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Inside the minds of the designers - Tierce's Clone Options
leshippy
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urbanjedi Offline
Post subject: Tierce's Clone*PostPosted: Sat Oct 15, 2011 2:39 pm
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Tierce's clone
Imperial
18

50
18
10
20

Unique
Tactician +4
Double Attack
Affinity (cannot be in a squad with Ruhk)

CE
Trooper followers within 6 gain Greater Mobile


Tierce was great tactician who was the tactical part of the threesome who led the Imperials while the NR was going through the Caamas crisis. SImilar in stats/abilities to TBSV only granting it to the Imp trooper types. A reason maybe to use some of the stormies that haven't seen the light of day since the rodian brute.

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Weeks Offline
Post subject: Re: Tierce's ClonePostPosted: Sat Oct 15, 2011 7:11 pm
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This looks interesting. Is this the dude that pretended to be thrawn? If so his RM should be the chiss trooper.

Him and new baser seems pretty good. Greater mobile stormtroopers with double seems really good

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urbanjedi Offline
Post subject: Re: Tierce's ClonePostPosted: Sun Oct 16, 2011 10:20 am
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no the guy who looked like thrawn was flim. This is the trooper who was the brains behind the operation. I would probably suggest some storm/clone trooper to be the RM (I'd have to see what we have already used)

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Grand Moff Boris Offline
Post subject: Re: Tierce's ClonePostPosted: Thu Oct 20, 2011 1:23 pm
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Rival, not Affinity - and I'd probably make it so he can't be paired with any Noghri.

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Weeks Offline
Post subject: Re: Tierce's ClonePostPosted: Thu Oct 20, 2011 1:55 pm
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Quote:
Tierce's clone
Imperial
18

50
18
10
20

Unique
Imperial Triumvirate (Costs 1 less when in a squad with another character with Imperial Triumvirate)
Tactician +4
Double Attack
Rival (May not be in a squad with any Nogri)

CE
Trooper followers within 6 squares gain GMA


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urbanjedi Offline
Post subject: Re: Tierce's ClonePostPosted: Thu Oct 20, 2011 2:06 pm
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Looks good to me.

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Grand Moff Boris Offline
Post subject: Re: Tierce's ClonePostPosted: Thu Oct 20, 2011 11:39 pm
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I don't like the CE. It is completely out of flavor for the Imperial faction.

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Weeks Offline
Post subject: Re: Tierce's ClonePostPosted: Fri Oct 21, 2011 8:31 am
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Grand Moff Boris wrote:
I don't like the CE. It is completely out of flavor for the Imperial faction.


What do you suggest then?

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Grand Moff Boris Offline
Post subject: Re: Tierce's ClonePostPosted: Fri Oct 21, 2011 11:57 am
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I don't know. I just know that "stand-and-shoot" is something Rob built into the Imperial faction troopers and that he was very against them having mobility like this. I will think about it some.

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Weeks Offline
Post subject: Re: Tierce's ClonePostPosted: Sun Oct 23, 2011 2:16 pm
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Updated above

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Grand Moff Boris Offline
Post subject: Re: Tierce's ClonePostPosted: Mon Oct 24, 2011 10:20 am
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Better.

I'd recommend copy/pasting with changes as opposed to editing in changes after some of us discussing it, for a couple of reasons. 1. It keeps the flow of ideas so we can go back and look if we need to, or if someone who hasn't been on in a couple of days wants to see what is being discussed to weigh in. 2. It allows us the opportunity to share the design thread in the general section after we finish the set.

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Weeks Offline
Post subject: Re: Tierce's ClonePostPosted: Thu Oct 27, 2011 11:00 pm
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Weeks wrote:
Tierce's clone
Imperial
18

50
18
10
20

Unique
Imperial Triumvirate (Costs 1 less when in a squad with another character with Imperial Triumvirate)
Tactician +4
Double Attack

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




Dropped Rival. Made ce non-uniques instead of just troopers. I'd say he is ready for PT

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Weeks Offline
Post subject: Re: Tierce's ClonePostPosted: Tue Nov 01, 2011 10:14 pm
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Thinking about this guy some. Would 70 HP be too much on him? 50 seems awful low for a guy with his accomplishments. Also considering Blaster Upgrade. THoughts?

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urbanjedi Offline
Post subject: Re: Tierce's ClonePostPosted: Wed Nov 02, 2011 12:31 am
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His cost would have to go up some, but otherwise that seems good. Esp if we change Flim to Non-unique IMP follower gets a turn?

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Weeks Offline
Post subject: Re: Tierce's ClonePostPosted: Wed Nov 02, 2011 8:17 am
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Weeks wrote:
Weeks wrote:
Tierce's clone
Imperial
24

70
18
10
20

Unique
Imperial Triumvirate (Costs 1 less when in a squad with another character with Imperial Triumvirate)
Tactician +4
Double Attack
Blaster Upgrade

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



Added Blaster Upgrade and +20 HP. Upped cost to 24.

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urbanjedi Offline
Post subject: Re: Tierce's ClonePostPosted: Sun Dec 18, 2011 1:54 pm
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I am thinking Odd Ball for the RM here. Easy head swap to make into a sweet looking piece. Any problems with that?

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Weeks Offline
Post subject: Re: Tierce's ClonePostPosted: Tue Jan 10, 2012 4:59 pm
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Tierce's clone
RM Oddball
Imperial
24

70
18
10
20

Unique
Imperial Triumvirate (Costs 1 less when in a squad with another character with Imperial Triumvirate)
Tactician +4
Double Attack
Blaster Upgrade

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

PT

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Post subject: Re: Tierce's Clone*PostPosted: Sun Feb 05, 2012 8:22 am
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Tierce’s Clone, Flim

Playtest #1 (Bobby Logan – kfc’s waiting for you):
-SET 4 PLAYTEST FORM/INFORMATION
MAP PLAYED: Rancor Pit
YOUR NAME: David Rei Miller aka doug*platypus
FACTION: Imperial
TOTAL NUMBER OF MINIS PLAYED: 11
TOTAL COST: 200
REINFORCEMENTS (IF APPLICABLE): N/A
V-SET 4 MINIS: Flim

OPPONENT’S NAME: Bobby Logan aka kfc's waiting for you
FACTION: Imperial
TOTAL NUMBER OF MINIS PLAYED: 12
TOTAL COST: 199
REINFORCEMENTS (IF APPLICABLE): N/A
V-SET 4 MINIS: Tierce's Clone

(1) How did the characters abilities interact with each other? Quite well. I used Flim to copy Imperial Governor Tarkin's CE. I then had Darth Vader, Sith Apprentice and Captain Rex, 501st Commander with quad attack. I was a bit careless with Tarkin and he got killed early on, but Flim was still there to ensure they had triple.
(2) Did you understand how the Special Abilities/Commander Effect interactions work after reading them just once? No, but only because I was not familiar with Rout. We both forgot that I could have used it when I killed Tierce's Clone. It would have had some impact, but as it turned out it would not have changed the final outcome of the game.
(3) Did the abilities on the character(s) make sense? Was anything out of place or missing? They made sense, except that imho Doctrine of Fear on a character with only 30 HP would not be very useful. He is too fragile to have him close to the enemy.
(4) Do the mini(s) work? Yes.
(5) Is the cost accurate? Based on this, my first skirmish with Film, I would have to say no.Both Bobby and I felt that he cost too much considering the only really useful thing he has is his CE. There were not enough synergies between the three Imperial Triumvirate characters for me to want to include any of the other two in my squad. Flim's Rout could potentially be useful, but is not something you could base a strategy around. It is more something that happens unexpectedly and could be a handy bonus if the circumstances were right. As mentioned earlier, his Doctrine of Fear will not usually come into play. He is fragile and best kept at the back.

(6) Any suggestions for it/them? Lower cost and more synergies with the other two Imperial Triumvirate characters.
(7) Analysis/description of the game: Bobby won map roll and chose Rancor pit. I chose the right hand side of the map and set up in the room in the top right corner. I usedThrawn's swap to move an Imperial Dignitary in for first round gambit.I moved Rex round into the next room at the top to give some coverageif Bobby moved into the open. Bobby moved his characters closer to themiddle, but still out of sight.
Next round, I moved a Brute close to gambit as bait. Bobby moved Dashinto the open and killed my Brute and my Dignitary. I moved Rex outand shot at Dash four times. Dash evaded three attacks, but was hitwith one for 40 damage with Opportunist. I then swapped Rex out ofharm's way, replacing him with Tarkin. Bobby used Arica and Tierce'sClone to kill Tarkin.
We then spent a round adjusting the positions of our pieces. At thestart of the following round, I used Rex to kill a Brute and an Ugthen have a shot at Tierce's Clone. Rex rolled a crit and hit theClone for 60. Rex popped back into cover and I then used Vader to GripTierce's Clone for the kill. Bobby used Dash and Arica to put somedamage on Vader. I swapped Vader out for Flim, then ran Flim back intocover. Bobby ran a Brute in to base my Ug and my Dignitary, then usedThrawn to swap in Darth Vader, Sith Apprentice. He then ran around mytwo pieces to base Rex inside a lift. The Ug successfully hit Vaderfor 20 damage on an AOO with Opportunist, but was itself killed byDjem So.
The agreed time limit of 1 hour was then reached, with the score 43-35in favour of Bobby. However, we decided to continue for another halfan hour to try and finish the game. Next round, I won initiative buthanded over to Bobby. He tapped Mas and play passed back to me. I usedRex to pop out and kill an Ug as well as Dash, then put 30 damage onArica. Rex popped back in to cover, but outside the lift that Bobby'sVader was in. I then used my R7 to lock Vader inside the lift. Bobbymoved his R7 closer. I ran my dignitary adjacent to the R7 and swappedin my Vader with Thrawn. Bobby put some more damage on Vader withArica, and moved Pellaeon in so that he was in range of my Vader withYsalamiri. I used my Vader to kill Bobby's R7, meaning that he wouldnot be able to get Vader out of the lift I locked him in.
Next round, I won initiative and based Arica with Vader so that shewould not have Cunning on him and so that she could not move awaywithout taking an AOO. She attacked Vader but did not kill him. Iswapped Rex in for Vader, then killed Arica and Pellaeon with him.Bobby then conceded with about 1 hour 20 minutes played, and the finalscore as 200-53.


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LESHIPPY Online
Post subject: Re: Tierce's Clone*PostPosted: Tue Feb 07, 2012 12:51 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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Weeks Offline
Post subject: Re: Tierce's Clone*PostPosted: Tue Feb 07, 2012 5:54 pm
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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

This dude with TBSV cannon could be quite good. He gives the vigos twin via blaster upgrade, lets them win init most of the time, and picks up triple from tarkin.

I dig it.

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Post subject: Re: Tierce's Clone*PostPosted: Wed Feb 08, 2012 1:34 am
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Tactician +8 seems high for a 25 pt. figure. I'd cut it to +4, maybe +6 (but that is a stretch IMO).

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LESHIPPY Online
Post subject: Re: Tierce's Clone*PostPosted: Wed Feb 08, 2012 11:10 am
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Compared to NR R2 and C3PO I think he is fine.

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Post subject: Re: Tierce's Clone*PostPosted: Wed Feb 08, 2012 11:37 am
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LESHIPPY wrote:
Compared to NR R2 and C3PO I think he is fine.


They have Tactician? I'm confused by the comparison.

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LESHIPPY Online
Post subject: Re: Tierce's Clone*PostPosted: Wed Feb 08, 2012 1:10 pm
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I am looking at the 22 points and all the stuff they bring to the table vs the 25 points that tierce brings.

22
Blaster upgrade
Body guard
Disruptive
Regen 10
Relay orders

25
Double atk at +10
Tact +8
Balster Upgrade
CE

Here is how i look at it similar HP 60/70 and both have blaster upgrade (which casued my comparison). So these are about the same. Bodyguard with regen I feel is equal to Tierce's attack. Leaving you disruptive and relay order vs tact +8 which in my opinion are very very close. Not a big fan of tierces CE, but he can't be a follower.

Maybe we should drop his Attack to a +8 and lower his HP to 60

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urbanjedi Offline
Post subject: Re: Tierce's Clone*PostPosted: Wed Feb 08, 2012 3:37 pm
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I would rather see 70 HP on this guy. Then he doesn't die to yobuck, lancer has to hit all 4 attacks, etc.

I can see going to tact +6 (or even +4)

The attack is something we might have to play with to get the right feel. He is unique and was a super-trooper of sorts, so a +10 seems fine as it is slightly better than the normal storm trooper commander.

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Post subject: Re: Tierce's Clone*PostPosted: Mon Feb 13, 2012 2:28 pm
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This is my suggestion, for what it's worth.

Quote:
Tierce's Clone 26
70 Hit Points
17 Defense
+9 Attack
10 Damage

Unique
Imperial Triumvirate (Add +2 to your initiative roll for each character on your squad with the Imperial Triumvirate special ability)
Rapport (This character costs 5 less if you have at least one other character on your squad with the Imperial Triumvirate special ability)
Tactician +2

CE: Trooper followers within 6 squares may use a replaces attacks ability when given an attack through an allied commander effect.

On its turn, whenever an trooper follower within 6 squares uses an ability that replaces attacks, it may immediately use the ability a second time if it can.

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LESHIPPY Online
Post subject: Re: Tierce's Clone*PostPosted: Mon Feb 13, 2012 8:25 pm
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I would like to see him with tactitcian +4

Interesting commander effects.

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urbanjedi Offline
Post subject: Re: Tierce's Clone*PostPosted: Mon Feb 13, 2012 11:53 pm
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This is me rambling when I saw Dennis init idea

What if when any of the imp tri was in your squad then if you have master tactician it doesn't work (thereby saying that playing thrawn isn't an autoinclude) but that these guys together give you a tactician bonus (up to maybe +8 or +10 if you play all 3)?

Tierce starts with Tact +4 and maybe each of the other grant +2 each and if you have both you get another +2? Would have weird interactions when one of the others died, but I dunno could be something to think about.

I do like the one that lets you use replaces attacks as your free attack from a free attack ability (or AoO). We would def need to look at that more, but it sounds really awesome.

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Grand Moff Boris Offline
Post subject: Re: Tierce's Clone*PostPosted: Tue Feb 14, 2012 4:45 am
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LESHIPPY wrote:
I would like to see him with tactitcian +4

Interesting commander effects.


Technically, he does have Tact +4, as he gets +2 from Imperial Triumvirate and +2 from Tactician. If you have the other 2 IT characters, you add an additional +4, so that is +8 to your init roll. The idea of it was that the ability doesn't stack (meaning it's not +6 x3 for having all 3) but I may not have worded it correctly.

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LESHIPPY Online
Post subject: Re: Tierce's Clone*PostPosted: Tue Feb 14, 2012 1:08 pm
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ah...ok i get it Dennis.

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urbanjedi Offline
Post subject: Re: Tierce's Clone*PostPosted: Wed Feb 29, 2012 9:24 pm
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Tierce's Clone 26
counts as Grodin Tierce
70 Hit Points
17 Defense
+9 Attack
10 Damage

Unique

Rapport (This character costs 5 less if your squad contains a character who counts as Moff Disra)
Tactician +2 (You get an additional +2 if your squad contains a character who counts as Flim)

CE:
On its turn, whenever an non-u imperial follower defeats a character it may immediately move 2 squares.


Dropped Imp Tri and changed wording for rapport. If you play Disra you can't play pellaeon but your guys are cheaper. If you play tierce you want to play flim to maximize your tact bonus. Flim is the one you might want to play by himself. Maybe need something to tie him back to Tierce (they are both tied to Disra via rapport)

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Post subject: Re: Tierce's Clone*PostPosted: Mon Mar 05, 2012 7:23 pm
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sending on the above posted stats to Pt'ers


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Grand Moff Boris Offline
Post subject: Re: Tierce's Clone*PostPosted: Fri Mar 23, 2012 4:48 pm
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Quote:
Tierce's Clone 26
70 Hit Points
17 Defense
+9 Attack
10 Damage

Unique
Imperial Triumvirate (Add +2 to your initiative roll for each character on your squad with the Imperial Triumvirate special ability)
Rapport (This character costs 5 less if you have at least one other character on your squad with the Imperial Triumvirate special ability)
Tactician +2

Commander Effect
Trooper followers within 6 squares may use a replaces attacks ability when given an attack through an allied commander effect.

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Weeks Offline
Post subject: Re: Tierce's Clone*PostPosted: Fri Mar 23, 2012 7:07 pm
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Why the Drop in his stats? Just curious.

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Grand Moff Boris Offline
Post subject: Re: Tierce's Clone*PostPosted: Sat Mar 24, 2012 9:51 am
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Stats are the same as they have been.

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jedispyder Offline
Post subject: Re: Tierce's Clone*PostPosted: Sat Mar 24, 2012 11:21 am
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He may not have looked at this thread since his last update on February 7th, and then your 2nd to last change on February 13th was where you did decrease all base stat (-10 HP, -1 Def, -1 Atk, -10 Dam).


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Grand Moff Boris Offline
Post subject: Re: Tierce's Clone*PostPosted: Sat Mar 24, 2012 5:41 pm
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Oh, I see. Well the short answer to that is Jason said 70 HP was more fitting and I agree. For a commander in the mid-20's range (for most characters in the mid-20's range, for that matter), more than 70 HP is unusual.

I also lowered his defense and damage because he is an Imperial commander, and very few - if any - have base 10 damage (outside of Lightsaber guys, of course).

I think his CE is good enough to keep him with scaled down stats.

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Weeks Offline
Post subject: Re: Tierce's Clone*PostPosted: Sat Apr 07, 2012 9:15 am
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Tierce's Clone 26
70 Hit Points
17 Defense
+9 Attack
20 Damage

Unique
Double Attack
Imperial Triumvirate (Add +2 to your initiative roll for each character on your squad with the Imperial Triumvirate special ability)
Rapport (This character costs 5 less if you have at least one other character on your squad with the Imperial Triumvirate special ability)
Tactician +2

Commander Effect
Trooper followers within 6 squares may use a replaces attacks ability when given an attack through an allied commander effect.

Added 20 base damage and double. Tierce was an elite stormtrooper and a decent fighter. He deserves double. I like the commander effect now that I think about it some. You can play those missiles 30 guys and give them extra attacks with the Imperial Officer to shoot more missiles.

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Post subject: Re: Tierce's Clone*PostPosted: Sat Apr 07, 2012 9:24 am
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Weeks wrote:
Commander Effect
Trooper followers within 6 squares may use a replaces attacks ability when given an immediate attack through an allied commander effect.


A bit more clear.

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Weeks Offline
Post subject: Re: Tierce's Clone*PostPosted: Wed May 02, 2012 10:24 pm
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Weeks wrote:
Tierce's Clone 26
70 Hit Points
17 Defense
+9 Attack
20 Damage

Unique
Double Attack
Imperial Triumvirate (Add +2 to your initiative roll for each character on your squad with the Imperial Triumvirate special ability. And this character may not be in a squad with a character who counts as Grand Admiral Thrawn)
Rapport (This character costs 5 less if you have at least one other character on your squad with the Imperial Triumvirate special ability)
Tactician +2


Commander Effect
Imperial Followers count as Non-Unique Troopers for the purpose of commander effects.



With this CE you now get stuff like Opportunist, Accurate, Cunning, Advnatages Cover, Fire Support Mission, and Immediate attacks from the Imperial Officer.

So ya, It's badass. You know what though? no Thrawn. So vader scourge can totally wreck house with cunning and opp. And Arica can blast away at stuff with Accurate Barrages. Your not getting thrawn in those. Tierce pairs well with Flim too. You can easily get a cool squad base of

23 Disra
21 Tierce
20 Admiral Piett
16 Rulf Yage
15 Flim
8 Mas

your saving 15 points for getting the triumvirate. This is 103 points granted. But anything else you toss in is at an effective +7 attack and +10 damage all the time AND a +3 defense. Thats pretty crazy. Imperials have always had cool trooper stuff and now Tierce making everyone a trooper means you may actually use them!

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Post subject: Re: Tierce's Clone*PostPosted: Wed May 02, 2012 11:17 pm
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Quote:
Tierce's Clone 26
70 Hit Points
17 Defense
+9 Attack
20 Damage

Unique
Double Attack
Imperial Triumvirate
Rapport (This character costs 2 less if you have at least one other character on your squad with the Imperial Triumvirate special ability)
Tactical Genius (this character gets +2 to init roll for each character in your squad with Imperial Triumvirate)

Commander Effect
Imperial followers within 6 squares may use a replaces attacks ability when granted an immediate attack through an allied commander effect or on an attack of opportunity.



Can go either way on base 20 damage

changed up the CE slightly to Imp Followers and added on AoOs as well.

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Weeks Offline
Post subject: Re: Tierce's Clone*PostPosted: Wed May 02, 2012 11:23 pm
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The CE only applies to two pieces in the faction. Missiles guy and Scout troopers if you play the guy that gives them grenades.

Why would that ever be used? I may be forgetting something please tell me if so.

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urbanjedi Offline
Post subject: Re: Tierce's Clone*PostPosted: Wed May 02, 2012 11:27 pm
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If you expand to AoOs it makes it much "cooler" but maybe we just need to change it up.

Wasn't he originally the one we had the CE that let you move 2 squares if you killed a dude? We could go back to that as it could fit on him.

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Echo Offline
Post subject: Re: Tierce's Clone*PostPosted: Thu May 03, 2012 8:46 am
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Making all Followers count as non-unique Troopers is way too big of a change at this stage. That's the kind of CE that has VERY far reaching implications involving not only all the Imperial CEs but also all Fringe CEs, and it has an exceptionally strong effect on future design. Stats for this set should have been completed 6 days ago, there is just no way that kind of CE can be given the consideration it needs at this point. That's all in addition to the fact that I think it's a really bad idea because we regularly use things like Unique vs. Non-Unique and Trooper vs. Non-Trooper to limit what CEs can do, and this just wrecks that for Imperials.


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Grand Moff Boris Offline
Post subject: Re: Tierce's Clone*PostPosted: Thu May 03, 2012 9:34 am
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The CE is so unwieldly and problematic there's no way we can ever do that. Maybe if it were "Imperial non-unique followers" etc. etc.

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Weeks Offline
Post subject: Re: Tierce's Clone*PostPosted: Thu May 03, 2012 10:03 am
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CE: Imperial Non-Unique followers count as Troopers or the purpose of Commander Effects.

Imperial Troopers may move 2 squares after defeating an enemy.

Better? This would be an interesting building block for squads like Storm Commandos. The non-trooper aide of the faction would get access to some more stuff as well.

The main goal would be to get some unused pieces back into consideration.

The second CE is there to give a semi-mobile attack effect to troopers. It also makes strafers interesting. How exactly would that work with strafe?

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Echo Offline
Post subject: Re: Tierce's Clone*PostPosted: Thu May 03, 2012 10:21 am
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I still think this is way too late in the game, so to speak, to give him a CE like that. It's a pretty big game changer and would require lots of analysis and playtesting. You guys of course can decide to go with it, but I think that's something that requires more time to test than we have now.


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Grand Moff Boris Offline
Post subject: Re: Tierce's Clone*PostPosted: Thu May 03, 2012 11:42 am
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I agree with Daniel. Way too late in the game for significant changes like this. We need to stick with and PT the hell out of Jason K's last rendition:

Quote:
Tierce's Clone 26
70 Hit Points
17 Defense
+9 Attack
20 Damage

Unique
Double Attack
Imperial Triumvirate
Rapport (This character costs 2 less if you have at least one other character on your squad with the Imperial Triumvirate special ability)
Tactical Genius (this character gets +2 to init roll for each character in your squad with Imperial Triumvirate)

Commander Effect
Imperial followers within 6 squares may use a replaces attacks ability when granted an immediate attack through an allied commander effect or on an attack of opportunity.


Frankly, I think Tactical Genius can be rolled into Imperial Triumvirate for space saving, not to mention brevity of concepts. Why would you ever have a character with Tactical Genius but NOT Imperial Triumvirate?

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jedispyder Offline
Post subject: Re: Tierce's Clone*PostPosted: Mon May 07, 2012 5:45 pm
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QC'd from main Triumvirate thread:

SPOILER: SHOW

Again, note that I listed his number since he jumped up a position now that we use his full name.


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urbanjedi Offline
Post subject: Re: Tierce's Clone*PostPosted: Mon May 07, 2012 7:57 pm
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Does Imp Tri work on an init roll of 1?

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jedispyder Offline
Post subject: Re: Tierce's Clone*PostPosted: Mon May 07, 2012 8:10 pm
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urbanjedi wrote:
Does Imp Tri work on an init roll of 1?

The way it is worded and has been worded, it would work on a 1.


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Grand Moff Boris Offline
Post subject: Re: Tierce's Clone*PostPosted: Tue May 08, 2012 10:20 am
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That needs to be changed. Good catch.

Imperial Triumvirate [Add +2 to your initiative roll except on the roll of 1. (This bonus stacks.)]

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Post subject: Re: Tierce's Clone*PostPosted: Mon May 28, 2012 12:51 pm
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Ready for QC

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