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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/23/2009 Posts: 1,195
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When I first starting playing (around IE) my favorite faction was the Mandalorians. I liked them because I could build a squad pretty cheaply (with the non-uniques) and their gameplan was pretty simple. Stay in cover shoot whatever you can see. Mandalorians as I soon found out had one of the highest damage potiential squads if not the highest in the game, which I thought was pretty cool.
As I soon found out, damage potiential and what actually happens in a game are two very differant things. After a few months into the game I stopped playing them. They quickly became the shoot em up faction that I'd go to if I didn't feel like building a new squad. As I look at the game today I'm really wondering what this faction is missing.
Mandalorians still have a very high damage output and shooter defence. What they don't have is the HP to stand up to enemy fire once they get closed in on. So the counter to this is as some will say, just play Jaster and get the deathshots. While it's a good strategy it just doesn't jump off the page to me as exciting (maybe its just me). Then there are squads that use Jaina, while they are interesting again theres something missing.
So I guess I'm just wondering what they are missing. What is it about this faction that just isn't all there? Set 3 will help with this I'm sure.
What do you guys think they need to go from ho-hum to oh-cool?
Or am I just way off and they are amazing?
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/20/2009 Posts: 522
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Maybe make a non-unique commander that has a SA that gives all allies within a # of squares Avoid Defeat (maybe call it Combat Medic). That may help the low HP problem.
I think with all the Disruptive and Bastilla squads that are out there, they may need to go more of a Synergy route so they aren't affected as much. I just think the Mandos rely too much on CEs. Mandos could also start having Beskar'gam as a standard ability found on them. I find it odd that when they enter Didsruptive, they all the sudden remember that they have to send their armor in for dry cleaning.
V-set 3 hasn't come out yet, so we'll have to wait and see what additions the Mandos get. I am interested to see what other ideas people have for this dilema.
Sincerely, Jester007
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/23/2009 Posts: 388
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Depending on the conditions of the attack in relation to abilities like cunning or opportunist and Commander Effects a lot of the Mandalorian gameplay is luck. Just happening to roll high enough to hit, because the damage output as you have said, is certainly already on track.
A lot of the problem is that most the generic Mandos have high damage capability, so minor buffs or extra abilities can drastically change their effectiveness. So here is my possibly solution to help them.
I'd have to say that they could use lower cost commanders with high effect CE's or ranged synergy abilities. Say like a 15 point commander with basic generic stats but a killer CE to help the faction. Someone who can't shoot well, but can lead well. I think giving the Mandos various unfair advantage type CE's or synergies to enhance already existing abilities would be a nice help.
These examples are meant to reflect their affinity for technology in the battlefield, which is one of their best advantages to begin with against most opponents. Commander effects that make their time on the battlefield more valuable and heroic in an RP sense. Lets them be the force that has been feared across the galaxy in tons of battles and wars.
Mando followers with gain an extra 2 squares for purposes of range on Grenade and Flamethrower abilities. Mando followers get +1 attack when performing the second attack as part of the twin attack special ability Mando followers who evade damage get to make an immediate attack at +1 attack
This stuff is some serious flavor and gives the Mandos that unfair advantage you might expect of such a notorious people. I think effects like these can do wonders for some of the existing pieces without creating new soldier types.
Maybe in the fourth set give a focus on a few commanders. Something like 3 commanders, 2 uniques, and one or two deathwatch pieces to help out with Vizsla. Stuff to help solidify the faction, and not let it get watered down.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 3/4/2009 Posts: 518 Location: Hobart, Tasmania, Australia
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I think they need a movement breaker and a melee beat. Here's a couple of ideas:
Cassus Fett 35 Hit Points: 90 Defense: 18 Attack: 11 Damage: 20
Special Abilities Unique Flight (Ignores difficult terrain, enemy characters, low objects, and pits when moving) Evade (When hit by an attack from a nonadjacent enemy, this character takes no damage with a save of 11) Tactician +8 (Add +8 to the initiative roll except on a roll of 1) Twin Attack (Whenever this character attacks, he makes 1 extra attack against the same target)
Commander Effect Mandalorian Allies may move 2 extra squares at the end of their turn. Mandalorian Allies without Melee Attack gain Flight
Mandalorian Berserker 27 Hit Points: 70 Defense: 18 Attack: 10 Damage: 10
Special Abilities Melee Attack (Can attack only adjacent enemies) Jedi Hunter (+4 Attack and +10 Damage against enemies with Force ratings) Beskar'gam (When this character takes damage, he reduces the damage dealt by 10 with a save of 11) Cortosis Weave 20 (Whenever this character rolls 20 or better on a save to reduce the damage dealt by an adjacent enemy with a lightsaber, that enemy gets -20 Damage for the rest of the skirmish) Twin Attack (Whenever this character attacks, he makes 1 extra attack against the same target)
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/26/2008 Posts: 1,233
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to be honest i think they nedd something similar to what the seps need. They need some kind of movement breaker, or a commander effect that allows for similar effects. Also they could become better if you could have a mid cost commander give extra attack (40-50) It would allow you to bring in some different squads, maybe make some old pieces more playable, and not allow for heavy combos like with boba fett MC so they wont get that.
that being said i think jaster mereel was a great add to the faction. with having such a broad access to twin, a death shot was great. i think it gave them a good shove towards competitiveness.
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Rank: Dark Trooper Phase III Groups: Member
Joined: 10/11/2010 Posts: 25
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I think perhapse two birds can be killed with one stone, or mini here. I'm not a cannon buff, but perhapse a madalorian piece with an ability that counters suppression and/or has an ability that spreads CEs (somewhere between Booming Voice and Relay Orders). This character would give the mandos a firm foothold in the current meta as a counter to Bastila and would make them competative as thier commander effects would become more reliable.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 5/1/2008 Posts: 131 Location: Northern Virginia
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Archdeluxe wrote:I think perhapse two birds can be killed with one stone, or mini here. I'm not a cannon buff, but perhapse a madalorian piece with an ability that counters suppression and/or has an ability that spreads CEs (somewhere between Booming Voice and Relay Orders). This character would give the mandos a firm foothold in the current meta as a counter to Bastila and would make them competative as thier commander effects would become more reliable. I was totally thinking along the same lines. They're kinda like Rebels with the low HP. The Rebels have synergy and high damage potential to help balance that (tho they've fallen as of late). The Mandos don't have that balancing factor (damage output alone doesn't do it because every faction is getting in on that action now). A nice fit w/Mandos would be their single mindedness when it comes to battle - they are a warrior race/people who constantly fight. And when they're not fighting, they're training for the next fight...heck even they're women and children are devastating foes! They don't get distracted....or disrupted.....and don't forget their orders after walking away from their Commanders. That, IMO, should be reflected in their faction.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/26/2008 Posts: 1,233
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something like this could help them: Com Link : this characters commander effect cannot be suppressed.
Give it to someone who could dish it out to other commanders and it could be pretty interesting. Its not necesarily a counter to any one figure, but a good counter to the rising amount of disruption.
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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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I like that anti-disruptive/anti-battle meditation for Mandos as well. I don't like the idea of a hard counter to Bastila that much, but if it's in one faction, and makes people play Mandos, then it's probably sweet.
I don't actually know much about Mandos at all - I've only ever played against them in one 3-way casual game, and in that game Bastila just nerfed all their stuff. So it would be cool to see them actually being played.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/26/2008 Posts: 1,233
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they are fun and great to play in casual, but the problem is that they have not gotten much love in the past so alot of their functions are too gimmicky for competitive play. They have alot of expensive commanders and are commander heavy compared to other factions. And most of the non uniques have low health so any kind of commander effect that grants bonus's to defense or a defensive abillity can help them greatly , Much like Mandalore the PReserver's beskgarm.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/23/2009 Posts: 388
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countrydude82487 wrote:they are fun and great to play in casual, but the problem is that they have not gotten much love in the past so alot of their functions are too gimmicky for competitive play. They have alot of expensive commanders and are commander heavy compared to other factions. And most of the non uniques have low health so any kind of commander effect that grants bonus's to defense or a defensive abillity can help them greatly , Much like Mandalore the PReserver's beskgarm. Yeah thats why I suggested cheaper commanders with nice CE's or synergies. Special Abilities like what the Vong have to help buff themselves, but I'd like to see cool effects like I suggested in an earlier post as well, not flat damage and attack increases... thats just boring and overdone at this point. They need flavor the most regardless of anything that is done. I don't care for things being homogenized by giving them straight up capabilities that other factions have. New stuff!!
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Rank: Moderator Groups: Member
, Moderator, Rules Guy
Joined: 8/24/2008 Posts: 5,201
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I'm hesitant to encourage CE's that can't be disrupted or Booming voice for Mandos. They allready have some very powerful CE's.
Personally, I would like to see something like the Gungan Shieldbearer for the Mandos, giving out Shields or Damage Reduction. Relatively low HPs is fine, but make it hard for Damage to stick. They are all about the Armor, right?
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/23/2009 Posts: 388
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Sithborg wrote:I'm hesitant to encourage CE's that can't be disrupted or Booming voice for Mandos. They allready have some very powerful CE's.
Personally, I would like to see something like the Gungan Shieldbearer for the Mandos, giving out Shields or Damage Reduction. Relatively low HPs is fine, but make it hard for Damage to stick. They are all about the Armor, right? maybe we needed an Armorsmith, not a Gunsmith
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Rank: Moderator Groups: Member
, Moderator
Joined: 5/26/2009 Posts: 8,428
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Battle Resolve: This character's commander effect may not be canceled.
CE: At the beginning of the skirmish, choose an ally. That character gains Battle Resolve for the rest of the skirmish.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/23/2009 Posts: 388
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FlyingArrow wrote:Battle Resolve: This character's commander effect may not be canceled.
CE: At the beginning of the skirmish, choose an ally. That character gains Battle Resolve for the rest of the skirmish. so a commander who grants another commander immunity to cancellation? yeah thats a pretty cool one. I like it.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/2/2011 Posts: 131
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Dimetrodon wrote:FlyingArrow wrote:Battle Resolve: This character's commander effect may not be canceled.
CE: At the beginning of the skirmish, choose an ally. That character gains Battle Resolve for the rest of the skirmish. so a commander who grants another commander immunity to cancellation? yeah thats a pretty cool one. I like it. That being said, though, would it not nullify them both becuase Bastila would supress the CE that doesn't let the other commander's CE get suppressed, thus making them both suppressed? Sorry if it sounds confusing (it was confusing for me to even write it lol)
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/10/2010 Posts: 1,153
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FlyingArrow wrote:Battle Resolve: This character's commander effect may not be canceled.
CE: At the beginning of the skirmish, choose an ally. That character gains Battle Resolve for the rest of the skirmish. I like the idea of this, because then you get to chose which CE you consider important enough to not let be cancelled, or even risk spending the points on a couple of these guys to make sure both or all your CEs can't be cancelled. I like it.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/26/2008 Posts: 1,233
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DieAndBeMetal wrote:Dimetrodon wrote:FlyingArrow wrote:Battle Resolve: This character's commander effect may not be canceled.
CE: At the beginning of the skirmish, choose an ally. That character gains Battle Resolve for the rest of the skirmish. so a commander who grants another commander immunity to cancellation? yeah thats a pretty cool one. I like it. That being said, though, would it not nullify them both becuase Bastila would supress the CE that doesn't let the other commander's CE get suppressed, thus making them both suppressed? Sorry if it sounds confusing (it was confusing for me to even write it lol) actually i dont think it would. In the wording it gives it to them until the end of the skirmish. Its kinda like the commander effects that allow other charactersin their squad, if that commander effect is disrupted they dont lose the pieces.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 9/30/2008 Posts: 1,288
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countrydude82487 wrote:DieAndBeMetal wrote:Dimetrodon wrote:FlyingArrow wrote:Battle Resolve: This character's commander effect may not be canceled.
CE: At the beginning of the skirmish, choose an ally. That character gains Battle Resolve for the rest of the skirmish. so a commander who grants another commander immunity to cancellation? yeah thats a pretty cool one. I like it. That being said, though, would it not nullify them both becuase Bastila would supress the CE that doesn't let the other commander's CE get suppressed, thus making them both suppressed? Sorry if it sounds confusing (it was confusing for me to even write it lol) actually i dont think it would. In the wording it gives it to them until the end of the skirmish. Its kinda like the commander effects that allow other charactersin their squad, if that commander effect is disrupted they dont lose the pieces. The simplest way to do it would be to make it a Special Ability that grants Battle Resolve anyway, in the way that Ooglith Masquer grants Stealth. That way there wouldn't be a question at all about how it works with Bastila, and there's already precedent for it to work that way. I'm pretty hesitant about giving Mandos the ability to be undisruptable, but giving that to a Unique would be ok, I think. They only get one instance of it that way to keep it in check. I think a better way to improve them would be what Sithborg mentioned; a Gungan Shieldbearer type of character. Or maybe a commander that gives non-unique followers Molecular Shielding (the shields from the X-1 Viper Droid). That would be quite powerful so it would have to be cost correctly, but I think that would be cool. Giving out Parry or Lightsaber Resistance/Duelist would be good too, since they already have alright ranged defense (with most of them having Stealth, Cloaked, or Evade).
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Rank: Moderator Groups: Member
, Moderator
Joined: 5/26/2009 Posts: 8,428
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Echo24 wrote:
The simplest way to do it would be to make it a Special Ability that grants Battle Resolve anyway, in the way that Ooglith Masquer grants Stealth. That way there wouldn't be a question at all about how it works with Bastila, and there's already precedent for it to work that way.
I'm pretty hesitant about giving Mandos the ability to be undisruptable, but giving that to a Unique would be ok, I think. They only get one instance of it that way to keep it in check.
Agreed - I had imagined it on a unique. It wouldn't make much difference if it were an SA like Ooglith Masquer or a CE. I guess it would depend on whether the character it's on should be a follower or not. I think the Mandos need undisruptability more than anyone. I think the Mandos, Rebels, and Seps are hurt by Bastila the most. * As discussed in their own thread, Rebels should move toward more creative synergy (SA) among the Big 4 (6 including droids). Plus they've had a lot of time on top already. * Seps can have enough activations that they can easily outactivate the OR, so they can launch a CE assault at the end of alternating rounds. * It's a lot harder for Mandos to have a lot of activations, plus they are very CE-dependent. The other factions are in general not as dependent on CEs. They have more big beatsticks (Republic, Sith, OR, Imperials, NR) or they're a very special case (Vong).
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