Sithborg Offline
Says the exact same thing.
thereisnotry Offline
That wording is fine with me.
Are you suggesting it as a CE or a SA, Scott?
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Quote:
Quote:Admiral Trench
Seperatist
Cost: 35
HP: 70
Def: 17
Atk: +10
Dam: 20
SA: Unique
Remorseless Programming (Seperatist allies whose name contains Droid gains Merciless 10)
Ruthless Programming(Seperatist allies whose name contains Droid gains Ruthless )
Merciless 10 (+10 Damage against enemies at half Hit Points or less)
Ruthless (Critical hits from this character cannot be prevented or redirected)
Tactician +6 (Add +6 to the initiative roll except on a roll of 1)
CE: Droids are subject to this Commander Effect. Seperatist Droid followers within 6 ignore cover when attacking enemies.
Droid followers gain +3 Atk when attacking enemies with 20 HP remaining.
PT?
TimmerB123 Offline
CE - enemies with 20 hp or less?
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swinefeld Offline
Quote:TimmerB123 wrote:
CE - enemies with 20 hp or less?
+1
thereisnotry Offline
Yes, it should be "20 hp or less remaining."
---
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Post subject: Re: 17. Admiral TrenchPostPosted: Fri Jan 31, 2014 11:08 am
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test run, take a look at the edits
Quote:LESHIPPY wrote:
Quote:
15/45 Admiral Trench 35 pts
Separatist
HP: 70
Def: 17
Atk: +10
Dam: 20
Special Abilities
Unique
Merciless 10 [+10 Damage against enemies at half Hit Points or less]
Remorseless Programming [Separatist Droid allies gain Merciless 10]
Ruthless [Critical hits from this character cannot be prevented or redirected]
Ruthless Programming [Separatist Droid allies gain Ruthless]
Tactician +6 [Add +6 to the initiative roll except on a roll of 1]
Commander Effect
Droids are subject to these effects:
Separatist Droid followers within 6 squares may ignore cover when attacking enemies.
Separatist Droid followers get +3 Attack against enemies with 20 Hit Points or less remaining.
PT?
thereisnotry Offline
I like it. Thanks Dave.
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Post subject: Re: 17. Admiral TrenchPostPosted: Fri Jan 31, 2014 8:03 pm
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thereisnotry wrote:
I like it. Thanks Dave.
I wanted to make sure those changes were OK (2nd part of CE in particular).
So ready for PT then?
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Post subject: Re: 17. Admiral TrenchPostPosted: Fri Jan 31, 2014 10:27 pm
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I think it's ready for PT, but this one is Les' design so I think it would be best to check with him first.
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Post subject: Re: 17. Admiral TrenchPostPosted: Fri Jan 31, 2014 11:05 pm
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It looks good to me.
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Post subject: Re: 17. Admiral TrenchPostPosted: Sat Feb 01, 2014 12:37 am
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thereisnotry wrote:
I think it's ready for PT, but this one is Les' design so I think it would be best to check with him first.
Thanks guys, Les had already called PT, so I'll get it added.
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Post subject: Re: 17. Admiral TrenchPostPosted: Sun Feb 02, 2014 10:22 pm
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Yeah looks fine
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Post subject: Re: 17. Admiral TrenchPostPosted: Mon Feb 03, 2014 12:38 am
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cool, added
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Post subject: Re: 17. Admiral TrenchPostPosted: Thu Feb 20, 2014 1:39 pm
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FT added:
"I smell fear, and it smells good."
lol
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Post subject: Re: 17. Admiral TrenchPostPosted: Thu Feb 20, 2014 8:40 pm
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Looking at this and here is a squad that looks good
Trench
Commando Droid Officer
Commando Droid SGT
Commando Droid x5
Gha Nackt
BDO
Lobot
R7
Lobot reiforcments IG 86 and MD x2
5 x double twin accurate but they are only shooting at 15s i think.
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Post subject: Re: 17. Admiral TrenchPostPosted: Thu Feb 20, 2014 9:02 pm
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Just seen the squads int eh Commando Driod SGT thread.
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Post subject: Re: 17. Admiral TrenchPostPosted: Tue Mar 04, 2014 6:35 pm
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15/45 Admiral Trench 35 pts
Separatist
HP: 70
Def: 17
Atk: +10
Dam: 20
Special Abilities
Unique
Merciless 10 [+10 Damage against enemies at half Hit Points or less]
Remorseless Programming [Separatist Droid allies gain Merciless 10]
Ruthless [Critical hits from this character cannot be prevented or redirected]
Ruthless Programming [Separatist Droid allies gain Ruthless]
Tactician +6 [Add +6 to the initiative roll except on a roll of 1]
Commander Effect
Droids are subject to these effects:
Separatist Droid followers within 6 squares may ignore cover when attacking.
Separatist Droid followers get +3 Attack against enemies with 20 Hit Points or less remaining.
"I smell fear, and it smells good."
NOTE: I sent this in BM, but was informed I should probably send it here, so I did, my apologies if that is wrong. ALSO: I have since played another game with Trench (that'll probably not have a report made of it, for a reason I shall now explain:), and during that game, Matt Spry (the opponent) told me that he didn't think the 'ignores cover' part worked like I thought; he thought it just meant for TARGETING purposes. When we looked at LST5 wording, however, I think that it DOES ignore the bonus, but once I got to reading closely, I'm thinking ONLY the bonus, and not for targeting purposes... If THAT is the case, then the below test will still have some useful info, but keep in mind that it was played incorrectly at times. Also, there will be a note at the bottom, for after you've read the playtest report, because it may have some info that won't make sense until you've read what I have to say lol.
Anyway, without further ado:
Finished my first playtest!. Here's a report :). I express some particular views here, so I hope you'll bear with my long-winded descriptions and take some time to consider the points I think might be issues. I am hoping that my playtests have a positive impact on the pieces I am able to test, so I've taken time to write down my very detailed opinions to help out as much as possible.
(2) List the map
Opponent won map roll, chose Spynet HQ (Bothan Spynet)
(3) Be sure it is a 60 minute timed game
Check.
(4) List the VSET 8 mini(s) used
Admiral Trench (me), Shoaneb Culu, Jedi Knight (opponent)
(5) List the # of activations
11 (but I had San Hill for act. Control)
(6) List the total point cost
Sidious, Trench, B3 UBD, IG Lancer, T1 SBLD, BDS, San, BDO, Mouse x2, Uggie, 199
(7) List Reinforcements/Reserves if any are used
n/a
(8) Answer:
(a) How did the characters abilities interact with each other?
(b) Did you understand how the SA/CE interactions work after reading them just once?
Yep, I think; see below.
(c) Did the abilities on the character(s) make sense? Was anything out of place and/or missing?
I think the new abilities on Trench are cool. Some more useful than others. The only thing I need to clear up: Does ignoring cover mean it ignores the +4 Defense penalty as well?
(d) Does the mini(s) work?
Well, I think so; sorta. I assume he is meant to cut off the Seps reliance on Fringe Droids (looking at the IG-86 which might as well be Seps, and is stronger than most Sep Droids), and hopefully make some Separatist Droid squads COMPETETIVE WITHOUT the Lancer…
I’m going to do some more testing at 200 with him to see, but after initially checking with Bronson (theUltraStar) for ideas to build with him, he said that Trench was disappointing, and I should send him back for a re-build and ask for a new set of stats. I agreed with his view; I like some of the ideas, but for more than 1/6 of my squad, it’s hard to effectively build around. Now, I went ahead and tested him in a game as it was already scheduled. What I found out was kinda interesting, but I’m still not sure about the piece. As far as WORKING, I think it’s fine, but at 200 points, he doesn’t look effective enough. Now, in THREE-hundred, I can see myself making an effective squad with him fairly easily (but then, at 300 there is a lot more my opponent can do as well).
(e) Is the cost accurate?
Not enough data to effectively answer this. As I mentioned above, at 300 he could be devastating, but as intended for 200 point tourneys, he seems like ANOTHER disappointing Separatist boost. If we really want Sep Droids besides IG Lancers (which, there is one in my squad, but it wasn’t put there as the piece the squad RELIED on, but rather a fodder clearer, an afterthought, in fact, as Trench does little to nothing for it) to be competitive, he needs a more aggressive cost.
Daala and Bastila are great examples of POWERFUL, aggressively costed pieces that were intended for a certain purpose. For Bastila, she is given the load of making the OR playable for the first several V-sets, and did it well. Some think TOO well for the cost, but regardless, she worked fine I think. Admiral Daala, who of course just got nerfed but is still extremely powerful in the right squad, was meant to cut-off the reliance on Thrawn in the Imperials. She did it, also, almost too well. Trench just doesn’t look like he is costed low enough to make any impact on today’s meta.
For 35 points, Ruthless is helpful SOMETIMES, and Merciless is situational. Ignoring cover is, again, nice, but only helps Droids that wouldn’t normally be played anyway in a competitive game, and 35 points is a lot to pay for that. Basically, the piece doesn’t really serve it’s purpose as well as it could, as in, I’m not going to put down my Lancer(s)+Bombs to play other Droids just because of this piece, due to it’s cost, in a 200 point game or a tourney.
(f) Any suggestions for it/them?
I would like a lower cost, as I’ve mentioned, if he is to see any competitive play, or have any impact on the way Separatist Droid squads are built. The piece fits the character pretty well, so that is nice. I think everything here has potential, if I could build around Trench easier. Love the idea of making SEPARATIST Droid shooters useful, execution could have been a BIT better in mine (and theUltraStar’s) opinion.
(g) Analysis/Description of the game – Detailed accounting of the game
Ok, so after I’ve given you a long winded description of how he LOOKS, how did he REALLY play?
So, after the opponent picked the map, I started on the right. He was playing Old Republic, and meditated on the first round carelessly, not realizing it gave me time for a Lancer strike before he could setup his Twin Riposte to block my Lancer. He also had setup carelessly too close to the middle, and he also set Bastila up in an area where I could strafe her (!!!!. Turns out, he didn’t know that she would be turned off if I damaged her, or she rolled a save, and I JUST so happened to get the ONLY 20 I rolled on my attack on her, so Ruthless ended up being nice here, but not necessarily key, as she would have been turned off either way on a 5 or better, either by damage or making the save).
The opponent left me JUST enough room to go by without having to risk the Riposte, wipe out ALL of his fodder and land safely. However, since most of what I killed was Reinforcements, this left me in bad shape, as with an hour time limit, I was down 31 to 23 (as, of course, the Lancer then died). He stalled well, but as he was moving out to control gambit just in case, I was able to get a kill with my B3 on Bastila and his R7 in literally the LAST minute of the game, thus winning. Merciless ended up helping me secure a bigger lead with the damage dealt to Bastila.
So, basically this game was THE ideal match for Trench; Ruthless came into play, Merciless came into play once, ignoring cover gave me the opportunity to pick whatever target I had the best chance at eliminating with my B3 at the last minute to pull out the win.
That said, I credit the win to my opponent’s (many) mistakes, and I honestly was also proud of how I manipulated the Heavy Lift on the T1 and Pawn of Sidious to get the MOST out of my B3’s attacks, every time. Did Trench make a difference? Yes, but I think against most players, or different squads, he wouldn’t have helped enough.
We went on to finish (of course, this is irrelevant to the report in a way, as the hour was up, but we wanted to go ahead and finish for fun out of curiosity, but it still contains useful information, because generally you will get through more than 2 and ¼ rounds in an hour, but the opponent was moving very slowly, and the game in general, for some reason). After the hour, play moved faster and we finished in about 30 more minutes. After I killed Bastila and his door control, I just blocked off Farfalla and Vodo with the Mice and cleaned up with Pawning the B3 and it’s own turns (ignoring the cover from the Mouse in front, and shooting whomever I pleased as long as they didn’t go around a wall like Farfalla did). Also got a big hit off with the T1, and the Officer rolled a crit. Trench ended up making about as much difference as in the early part of the game, maybe a bit more. The opponent conceded when his last two pieces got down to about 30 HP each.
This concludes the battle report and summary of my very first playtest. I hope it is helpful, and I would appreciate if you take time to look into my views on Trench.
Thank you for allowing me the opportunity to test pieces and influence the future of the game in anyway possible (hopefully I can make a positive difference!).
~Jonathan Cavallini (pego)
ADDED NOTE: If Trench's CE indeed only does 1 of the 2 things (ignores the +4 OR basically grants Accurate), then I now agree with Bronson's assessment that he should be taken back for redesigning, as he has no use whatsoever in competitive games, or games below 300 points (reasonably. I mean, he MIGHT work with BX or BDS/other things that already have Accurate, but as Bronson pointed out in a different conversation, the BX Sniper doesn't MISS, so it doesn't matter, and the BDS isn't really worth playing anyway. PLUS, at 35 points, you can't really fit enough to make him REMOTELY worth it at all).
I respectfully request a new piece to test (even if this report wouldn't count as I played it wrong, apparently), and that this have another look taken for (hopefully) some (major) tweaks; as a HUGE Seps player, I would hate to see this come out as is, as it would be another disappointing piece that had potential, but is simply not playable. There's nothing WORTH building around him with. Also, EVERYONE else who has seen this piece has agreed that it is (in their words) a turd, or sucks, is useless, etc.. This includes other playtesters and Matt Spry.
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Post subject: Re: 17. Admiral TrenchPostPosted: Tue Mar 04, 2014 9:46 pm
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Ummm.. not really sure what to think of this playtest. He might be right that he does cost a bit too much, but I am not sure would lower him too much maybe to 32.
will PM mike and have this guy playtest him again at a lower point cost. 32 and 29.
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Post subject: Re: 17. Admiral TrenchPostPosted: Tue Mar 04, 2014 10:10 pm
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Yeah, and be sure to mention that the CE ignores the effects of cover for targeting. He essentially grants Accurate Shot to Seperatist Droids, that gets around Cloak and Superstealth.
And could someone please mention that they are always able to contact me for rules questions for playtesting.
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Post subject: Re: 17. Admiral TrenchPostPosted: Tue Mar 04, 2014 10:50 pm
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Sithborg wrote:
Yeah, and be sure to mention that the CE ignores the effects of cover for targeting. He essentially grants Accurate Shot to Seperatist Droids, that gets around Cloak and Superstealth.
And could someone please mention that they are always able to contact me for rules questions for playtesting.
AKA, super-Accurate.
I'm available for rules questions as well, whenever needed.
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Post subject: Re: 17. Admiral TrenchPostPosted: Tue Mar 04, 2014 11:09 pm
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What if we slightly altered the 2nd part of his CE?
Quote:
Separatist Droid followers get +3 Attack against wounded enemieswith 20 Hit Points or less remaining.
It still fits the flavor, but it gives him more usefulness.
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Post subject: Re: 17. Admiral TrenchPostPosted: Wed Mar 05, 2014 8:36 am
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That could work. If we need to go this route should it be a special ability that is granted rather then a straight attack bump?
Hit 'em while their down [Separatist Droid followers get +3 Attack against wounded enemies]
Just throwing this out there. I am leaning on teh side of lowering cost might help. I will tinker around and see what I can come up with.
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Post subject: Re: 17. Admiral TrenchPostPosted: Wed Mar 05, 2014 12:57 pm
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Yes, I think it needs both: this change to the CE, and also lowering the cost.
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Post subject: Re: 17. Admiral TrenchPostPosted: Thu Mar 06, 2014 8:49 am
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No Quarter [Separatist Droid followers get +3 Attack against wounded enemies]
A victor gives no quarter when the victor shows no clemency or mercy and refuses to spare the life in return for the surrender at discretion (unconditional surrender) of a vanquished opponent
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Post subject: Re: 17. Admiral TrenchPostPosted: Thu Mar 06, 2014 9:53 pm
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LESHIPPY wrote:
No Quarter [Separatist Droid followers get +3 Attack against wounded enemies]
A victor gives no quarter when the victor shows no clemency or mercy and refuses to spare the life in return for the surrender at discretion (unconditional surrender) of a vanquished opponent
Les, is this to meant to be an SA on Trench? (therefore, as is)
or granted via CE as in:
Separatist Droid followers gain No Quarter [+3 Attack against wounded enemies]
I think I might favor it worded as a standalone ability that can be reused on single characters. Guessing you don't want it disrupted based on how you worded it.
Thoughts?
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Post subject: Re: 17. Admiral TrenchPostPosted: Fri Mar 07, 2014 10:17 am
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swinefeld wrote:
granted via CE as in:
Separatist Droid followers gain No Quarter [+3 Attack against wounded enemies]
This please
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Post subject: Re: 17. Admiral TrenchPostPosted: Fri Mar 07, 2014 11:28 am
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LESHIPPY wrote:
swinefeld wrote:
granted via CE as in:
Separatist Droid followers gain No Quarter [+3 Attack against wounded enemies]
This please
Cool, any cost reduction?
Also, a suggestion for the card:
Quote:
15/45 Admiral Trench 35 pts
Separatist
HP: 70
Def: 17
Atk: +10
Dam: 20
Special Abilities
Unique
Merciless 10 [+10 Damage against enemies at half Hit Points or less]
No Quarter [+3 Attack against wounded enemies]
Ruthless [Critical hits from this character cannot be prevented or redirected]
Ruthless Leader [Separatist Droid allies gain Ruthless and Merciless 10]
Tactician +6 [Add +6 to the initiative roll except on a roll of 1]
Commander Effect
Droids are subject to these effects:
Separatist Droid followers within 6 squares may ignore cover when attacking.
Separatist Droid followers gain No Quarter.
"I smell fear, and it smells good."
Combined the 2 programming SAs into Ruthless Leader. Makes it cleaner and easy to reuse.
Trench may as well have No Quarter, and he could use the boost if he has to get into the fight at some point. Also, reading his WP entry it seems he survived the destruction of 2 different ships he commanded. Maybe a higher Def, or Avoid Defeat? Just some thoughts on making him a bit better but still in flavor.
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Post subject: Re: 17. Admiral TrenchPostPosted: Fri Mar 07, 2014 12:00 pm
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I think the Ruthless Leader needs to be part of the CE. I'm not exactly comfortable giving Seps a damage booster that is no range, stackable, and not part of a CE.
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Post subject: Re: 17. Admiral TrenchPostPosted: Fri Mar 07, 2014 12:17 pm
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Quote:
15/45 Admiral Trench 35 pts
Separatist
HP: 70
Def: 17
Atk: +10
Dam: 20
Special Abilities
Unique
Merciless 10 [+10 Damage against enemies at half Hit Points or less]
No Quarter [+3 Attack against wounded enemies]
Ruthless [Critical hits from this character cannot be prevented or redirected]
Tactician +6 [Add +6 to the initiative roll except on a roll of 1]
Commander Effect
Droids are subject to these effects:
Separatist Droid followers within 6 squares may ignore cover when attacking.
Separatist Droid followers gain No Quarter, Ruthless, and Merciless 10 .
"I smell fear, and it smells good."
Does that work for you Scott? I am fine with it.