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Inside the minds of the designers - Special edidtion - Commandos (Scorch/Boss/Fixer/Sev) discussion Options
leshippy
Posted: Saturday, September 6, 2014 4:52:33 AM
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So we added an extra thread just to discuss all the interaction of these pieces in one spot instead of trying to talk about one guy in one thread and one in another.


urbanjedi Offline
Post subject: Commandos (Scorch/Boss/Fixer/Sev) discussionPostPosted: Fri Mar 14, 2014 1:20 pm
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thereisnotry wrote:

4ish. Republic Commandos...yeah, they'd be cool, but honestly, I'm fine with leaving them off the list, especially since they'll end up eating up 4 of the Unique slots. When I suggested them I was thinking of the original RCs, which were non-unique. I'd rather see them dropped than have an off-balance setlist.




LESHIPPY wrote:
The commandos were UC when they were realeased, so I don't have a big problem following that model here.



thereisnotry wrote:
LESHIPPY wrote:
I think it is important that every faction gets at least one figure. It would probably be good if they had a unique and a non unique, but it doesn't have to happen that way.
...
If Boss is a Unigue Rare, then the other three can be named non-unique UC, if you guys are cool with that.

Agreed on both counts.

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Post subject: Re: Commandos (Scorch/Boss/Fixer/Sev) discussionPostPosted: Fri Mar 14, 2014 1:26 pm
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I see some questions about rarity and the Commandos.

Reading through the set list creation thread, it seems that you guys decided long ago to make at least the 3 UC Commandos non-u and it appears that everyone was ok with that decision as I don't really see anyone voicing any concerns when the list was made.

I think that they need to stay as non-u and if you guys need to, just make Boss a non-u Rare if you think its funny that 3 of them would be non-u and one would be U. WOTC gave us them originally as non-u, so I don't think the people will have a problem with it. In 23 sets (16 WOTC and 7 of ours) there has never been a Unique that was Unc. There have been plenty of non-u that were Rare (or VR).

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Post subject: Re: Commandos (Scorch/Boss/Fixer/Sev) discussionPostPosted: Fri Mar 14, 2014 1:34 pm
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As far as Gencon sealed

Boss will be R

Sev,Scorch, Fixer will all be UNC.

This really isn't changeable because by changing them to Rs, it would throw off the rest of the numbers and there would either be 3 direct replacements if it was a straight swap that would all need a ton of extra pieces (plus since all the other R/VRs are already Unique there isn't anyone to straight up swap for), andif we just added 3 more Rs to the mix it would throw off the other numbers and we would have to make a few extra of all the other c/unc to make up the breakdown difference.

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Post subject: Re: Commandos (Scorch/Boss/Fixer/Sev) discussionPostPosted: Fri Mar 14, 2014 2:37 pm
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one option is to have the unique on the card and have it be ignored for sealed events.

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Post subject: Re: Commandos (Scorch/Boss/Fixer/Sev) discussionPostPosted: Fri Mar 14, 2014 2:46 pm
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LESHIPPY wrote:
one option is to have the unique on the card and have it be ignored for sealed events.

Right. And that is exactly what I'm urging with regard to this discussion.

I'm not trying to throw off anything for the sealed event. I think that whatever plans the customizers had for sealed are going to be just fine. We can run that tournament as if it's 1 Unique and 3 Non-Uniques; ignore that 1 word on the card. No problem there.

I just think that it's silly to hamstring design decisions because of one event on one year. With WotC, rarity was a big deal, because there really were twice as many of each R as there were of each VR. But with the V-Sets, the rarity truly doesn't matter...it only impacts a single event at Gencon. Since rarity doesn't matter on V-Set pieces, we should be free to design the figs in whatever way is best.

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urbanjedi Offline
Post subject: Re: Commandos (Scorch/Boss/Fixer/Sev) discussionPostPosted: Fri Mar 14, 2014 5:11 pm
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Rarity does kinda matter. There is a rarity on bloomilk in the squad builder for every piece and some people build squads that way.

Is there some game play issue that causes a problem if they are Non-u?

I mean if we are going to make them unique, then they obv need to be R/VR in the squadbuilder.

I haven't followed their threads enough to see if there is any obv gameplay mechanic that needs them to be unique. And we know that people will wonder why we made them U after WOTC had them non-u.

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Post subject: Re: Commandos (Scorch/Boss/Fixer/Sev) discussionPostPosted: Sat Mar 15, 2014 10:46 am
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Ok, good points.

--I think we're making them U (or wanting to) because the Omega Squad guys are also U. That's the first thing; it doesn't make sense to make some of the ERCs U and some non-U.
--I also remember, back in the day, when people used several Sevs in their squad, but rarely Fixer and Scorch; it would be good to not see a squad with the new ERCs that just had Boss and several Sevs.

Why can't they be R in the squadbuilder, but UC for the Sealed event? My opinion is that we're giving a single event far too much weight in design. I think it's better to let the pieces be what they really should be, and then let the Sealed event make whatever modifications are necessary (ie, ignore "unique") and let the BM squadbuilder list them as it should (Rares).

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Post subject: Re: Commandos (Scorch/Boss/Fixer/Sev) discussionPostPosted: Sat Mar 15, 2014 12:25 pm
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Reading the initial set list thread (before rarities/gencon came up) you guys seemed to want to make them non-u so that you didn't take up 4 Republic unique spots with new commandos (which would give them 6 new uniques and no new non-u), and given that the original WOTC pieces were non-u, it was deemed at that point that it was the best way to go.

Moving past that, the WOTC sev was played in multiples because he was the only one that was even marginally playable (and they were cheap enough that you could play multiples). Looking at the Omega squad, I don't really see where you would want to play more than one of them in a squad if they had been designed as non-u. Each does his own thing and they cost enough that you don't really want to or need to double up on any of them. I think that the new guys would be the same unless one of them was just significantly better. And if the designers were going to make new UNIQUE guys, then I would think Yayax squad would be a better fit than redoing Sev/Scorch/Fixer/etc, but that is probably a task for a different design team.

In the end, rarity doesn't really matter, however at the same time it is pretty unprofessional to have an event that says "these guys are going to be rare but for this event only they will be uncommon". So, if you guys could figure out what they are going to be (Unique or non) so that I can make the appropriate adjustments for the sealed event, it would be appreciated.

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Post subject: Re: Commandos (Scorch/Boss/Fixer/Sev) discussionPostPosted: Sat Mar 15, 2014 12:46 pm
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urbanjedi wrote:
In the end, rarity doesn't really matter, however at the same time it is pretty unprofessional to have an event that says "these guys are going to be rare but for this event only they will be uncommon". So, if you guys could figure out what they are going to be (Unique or non) so that I can make the appropriate adjustments for the sealed event, it would be appreciated.

I'm not sure how that's unprofessional. I honestly don't see how this is a big deal; it's simple to say, "Ignore the Unique designation for the RCs for this event." Nothing needs to change from your original plans for the Sealed event.

It was never my intent--nor anyone else's--to make things difficult on the people who already have their hands so full for Gencon. I'm sorry if I (or we) have done that. And since it seems like this actually is going to be a problem, then I'm willing to back down from it. I'd like to hear from the other designers first; I'm fine with whatever they decide. [Although if we do decide that some of these guys will be non-unique, then I think that all 4 of them should be...that is, Boss should be a N-U Rare, as we've discussed before.]

My only question is, Why is this such a big deal? I still don't understand that, and I'm honestly not trying to be difficult about it. Regardless, it's not worth making a fuss over.

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Post subject: Re: Commandos (Scorch/Boss/Fixer/Sev) discussionPostPosted: Sun Mar 16, 2014 4:43 pm
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Well we are not a professional company. I am not sure why people tend to think this way. Be it "companies would do things this way" or the above mentioned being unprofessional. This is a hobby and we are all volunteers.



IMO they need to be unique. We should be able to make adjustments to the GENCON. At least I would think we would be able to.

As for the squad building based on rarity, that is one of the oddest way to go about building a squad that i have heard of.

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urbanjedi Offline
Post subject: Re: Commandos (Scorch/Boss/Fixer/Sev) discussionPostPosted: Sun Mar 16, 2014 5:23 pm
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Then make them unique.

Not a problem by me. Already talked to most of the people who are doing the sealed and they have no problem with it.

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Post subject: Re: Commandos (Scorch/Boss/Fixer/Sev) discussionPostPosted: Sun Mar 16, 2014 5:59 pm
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Ok, cool. We can make them all Unique then.

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Post subject: Re: Commandos (Scorch/Boss/Fixer/Sev) discussionPostPosted: Sun Mar 16, 2014 10:41 pm
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LESHIPPY wrote:
As for the squad building based on rarity, that is one of the oddest way to go about building a squad that i have heard of.


I took that to mean playing from random booster draws (ala 'sealed') but I could be mistaken.

--

I'm glad the customs guys don't have a problem with it, and they can be Unique. So then I guess the ERCs will be Rares as well?

Actually, it doesn't really matter to me how it is handled at Gencon.

If they are Unique, they will also be Rares on Bloomilk like Omega. The squad builder doesn't care about rarity, but the Open Boosters function does, and it's not getting rewritten for this. 1 VR/R, 2 UC, 4C in a booster, and no possibility of pulling 2 of the same unique in 1 booster. That is how it has always been since the beginning of the game, and through all the v-sets until now. There will just be 3 less UCs that can be randomly drawn.

Good enough for me, moving on...


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urbanjedi Offline
Post subject: Re: Commandos (Scorch/Boss/Fixer/Sev) discussionPostPosted: Mon Mar 17, 2014 1:13 am
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move along, move along :fight:

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Post subject: Re: Commandos (Scorch/Boss/Fixer/Sev) discussionPostPosted: Mon Mar 17, 2014 10:53 am
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I thought of one other thing related to this so posting it here:

The Rapport on Boss was worded to catch the rest of Delta (as non-Uniques) without including Omega who have their own rapport that stacks if you use 2 of them with these guys. That no longer works.

Not a huge deal, but if we want to avoid the stacking, we'll need to bring back the Delta Squad identifier and use the glossary I wrote that retrofits it onto the n/u WotC pieces.

Thoughts?


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Post subject: Re: Commandos (Scorch/Boss/Fixer/Sev) discussionPostPosted: Mon Mar 17, 2014 2:31 pm
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I doubt an extra point off for Omegas will cause issues.

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thereisnotry Offline
Post subject: Re: Commandos (Scorch/Boss/Fixer/Sev) discussionPostPosted: Mon Mar 17, 2014 4:07 pm
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True. We'll just have to remember it if Yayax Squad is ever made at some point in the future.

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Post subject: Re: Commandos (Scorch/Boss/Fixer/Sev) discussionPostPosted: Mon Mar 17, 2014 6:14 pm
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OK, thanks guys.


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Post subject: Re: Commandos (Scorch/Boss/Fixer/Sev) discussionPostPosted: Wed Mar 19, 2014 1:23 pm
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Having a thread where we disccued the multiple pieces and how they worked together worked when designing. Film, Tierce, and Disra. it might be a good idea to use the same thing for these commandos.

Over all I think the Commandos are a bit weak for the cost.

My suggestions are this.
Boss Rapport to -2 making them all 23 instead of 25.
Sev gives out stable footing instead of sync fire. This will help with Coordinated movement, which I really like.
With Fixer a Scorch, this is where it sort of becomes tricky. i like being able to heal from 3 away, but I understand the argument for adjacent. If we stick with touch increasing the shields to Advanced Shields 2 (When this character takes damage, make 2 saves; each roll of 6 reduces the damage dealt by 10) makes them stick around longer but tougher to heal. If we go with the range 3 for heal then it is a bit easier and shields could stay the where they are at.

Just some thoughts since we are thinking about these guys as a group.

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Post subject: Re: Commandos (Scorch/Boss/Fixer/Sev) discussionPostPosted: Wed Mar 19, 2014 1:29 pm
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From Sev
thereisnotry wrote:
That's a good idea. Stable Footing would allow the Coordinated Movement SA to work better.

I always thought that Sync Fire is a waste. Maybe Crack Shot? Make it so that the defender cannot Evade/Deflect when you make a big sacrifice to CF. Sev is already pretty solid with Twin/Accurate/Deadeye, so I don't want to ramp his power too much.


EDIT: Or add Quick Draw?

There's got to be something we can add that would be worthwhile without being too powerful.


From Scorch
thereisnotry wrote:
Adv Shields 2 is a pretty big step up...it means that 20dmg attackers will often be nearly useless against these guys.

Shields 2 is better than Adv Shields 1, but I'm afraid that Adv Shields 2 might be too much. I think the answer is to make Fixer's healing more effective (see my suggestion in his thread).


From Fixer
thereisnotry wrote:
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: Commandos (Scorch/Boss/Fixer/Sev) discussionPostPosted: Wed Mar 19, 2014 1:45 pm
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LESHIPPY wrote:
Boss Rapport to -2 making them all 23 instead of 25.

Agreed. We are designing the Republic Commandos to be played as a group, so this will be very helpful for that. Omega Squad will be 22pts each (1 from the Omega Rapport and 2 from Boss). Delta Squad will be 23 each.

26 Boss
23 Sev (-2)
23 Fixer (-2)
23 Scorch (-2)
24 Niner (-3)
22 Fi (-3)
22 Darman (-3)
22 Atin (-3)
185pts (that leaves room for R2 and 2 Ugs...200pts, 11 activations)

Honestly, I think that Atin isn't really all that worthwhile, so I'd often drop Atin and the Ugs for Bacara and a Rodian Diplomat (ItsaTrap and mobile cover), which is 10 activations with superstealth.

Force Sense would cause big problems, but it's a solid squad otherwise. Lancer would be real trouble too (hence my suggestion of Quick Draw earlier).

LESHIPPY wrote:
Sev gives out stable footing instead of sync fire. This will help with Coordinated movement, which I really like.
Again, agreed.

LESHIPPY wrote:
With Fixer a Scorch, this is where it sort of becomes tricky. i like being able to heal from 3 away, but I understand the argument for adjacent. If we stick with touch increasing the shields to Advanced Shields 2 (When this character takes damage, make 2 saves; each roll of 6 reduces the damage dealt by 10) makes them stick around longer but tougher to heal. If we go with the range 3 for heal then it is a bit easier and shields could stay the where they are at.

I think keep it at Shields 2, and make Kolto Pack (or whatever name we give it) should be this:
Quote:
Kolto Pack: Usable once on this character's turn: a Republic Commando ally within 3 squares removes 20dmg.
This prevents mass-healing of non-RCs in high-pt games, but keeps the RCs working really well as a unit. Heal 20 every activation, range 3.

Thoughts?

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Post subject: Re: Commandos (Scorch/Boss/Fixer/Sev) discussionPostPosted: Wed Mar 19, 2014 1:59 pm
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A lot of interesting stuff above

As Les noted, a big problem with most of them is the low attack. They get killed before they can kill enough themselves. Combining with Spaarti is tough to set up.

I'm thinking Synergy +2/4, or something like that to boost attacks. Maybe a +1 Att for each Commando within 6 gimmick to play into the movement tricks. Maybe open the movement to Order 66 so you could pop out Spaarti for combining. (the satchel charge is nice to have) Synergy would be the most reliable of course. If it's too much, could reverse it so one character boosts the others so you'll have to protect that guy.

just spitballing

Making them cheaper and healing is good. Still gotta hit stuff at some point.


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Post subject: Re: Commandos (Scorch/Boss/Fixer/Sev) discussionPostPosted: Wed Mar 19, 2014 2:12 pm
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Fixer could drop Targetting and have Synergy +4 instead.

Quote:
Synergy: Republic Commando allies, including this character, gain +4 Attack while an allied Republic Commando is within 6 squares

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Post subject: Re: Commandos (Scorch/Boss/Fixer/Sev) discussionPostPosted: Wed Mar 19, 2014 6:18 pm
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thereisnotry wrote:
Honestly, I think that Atin isn't really all that worthwhile, so I'd often drop Atin and the Ugs for Bacara and a Rodian Diplomat (ItsaTrap and mobile cover), which is 10 activations with superstealth.


Omega squad wouldn't get superstealth. They are not Order 66

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Post subject: Re: Commandos (Scorch/Boss/Fixer/Sev) discussionPostPosted: Wed Mar 19, 2014 7:07 pm
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TimmerB123 wrote:
thereisnotry wrote:
Honestly, I think that Atin isn't really all that worthwhile, so I'd often drop Atin and the Ugs for Bacara and a Rodian Diplomat (ItsaTrap and mobile cover), which is 10 activations with superstealth.


Omega squad wouldn't get superstealth. They are not Order 66


They count as Order 66 for CEs, but SAs or anything else, no.


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Post subject: Re: Commandos (Scorch/Boss/Fixer/Sev) discussionPostPosted: Wed Mar 19, 2014 8:29 pm
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swinefeld wrote:
TimmerB123 wrote:
thereisnotry wrote:
Honestly, I think that Atin isn't really all that worthwhile, so I'd often drop Atin and the Ugs for Bacara and a Rodian Diplomat (ItsaTrap and mobile cover), which is 10 activations with superstealth.


Omega squad wouldn't get superstealth. They are not Order 66


They count as Order 66 for CEs, but SAs or anything else, no.


Whoops - my bad. I'll shut up now. :oops:

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Post subject: Re: Commandos (Scorch/Boss/Fixer/Sev) discussionPostPosted: Wed Mar 19, 2014 9:32 pm
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Had some stuff written and hit submit and lost internet in the middle early this evening.

So I have some time to think about it.

I am good with keeping Shields 2 if we go with the Kloto Pack.

As for the Synergy +4 for RC on Fixer are you thinking of dropping Targeting?

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Post subject: Re: Commandos (Scorch/Boss/Fixer/Sev) discussionPostPosted: Wed Mar 19, 2014 10:22 pm
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LESHIPPY wrote:
I am good with keeping Shields 2 if we go with the Kloto Pack.

This is the route that seems best to me (assuming you're referring to the most recent Kolto Pack (20hp, range 3) that I posted.
LESHIPPY wrote:
As for the Synergy +4 for RC on Fixer are you thinking of dropping Targeting?

Yes, for sure...if Synergy comes, Targetting has to go.

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LESHIPPY Online
Post subject: Re: Commandos (Scorch/Boss/Fixer/Sev) discussionPostPosted: Thu Mar 20, 2014 10:10 am
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Play tested this last night
26 Boss
23 Sev (-2) Giving out stable footing
23 Fixer (-2) Kloto Pack Synergy +4,
23 Scorch (-2)
24 Niner (-3)
22 Fi (-3)
22 Darman (-3)
23 Bacara
R2
Ugyx2

vs

Thrawn
Lobot
GARY
Paelon - Subbed in Imp Officer since no force and allwing a sniper to shoot again with twin.
Jareal
Stormtrooper sniper x3
Raxus Prime x3
Ugy
---

Rodian Brutex4
R7

Map Starport District. My first time on this map
Thrawn take left side of the map and spread his forces out. Commandos setup in the center of the right side.

I didn't keep track of all the Coordinated Movement this time around, because it would have been a bunch of note taking.

R1
R2 tows Sev to the room with half an octagon table and overides the left door open. (If you haven't played this map yet there is a crazy long LOS from this room that goes to the other edge of the map).
Sev>Sniper h/h dead
Sniper2 swap with Jareal Sniper>R2 H dead

R2
Sniper2 swap with Brute
lots of Coordinated Movement
Sev>Sniper2 h/h dead
Gambit Commandos

R3
Sev>Brute h
Jarel>ugy h dead
Boss>Raxus h dead
Sev>Jareal h-evade f fprr s / h evade f 30 Dam
Swap Sniper3 - Jareal
Sniper3>Niner H shields s/f 20 Dam - H shields f/s 20 Dam
Imp Officer - Sniper3 > Niner h shields s/f 20 Dam H dead
Gambit Commandos

R4
Swap Sniper3 - Brute
Bacara>Brute h
Scorch>Raxus h
Sniper>Fixer m
Imp Officer - Sniper - h shields s/s 10 Dam h shields s/f 20 Dam
Cordinated move Darman bases sniper
Darman>shiper h/h dead

game over

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LESHIPPY Online
Post subject: Re: Commandos (Scorch/Boss/Fixer/Sev) discussionPostPosted: Thu Mar 20, 2014 10:20 am
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So the commando with super stealth are pretty decent. You have to keep them pretty close to keep squad firepower from Niner and even with coordinated movement that was a little tough to do. In round 3 I had sev and fixer out where they couldn't pick it up.

The synergy on Fixer combined with the Squad Firepower was a good combo. Stable footing also came into play with coordinated movement. But with Squad firepower you couldn't get too far ahead of the group.

With that in mind Synergy should be the remain the same keeping the 6 square limit. This would prevent of moving Sev way up.
Synergy: Republic Commando allies, including this character, gain +4 Attack while an allied Republic Commando is within 6 squares

Being able to hit stuff was great and it felt like what i was expecting the commandos to be like. I am not sure if that is becasue the stormtrooper sniper def is too low or not.

Should playtest against a melee squad

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Post subject: Re: Commandos (Scorch/Boss/Fixer/Sev) discussionPostPosted: Thu Mar 20, 2014 10:36 am
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thereisnotry wrote:

LESHIPPY wrote:
With Fixer a Scorch, this is where it sort of becomes tricky. i like being able to heal from 3 away, but I understand the argument for adjacent. If we stick with touch increasing the shields to Advanced Shields 2 (When this character takes damage, make 2 saves; each roll of 6 reduces the damage dealt by 10) makes them stick around longer but tougher to heal. If we go with the range 3 for heal then it is a bit easier and shields could stay the where they are at.

I think keep it at Shields 2, and make Kolto Pack (or whatever name we give it) should be this:
Quote:
Kolto Pack: Usable once on this character's turn: a Republic Commando ally within 3 squares removes 20dmg.
This prevents mass-healing of non-RCs in high-pt games, but keeps the RCs working really well as a unit. Heal 20 every activation, range 3.

Thoughts?


On paper, I'm a bit leery of having each one do it every turn and still attack (or whatever) with Synergy making them hit more reliably. Replaces attacks stays closer to Heal, but still much better. Ties in with Boss's CE.

So if it's too strong, I'd say that would be the logical adjustment to make. Or just start there and see if it's good enough.


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Post subject: Re: Commandos (Scorch/Boss/Fixer/Sev) discussionPostPosted: Thu Mar 20, 2014 11:20 am
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I think you might be right Dave. At one point while after Niner died I thought he was still on the board with 60 Damage on him and I was in Gambit. My thought was just heal him up and set in gambit and take shots when I can.

Kloto Packs should be a replace attacks ability. While I still could have done what I was thinking I would have not been able to take shots at the same time. Forcing a tough decision of do i heal or deal damage. Heal is guaranteed.

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thereisnotry Offline
Post subject: Re: Commandos (Scorch/Boss/Fixer/Sev) discussionPostPosted: Thu Mar 20, 2014 1:45 pm
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So are you suggesting this?

Quote:
Kolto Pack: Replaces Attacks: a Republic Commando ally within 3 squares removes 20dmg.

It's basically the regular Heal 20, but it has a bit of range.

I think it should be either that or this:
Quote:
Kolto Pack: Usable once on this character's turn: a Republic Commando ally within 3 squares removes 10dmg.
Healing 10 (not 20) after every RC's activation. It's less healing, but it's easier to do.

I could go either way. If Fixer is giving out Synergy then I don't think his healing ability needs to be quite so great, so I think that the first version (repl atts) is the one to go with.

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Post subject: Re: Commandos (Scorch/Boss/Fixer/Sev) discussionPostPosted: Thu Mar 20, 2014 2:09 pm
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Quote:
Kolto Pack: Replaces Attacks: a Republic Commando ally within 3 squares removes 20dmg.


This sounds good to me with the Synergy +4.


So I just want to make sure we are all on the same page.

Sev - Replace the sync fire stuff with the following:
Stable Footing (Not slowed by difficult terrain or low objects)
Delta Terrain Support [Each Republic Commando ally gains Stable Footing]

Fixer - Loses Targeting and Heal stuff is replaced with the following
Kolto Pack [Replaces Attacks: a Republic Commando ally within 3 squares removes 20dmg.]
Delta Medical Support [Each Republic Commando ally gains Kolto Pack]
Synergy +4 [Republic Commando allies, including this character, gain +4 Attack while an allied Republic Commando is within 6 squares.]

Boss change Rapport to -2

Scorch - No changes

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Post subject: Re: Commandos (Scorch/Boss/Fixer/Sev) discussionPostPosted: Thu Mar 20, 2014 2:12 pm
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Correct. PT with those changes.

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swinefeld Offline
Post subject: Re: Commandos (Scorch/Boss/Fixer/Sev) discussionPostPosted: Thu Mar 20, 2014 2:23 pm
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OK, I'll get working on the edits asap.

edit:
Rather than using a rather clunky synergy wording, I think we should just put this standard wording on Fixer then give it out via Camaraderie (or another Delta SA name?)

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


side note:
I'd really like to see these guys keep their FT even if the font has to be smaller on a couple. Most of the stuff on them is recognizable just from reading the SA names.


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LESHIPPY Online
Post subject: Re: Commandos (Scorch/Boss/Fixer/Sev) discussionPostPosted: Thu Mar 20, 2014 3:36 pm
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Quote:
OK, I'll get working on the edits asap.

edit:
Rather than using a rather clunky synergy wording, I think we should just put this standard wording on Fixer then give it out via Camaraderie (or another Delta SA name?)

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


Sure how ever t works best


Quote:
side note:
I'd really like to see these guys keep their FT even if the font has to be smaller on a couple. Most of the stuff on them is recognizable just from reading the SA names.


Man that is a bunch of text. i will start working on these soon.

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swinefeld Offline
Post subject: Re: Commandos (Scorch/Boss/Fixer/Sev) discussionPostPosted: Thu Mar 20, 2014 3:59 pm
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LESHIPPY wrote:
Quote:
OK, I'll get working on the edits asap.

edit:
Rather than using a rather clunky synergy wording, I think we should just put this standard wording on Fixer then give it out via Camaraderie (or another Delta SA name?)

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


Sure how ever t works best


Quote:
side note:
I'd really like to see these guys keep their FT even if the font has to be smaller on a couple. Most of the stuff on them is recognizable just from reading the SA names.


Man that is a bunch of text. i will start working on these soon.


Looking at it more, my Synergy suggestion is best as it fits the glossary definition properly and is easier to understand. Went with Camaraderie for now. As far as a Delta name for giving it out...??

Yeah, the FT is a lot of text, but its not too bad leaving the common SAs undefined. (Order 66, Double, Mobile etc, and Stealth if needed)

Boss and Fixer are the tightest. We'll see how it goes. (I'm using 5/6pt for FT when space testing and tighten tracking for better line breaks)

If you want me to tweak their text for card layout purposes, let me know. I haven't been arranging stuff that way so far.


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thereisnotry Offline
Post subject: Re: Commandos (Scorch/Boss/Fixer/Sev) discussionPostPosted: Thu Mar 27, 2014 9:11 am
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Two ERC PTs last night with Obikenobi1:
--Boss: no changes. He's good to go.
--Scorch: no changes. He's good to go.
--Fixer: drop Kolto 20 to 10, and then he's good to go.
--Sev: he's effectively +22 with Synergy and Careful and Traps. The addition of Synergy makes a big difference, so perhaps drop Careful Shot +4 down to +2? Or perhaps drop it entirely (though I'm hesitant about that one). I think we should test it at Careful +2 and see how that works.

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Post subject: Re: Commandos (Scorch/Boss/Fixer/Sev) discussionPostPosted: Sun Apr 06, 2014 9:24 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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