare and Subterfuge



Quote:
48 points, Republic
Hit Points: 110
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)
Affinity (A character whose name contains Dooku may be in your squad regardless of faction)
Intuition (Once per round, after initiative is determined, this character can immediately move up to his speed before any other character activates)
Placed Order (During setup, after seeing your opponent's squad, choose up to 30 points of characters with Order 66. When this character is defeated, after removing him from play you can add those characters to your squad, in or adjacent to the square he formerly occupied.)

Force Powers
Force 2
Force Renewal 1 (This character gets 1 Force point each time he activates)
Force Vision (Force 2, replaces attacks: sight; 1 ally with a lower point cost may make an immediate attack)
Lightsaber Deflect (Force 1: When hit by a nonmelee attack, this character takes no damage with a save of 11)


Apart from being a relatively standard Jedi, albeit with the useful Force Vision cannon attack force power, Seafood Diet does two different things:
- Affinity allows a character named Dooku into your squad. I'm not sure how useful this is, since there isn't that much faction support for any of the Dookus, and the most interesting option, Separatist Leader, can't get Reserves in a Republic squad.
- Placed Order allows you to bring in 30 points of Order 66 pieces after Sifo-Dyas passes away. This allows some squad customisation, as you can choose the pieces after seeing your opponent's squad. You could argue that with 30 points of Placed Order on a 48 point piece, that Sifo Dyas is a steal for effectively 18 points, but since you only have one of them on the board at any one time, he's costed fairly.

I imagine that the best squad for Sifo-Dyas is the core of the four Elite Republic Commandos from Shadows, where Sifo can cannon Sev, and can bring in extra Republic Commandos with Placed Order, although you'll probably be limited to choosing from the WOTC versions. I don't think there's quite enough power here for a competitive piece, but Sifo-Dyas is a fun piece who opens up some fun builds, 6/10.
General_Grievous
Posted: Monday, February 15, 2016 6:59:23 PM
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I think that 100 point Dooku would be the best piece to bring. Giving him Republoc support (Jedi instructers mobile attack with Mas) and R2 towing would be deadly
TheHutts
Posted: Monday, February 15, 2016 7:38:52 PM
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General_Grievous wrote:
I think that 100 point Dooku would be the best piece to bring. Giving him Republoc support (Jedi instructers mobile attack with Mas) and R2 towing would be deadly


I can't quite imagine it working in 200 points. Dooku, Sifo-Dyas, and R2 is already 157 points, and you want someone for Sifo-Dyas to cannon as well. It's probably cool in Epics though. R2 is awesome, but so is the Sniper Spotter for ranged defense. The cool thing with that build is that Dooku can give Sifo-Dyas a style.
TheHutts
Posted: Monday, February 15, 2016 10:59:30 PM
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Amanaman, from Far, Far Away



Quote:
21 points, Fringe
Hit Points: 80
Defense: 18
Attack: 10
Damage: 20

Special Abilities
Unique
Hutt Cartel
Speed 8 (Can move up to 8 squares and attack, or 16 squares without attacking)
Melee Attack (Can attack only adjacent enemies)
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
Bounty Hunter +4 (+4 Attack against Unique enemies)
Melee Reach 2 (When attacking, this character treats enemies up to 2 squares away as adjacent)
Rolling Cleave (Once per turn, if this character defeats an adjacent enemy by making an attack, he can immediately move 1 square and then make 1 attack against another adjacent enemy without provoking an attack of opportunity)
Wall Climber (This character ignores difficult terrain, enemy characters, low objects, and pits when moving as long as a square he occupies and a square he is moving into are adjacent to a wall)


From the Far, Far Away subset, which was only released a couple of weeks ago, Amanaman has a unique niche as a swapper/attacker. As a swapper, he has Wall Climber and Speed 8, as well as 80 hit points and a reasonable defense. With all of this, he's a handy tool for swap squads - he can survive an activation or two against some squads, and he's also a handy secondary or tertiary attacker. With Double, Rolling Cleave, and Melee Reach 2, he's got some useful attacking tools, and a +10 attack with Bounty Hunter +4 is also reasonably strong for his cost. It's very early to tell whether he'll sneak into tournament builds, but Amanaman is potentially a useful tool with Thrawn's swap or Talon's movement CE, 8/10.
TheHutts
Posted: Wednesday, February 24, 2016 2:39:35 PM
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Neo-Crusader Scout, from Warfare and Subterfuge



Quote:
15 points, Mandalorian
Hit Points: 20
Defense: 16
Attack: 5
Damage: 10

Special Abilities
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
Beskar'gam (When this character takes damage, it reduces the damage dealt by 10 with a save of 11)
Black Ops (Suppress enemy commander effects that alter the number of activations per phase)
Pathfinder (Allies are not slowed by difficult terrain within 6 squares of this character)
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)
Single-Shot Blaster (This character cannot gain Twin Attack)
Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)
Neo-Crusader


The Mandalorian Counter Intelligence Officer was a useful tech piece for the Mandos from the first v-set, providing a counter to tempo control with its Black Ops special ability. But it was mainly used in squads that really wanted to outactivate, rather than being a throw in to discourage tempo control. The Neo-Crusader Scout is 3 points more expensive, but brings a lot more to the table - it's less survivable with Stealth instead of Cloaked, but it brings more to the table - it has other useful tech stuff in Recon and Pathfinder, as well as double attack, while as a Neo-Crusader it can pick up on Neo-Crusader SAs and CEs, and with Te Ani'la Mand'alor's CE it's probably the best recipeint for Cassus Fett's Fire Support Mission. The Neo-Crusader sub-faction has taken a hit with the balance committee erratas, and I'm not sure if the Scout does quite enough to displace the Counter Intelligence Officer, especially outside of Neo-Crusader squads, but it still offers plenty for 15 points, 7/10.
TheHutts
Posted: Wednesday, March 23, 2016 2:14:57 PM
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Sanyassan Marauder, from Long Time Ago



Quote:
8 points, Fringe
Hit Points: 20
Defense: 16
Attack: 4
Damage: 10

Special Abilities
Close-Quarters Fighting (+4 Attack against adjacent enemies)
Merciless 10 (+10 Damage against enemies at half Hit Points or less)
Pinpoint Attacks (Replaces turn: can move up to double speed, then choose up to three lower-cost targets within 6 squares, ignoring cover. Attack each target once.)


With Swarms becoming an important part of the competitive game, the Sanyassan Marauder, as featured in the Ewok movies, is a useful Lobot resource. Pinpoint Attacks is the key here, where he can run 12 and then shoot three enemy pieces, ignoring cover, meaning that he's a useful counter to super stealth pieces like Nom Bombs. With his low attack, he's probably going to function better in squads where he gets some sort of boost, like Thrawn or Talon Karrde, but he's definitely a viable swarm counter, and unlike Momaw Nadon, he has a built in movement breaker, and can deal with 20 hit point enemies like Snow Troopers, provided he has a damage boost. He might be worthwhile to take out an opponent's Ugnaughts, and win the door control game. He's probably mainly going to see play in specific factions, but he's definitely a viable Lobot option, 8/10.
TheHutts
Posted: Wednesday, March 23, 2016 2:19:03 PM
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Sorry for the delay - work has been crazy busy, and I've been on vacation.

As a note, I like to keep the numbers of WOTC pieces and v-set pieces covered roughly in proportion, so every time a new v-set is added to the squad builder, I have to cover a whole bunch of v-set pieces in a row to keep the balance. So that's what's happening at the moment :).
TimmerB123
Posted: Wednesday, March 23, 2016 2:22:13 PM
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Location: Chicago
You owe no apologies. We love what you do and I'm always excited to read what you cover. Thanks for continuing!
urbanjedi
Posted: Thursday, March 24, 2016 12:28:08 PM
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I also look forward to these and think they are awesome.
FlyingArrow
Posted: Thursday, March 24, 2016 12:31:10 PM
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Agreed. Most accurate ratings around.
TheHutts
Posted: Tuesday, March 29, 2016 3:33:27 PM
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Nautolan Black Sun Vigo, from Destiny of the Force



Quote:
23 points, Fringe
Hit Points: 40
Defense: 18
Attack: 7
Damage: 10

Special Abilities
Black Sun (If a character whose name contains Xizor or Vigo is in the same squad, this character gains Grenades 10)
Cunning Attack (+4 Attack and +10 Damage against an enemy who has not activated this round)
Mobile Attack (Can move both before and after attacking)
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)

Commander Effect
Fringe followers with Stealth gain Black Sun.


From the first v-set, the Nautolan is a decent attacker in his own right - with Cunning, Mobile, and Twin he's solid, especially as he's open to Black Sun synergies. But his primary role is opening up Fringe Followers with Stealth up to Black Sun synergies with his CE - most notably Cad Bane can benefit from Xizor's CE, but other strong potential recipients include Nightsister Hunter, Kel Dor Bounty Hunter, and Barriss Offee, Rogue Jedi. At 23 points, the Nautolan's expensive enough that you really have to build around it to be worthwhile, and it's also fragile for its cost, but it certainly opens up some interesting builds, like this FlyingArrow one:

--One Big Bane Cannon--
55 Xizor, Head of Black Sun
54 Cad Bane
32 Talon Karrde, Information Broker
23 Nautolan Black Sun Vigo
18 Falleen Black Sun Bodyguard
9 Mouse Droid x3
9 Ugnaught Demolitionist x3
(200pts. 11 activations)

7/10.

The Celestial Warrior
Posted: Tuesday, March 29, 2016 4:00:46 PM
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Posts: 414
NBSV incorrectly labeled from CotG
TheHutts
Posted: Tuesday, March 29, 2016 4:07:46 PM
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Location: The Hutt, New Zealand
The Celestial Warrior wrote:
NBSV incorrectly labeled from CotG


Oops, thank you - I got DotF mixed up with CotG - I can see how I did that.
TheHutts
Posted: Thursday, March 31, 2016 5:39:43 PM
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Ulic Qel-Droma, Jedi Knight, from Command of the Galaxy



Quote:
34 points, Old Republic
Hit Points: 120
Defense: 22
Attack: 11
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)
Djem So Style (Whenever this character is hit by a melee attack, make a save of 11. On a success, this character can make an immediate attack against that attacker.)
Force-Attuned Reflexes (This character can make an attack of opportunity against enemies with special abilities or Force powers that ignore characters while moving)
Synergy +2 (+2 Attack and +2 Defense while an ally named Cay Qel-Droma is within 6 squares)

Force Powers
Force 4
Lightsaber Assault (Force 1, replaces attacks: Make 2 attacks)
Lightsaber Deflect (Force 1: When hit by a nonmelee attack, this character takes no damage with a save of 11)
Lightsaber Precision (Force 1: This character gets +10 Damage on his next attack)


Ulic is a meta dependent piece - with Djem So and Force-Attuned Reflexes, he's great against strafers like Durge on Speeder and Lancers, and he's also strong against other melee beats. But he's only just passable against shooters, with Deflect and a high defense only providing him with some protection, although the new Covenant Defender makes him much more playable. His other issue is his low attack - +11 isn't really high enough if you want him to take on other big beatsticks, and he probably needs a boost from someone like Master Kavar or traps from Wicket to really be worthwhile. But Ulic is a great deal for 34 points, and he can be effective in the right squad with the right support, 8/10.
TheHutts
Posted: Monday, April 4, 2016 5:17:04 PM
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Jan Ors, from Galactic Heroes



Quote:
18 points, Rebel
Hit Points: 60
Defense: 17
Attack: 6
Damage: 10

Special Abilities
Unique
Pilot
Double Attack (On her turn, this character can make 1 extra attack instead of moving)
Affinity (May be in a New Republic squad)
Camaraderie (An ally whose name contains Kyle Katarn gains Double Attack, Distraction, and Opportunist)
Distraction (Suppresses adjacent enemy commander effects)
Opportunist (+4 Attack and +10 Damage against an enemy who has activated this round)
Relay Orders (Each allied commander can count distance from this character as well as from itself for the purpose of commander effects)
Stealth (If this character has cover, she does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)


Designed as an augmentation for Kyle Katarns, Jan Ors works wonders for the Universe Kyle Katarn, giving him Double Attack, Distraction, and Opportunist, and pulling him right from the bottom of the Eternal Bin of Darkness and making him into a viable tournament piece in builds like this:

--Luke's Heroes--
48 Luke Skywalker, Galactic Hero
31 Kyle Katarn
29 Ganner Rhysode
27 Lobot
22 R2-D2 and C-3PO, Galactic Heroes
18 Jan Ors
10 Jagged Fel
9 General Dodonna
6 Ugnaught Demolitionist x2
(200pts. 10 activations)

As well as her boosts for Kyle, Jan is also a good piece in her own right with Double Attack, Opportunist, and access to Twin and Jolt with a Spec Force Technician, as well as useful tech with Distraction and Relay Orders, to the point where she's a pretty useful piece even without Kyle - I think a squad like this would work pretty well:

--Something Like This?--
32 Dass Jennir
21 Lando Calrissian, Infiltrator
19 Princess Leia, Rebel Commando
18 Artoo-Detoo (R2-D2)
18 Jan Ors
16 General Crix Madine
15 Ponda Baba, Galactic Criminal
15 SpecForce Technician
14 General Rieekan
9 General Dodonna
8 Obi-Wan Kenobi, Jedi Spirit
6 Mouse Droid x2
9 Ugnaught Demolitionist x3
(200pts. 16 activations)

As a rules note, it's important to note that Kyle retains the Special Abilities from Camaraderie even after Jan is defeated.

Jan Ors is a very strong piece for 18 points - she works fine as a standalone piece, as well as boosting Kyle Katarns, 9/10.
TheHutts
Posted: Thursday, April 7, 2016 8:06:14 PM
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Vima Sunrider, from Long Time Ago



Quote:
33 points, Old Republic
Hit Points: 100
Defense: 20
Attack: 11
Damage: 20

Special Abilities
Unique
Melee Attack (Can attack only adjacent enemies)
Twin Attack (Whenever this character attacks, she makes 1 extra attack against the same target)
Agile (This character can move 2 extra squares at the end of her turn)
Charging Assault (Replaces turn: Can move up to double speed, then make an attack against an adjacent enemy)
Loner (+4 Attack if no allies are within 6 squares)
Sokan (This character ignores Rigged Detonators. When this character is in a square with low objects, enemies automatically fail saves against this character's attacks and abilities.)
Stable Footing (Not slowed by difficult terrain or low objects)
Synergy +2 (+2 Attack and +2 Defense while an ally whose name contains Thon or Odan-Urr is within 6 squares)

Force Powers
Force 2
Force Renewal 1 (This character gets 1 Force point each time she activates)
Knight Speed (Force 1: This character can move 4 extra squares on her turn as part of her move)
Lightsaber Deflect (Force 1: When hit by a nonmelee attack, this character takes no damage with a save of 11)


With pieces like Vader of Lothal and ObiKin running around, having the ability to deal unpreventable damage is very useful. Vima Sunrider is an unpreventable damage piece for the Old Republic - while her unpreventable damage is situational, it also doesn't depend on a force power so it can't be absorbed or cancelled. Sokan allows her to deal unpreventable damage while on low objects - one idea for how to utilise it is to play a character with Force Pull like Kerra Holt to pull a target next to some low objects and let Vima do her thing. As well as unpreventable damage, Vima can also do all of her damage on the move, and with Knight Speed, Charging Assault and Stable Footing, she can do it from 16 squares away. She'll generally be played with Bastila for +10 damage, while with twin she's also a great target for the Old Republic Senator's cannon attack. The only downside is her low attack of 11, which means she'll need to expend force points for rerolls, and if you're trying to take down tanks you may need an R4 or Wicket to lower defenses - although Loner means she's a much more reliable attacker when she's deep striking. Vima's a very good piece for 33 points - she fits in well with the Old Republic's other strong pieces, and I'm sure she'll see play. 8/10.
TheHutts
Posted: Tuesday, April 12, 2016 5:31:33 PM
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Count Dooku, Separatist Leader, from Renegades and Rogues



Quote:
57 points, Separatist
Hit Points: 130
Defense: 20
Attack: 0
Damage: 0

Special Abilities
Unique
Draw Fire (If an enemy targets an ally within 6 squares of this character, you may force that enemy to target this character instead if it can; save 11)
Immediate Separatist Reserves 20 (If you roll exactly 5, 10, 15, or 20 for initiative, you can add up to 20 points of non-Unique Separatist characters to your squad, adjacent to this character, immediately before your first activation of the round)
Turn to the Dark Side (Replaces attacks: range 6; 20 damage to 1 target with a Force rating. The target can choose to negate this damage and instead make a save of 11; if the save fails, the target joins this character's squad until the end of the skirmish.)

Force Powers
Force 5
Anticipation (Force 1: Reroll initiative once per round)
Pawn of the Dark Side (Force 1, replaces attacks: sight; 1 non-Unique ally takes an immediate turn, which does not count as one of your 2 activations this phase; at the end of that turn, it takes 10 damage)

Commander Effect
If this character would take damage from an attack, an adjacent follower can take the damage instead. Whenever an enemy within 6 squares damages this character, one adjacent follower with line of sight to that enemy may make 1 immediate attack against that character. This attack does not use the targeting rules.


Built to represent Dooku during the Geonosis Arena scene in Attack of the Clones, Dooku Separatist Leader is a fascinating piece. He does a lot of powerful things, but it's difficult to fit them all into a squad, and he comes with enough intrinsic constraints that he's very well balanced. He also has an interesting tension where Pawn of the Dark Side works well with non unique droids in Separatists, but his Commander Effect only works with non-droids, which makes him difficult to build around. Separatists are probably the most viable faction for a competitive reserve factions, since they have San Hill to stop an MTB messing with your reserve rolls, which makes this Dooku at least a possibility for a competitive squad.

He only has two force powers, but they're both very useful - anticipation obviously ties into his reserves, while Pawn of the Dark Side is also a powerful ability and the other Separatist Piece with it, Clone Strike Darth Sidious is a key piece for his faction. Dooku's lack of force renewal is a significant constraint for him, since ideally he'd probably want to use both in many rounds, and to my knowledge Sidious Supreme Chancellor is the only way he can gain Force Renewal.

His draw fire and commander effects are also useful - you can try to force people to target him, and then use his CE to either give damage to a cheap adjacent follower (so you can make Rodian Brutes or Ugnaught into bodyguards), or take the damage but allow an adjacent follower to have a reprisal attack without following targeting rules. Lando Dashing Scoundrel with Whorm is one interesting option for reprisal attacks.

He's never seen that much competitive play, but AceAce speaks very highly of this squad and I'd expect to see it at a Regional this year:
Quote:
--Whip You? I Guarantee It--
57 Count Dooku, Separatist Leader
16 BX Commando Droid Spotter
16 Geonosian Overseer
60 BX Commando Droid Sniper x4
14 BX Commando Droid Infiltrator
14 Captain Mar Tuuk
9 Battle Droid Officer
12 Ugnaught Demolitionist x4
(198pts. 14 activations)


There's a lot of interesting stuff on this Dooku - it's very hard to utilise everything he offers in one 200 point squad, but there are plenty of interesting things you can do with him, 7/10.
TheHutts
Posted: Thursday, April 28, 2016 4:19:18 PM
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Urai Fen, from Galactic Heroes



Quote:
39 points, Fringe
Hit Points: 100
Defense: 18
Attack: 10
Damage: 20

Special Abilities
Unique
Zann Consortium
Melee Attack (Can attack only adjacent enemies)
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
Cloaked (If this character has cover, he cannot be targeted by nonadjacent enemies)
Lightsaber Resistance (+2 Defense when attacked by an adjacent enemy with a Force rating)
Sonic Stunner (Replaces attacks: range 6; living target and each living character adjacent to that target are considered activated this round; save 11 negates. Huge and larger characters ignore this special ability.)
Spinning Blade Attack (Replaces turn, usable only while this character is at half Hit Points or more: This character can move up to his speed this turn and he can attack each adjacent enemy once as he moves. This movement does not provoke attacks of opportunity.)
Tyber Zann's Bodyguard (If an adjacent character whose name contains Tyber Zann would take damage from an attack, this character can take the damage instead)
Zann Consortium Decoy (Whenever a small or medium Zann Consortium ally within 6 squares is targeted, this character may switch positions with that character. This character becomes the target instead.)

Force Powers
Force 1


Urai has a lot going on - he's one of those pieces who look intimidating with their list of abilities. But fundamentally, he's actually a fairly weak melee piece - a 39 point melee piece with a defence of 18, an attack of 10, double attack, and 100 hit points is fundamentally weak, and he's dependent on his tricks to be effective. His key point is his Spinning Blade Attack - he's the only piece to have this apart from Grievous Hero of Hypori, and it's handy, but it's nowhere near as effective with no twin or Jedi Hunter. On the other hand, as a Fringe piece, he can access movement breakers and damage boosts from all the different factions, and like most Fringe pieces he's probably going to work best with Mitt'Thrawn or with Talon Kardde's Intuition CE and boost. His other big trick is his Zann Consortium Decoy which can force a shooter to target him instead, and if he's in cover Cloaked keeps him safe - it might be enough to bring him into play as other Zann Consortium pieces are released. Right now, he has some neat tricks, but he's outside the competitive sphere, 6/10.
FlyingArrow
Posted: Thursday, April 28, 2016 5:22:26 PM
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Posts: 8,428
Nice. Glad to see this thread still going.
TheHutts
Posted: Thursday, April 28, 2016 5:30:34 PM
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Joined: 6/23/2010
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Location: The Hutt, New Zealand
Work's been super-busy, and I've been putting a lot of my minis energy into play-testing. Still keen to keep going, but I can only really manage 1-2 on a good week at the moment.
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