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Inside the minds of the designers - Moff Disra Options
leshippy
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urbanjedi Offline
Post subject: Moff DisraPostPosted: Wed Oct 19, 2011 11:18 pm
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Moff Disra (RM Imp Security Officer LOTF)

Cost 27
50
15
6
10

SA
Unique
Opportunist
Betrayal
Fringe Reserves 30 (on 11 only)
Recon

CE
Non-unique version of order 66.

He worked heavily with the fringe elements and captain zothrip therefore the reserves. He manipiulated all his underlings and equals so the betrayal fits.
Not sure on the CE. Thought it might be interesting to let him bring in non-u clones as he did have access to all of Thrawn's leftover clones and supplied them to Zothrip as troops to hit supply convoys and such. Limit it to non-u as don't want the empire to have easy access to Rex/Darman/Atin/etc but I can't think of any non-u that would be over the top in the empire. Spaarti is probably the best of the bunch I can think of and would go well with Tierce/Daala to bring clonetroopers over and boost them up. Can def change the CE if others don't like it or see possible abuse.

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Weeks Offline
Post subject: Re: Moff DisraPostPosted: Wed Oct 19, 2011 11:48 pm
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Not super familiar with him. Les said he worked with Pirates a lot or something? Might be something good there. It seems we are really pushing troopers for empire with these 3 pieces.

Fringe reserves looks cool.

Ce is neat. Spaarti is an interesting option but the stormtrooper is still the symbol of the faction to me. Is there any big battle he was in where he did something memorable? Maybe we can pull something out from there.

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urbanjedi Offline
Post subject: Re: Moff DisraPostPosted: Thu Oct 20, 2011 10:18 am
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He was the "resources" behind him, tierce and Flim (the thrawn impersonator) wreaking havoc across the Galaxy in during the caamas crisis (Spectre of the past and visions of the future). He traded leftover clones (from mount tantis) to pirate captain in exchange for ships. The pirates then harassed the NR so both sides made out.

I thought the Fringe Reserves (due to working with the pirates) due to the fact it wasn't the same old boring reserves and there is precedent (Talon Karrde has fringe Reserves also).

I also thought since he had access to all the leftover clones and traded them and such he should allow them on his squad (non-u only). I can't think of any that would be a problem in the Imps because they have similar troops already but there could be a few neat options (spaarti, the 501st that Anakin can already bring over, etc)

This guy could also be a candidate for the bribery ability (to steal your opps reinforcements) as he was a resource person so we could go that direction if we wanted. He could also be a slicer/master slicer type CE as he controlled the Braxton sector at the time (main Imp spot) and had gotten into the emperor's secret files and such.

And yes, it does seem we are pushing Imp troopers, but I haven't seen any Imp trooper on the board really since Rodian Brute came out and they don't need them for swappers anymore so it's fine by me.

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Weeks Offline
Post subject: Re: Moff DisraPostPosted: Thu Oct 20, 2011 11:34 am
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Just throwing this out there. Anyone in favor of dropping Dalaa for flim? Those 3 worked together really well so we could make them sync together. Just an idea. Dalaa was one of my wants so I wouldn't mind switching them.

Good points made he looks cool.

Idea:tierce is a decent fighter and gives GMA to troopers
This guy brings in O66 guys and something else
Flim gives em double and has some thrawn impersonator ability.

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urbanjedi Offline
Post subject: Re: Moff DisraPostPosted: Thu Oct 20, 2011 1:08 pm
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I'd be ok with switching. I didn't realize Flim hadn't made it until I was stating up Tierce. Making the three of them both sync up and be useful by themselves would be neat.

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Weeks Offline
Post subject: Re: Moff DisraPostPosted: Thu Oct 20, 2011 2:01 pm
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Quote:
Moff Disra (RM Imp Security Officer LOTF)

Cost 27
50
15
6
10

SA
Unique
Imperial Triumvirate (Costs one less in a squad with characters who have Imperial Triumvirate)
Opportunist
Betrayal
Fringe Reserves 30 (on 11 only)
Recon


CE:Your squad may contain Non-unique Characters with Order 66




Wondering if he should have a Trooper boosting CE and make his CE Affinity. Just tossing that out there

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urbanjedi Offline
Post subject: Re: Moff DisraPostPosted: Thu Oct 20, 2011 2:05 pm
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He didn't really do much for the troopers. He just provided them as we currently have abstracted by Reserves and the ability to bring in Clones.

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Weeks Offline
Post subject: Re: Moff DisraPostPosted: Thu Oct 20, 2011 2:07 pm
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Good enough for me

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Weeks Offline
Post subject: Re: Moff DisraPostPosted: Thu Oct 27, 2011 10:56 pm
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What about adding...report (characters named Clone Trooper cost 1 less in a squad with this character)

All clones costing 1 less gives 4 point spaartis. Clone troopers could use the love, those guys aren't worth 9. Also maybe Imperial reserves as well? He can really rake in the troops then.
Then again that would be 6 numbers that a vader reserve squad could hit to bring in stuff, no differant then playing lobot and ozzel though.

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Grand Moff Boris Offline
Post subject: Re: Moff DisraPostPosted: Fri Oct 28, 2011 11:52 am
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Clone Troopers have plenty of Rapport as it is. It's already possible to bring in 2 pt. Sparti Clones but thank God no one has tried it.

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urbanjedi Offline
Post subject: Re: Moff DisraPostPosted: Fri Oct 28, 2011 10:44 pm
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not that I am aware of. 3 point is the lowest I can make them and they are good. Who is the third guy. I got QA and Palps. Cody is just for Clone Trooper.

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Grand Moff Boris Offline
Post subject: Re: Moff DisraPostPosted: Sat Oct 29, 2011 12:52 pm
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I was thinking Cody was for name contains trooper. Still, I don't think we need anything that further reduces the trooper's cost.

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Weeks Offline
Post subject: Re: Moff DisraPostPosted: Wed Nov 02, 2011 8:30 am
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Weeks wrote:
Quote:
Moff Disra (RM Imp Security Officer LOTF)

Cost 23
50
15
6
10

SA
Unique
Imperial Triumvirate (Costs one less in a squad with characters who have Imperial Triumvirate)
Opportunist
Betrayal
Fringe Reserves 30 (on 11 only)
Recon
Affinity (Your squad may contain Non-unique Characters with Order 66)

CE:Whenever an Allied commander (including this character) is defeated, one non-unique Imperial Ally may make an Immediate Attack.




Dropped his cost some. The CE was one I thought of last night. It kind of shows a "backup plan" thing. So if you lose a commander you get a free shot.

Even if we don't do the CE the way I have it we should do affinity. Affinity changes those republic followers to Imperial followers for things like Flim's CE. The CE to my knowledge does not.

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Grand Moff Boris Offline
Post subject: Re: Moff DisraPostPosted: Wed Nov 02, 2011 10:07 am
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I would cost him far higher than 23. Probably more like 34.

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Weeks Offline
Post subject: Re: Moff DisraPostPosted: Wed Nov 02, 2011 3:39 pm
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Grand Moff Boris wrote:
I would cost him far higher than 23. Probably more like 34.


Why so expensive?

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Grand Moff Boris Offline
Post subject: Re: Moff DisraPostPosted: Wed Nov 02, 2011 4:33 pm
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For several reasons. First of all, with just has base stats and CE he is worth about 19-21 pts. Then you add in Affinity for a subset that is ever-expanding and give him 2 chances to roll 11 for initiative on his own so he can add Fringe characters as well.

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urbanjedi Offline
Post subject: Re: Moff DisraPostPosted: Wed Nov 02, 2011 9:50 pm
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Fringe reserves 30 + recon is only worth maybe 7-8 points.
Clobot has that and Override and is 15. And I am saying override is either 7 or 8 so the reserves must be the other 7 or 8.

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LESHIPPY Online
Post subject: Re: Moff DisraPostPosted: Fri Jan 13, 2012 7:13 pm
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Cost 23
50
15
3
10

SA
Unique
Imperial Triumvirate (Costs one less in a squad with characters who have Imperial Triumvirate)
Betrayal
Fringe Reserves 30 (on 11 only)
Affinity (Your squad may contain Non-unique Characters with Order 66)
Raport - Pirates cost one less

CE:Whenever an Allied commander (including this character) is defeated, one non-unique Imperial Ally may make an Immediate Attack.

Dropped oppurtunist and recon - added rapport lowered his attack

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Weeks Offline
Post subject: Re: Moff DisraPostPosted: Fri Jan 13, 2012 7:14 pm
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LESHIPPY wrote:
Cost 23
50
15
3
10

SA
Unique
Imperial Triumvirate (Costs one less in a squad with characters who have Imperial Triumvirate)
Betrayal
Fringe Reserves 30 (on 11 only)
Affinity (Your squad may contain Non-unique Characters with Order 66)
Raport - Pirates cost one less

CE:Whenever an Allied commander (including this character) is defeated, one non-unique Imperial Ally may make an Immediate Attack.

Dropped oppurtunist and recon - added rapport lowered his attack


That'll work. PT

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urbanjedi Offline
Post subject: Re: Moff DisraPostPosted: Fri Jan 13, 2012 10:56 pm
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looks good.

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Post subject: Re: Moff DisraPostPosted: Tue Feb 07, 2012 12:52 pm
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Ok i have given a fare amount of thought on the three IMP characters in this set over the bast 3 or four days. I am not really happy with the way they are currently. They just really don't seem to work together well for the cost. So here is what I have thought up.

Disra 20
30
17
0
0
Unique
Imperial Organizer - When this character is in your squad, your squad cannot contain Unique IMP Commanders unless their names contain Moff or have the Imperial Triumvirate ability.
Privateer Employer - You may bring in one fringe comannder that cost less or equal to this character for half price.
Afinity -order 66
Imperial Triumvirate - Cost 5 less in a squad with a character whos has Imperial Triumvirate.

CE:Whenever an Allied commander (including this character) is defeated, one non-unique Imperial Ally may make an Immediate Attack.

Flim 25
30
14
1
10
Confusion - enemy commander effects with a range may not extend to further then 6 squares away from enemy commanders.
Unique
Doctrine of Fear
Imperial Triumvirate - 5
CE:During Setup this character gains 1 Allies Commander effect and may use it as if it is its own.

Tierce's clone 25
70
18
10
20

Unique
Imperial Triumvirate (Costs 5 less when in a squad with another character with Imperial Triumvirate)
Tactician +8
Double Attack
Blaster Upgrade

CE: Non-unique followers within 6 squares may move 2 squares after they defeat an enemy

So together they cost 55 points with an additional max of 10 point off a fringe commander. Flim might be a bit low for what he does, I would be fine with lowering his HP and dumping Doctrine of fear if needed.

Going through it in my head I sort of have this line of thinking. You can play Flim by himself, but he is pricey for no attack ability. Granted confusion is game changing. However to get him at a lower cost you can't bring in any good Unique IMP commanders or you get master tactician which would be wasted if you were going to run either Thrawn. plus you would have 40 point already wrapped up with out Thrawn or Mas. The Privateer Employer will most likely seen the TBSV brought in, but gives you other options as well. If we think the Dug BSV is a problem then we can up him to 21 pretty easily.

Thoughts. I will but this in all three character threads.

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urbanjedi Offline
Post subject: Re: Moff DisraPostPosted: Tue Feb 07, 2012 1:07 pm
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Not a fan of Imp organizer.

One of the cool things that I liked about this gut was the ability to bring clones to Imp squads without using palps sith lord. Not that you would do it often for competitive play but it would be cool to have the option of bring in Sev or a spaarti clone trooper to you normal IMP squad.

I'm also not sure why it would be a problem to have him with Thrawn or Vader or GARY or any of the other cool IMP commanders.

I do think that if we want them played together that upping the Rapport is the way to go.

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LESHIPPY Online
Post subject: Re: Moff DisraPostPosted: Tue Feb 07, 2012 1:23 pm
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With IMP organizer I wanted to try to capture the fact that he was going behind everyone's backs but was able to string the Moffs along through his plan. I also wanted to try to capture the era of the Empire with no Vader, Emporer.

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Weeks Offline
Post subject: Re: Moff DisraPostPosted: Tue Feb 07, 2012 5:52 pm
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LESHIPPY wrote:
With IMP organizer I wanted to try to capture the fact that he was going behind everyone's backs but was able to string the Moffs along through his plan. I also wanted to try to capture the era of the Empire with no Vader, Emporer.


I see what you are going for, but I agree with Jason the 5 point report on all of the Triumverate is enough to get them played. I like what youve done to Flim and Tierce; Disra is a hard nut to crack.

Disra seems like his best use will be as a build piece. Pay 20 points and you get access to clones (clone on speeder with wier could be really good). 20 Points isn't a whole lot to spend on that when you can get a TBSV for 9 points.

Let's drop the Imperial Organizer thingy and see what bringing in clones is actually worth.

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LESHIPPY Online
Post subject: Re: Moff DisraPostPosted: Wed Feb 08, 2012 11:22 am
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Disra 20
30
17
0
0
Unique
Privateer Employer - You may bring in one fringe comannder that cost less or equal to this character for half price.
Afinity -order 66
Imperial Triumvirate - Cost 5 less in a squad with a character whos has Imperial Triumvirate.
Rapport - Pirates cost one less.

Took off Imp. Organizer and added rapport. Is rapport too much?

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Grand Moff Boris Offline
Post subject: Re: Moff DisraPostPosted: Wed Feb 08, 2012 11:36 am
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So he's not a commander?

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LESHIPPY Online
Post subject: Re: Moff DisraPostPosted: Wed Feb 08, 2012 1:13 pm
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My Bad, Fixed

Disra 20
30
17
0
0
Unique
Privateer Employer - You may bring in one fringe comannder that cost less or equal to this character for half price.
Afinity -order 66
Imperial Triumvirate - Cost 5 less in a squad with a character whos has Imperial Triumvirate.
Rapport - Pirates cost one less.

CE:Whenever an Allied commander (including this character) is defeated, one non-unique Imperial Ally may make an Immediate Attack.

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Post subject: Re: Moff DisraPostPosted: Wed Feb 08, 2012 3:25 pm
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I would rather see either reserves (or reinforcements which I hate) rather than Privateer Employer.

The first question that will confuse everyone is it his normal cost or his cheaper cost. If I play him with Tierce do I get to bring a 20 pt commander for 10 or am I stuck with a 15 pt commander.

Plus if we did that, there would almost never be a reason not to take him. I pay 24 for him and TBSV for instance and get 2 activations and a neat CE or I get a TBSV and 2 rodians for the same price? I take him every time.

If we want to make something like that, why don't we just make him rapport for Fringe Commanders?

I would rather just give him reserves and say for 15 (or 20) points you get to bring in clones to the empire (which may actually be worth more than this), a chance at reserves, and a ce you can build around. Even with those stats he may be closer to 25-30. I'd have to look at the points but the ability to bring the full strafe Clone on Speeder to the Empire seems really, really good since I just played against Tim and his Scout on Speeder that was powered by piett and weir.

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LESHIPPY Online
Post subject: Re: Moff DisraPostPosted: Wed Feb 08, 2012 4:14 pm
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urbanjedi wrote:
I would rather see either reserves (or reinforcements which I hate) rather than Privateer Employer.

The first question that will confuse everyone is it his normal cost or his cheaper cost. If I play him with Tierce do I get to bring a 20 pt commander for 10 or am I stuck with a 15 pt commander.


Privateer Employer - You may bring in one fringe comannder that cost less or equal to this character's printed cost for half price.

urbanjedi wrote:
Plus if we did that, there would almost never be a reason not to take him. I pay 24 for him and TBSV for instance and get 2 activations and a neat CE or I get a TBSV and 2 rodians for the same price? I take him every time.


You can play what ever you want, but we are giving people options. Plus the Duv BSV would fit into this as well. This gives you 2 great options and 8 (excluding vengeance cards) other options

urbanjedi wrote:
If we want to make something like that, why don't we just make him rapport for Fringe Commanders?
just trying to think of something new. if we just do it as normal, 1 point. You would never to get the max of 10 points from this guy


urbanjedi wrote:
I would rather just give him reserves and say for 15 (or 20) points you get to bring in clones to the empire (which may actually be worth more than this), a chance at reserves, and a ce you can build around. Even with those stats he may be closer to 25-30. I'd have to look at the points but the ability to bring the full strafe Clone on Speeder to the Empire seems really, really good since I just played against Tim and his Scout on Speeder that was powered by piett and weir.
Yet it really doesn't seem like it adds anything new to the game. People are already used to taking chance to bring in stuff. Affinty 66 is already there and seldom used. Why not make it a guaranteed thing? This gives you some different options of playing fringe.

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Post subject: Re: Moff DisraPostPosted: Wed Feb 08, 2012 4:35 pm
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Yes but that is because Palps costs so much just by himself.

Thrawn/mas 40
Weir 28
Disra 20
Clone on speeder 28

116 so far and you have lots of room for tech. In order to get that now you have to have palps which is another 40+ points on top of Disra which starts to limit squad building at 200

I just think that his bag of tricks of bringing order 66 dudes can be quite powerful. I think people will play him just for that (both fun and competitive). I think that with rapport 5 it makes you think about building with the others as well. Sometimes people will and sometimes they won't. I also think his CE can be built around quite well also. Free attacks are always good.

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Post subject: Re: Moff DisraPostPosted: Mon Feb 13, 2012 2:54 pm
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Quote:
Disra 24 pts.

50 Hit Points
16 Defense
+0 Attack
0 Damage

Special Abilities
Unique
Affinity (Your squad may include characters with the Order 66 special ability)
Imperial Triumvirate (Add +2 to your initiative roll for each character on your squad with Imperial Triumvirate)
Rapport (This character costs 5 less if you have another character on your squad with the Imperial Triumvirate special ability, and 10 less if you also have a Fringe commander)
Rapport (Characters on your squad whose names contain Pirate cost one less)

Commander Effect:Whenever a commander on your squad (including this character) is defeated, one non-unique Imperial ally may make an immediate attack.

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urbanjedi Offline
Post subject: Re: Moff DisraPostPosted: Mon Feb 13, 2012 5:06 pm
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needs to be non-u with order 66

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Post subject: Re: Moff DisraPostPosted: Mon Feb 13, 2012 5:09 pm
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What did you think about the new commander effect combo? One grants free attacks, another allows you to use the free attack to fire missiles or throw grenades (or even use force powers if the recipient has them), and then allows it to be done twice per turn on a followers own turn. The third still copies an allied CE.

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Post subject: Re: Moff DisraPostPosted: Mon Feb 13, 2012 8:53 pm
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Very interesting.

My only concern is the Nikto Pirates. 6 point accurate shooters when you bring in Hando. Althought the 8 point weequay with cunning and opportunist from thrwan with accurate might be worse.

The nikto pirates also gets the black sun bonus so currently they could be brought in for 6 with alexi, but lose accurate. If xizor was also in the squad they get the black sun bump of +4 for 10

So it would be commander heavy but something like
new thrawn
mas
Disra
Hando
Xizor
Ozzel
nikto pirates x 10
ugy x3

or add in lobot and bring in 3 pirates and a MD and only bring in 6 of the 10 original pirates and 2 of the three ugs

But no mobile or stealth, so it might be ok?

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Post subject: Re: Moff DisraPostPosted: Mon Feb 13, 2012 11:47 pm
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Not sure if it is any worse than Echanis or even the old school Swoop Bike Gang Member Death Shot twin squad. Def something to have Mike take a look at in testing (or one of us) but wouldn't this just auto-loss to both bastilla and anything with strafe/gallop?

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Post subject: Re: Moff DisraPostPosted: Tue Feb 14, 2012 4:40 am
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urbanjedi wrote:
Not sure if it is any worse than Echanis or even the old school Swoop Bike Gang Member Death Shot twin squad. Def something to have Mike take a look at in testing (or one of us) but wouldn't this just auto-loss to both bastilla and anything with strafe/gallop?


The Empire has access to Ysalimiri. It's the players own fault if he/she doesn't incorporate it, and that is true even now.

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Post subject: Re: Moff DisraPostPosted: Wed Feb 15, 2012 9:46 am
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Looking over this guy should the CE be just be non unique ally instead of non unique IMPERIAL ally?

Just thinking that way your order 66 guys or pirates could use it.

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Post subject: Re: Moff DisraPostPosted: Wed Feb 15, 2012 11:12 am
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Affinity changes the faction.

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Post subject: Re: Moff DisraPostPosted: Wed Feb 15, 2012 11:22 am
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Grand Moff Boris wrote:
Affinity changes the faction.
good for me then. I will play test these three guys tonight.

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Post subject: Re: Moff DisraPostPosted: Wed Feb 15, 2012 1:30 pm
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So building a squad for tonight to play test and here are my thoughts so far.
Here was the first build.
Disra
Flim
Veers
Alexi
New Thrawn
mas
Dug BSV
Pelleaon
Nikto Pirate x6
14 points left to spend. I started looking this over and it really doesn't work well. So I took out Veers and Alexi and added Hondo. Pirates still get accurate and still cost -2. Still not liking it. Take out Flim add in Ozzel.

So my first question if I have a Fringe commander and another IMP Tri would Disra be -15? -5 for IMP Tri and an additional -10 for the fringe commander?

So here is my squad now.
Disra
Ozzel
Hondo
Thrawn
mas
Palleaon
Dug BSV
Czereka
Nikto Pirate x4
Lobot - brings in nikto pirate x2 and ugy x2.
200
17 activations still doesn't out activate a IG86 swarm. The closer I look at this I find my self asking this. Why is Disra in this squad? Currently he is costing me 14 points and giving me 6 extra points. But he is doing nothing else beyond that. So I don't know what I am spending 8 points on. The Commander Effect doesn't help this squad at all so I am not sure how he helps out fringe much. The CE and SA -10 for fringe commander doesn't seem to really work together. Now if the CE was fringe I could at least see that when i want to sacrifice Ozzel I will get shoots. The longer I look at it the more I don't like it. at max the pirates who are the hitters are only attacking at a 14 for 20 Dam. Realistic Max damage per round if everything works right is Hondo for 40 Pirates for 240. 280 damage per round total. Dug adds 30. 310 total

now looking at it the Dug doesn't even give them super stealth like I thought. back to the drawing board

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Post subject: Re: Moff DisraPostPosted: Wed Feb 15, 2012 1:44 pm
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-10 is the most you can get with the wording under Disra's Rapport. The squads you built also seem like they don't really play to the strengths of the Imperial Triumvirate. A player is going to want all 3 of them on the team to maximize their effects. Truthfully, they're probably best with something like the Jax'n squad that was posted today, where Twi'lek Black Sun Vigos carry the squad to victory.

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Post subject: Re: Moff DisraPostPosted: Wed Feb 15, 2012 1:57 pm
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well it started out as double swapping guys with super stealth, accurate and cheap. So it made sense in my head till I started analyzing it.

Disra still leave me scratching my head. Maybe it is just a fun piece and not mid or top tier.

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Post subject: Re: Moff DisraPostPosted: Wed Feb 15, 2012 2:07 pm
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It's the Imperial Triumvirate concept that forces them to be played as a trio. Otherwise, it's not worth doing - regardless of what the ability ends up doing, the name implies the three of them go together, so presumably their entire card concepts must as well.

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Weeks Offline
Post subject: Re: Moff DisraPostPosted: Wed Feb 15, 2012 2:53 pm
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Fringe commanders costing 10 less with him is very interesting. Xizor for 20, TBSV for 8, or Ephant Mon for 1 point. Hey I'd play him for 1 point.

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Post subject: Re: Moff DisraPostPosted: Wed Feb 15, 2012 3:52 pm
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I understand what you are saying David, but they don't cost 10 less. This is where i think the confusion is. It is 5 for the IMP TRI and 5 for the Fringe commander. Am I right Dennis? The pieces you bring in don't actually cost less, this piece does. The TBSV still cost 18. This piece would go down by 5 or 10 depending.

So what it boils down do you want to bring in this piece for less not the other way around.

I hope that makes sense.

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Post subject: Re: Moff DisraPostPosted: Wed Feb 15, 2012 3:53 pm
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Grand Moff Boris wrote:
It's the Imperial Triumvirate concept that forces them to be played as a trio. Otherwise, it's not worth doing - regardless of what the ability ends up doing, the name implies the three of them go together, so presumably their entire card concepts must as well.


I would argue that double swap and rout is worth play at 22 by itself.

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Post subject: Re: Moff DisraPostPosted: Wed Feb 15, 2012 4:00 pm
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LESHIPPY wrote:
I understand what you are saying David, but they don't cost 10 less. This is where i think the confusion is. It is 5 for the IMP TRI and 5 for the Fringe commander. Am I right Dennis? The pieces you bring in don't actually cost less, this piece does. The TBSV still cost 18. This piece would go down by 5 or 10 depending.

So what it boils down do you want to bring in this piece for less not the other way around.

I hope that makes sense.


That is how I had it worded, yes. You're basically reducing this character's cost by 5 for having a Fringe commander. We could up the reduction to 10 if you want, but then you get into the issue of 3 pt. Chagrian Merc Commanders and 1 pt. Ephant Mons, lol.

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Post subject: Re: Moff DisraPostPosted: Wed Feb 15, 2012 7:43 pm
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They would get played at least

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Post subject: Re: Moff DisraPostPosted: Thu Feb 16, 2012 9:27 am
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Here is what I played last night
Flim
Disra
Old Thrawn
Mas
Lobot - swoop bikes X2
Geo Assasin
Clones on speeders x2
rodian brute x3
ugyx2

vs
IG88 triplets
IG88 A
IG88 BH
IG88 Assasin
Mice
R7s
Ozzel
Imp Sov. Protector

Map Cargo Dock

After three rounds it was apparent that the IMPs could not dish out enough damage to deal with the IGs and there shields.
Double swap was pretty cool, but the speeders just don't do enough damage output. Maybe putting in the new thrawn would have helped.

Anyway...
Disra didn't do anything except allow the speeders to be brought in. Basically making the two speeders cost 75 points. Which is a big waste of points. Then to use the commander effect I have to get my commanders killed which I really can't afford to lose.

I do understand how all three work together, but at this point I think the Flim will be the only one used. Even with him having another 10 point discount if I were to bring in fringe, Disra himself doesn't seem worth the 9 points to play. He adds nothing to the game. While you think you are getting fringe commanders in your squad for cheaper you actually aren't. If you take this guy out of the squad the fringe commander cost the same. Flim and Tierce would cost less, true, but not the fringe commander.

Maybe if he had something like puppetmaster or dominate it would help.

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Post subject: Re: Moff DisraPostPosted: Thu Feb 16, 2012 4:42 pm
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Disra also lets you bring Spaarti clones as well so you can have swappable satchel charge.

Plenty of Non-u clones that you can bring over that can be a nice addition.

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Post subject: Re: Moff DisraPostPosted: Thu Feb 16, 2012 5:41 pm
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urbanjedi wrote:
Disra also lets you bring Spaarti clones as well so you can have swappable satchel charge.

Plenty of Non-u clones that you can bring over that can be a nice addition.


So are you saying it is worth 24 or 19 points to bring in a 5 point piece? Or even multiple 5 point guys. Maybe he should have rapport with the 66 pieces he brings in?

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Post subject: Re: Moff DisraPostPosted: Thu Feb 16, 2012 6:25 pm
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ok so what if he serves a new purpose. His CE is tacked on and not worth much and its clear he needs to do something worthwhile or he is useless.

Proposal:

Moff Disra 33 Points
30 HP
13 Def
1 Att
10 Dam

Unique
Imperial/Fringe Rienforcements 20 (can bring in up to 20 points of Imperial and Fringe pieces)
Imperial Triumverate
Affinity (Non-unique Order 66)

CE: When an Allied Commander (Including this character) is defeated, one non-unique ally may make an Immediate attack.

So for 33 points he can bring in 20 points of imperials and fringe pieces. so 2 stormtroopers and a Twilek BG or something like that. Not 20 points of Imperial and 20 points of fringe, its 20 points between the 2. Or he can bring in nonunique Republic guys due to his Affinity for them along with fringe and Imperial guys. So the amount of possibilties from game to game is HUGE for this guy. That shows his planning abilities and makes him really interesting to think about his possibilities.

Something like this suites him pretty well seeing as he was a planner not really a doer. So Disra puts the right pieces in play and then gives his CE out incase something goes wrong. And he keeps in the Shadows watching his plan unravel.

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Weeks Offline
Post subject: Re: Moff DisraPostPosted: Thu Feb 16, 2012 6:45 pm
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On second thought it should probably be a differant name.

Strategist (at the start of the Skirmish this character may bring in 20 points worth of non-unique characters from Fringe or Imperial factions.)

should be non-unique to force you to keep ozzel or play ozzel and Pelleaon to get rid of ozzel. Disra seems more like a guy who would supply grunts then commanders.

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Post subject: Re: Moff DisraPostPosted: Thu Feb 16, 2012 10:10 pm
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was there something specifically wrong with him having reserves (one of the earlier drafts had it)?

I would rather not have an in faction way for the imps to get MTB engine for free.

Thrawn
Mas
Weir
Storm Commando
Disra
Clone on speeder
Swoop
stuff

This is basically what Tim ran at Jan champs (except he had scout on speeder and Piett) instead of Disra and Clone on Speeder and he went 4-0 pretty easily. I think this would be a very good start to a squad and yes I would probably play 1 or 2 spaartis as extra door control in this squad.

Strafe for 24 is really good (just ask the lancer) esp if you can either swap in or out. Makes it almost like Pawn and you get master tact which seps don't have. If you really max it out you play ozzel as well and hittem before and after init and you might make it far enough where they can;t catch you and you get to do it again because weir and storm commando are no slouches. Obv can work it up a little but that is the basic idea.

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Post subject: Re: Moff DisraPostPosted: Thu Feb 16, 2012 11:31 pm
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Weeks wrote:
On second thought it should probably be a differant name.

Strategist (at the start of the Skirmish this character may bring in 20 points worth of non-unique characters from Fringe or Imperial factions.)

should be non-unique to force you to keep ozzel or play ozzel and Pelleaon to get rid of ozzel. Disra seems more like a guy who would supply grunts then commanders.


It wouldn't be called "Imperial/Fringe Reinforcements," just Reinforcements. The types of characters allowed are defined in the, well, definition. We don't need to create a new name.

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Post subject: Re: Moff DisraPostPosted: Tue Feb 21, 2012 3:29 pm
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Moff Disra 33 Points
30 HP
13 Def
1 Att
10 Dam

Unique
Imperial/Fringe Rienforcements 20 (can bring in up to 20 points of living Imperial and Fringe non-unique pieces)
Imperial Triumverate
Affinity (Non-unique Order 66)

CE: When an Allied Commander (Including this character) is defeated, one non-unique ally may make an Immediate attack.


Do we want to give this a shot. Added living to Reinforcements to prevent mice. I don't think it really hurts anything major that the Imps would bring in.

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Post subject: Re: Moff DisraPostPosted: Tue Feb 21, 2012 3:31 pm
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I don't think we need to limit Fringe options just to hurt mice. We've done enough already to discourage them. I'm also fine with her bringing in uniques.

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Post subject: Re: Moff DisraPostPosted: Tue Feb 21, 2012 11:12 pm
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Grand Moff Boris wrote:
I don't think we need to limit Fringe options just to hurt mice. We've done enough already to discourage them. I'm also fine with her bringing in uniques.


I don't think it should be uniques. The ability to bring in ozzel is very powerful. And in flavor Disra supplied troops to various people in exchange for stuff.

Also, I'm not too keen on the ability of Imps to bring in a MTB either.

What if we made him 23 and had reinforcements 10? It would let you bring in a treadwell or an mtb if your base was designed for it, or 2 stormies, 3 uggies, wicket, RA-7 protocol droid, etc?

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Post subject: Re: Moff DisraPostPosted: Tue Feb 21, 2012 11:33 pm
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What if we gave her Bribery instead then?

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Post subject: Re: Moff DisraPostPosted: Wed Feb 22, 2012 12:51 pm
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Grand Moff Boris wrote:
What if we gave her Bribery instead then?

Did I miss this SA?

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Post subject: Re: Moff DisraPostPosted: Wed Feb 22, 2012 3:07 pm
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It's on Tyber Zann. We can change "Zann Consortium" to "Empire."

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Post subject: Re: Moff DisraPostPosted: Wed Feb 22, 2012 5:39 pm
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I think Bribery 10 is perfect for this fig. Actually 100% fits the character. Not sure if we have to make gain empire though as it isn't necessary.

BTW this person is a dude (not a she)

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Post subject: Re: Moff DisraPostPosted: Wed Feb 22, 2012 10:39 pm
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urbanjedi wrote:
I think Bribery 10 is perfect for this fig. Actually 100% fits the character. Not sure if we have to make gain empire though as it isn't necessary.

BTW this person is a dude (not a she)


Well the original Bribery grants Zann Consortium special ability, which doesn't make a lot of sense here. Better to make it a faction change to Empire than stick with ZC.

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Post subject: Re: Moff DisraPostPosted: Wed Feb 22, 2012 11:28 pm
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Moff Disra 28 Points
30 HP
13 Def
1 Att
10 Dam

Unique
Bribery 10 (before the start of the skirmish select up to 10 points of Imperial or Fringe characters. During placement choose to either keep these characters or take up to 10 points of your opponents characters brought in by rienforcements. Characters gained this way are considered Imperial until the end of the Skirmish.)
Imperial Triumverate (Cost 5 less when in a squad with 2 other characters with Imperial Triumverate)
Affinity (Non-unique Order 66)

CE: When an Allied Commander (Including this character) is defeated, one non-unique Imperial ally may make an Immediate attack.

Added Bribery (based on memory of what Zann had so its a little fuzzy) made it any Imperial or Fringe characters because the bigges worry was Ozzel. Seeing as Ozzel costs 11 (is 11 louder then 10 btw?) he doesn't qualify.

Made him cost 28. So you pay 18 points for Affinity (much like the old O66 guy with wookiees) and you get a decent Commander Effect. When you run him with Flim and Tierce he costs 13.

I'd play the heck out of this guy. he's pretty good now, good call on Bribery guys.

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Post subject: Re: Moff DisraPostPosted: Thu Feb 23, 2012 12:35 pm
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We need to be careful about not making "fanboy" names for existing abilities. (I have been guilty of this in the past.)

Moff Disra 28 Points
30 HP
13 Def
1 Att
10 Dam

Unique. Imperial Triumvirate (This does something, maybe...)
Bribery 10 (before the start of the skirmish select up to 10 points of Imperial or Fringe characters. During placement choose to either keep these characters or take up to 10 points of your opponents characters brought in by rienforcements. Characters gained this way are considered Imperial until the end of the Skirmish.)
Rapport (This character costs 5 less when in a squad with 2 other characters with Imperial Triumverate)
Affinity (Non-unique Order 66)

CE: When an Allied Commander (Including this character) is defeated, one non-unique Imperial ally may make an Immediate attack.

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Post subject: Re: Moff DisraPostPosted: Fri Feb 24, 2012 3:49 pm
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This ready to redistribute to those PT it?


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Post subject: Re: Moff DisraPostPosted: Fri Feb 24, 2012 4:00 pm
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WacoBlaze wrote:
This ready to redistribute to those PT it?

Yes

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Post subject: Re: Moff DisraPostPosted: Sat Feb 25, 2012 7:23 am
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Check.


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Post subject: Re: Moff DisraPostPosted: Mon Feb 27, 2012 11:19 am
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Grand Moff Boris wrote:
Moff Disra 28 Points
30 HP
13 Def
1 Att
10 Dam

Unique. Imperial Triumvirate (This does something, maybe...)
Bribery 10 (before the start of the skirmish select up to 10 points of Imperial or Fringe characters. During placement choose to either keep these characters or take up to 10 points of your opponents characters brought in by rienforcements. Characters gained this way are considered Imperial until the end of the Skirmish.)
Rapport (This character costs 5 less when in a squad with 2 other characters with Imperial Triumverate)
Affinity (Non-unique Order 66)

CE: When an Allied Commander (Including this character) is defeated, one non-unique Imperial ally may make an Immediate attack.


Are these the stats that went to playtesters, or was it the stats that David posted? If it's these, Imperial Triumvirate needs to be clarified.

(As an aside, I 100% agree that you Imperial Triumvirate shouldn't just be Rapport with another name. If you want them to cost less when in a squad with each other, just give them all Rapport for each other.)


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Grand Moff Boris Offline
Post subject: Re: Moff DisraPostPosted: Mon Feb 27, 2012 12:27 pm
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I'd like for Imperial Triumvirate to be the conditional Tactician concept previously discussed. No explanation was ever given for why it was changed back.

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Post subject: Re: Moff DisraPostPosted: Mon Feb 27, 2012 1:31 pm
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Grand Moff Boris wrote:
I'd like for Imperial Triumvirate to be the conditional Tactician concept previously discussed. No explanation was ever given for why it was changed back.


+1

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urbanjedi Offline
Post subject: Re: Moff DisraPostPosted: Mon Feb 27, 2012 2:16 pm
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and Tierce would be the one that would grant the tactician bonus right?

So run Disra by himself and nothing but run him with tierce and you get 2 times the tri bonus that tierce has?

Give tierce tactician +2 and then +2 for each other imp tri character in your squad?

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Weeks Offline
Post subject: Re: Moff DisraPostPosted: Tue Feb 28, 2012 1:51 pm
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Ok, as it stands now here's how I play him.

I make a squad that includes these pieces

Disra
Clone speeder (1 or 2)
Pelleaon

Now before setup Disra brings in 3 brutes with his ability or let's me nab enemy reinforcements. Once we are setup pelleaon kicks Disra out and brings in Weir.

So basically I get 3 activations and weir for the price of Disra. I also get the clone speeders into imperials for basically nothing.

So something has to be altered about Disra. I thought I remembered reading where Pelleaon didnt like him and was fighting against him. So slapping Rival on him makes sense. Cause in any Disra squad I'm dropping him pretty much every time.

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urbanjedi Offline
Post subject: Re: Moff DisraPostPosted: Tue Feb 28, 2012 11:30 pm
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I do like the addition of rival on this guy. Do either of the others have this problem?

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Post subject: Re: Moff DisraPostPosted: Wed Feb 29, 2012 9:14 pm
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Moff Disra 28 Points
30 HP
13 Def
1 Att
10 Dam

Unique.
Bribery 10 (before the start of the skirmish select up to 10 points of Imperial or Fringe characters. During placement choose to either keep these characters or take up to 10 points of your opponents characters brought in by rienforcements. Characters gained this way are considered Imperial until the end of the Skirmish.)
Rapport (This character costs 5 less when in a squad with 2 other characters count as Grodin Tierce and Flim)
Rival (Pellaeon)
Affinity (Non-unique Order 66)

CE: When an Ally can make an attack that ally can use a replaces attack ability instead (includes attacks granted by other SAs or CEs or AoO)


Dropped Imp Tri as we don't seem to have anything stellar for it and changed Rapport and Added a replaces attack CE and Rival

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Post subject: Re: Moff DisraPostPosted: Wed Feb 29, 2012 10:19 pm
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Not really a fan of Rival, personally - particularly in regards to Pellaeon as he is an important counter in the meta.

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urbanjedi Offline
Post subject: Re: Moff DisraPostPosted: Wed Feb 29, 2012 10:26 pm
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You can always run GA Thrawn if you wanted.

I think Weeks is right with his post from earlier. We can't just make a guy that is an easy 100% swap out for someone like weir that can be used to just break faction building rules. And he did 100% go against pellaeon. It does fit perfectly.

I do want to see him keep his affinity for order 66 dudes as I think that has been long overdue on someone besides a very high cost piece. And everything else we have on him fits perfectly IMO except whatever commander effect so if that means we have to make rival on him to prevent abuse and since it does fit flavor wise then I am 100% fine with it. It sure beats some other ability that is designed to fix the problem of swapping him out with Pelleaon. Rival does exactly what we need.

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Post subject: Re: Moff DisraPostPosted: Fri Mar 23, 2012 4:31 pm
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I think we are back to this:

Quote:
Moff Disra 28 Points
30 Hit Points
13 Defense
1 Attack
10 Damage

Special Abilities
Unique
Affinity (Characters with Order 66 may be on this character's squad)
Bribery 10 (before the start of the skirmish select up to 10 points of Imperial or Fringe characters. During placement choose to either keep these characters or take up to 10 points of your opponents characters brought in by rienforcements. Characters gained this way are considered Imperial until the end of the Skirmish.)
Imperial Triumvirate (Add +1 to your initiative roll for each character with Imperial Triumvirate)
Rapport (This character costs 5 less when in a squad with 2 other characters with Imperial Triumverate)


Commander Effect
When a commander on your squad (including this character) is defeated, one non-unique Imperial follower within 6 squares may make an immediate attack.

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Weeks Offline
Post subject: Re: Moff DisraPostPosted: Fri Mar 23, 2012 5:03 pm
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Add rival for pelleaon and I'm good

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Post subject: Re: Moff DisraPostPosted: Fri Mar 23, 2012 6:31 pm
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+1 for Rival

I thought we wanted to keep it non-u order 66 guys. Not sure I want to see tons of Thrawn Swap with Rex.

Otherwise looks good to me.

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Post subject: Re: Moff DisraPostPosted: Fri Mar 23, 2012 8:26 pm
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We can lower this guy to 1 point below Weir so you don't get the swap. I'd still prefer that over alienating this guy from competitive play.

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Weeks Offline
Post subject: Re: Moff DisraPostPosted: Fri Mar 23, 2012 8:43 pm
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The issue isn't entirely in Weir. It's allowing you to build a squad with O66 characters in it with Disra combined with Disra's bribery to bring in extra characters. Those two things plus Pelleaon being able to drop him after all of those things happening is what is too strong.

With this as is I'd drop him just about every time for someone who's decent. By not allowing pelleaon in the squad your not allienating him from competitive play at all. Both Thrawns are still quite good by themselves. All that holding pelleaon out of the squad will do is force you to do is build your squad knowing you can't get out if ozzel.

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Post subject: Re: Moff DisraPostPosted: Sat Mar 24, 2012 9:47 am
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Weeks wrote:
The issue isn't entirely in Weir. It's allowing you to build a squad with O66 characters in it with Disra combined with Disra's bribery to bring in extra characters. Those two things plus Pelleaon being able to drop him after all of those things happening is what is too strong.


On paper... in theory... not at all backed by a single playtest. More importantly, the combo (sans Bribery) already exists with SL Palpatine, and while not as playable at the moment, not now doesn't mean forever.

Quote:
With this as is I'd drop him just about every time for someone who's decent. By not allowing pelleaon in the squad your not allienating him from competitive play at all. Both Thrawns are still quite good by themselves. All that holding pelleaon out of the squad will do is force you to do is build your squad knowing you can't get out if ozzel.


... and force you to accept an auto-loss vs. Bastila unless you bring Grand Admiral Thrawn, which there is aversion to having Thrawn on the team from Jason.

I just think that putting Rival on him strangles squad design. Playtesting results can dissuade me, but not much else short of that.

EDIT: That's not to say I won't support it if there's a consensus (which for the moment there seems to be), but I just think it's a bad idea.

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Weeks Offline
Post subject: Re: Moff DisraPostPosted: Sat Mar 24, 2012 1:50 pm
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That's a fair arguement. I'll try and break him later on this weekend.

Something to the akin of Tim's Scout Speeder squad. You can start with Disra and drop him for either Piett or Imperial Gov Tarkin. There's something there, I'll do some digging.

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Post subject: Re: Moff DisraPostPosted: Tue Mar 27, 2012 9:08 am
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I agree that there is something there (whether we can find it or not) plus it hugely impacts future design.

What if we just make him a follower so that it isn't an issue?

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Weeks Offline
Post subject: Re: Moff DisraPostPosted: Wed Mar 28, 2012 2:06 pm
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Disra at 28:

Squad is

32 Thrawn
28 Disra
28 Clone on Speeder
28 Clone on Speeder
27 Lobot
17 Storm Commando
16 Pelleaon
16 Grand Admiral Rulf Yage
5 Caamasi Noble
3 Brute

Every game Disra brings in a 10 point Speeder then gets Dropped for Weir. With Weir your speeders are always at +12 for 30 with twin. You also mix in 6 more acts with Lobot so your at 17 acts which is pretty good. You setup some good strafes and swap out each time. If you outact the poor sucker your facing you decemate them with your speeders at the end of round/start of round strafe then still have one more speeder to finish. If by some miracle they live through that you still have Weir (who has cunning now too) and the storm commando can still close.

if he goes down to 27 then you alter the squad to have just one speeder for Weir and drop Disra every time for a nightsister mother. Now you have direct damage and a Strafe Counter as well.

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Post subject: Re: Moff DisraPostPosted: Wed Mar 28, 2012 2:21 pm
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Weeks wrote:
Disra at 28:

Squad is

32 Thrawn
28 Disra
28 Clone on Speeder
28 Clone on Speeder
27 Lobot
17 Storm Commando
16 Pelleaon
16 Grand Admiral Rulf Yage
5 Caamasi Noble
3 Brute

Every game Disra brings in a 10 point Speeder then gets Dropped for Weir. With Weir your speeders are always at +12 for 30 with twin. You also mix in 6 more acts with Lobot so your at 17 acts which is pretty good. You setup some good strafes and swap out each time. If you outact the poor sucker your facing you decemate them with your speeders at the end of round/start of round strafe then still have one more speeder to finish. If by some miracle they live through that you still have Weir (who has cunning now too) and the storm commando can still close.

if he goes down to 27 then you alter the squad to have just one speeder for Weir and drop Disra every time for a nightsister mother. Now you have direct damage and a Strafe Counter as well.


Needs more Mas Amedda.


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Post subject: Re: Moff DisraPostPosted: Wed Mar 28, 2012 2:23 pm
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Echo wrote:
Weeks wrote:
Disra at 28:

Squad is

32 Thrawn
28 Disra
28 Clone on Speeder
28 Clone on Speeder
27 Lobot
17 Storm Commando
16 Pelleaon
16 Grand Admiral Rulf Yage
5 Caamasi Noble
3 Brute

Every game Disra brings in a 10 point Speeder then gets Dropped for Weir. With Weir your speeders are always at +12 for 30 with twin. You also mix in 6 more acts with Lobot so your at 17 acts which is pretty good. You setup some good strafes and swap out each time. If you outact the poor sucker your facing you decemate them with your speeders at the end of round/start of round strafe then still have one more speeder to finish. If by some miracle they live through that you still have Weir (who has cunning now too) and the storm commando can still close.

if he goes down to 27 then you alter the squad to have just one speeder for Weir and drop Disra every time for a nightsister mother. Now you have direct damage and a Strafe Counter as well.


Needs more Mas Amedda.


sure. Drop the noble and brute for him

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Post subject: Re: Moff DisraPostPosted: Wed Mar 28, 2012 2:30 pm
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Rivalry with Palleon makes more sinces then not making a Moff a CE.

Are two twin Clone speeders that can swap any worse than two lancers that can sling shot and be repaired?

Lancers are attacking with +18 so they are going to hit more often than not yet only deal 20 damage.

Speeders are attacking at +12 for 30. So they are going to miss more that the Lancer.

Both have to deal with Bastila canceling CEs and deal with people that avoid flight and explode, which are slowly growing.

If we put in Rivalry then then droppinf Disra for Weir leaves the picture and there goes twin. One shot at 12, i can live with that.

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Weeks Offline
Post subject: Re: Moff DisraPostPosted: Wed Mar 28, 2012 2:44 pm
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That was just an example of what you could do with him. You could also just drop him every time for whatever other Imperial character you wanted and use his bribery first.

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Post subject: Re: Moff DisraPostPosted: Wed Mar 28, 2012 3:30 pm
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And it isn't necessarily just about the clone speeders either. Who knows what order 66 dudes we will make in the future. I could actually see using him for bribery and to bring in a couple of Spaartis for med sized satchel charge that is cheap and then swapping him out for someone else.

I would advocate either Rival for Pellaeon (which makes sense flavor wise) or dropping his CE and making him a follower (which can also make sense) as Tierce was the one doing all the commanding. His bribery and bringing in of clones are perfect flavor without a CE.

Whichever way everyone wants to go is fine but I don't think we can leave him a commander AND let him be in a squad with Pellaeon.

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Weeks Offline
Post subject: Re: Moff DisraPostPosted: Wed Mar 28, 2012 4:03 pm
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Moff Disra 25 Points
30 Hit Points
13 Defense
1 Attack
10 Damage

Special Abilities
Unique
Affinity (Characters with Order 66 may be on this character's squad)
Bribery 10 (before the start of the skirmish select up to 10 points of Imperial or Fringe characters. During placement choose to either keep these characters or take up to 10 points of your opponents characters brought in by rienforcements. Characters gained this way are considered Imperial until the end of the Skirmish.)
Imperial Triumvirate (Add +1 to your initiative roll for each character with Imperial Triumvirate)
Rapport (This character costs 5 less when in a squad with 2 other characters with Imperial Triumverate)

Took off CE. lowered cost. This look better?

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Post subject: Re: Moff DisraPostPosted: Wed Mar 28, 2012 6:48 pm
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looks better to me?

I thought we were going to keep this guy non-u order 66.

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Weeks Offline
Post subject: Re: Moff DisraPostPosted: Wed Mar 28, 2012 7:13 pm
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Yes, I forgot to edit that. With that are you good to QC?

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Post subject: Re: Moff DisraPostPosted: Wed Mar 28, 2012 11:29 pm
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Unless we want to change up their rapport? I know Dennis wanted to change it up slightly from one of his earlier posts.

Dennis/Les? Thoughts?

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Post subject: Re: Moff DisraPostPosted: Thu Mar 29, 2012 9:59 am
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A Moff without a Commander Effect just feels wrong somehow.

I was going to suggest setting his cost at 26 points. It sounds like no matter what we do, no one will ever really play this or the Triumvirate concept anyway. Slap Rival on him and you take away the only useful counter to Bastila. Don't slap Rival on him and he'll just get swapped out for something else.

With that realization, I guess I am done discussing this piece. I accept it as the crap piece in our set and am moving on.

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Weeks Offline
Post subject: Re: Moff DisraPostPosted: Wed May 02, 2012 10:33 pm
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Weeks wrote:
Moff Disra 25 Points
30 Hit Points
13 Defense
1 Attack
10 Damage

Special Abilities
Unique
Affinity (Characters with Order 66 may be on this character's squad)
Bribery 10 (before the start of the skirmish select up to 10 points of Imperial or Fringe characters. During placement choose to either keep these characters or take up to 10 points of your opponents characters brought in by rienforcements. Characters gained this way are considered Imperial until the end of the Skirmish.)
Imperial Triumvirate (Add +2 to your initiative roll for each character with Imperial Triumvirate and this character may not be in a squad with a character who counts as Thrawn)
Rapport (This character costs 5 less when in a squad with 2 other characters with Imperial Triumverate)
Rival (Pelleaon)

CE:If this character has line of sight to an enemy character Imperial Commanders (including this character) may not have their commander effects countered.


Disra was a careful planner. The CE is trying to show him watching his back to cover his trail. It gives a Bastilla counter (seeing as your not getting thrawn or Pelleaon) and gives him something to do. If he is trying to use this ability he is exposing him self to the onslaught of fire that he will take. But if he can live 1-2 rounds while using it then it will be worth it.

So, I've updated the Triumvirate. Please check them all out and notice they all work pretty well with each other and every other non-thrawn commander in the faction.

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Post subject: Re: Moff DisraPostPosted: Wed May 02, 2012 11:24 pm
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Weeks wrote:
Moff Disra 25 Points
30 Hit Points
13 Defense
1 Attack
10 Damage

Special Abilities
Unique
Affinity (Non- Unique characters with Order 66 may be on this character's squad)
Bribery 10 (before the start of the skirmish select up to 10 points of Imperial/order 66/Fringe characters. During placement choose to either keep these characters or take up to 10 points of your opponents characters brought in by rienforcements. Characters gained this way are considered Imperial until the end of the Skirmish.)
Imperial Triumvirate
Rapport (This character costs 3 less when in a squad with 2 other characters with Imperial Triumverate)
Strong Resolve (Allies within 6 squares including this character gain +1 to saves. For each other character with Imp Tri in your squad, they add an additional +2 to their save rolls)




I was thinking something along the lines of this.

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Grand Moff Boris Offline
Post subject: Re: Moff DisraPostPosted: Thu May 03, 2012 11:50 am
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This is the wrong time to be doing an overhaul. Scrap these figures and throw in non uniques. This is embarrassing that we are still developing figures.

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Post subject: Re: Moff DisraPostPosted: Mon May 07, 2012 5:46 pm
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QC'd from main Triumvirate thread:

SPOILER: HIDE
Quote:
26. Moff Disra
Moff Disra
Cost 25

HP 30
DEF 13
ATK +1
DAM 10

Special Abilities
Unique
Imperial Triumvirate [Add +2 to the initiative roll except on a roll of 1. (This bonus stacks.)]
Affinity [Non-Unique characters with Order 66 may be in your squad regardless of faction]
Bribery [During setup, after seeing your opponents squad, you may add up to 10 points of Fringe or Imperial characters to your squad. After setup, you may choose to select up to 10 points of your opponent's characters brought in through reinforcements instead of your original selection. These characters join your squad for the rest of the skirmish, are considered Imperial for the rest of the skirmish, and are set up in your starting area.]
Rival [This character cannot be in a squad that contains any character whose name contains Pellaeon or Thrawn]

Commander Effect
If this character has line of sight to an enemy at the start of a phase, Imperial commanders in your squad (including this character) may not have their commander effects suppressed this round.

"Nothing worthwhile is ever gained without risk."

Note, I included his number since he moved down a position now that we're using Grodin Tierce's full name.


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Post subject: Re: Moff DisraPostPosted: Mon May 07, 2012 7:56 pm
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missing first quote on flavor text

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Post subject: Re: Moff DisraPostPosted: Tue May 08, 2012 10:21 am
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Add "except on a roll of 1" to Imperial Triumvirate ability.

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urbanjedi Offline
Post subject: Re: Moff DisraPostPosted: Tue May 08, 2012 11:17 am
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are you sure? It could be an interesting counter to MTB and since you can't play Thrawn it shouldn't ever be an issue.

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Grand Moff Boris Offline
Post subject: Re: Moff DisraPostPosted: Tue May 08, 2012 12:21 pm
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Counters to counters, lol.

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LESHIPPY Online
Post subject: Re: Moff DisraPostPosted: Tue May 29, 2012 12:40 pm
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Really???....... DRINK

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Grand Moff Boris Offline
Post subject: Re: Moff DisraPostPosted: Tue May 29, 2012 1:27 pm
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In the CE:

...this phase, not "this round."

EDIT: The reason for the change was discussed in the Triumvirate thread.

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LESHIPPY Online
Post subject: Re: Moff DisraPostPosted: Tue May 29, 2012 2:49 pm
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Fixed

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