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Inside the minds of the designers - Elite Republic Commando - Fixer Options
leshippy
Posted: Friday, September 5, 2014 11:22:24 AM
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Post subject: 10. Elite Republic Commando - Fixer - Stats DonePostPosted: Wed Aug 28, 2013 12:32 pm
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Post subject: Re: 13. Elite Republic Commando - FixerPostPosted: Thu Aug 29, 2013 9:49 am
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Quote:
Elite Republic Commando - Fixer
Republic, 25pts

HP: 70
Def: 17
Att: +10
Dmg: 20

SAs:
Delta Squad (Counts as a character with Order 66 for the purposes of Commander Effects)
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
Override (At the end of his turn, this character can designate 1 door that he can see as open or closed; it remains open or closed until the end of this character's next turn, or until he is defeated)
Rapport (This character costs 1 less when in the same squad as a character with Delta Squad)
Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)
Targeting (Until the end of the round, target enemy has -4 Defense)

RC Fi has Advanced Door Gimmick, so Override here, to leave a difference between the two pieces. Targetting will help his ERC allies to actually hit stuff.

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Sithborg Offline
Post subject: Re: 13. Republic Commando SlicerPostPosted: Thu Aug 29, 2013 10:38 am
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I would add in Master Slicer. Allows him to set up some interesting options with Doors.

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Post subject: Re: 13. Republic Commando SlicerPostPosted: Thu Aug 29, 2013 12:08 pm
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Good idea.
Quote:
Elite Republic Commando - Fixer
Republic, 25pts

HP: 70
Def: 17
Att: +10
Dmg: 20

SAs:
Delta Squad
Order 66
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
Override (At the end of his turn, this character can designate 1 door that he can see as open or closed; it remains open or closed until the end of this character's next turn, or until he is defeated)
Master Slicer(Replaces attacks: This turn, this character can ignore doors while moving)
Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)
Targeting (Until the end of the round, target enemy has -4 Defense)

Do these pieces need 3 descriptors? I'm fine with it, but I'm wondering if they need the Republic Commando designation, since it's included in the name.

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Post subject: Re: 13. Republic Commando SlicerPostPosted: Thu Aug 29, 2013 12:12 pm
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Yeah, I missed Boss's name in the post, I went by the name of the thread. These are fine.

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thereisnotry Offline
Post subject: Re: 13. Republic Commando SlicerPostPosted: Thu Aug 29, 2013 12:15 pm
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Ok, I've now adjusted them so that they've just got the Order 66 and Delta Squad designations.

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Post subject: Re: 13. Republic Commando SlicerPostPosted: Thu Aug 29, 2013 9:37 pm
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Quote:
Elite Republic Commando - Fixer
Republic, 25pts

HP: 70
Def: 17
Att: +10
Dmg: 20

SAs:
Delta Squad
Order 66
Double Attack
Delta Medical Support (Each ally whose name contains Republic Commando gains Heal 20)
Heal 20 (Replaces attacks: touch; remove 20 damage from a living character)
Override (At the end of his turn, this character can designate 1 door that he can see as open or closed; it remains open or closed until the end of this character's next turn, or until he is defeated)
Master Slicer(Replaces attacks: This turn, this character can ignore doors while moving)
Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)
Targeting (Until the end of the round, target enemy has -4 Defense)

Added Delta Medical Support and Heal 20.

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LESHIPPY Online
Post subject: Re: 13. Republic Commando SlicerPostPosted: Wed Jan 08, 2014 12:42 pm
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I would say PT

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Post subject: Re: 13. Republic Commando SlicerPostPosted: Wed Jan 08, 2014 1:24 pm
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PT

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Post subject: Re: 13. Republic Commando SlicerPostPosted: Thu Jan 16, 2014 11:56 am
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Quote:
Elite Republic Commando - Fixer
Republic, 25pts

HP: 70 60
Def: 17
Att: +10
Dmg: 20

SAs:
Delta Squad
Order 66
Delta Medical Support (Each ally whose name contains Republic Commando gains Heal 10)
Heal 10 (Replaces attacks: touch; remove 10 damage from a living character)
Override (At the end of his turn, this character can designate 1 door that he can see as open or closed; it remains open or closed until the end of this character's next turn, or until he is defeated)
Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)
Targeting (Until the end of the round, target enemy has -4 Defense)

Changes based on PT:
-Dropped Double Attack and Master Slicer.
-Lowered HP to 60.
-Changed Delta Medical Support and Heal 20 to be Heal 10.

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swinefeld Offline
Post subject: Re: 13. Republic Commando SlicerPostPosted: Thu Jan 16, 2014 11:34 pm
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(new) stats added to PT thread

Final name and set position:

10. Elite Republic Commando - Fixer


Trevor, thanks for including full ability defs :D


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Post subject: Re: 13. Republic Commando SlicerPostPosted: Thu Jan 16, 2014 11:49 pm
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swinefeld wrote:
(new) stats added to PT thread

Final name and set position:

10. Elite Republic Commando - Fixer


Trevor, thanks for including full ability defs :D

Thanks Dave. And you're welcome; Bloomilk is a wondrous tool.

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LESHIPPY Online
Post subject: Re: 13. Republic Commando SlicerPostPosted: Fri Jan 17, 2014 6:25 pm
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swinefeld wrote:
(new) stats added to PT thread

Final name and set position:

10. Elite Republic Commando - Fixer


Trevor, thanks for including full ability defs :D


Done

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Post subject: Re: 13. Republic Commando SlicerPostPosted: Thu Jan 23, 2014 10:06 am
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Quote:
Elite Republic Commando - Fixer
Republic, 25pts

HP: 70 60
Def: 17
Att: +10
Dmg: 20

SAs:
Delta Squad
Order 66
Delta Medical Support (Each ally whose name contains Republic Commando - gains Heal 10)
Heal 10 (Replaces attacks: touch; remove 10 damage from a living character)
Override (At the end of his turn, this character can designate 1 door that he can see as open or closed; it remains open or closed until the end of this character's next turn, or until he is defeated)
Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)
Targeting (Until the end of the round, target enemy has -4 Defense)

Added a - to Delta Medical Support.

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Sithborg Offline
Post subject: Re: 10. Elite Republic Commando - FixerPostPosted: Thu Jan 23, 2014 11:30 am
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NO.

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Post subject: Re: 13. Republic Commando SlicerPostPosted: Thu Mar 13, 2014 10:09 pm
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Suggested changes after PT:
Quote:
Elite Republic Commando - Fixer
Republic, 25pts

HP: 60
Def: 17
Att: +10
Dmg: 20

SAs:
Unique
Delta Squad
Order 66
Double Attack
Delta Medical Support (Each ally whose name contains Republic Commando gains Medical Scan)
Medical Scan (Usable once per round on this character’s turn; range 12; remove 10 damage from an ally)
Override (At the end of his turn, this character can designate 1 door that he can see as open or closed; it remains open or closed until the end of this character's next turn, or until he is defeated)
Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)
Targeting (Until the end of the round, target enemy has -4 Defense)

Changed Heal 10 to Medical Scan
Re-added Double Attack
Added Unique

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Post subject: Re: 10. Elite Republic Commando - FixerPostPosted: Fri Mar 14, 2014 10:06 am
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I can't get behind giving out Medical Scan AND Shields 2. That is way, way to annoying to chew through. I would rather up the Heal #, and keep Shields 2.

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Post subject: Re: 10. Elite Republic Commando - FixerPostPosted: Fri Mar 14, 2014 10:42 am
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Okay, that's fine. Make it Heal 20?

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swinefeld Offline
Post subject: Re: 10. Elite Republic Commando - FixerPostPosted: Mon Mar 17, 2014 8:08 pm
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Quote:
10/45 Elite Republic Commando - Fixer 25pts
(R) Republic

HP: 60
Def: 17
Att: +10
Dmg: 20

Special Abilities
Unique
Order 66
Double Attack

Delta Medical Support [Each Republic Commando ally gains Heal 20]

Heal 20 [Replaces attacks: touch; remove 20 damage from a living character]

Override [At the end of his turn, this character can designate 1 door that he can see as open or closed; it remains open or closed until the end of this character's next turn, or until he is defeated]

Stealth [If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets]

Targeting [Until the end of the round, target enemy has -4 Defense]


"Request removal of data terminal in Delta dormitory. 40 may breach Kamino mainframe if left unsupervised. Strong proficiency in data slicing."
―RC Batch Delta: Report: W Vau, Training Sergeant


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LESHIPPY Online
Post subject: Re: 10. Elite Republic Commando - FixerPostPosted: Tue Mar 18, 2014 7:49 pm
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I want to check. I assume Targeting doesn't stack. I already had one rule wrong today, so i figured I would check

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Post subject: Re: 10. Elite Republic Commando - FixerPostPosted: Tue Mar 18, 2014 9:07 pm
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LESHIPPY wrote:
I want to check. I assume Targeting doesn't stack. I already had one rule wrong today, so i figured I would check


No, it doesn't.


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LESHIPPY Online
Post subject: Re: 10. Elite Republic Commando - FixerPostPosted: Wed Mar 19, 2014 12:55 pm
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Quote:
10/45 Elite Republic Commando - Fixer 25pts
(R) Republic

HP: 60
Def: 17
Att: +10
Dmg: 20

Special Abilities
Unique
Order 66
Double Attack

Delta Medical Support [Each Republic Commando ally gains Heal 20]

Heal 20 [Replaces attacks: touch; remove 20 damage from a living character]

Override [At the end of his turn, this character can designate 1 door that he can see as open or closed; it remains open or closed until the end of this character's next turn, or until he is defeated]

Stealth [If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets]

Targeting [Until the end of the round, target enemy has -4 Defense]


"Request removal of data terminal in Delta dormitory. 40 may breach Kamino mainframe if left unsupervised. Strong proficiency in data slicing."
―RC Batch Delta: Report: W Vau, Training Sergeant


Playtested this
44 Luke Skywalker, Hero of Endor
38 Chewbacca, Upset Wookiee
27 Biggs Darklighter, Rebel Pilot
21 Jon "Dutch" Vander
20 Princess Leia
18 Klatooinian Captain
9 General Dodonna
9 R2-D2 with Extended Sensor
8 R7 Astromech Droid
3 Mouse Droid
3 Ugnaught Demolitionist

vs
New Cody 36
Rex 33
New Boss 26
New Scorch 24
New Fixer 24
New Sev 24
RC FI
R2AM 9

Map Shipping Center


Commandos setup first and setup in the lower right side with easy access to the middle.
Rebels outactivate the Commandos by a good bit so, the strategy in the beginning is to stay together and come in from the top and make the battle top vs bottom.

R1
R2 Tow Sev and lands next to Rex
Fixer Coordinated Movement (CM) Scorch
Fi CM Boss
Scorch CM Sev
Boss CM Scorch CE Scorch>Shatter Beam bottom room of Fuel Lift Room
Han has Accurate crap np shields will help
Han> Scorch h Shields s/s 20 Damge

Realizing that the rebels are stitting ducks if they try to continue the top down strategy luke moves down with knight speed and pilot speed 8 and ignoring lower cover and difficult terrain. Biggs follows

R2
Commandos win INT
Scorch >Biggs m/m Moves out of LOS Fixer CM
Rebs move 2 Dodona Retreats R2 locks right door of fuel lift room to block shots from Sev.
Cody>Han m/m
Fi Adv Door gm Control room door leftside Fixer CM
R7 Locks control room door right side
R2 Tos rex and unlock the door r7 just locked
Rex>Dutch h/h/h Dead
Bigs>Scorch h-Crit Shields s/s dead
Biggs>Cody H-Crit
Fixer>Bases Cody CM Boss
Boss moves >Biggs m CE Fixer heals Cody for 20
Klat Spins
Sev>Biggs m/m
Luke LSAssualt > Cody h/h/h/m
Han>sev m
Chewy> Sev with Mo H 30 Dam/h
Leia-Chewy>Sev H 30 Dead
Gambt Rebs

R3
Luke LS Assualt take AOO from Cody H Luke>Cody H Dead luke>Boss h/h
R2 Tx Rex base Luke
Rex> Luke h/h-crit ls def-f h/h
Chewy>Boss with Mo H dead >Fixer H
Fixer Luke m/m
Fi>Luke h ls def/f Dead
Leia - chwey > Fixer h
Biggs>fixer m/m
Han> Rex hit 40

R4
Commando INT
Fi Bases >Biggs h/h
Biggs>Fi h/h
Chewy > Fi h > Fixer m
R2 Tows Rex
Rex>Han hoping for a crit h/h/h/h
Han> Rex h Dead
Done

My overall feel of the Elite Republic Commandos is the same as it has been since they were first realsed by WOTC. They can't hit anything. Now they pretty easily go down once they loose shields.

My first question is do they have to have the same stats as Omega Squadron?
Having 70 HP would at least give them a chance to all the double 30 damage output guys.

I like the idea of the med scan ability at 20, but limit it's range to 3.

Also Override and Targeting seem clunky and don't work together well at all. Especially when you have limited door control when running all commandos, which I think is about the only viable build they have. By themselves they are just bad, but that is not what they are priced to be....right? I mean, why would I ever bring just Fixer and not the rest?

Now in a large format game, say 300 or even 250 these guys would be great, because you could get Bacara in there with them giving them all super stealth. But since that is not what we are really designing for, that really shouldn't matter.

So my overall impression was disappointing. You look at the cards and go man they can do cool stuff, but it really falls short of having a big punch. Probably will only see play when people want to do themed stuff.

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Post subject: Re: 10. Elite Republic Commando - FixerPostPosted: Wed Mar 19, 2014 1:18 pm
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I'd be fine with all of them having 70hp, but then that starts to slip from the equality we've been trying for with the Omega Squad pieces. The commanders have 70, and the rest of the guys have 60.

I like the idea of Med Scan 20 at range 3...or even adjacent.
Quote:
Kolto Pack: Usable once on this character's turn: an adjacent ally removes 20dmg.

Would that capture it? Maybe it needs to be 10 dmg rather than 20? Maybe it needs to be within 3 rather than adjacent? Personally I like healing 20 when adjacent; I've found that the RCs are often grouped together, plus the CM allows for plenty of movement options, so the range factor isn't such a big deal. Remember that each RC in the squad would get to use it on their turn. Auto-healing, along with Shields 20, should provide a good bit of survivability.

Traps and Targetting work together to drop a target's defense by 8. When you work Niner into the squad, that's a lot of damage output (Sq Firepower for +10dmg), at effectively a +14/+18.

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Post subject: Re: 10. Elite Republic Commando - FixerPostPosted: Wed Mar 19, 2014 1:25 pm
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Started a chat on how to deal with everyone at once.
http://swmgamers.com/forums/viewtopic.php?f=229&t=16642&p=172972#p172972

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Post subject: Re: 10. Elite Republic Commando - FixerPostPosted: Thu Mar 20, 2014 3:37 pm
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updated: drop Targeting for Synergy, Heal for Kolto Pack, and gives them out

Quote:
10/45 Elite Republic Commando - Fixer 25pts
(R) Republic

HP: 60
Def: 17
Att: +10
Dmg: 20

Special Abilities
Unique
Order 66
Double Attack

Camaraderie [Each Republic Commando ally gains Synergy +4]

Delta Medical Support [Each Republic Commando ally gains Kolto Pack 20]

Kolto Pack 20 [Replaces attacks: range 3; remove 20 damage from a Republic Commando character]

Override [At the end of his turn, this character can designate 1 door that he can see as open or closed; it remains open or closed until the end of this character's next turn, or until he is defeated]

Stealth [If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets]

Synergy +4 [+4 Attack and +4 Defense while a Republic Commando ally is within 6 squares]


"Request removal of data terminal in Delta dormitory. 40 may breach Kamino mainframe if left unsupervised. Strong proficiency in data slicing."
―RC Batch Delta: Report: W Vau, Training Sergeant


Last edited by swinefeld on Thu Apr 17, 2014 3:38 pm, edited 1 time in total.

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Post subject: Re: 10. Elite Republic Commando - FixerPostPosted: Thu Mar 27, 2014 9:04 am
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From 2 PTs with Obikenobi1 last night, I suggest that it's Kolto Pack 10, not 20. Other than that, I think this guy is good to go. The Synergy +4 bonus is a solid boost and really gives the squad the accuracy that it was missing before.

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Post subject: Re: 10. Elite Republic Commando - FixerPostPosted: Thu Mar 27, 2014 2:46 pm
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Updated Klato Pack

Quote:
10/45 Elite Republic Commando - Fixer 25pts
(R) Republic

HP: 60
Def: 17
Att: +10
Dmg: 20

Special Abilities
Unique
Order 66
Double Attack

Camaraderie [Each Republic Commando ally gains Synergy +4]

Delta Medical Support [Each Republic Commando ally gains Kolto Pack 10]

Kolto Pack 10[Replaces attacks: range 3; remove 10 damage from a Republic Commando character]

Override [At the end of his turn, this character can designate 1 door that he can see as open or closed; it remains open or closed until the end of this character's next turn, or until he is defeated]

Stealth [If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets]

Synergy +4 [+4 Attack and +4 Defense while a Republic Commando ally is within 6 squares]


"Request removal of data terminal in Delta dormitory. 40 may breach Kamino mainframe if left unsupervised. Strong proficiency in data slicing."
―RC Batch Delta: Report: W Vau, Training Sergeant
[/quote]

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Post subject: Re: 10. Elite Republic Commando - FixerPostPosted: Thu Mar 27, 2014 3:03 pm
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updated stats thread


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Post subject: Re: 10. Elite Republic Commando - FixerPostPosted: Sun Apr 06, 2014 9:21 am
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PLAYTEST FORM/INFORMATION

MAP PLAYED: Asteroid Base

YOUR NAME: Obikenobi1 (Trevor Christensen)

FACTION: Republic

TOTAL NUMBER OF V-SET 8 MINIS PLAYED: 4

TOTAL COST: 200pt

REINFORCEMENTS (IF APPLICABLE):




V-SET 8 MINIS: Elite Republic Commando – Boss, Elite Republic Commando – Sev, Elite Republic Commando – Scorch, Elite Republic Commando – Fixer,







My squad was as follows:

--Elite Republic Commando's playtest
26 ERC - Boss
23 ERC - Sev
23 ERC - Fixer
23 ERC - Scorch
24 Republic Commando Niner
22 Republic Commando Fi
22 Republic Commando Darman
22 Republic Commando Atin
9 R2 Astromech
6 Ugnaught Demolitionist x2
(200pts, 11 activations)







OPPONENT’S NAME: Thereisnotry (Trevor Peyton)

FACTION: Republic

TOTAL NUMBER OF V-SET 8 MINIS PLAYED: 2

TOTAL COST: 200pts

REINFORCEMENTS (IF APPLICABLE):

V-SET 8 MINIS: Boba Fett, Assassin for Hire , Serra Keto




Trevor's squad:




--Cin Serra Boba—




50 Boba Fett, Assassin for Hire

48 Cin Drallig, Jedi Battlemaster

39 Quinlan Vos, Double Agent

30 Serra Keto

9 R2-D2, Astromech Droid

18 Rodian Brute x6

6 Ugnaught Demolitionist x2




(200pts. 13 activations)













(1) How did the characters abilities interact with each other?

The Coordinated Movement Ability was great for getting guys into position, especially Sev. The Shields 2 granted gave the squad good survivability. The Kolto Pack 20 was a bit excessive, but worked perfectly from keeping my guys from dieing.







(2) Did you understand how the Special Abilities/Commander Effect interactions work after reading them just once?




Yes







(3) Did the abilities on the character(s) make sense? Was anything out of place or missing?




Nothing on the ERC's was out of place. They worked really good together.




(4) Do the mini(s) work?




Yes. The squad was moving constantly and the Coordinated movement set up some really interesting options. The Kolot Pack 20 worked really well at keeping people alive. Shields 2 wasn't excessive as I usually only made one of the 2 saves most of the time.




(5) Is the cost accurate?




Yes. All the pieces are costed well.







(6) Any suggestions for it/them?




I think the Kolto Pack 20 should be changed to Kolto Pack 10. The range of 3 was really handy and I think it should be kept. The healing 20 was too good when combined with Shields 2. Thereisnotry had Sev down to 10 HP but couldn't kill him since I just healed him up to almost full HP with 2 kolto packs (one from Scorch and the other from Boss, who then used his CE to grant an attack to Sev). If we change it to Kolto Pack 10, I think it will be much more balanced and not to overwhelmingly difficult for the opponent to take the guys out.




(7) Analysis/description of the game:




I won map roll and choose Asteroid Base to give Thereisnotry the advantage since we were testing to see how well the squad did against a good melee squad. Serra Keto was really good in this game and took out one of my ERC's (I think it was Darman since I tried to use Gauntet Knife which Serra then used Riposte on). Boba Fett was good, but since he was only dealing 20 dmg, it was hard for him to kill my guys. I found the decoy ability to be annoying and so I focused on killing his rodian brutes to prevent him from getting out of my LOS for the rest of my ERC's so that once I killed his “swap” fodder, I could then kill Boba. I eventually killed Boba with Boss and I only lost 2 ERC's in the game and we finished the game in under 1 hour.


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LESHIPPY Online
Post subject: Re: 10. Elite Republic Commando - FixerPostPosted: Wed Apr 09, 2014 2:21 pm
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Are we calling this guy done?



Quote:
10/45 Elite Republic Commando - Fixer 25pts
(R) Republic

HP: 60
Def: 17
Att: +10
Dmg: 20

Special Abilities
Unique
Order 66
Double Attack

Camaraderie [Each Republic Commando ally gains Synergy +4]

Delta Medical Support [Each Republic Commando ally gains Kolto Pack 10]

Kolto Pack 10[Replaces attacks: range 3; remove 10 damage from a Republic Commando character]

Override [At the end of his turn, this character can designate 1 door that he can see as open or closed; it remains open or closed until the end of this character's next turn, or until he is defeated]

Stealth [If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets]

Synergy +4 [+4 Attack and +4 Defense while a Republic Commando ally is within 6 squares]


"Request removal of data terminal in Delta dormitory. 40 may breach Kamino mainframe if left unsupervised. Strong proficiency in data slicing."
―RC Batch Delta: Report: W Vau, Training Sergeant
[/quote][/quote]

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Post subject: Re: 10. Elite Republic Commando - FixerPostPosted: Wed Apr 09, 2014 10:08 pm
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Looks good to me.

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thereisnotry Offline
Post subject: Re: 10. Elite Republic Commando - FixerPostPosted: Thu Apr 10, 2014 9:36 pm
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Done

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swinefeld Offline
Post subject: Re: 10. Elite Republic Commando - Fixer - Stats DonePostPosted: Tue Apr 15, 2014 11:21 pm
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One final note before posting the QC:

When the Synergy stuff was added, I used Camaraderie as a placeholder with the thought that it might become a Delta SA.

Just want to be sure everyone is comfortable with the persistent Synergy for every RC in the squad after Fixer dies, as it wasn't brought up in the final test.


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thereisnotry Offline
Post subject: Re: 10. Elite Republic Commando - Fixer - Stats DonePostPosted: Wed Apr 16, 2014 12:21 am
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I'm fine either way.

We could name it something like "Delta Fire Support" or something, using the same wording conventions as the other Delta abilities.

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Post subject: Re: 10. Elite Republic Commando - Fixer - Stats DonePostPosted: Wed Apr 16, 2014 8:50 am
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Just not "Delta Fire Support" since that is the name of a WotC ability.


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swinefeld Offline
Post subject: Re: 10. Elite Republic Commando - Fixer - Stats DonePostPosted: Wed Apr 16, 2014 9:50 am
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FlyingArrow wrote:
Just not "Delta Fire Support" since that is the name of a WotC ability.


Yep, and I couldn't think of another suitable name suggestion at the time.

For the record, it was TJ that noted that there didn't appear to be any tests after the last change. I figured it was worth bringing up.

The thing for me is that Camaraderie sticks out compared to how all the other boosts work since it is persistent. At the same time, each Delta guy provides one good boost that dies with it. Changing it so Fixer has 2 such boosts makes him a much juicier target and disproportionately hurts the squad when he dies. I dunno...


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Post subject: Re: 10. Elite Republic Commando - Fixer - Stats DonePostPosted: Wed Apr 16, 2014 10:41 am
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Delta Targetting Support (would that work better?)
-or-
Camaraderie

As I said, either one is fine with me. We can go with whatever the other designers prefer.

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Post subject: Re: 10. Elite Republic Commando - Fixer - Stats DonePostPosted: Wed Apr 16, 2014 10:48 am
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I think Camaraderie would work better since we are giving out two abilities. This would allow us to save some space on the card making it easier to read.

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Sithborg Offline
Post subject: Re: 10. Elite Republic Commando - Fixer - Stats DonePostPosted: Wed Apr 16, 2014 10:52 am
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But Camaraderie has a gameplay implication that I don't think should be there. That I missed in the last card update. Unfortuneately, because is it a variable ability, it sadly needs to be defined twice.

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Post subject: Re: 10. Elite Republic Commando - Fixer - Stats DonePostPosted: Wed Apr 16, 2014 11:05 am
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Sithborg wrote:
But Camaraderie has a gameplay implication that I don't think should be there. That I missed in the last card update. Unfortuneately, because is it a variable ability, it sadly needs to be defined twice.


OK we can deal with it

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Post subject: Re: 10. Elite Republic Commando - Fixer - Stats DonePostPosted: Wed Apr 16, 2014 12:31 pm
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LESHIPPY wrote:
Sithborg wrote:
But Camaraderie has a gameplay implication that I don't think should be there. That I missed in the last card update. Unfortuneately, because is it a variable ability, it sadly needs to be defined twice.


OK we can deal with it


Probably have to leave Stealth undefined then. I'm not sure about using 'Targeting' in the name because of the other SA and because it doesn't affect targeting.

Can't think of an appropriate name...

Delta Morale Support? lol


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swinefeld Offline
Post subject: Re: 10. Elite Republic Commando - Fixer - Stats DonePostPosted: Thu Apr 17, 2014 12:41 am
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Delta Combat Support?

Delta Synergy? (just one SA that spells it out an affects all RCs including Fixer)


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thereisnotry Offline
Post subject: Re: 10. Elite Republic Commando - Fixer - Stats DonePostPosted: Thu Apr 17, 2014 8:17 am
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swinefeld wrote:
Delta Combat Support?

Delta Synergy? (just one SA that spells it out an affects all RCs including Fixer)

I like both of them. He already has a "Delta X Support" with healing, so maybe just Delta Synergy would be best.

I'm curious what the other designers would prefer.

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Post subject: Re: 10. Elite Republic Commando - Fixer - Stats DonePostPosted: Thu Apr 17, 2014 10:13 am
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I like Delta Synergy

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swinefeld Offline
Post subject: Re: 10. Elite Republic Commando - Fixer - Stats DonePostPosted: Thu Apr 17, 2014 12:15 pm
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This is what I am thinking:
Quote:
Delta Synergy [Republic Commandos in your squad (including this character) get +4 Attack while a Republic Commando ally is within 6 squares]

Can add +4 to the name, but it's a 1-shot SA so no big deal.


Last edited by swinefeld on Thu Apr 17, 2014 3:34 pm, edited 1 time in total.

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Post subject: Re: 10. Elite Republic Commando - Fixer - Stats DonePostPosted: Thu Apr 17, 2014 3:19 pm
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Looks great to me.

But do they get the +4 Def? I don't think I PT'ed them with that...just with the +4 Att. They've already got Stealth and Shields 2 plus healing, so I don't think it would be wise to give them the bonus to Defense as well.

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Post subject: Re: 10. Elite Republic Commando - Fixer - Stats DonePostPosted: Thu Apr 17, 2014 3:34 pm
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Good catch, that slipped in by accident. Attack boost only, will correct that.

edit: yep, I went back to the group discussion thread and it was just attack, but I screwed up when typing up the changes and it got carried down from there


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thereisnotry Offline
Post subject: Re: 10. Elite Republic Commando - Fixer - Stats DonePostPosted: Thu Apr 17, 2014 5:06 pm
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Okay, sounds good. I think that he's done once he's got these changes on his card.

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swinefeld Offline
Post subject: Re: 10. Elite Republic Commando - Fixer - Stats DonePostPosted: Thu Apr 17, 2014 7:41 pm
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Here is the updated version. Probably better make sure Scott is OK with the new SA.

Quote:
10/45 Elite Republic Commando - Fixer 25pts
(R) Republic

HP: 60
Def: 17
Att: +10
Dmg: 20

Special Abilities
Unique. Order 66; Double Attack

Delta Medical Support [Each Republic Commando ally gains Kolto Pack 10]

Delta Synergy [Republic Commandos in your squad (including this character) get +4 Attack while a Republic Commando ally is within 6 squares]

Kolto Pack 10 [Replaces attacks: range 3; remove 10 damage from a Republic Commando character]

Override [At the end of his turn, this character can designate 1 door that he can see as open or closed; it remains open or closed until the end of this character's next turn, or until he is defeated]

Stealth [If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets]


"Request removal of data terminal in Delta dormitory. 40 may breach Kamino mainframe if left unsupervised. Strong proficiency in data slicing."
―RC Batch Delta: Report: W Vau, Training Sergeant


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Sithborg Offline
Post subject: Re: 10. Elite Republic Commando - Fixer - Stats DonePostPosted: Fri Apr 18, 2014 1:17 am
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Delta Synergy is fine.

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swinefeld Offline
Post subject: Re: 10. Elite Republic Commando - Fixer - Stats DonePostPosted: Fri Apr 18, 2014 9:35 am
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Thanks, sent back for proofing just in case. Final should be up soon.


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Post subject: Re: 10. Elite Republic Commando - Fixer - Stats DonePostPosted: Mon Apr 21, 2014 7:31 pm
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** QC complete **

RM: RC Fixer (CotF34)

Quote:
10/45 Elite Republic Commando - Fixer 25pts
(R) Republic

HP: 60
Def: 17
Att: +10
Dmg: 20

Special Abilities
Unique. Order 66; Double Attack

Delta Synergy [Republic Commandos in your squad (including this character) get +4 Attack while a Republic Commando ally is within 6 squares]

Delta Medical Support [Each Republic Commando ally gains Kolto Pack 10]

Kolto Pack 10 [Replaces attacks: range 3; remove 10 damage from a Republic Commando character]

Override [At the end of his turn, this character can designate 1 door that he can see as open or closed; it remains open or closed until the end of this character's next turn, or until he is defeated]

Stealth [If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets]


"Request removal of data terminal in Delta dormitory. 40 may breach Kamino mainframe if left unsupervised. Strong proficiency in data slicing."
―RC Batch Delta: Report: W Vau, Training Sergeant


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Post subject: Re: 10. Elite Republic Commando - Fixer - Stats DonePostPosted: Thu Apr 24, 2014 12:07 pm
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swinefeld Offline
Post subject: Re: 10. Elite Republic Commando - Fixer - Stats DonePostPosted: Thu Apr 24, 2014 1:10 pm
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fix cost (25)


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Post subject: Re: 10. Elite Republic Commando - Fixer - Stats DonePostPosted: Thu Apr 24, 2014 1:14 pm
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Fixed
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Post subject: Re: 10. Elite Republic Commando - Fixer - Stats DonePostPosted: Thu Apr 24, 2014 1:17 pm
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Hit points = 60


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swinefeld Offline
Post subject: Re: 10. Elite Republic Commando - Fixer - Stats DonePostPosted: Thu Apr 24, 2014 1:37 pm
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Ack, sorry.

I'm not gonna try to do this stuff in between work anymore.


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LESHIPPY Online
Post subject: Re: 10. Elite Republic Commando - Fixer - Stats DonePostPosted: Thu Apr 24, 2014 2:50 pm
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Post subject: Re: 10. Elite Republic Commando - Fixer - Stats DonePostPosted: Thu Apr 24, 2014 2:51 pm
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FlyingArrow wrote:
Hit points = 60

Fixed

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Post subject: Re: 10. Elite Republic Commando - Fixer - Stats DonePostPosted: Thu Apr 24, 2014 3:34 pm
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+1 on proofread


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Post subject: Re: 10. Elite Republic Commando - Fixer - Stats DonePostPosted: Thu Apr 24, 2014 4:01 pm
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I concur.

: approved :
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