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Is as precise as Imperial Stormtroopers.

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How do you want to play each faction? Options
jen'ari
Posted: Thursday, July 6, 2017 9:47:17 AM
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Joined: 5/3/2014
Posts: 2,098
I wanted to make a little friendly thread about how you see each faction being played. I remember playing Magic the Gathering when it came out up until Ice Age. Each color had its unique skill set and creatures and made game play very interesting. Red was damage and goblins and dragons. White was build up creatures, prevention, and healing. Blue was counter and control. Black was dark magic, pestilence, thrulls and plague. Green was large creatures, nature. It was a ton of fun. I remember some huge Battle between certain play styles. You couldn't play Blue and do what Red did. You couldn't play White and do what Black did.

Anyway, it is kind of the same in SWM and I think we should be looking towards that end as well. Kind of maintaining some of the unique play styles that a faction has that no other faction has.

So Out Activate. well it looks a little different with each faction because of other things going on, which is fine. There should never really be a chance for out activate swap in say, Sith. They should never get an "ozzel".

Or boardwide CE control. That should only ever stay with Bastila. I think most people know these obvious ones. But there are other smaller tactics that are not so easy to identify. Like Booming Voice. I would have loved for no other faction to have it.

Anyway this thread is for us to kind of show a picture of how we would like a faction to play.

I think OR should be boardwide CE disruption. and should be a counter to Rebels.

i think Imperial should be Brutality and damage and move away from Ozzel/Thrawn/Amedda.

I think New Republic should be grenades and movement and guerilla warfare mixed with powerful melee and force users.

I think Mandos should be "invade and offense"

Separatists need to keep swarms and droids (maybe a few droids that could be playable) and than we need a great Dooku that can handle other force users very well.

I think Rebels needs to stay doing what they are doing to be honest. good mix of commanders, sub-factions, and tricks to keep opponents on their toes.

Sith should be low activations and have built in ways to get adjacent and deal damage, use force powers, and be the best melee characters in the game. (exception of the uber powerful light side pieces like Luke, Cade, Yoda, Mace, Revan, etc).

Vong should be Swarmy as well but not crazy powerful and they should use their melee attacks and be able to live for more than a round.

Republic needs to have hierarchy. Yoda needs a competitive squad, Anakin needs a competitive squad and Shaak-ti, Plo Koon, and Saessee Tiin need redo's. Other than I think it is perfect as is.
General_Grievous
Posted: Sunday, July 16, 2017 10:20:29 AM
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Joined: 1/8/2010
Posts: 3,623
Old Republic is fine as the anti-Commander effect faction and should be a pure force user faction

Sith should be all about major power, more bonuses for having fewer characters like the father or "rule of Two" style abilities but able to hold their own with just two Sith without having to revert to fodder.

Mandos have always been mobiling pure shooters, but the zealot-style Death Watch should keep going. And how about a Sabine for Mandos?

Republic, I really like the 1-2 Jedi, a commander and group of clones theme (well I like gunning them down with Droids)

Separatists, commandos are a fun sub-faction and living is... interesting I guess... but I really feel like we need to go back to our droid roots, bring back swarms of battle/super droids, and keep working on huges. A Grievous with prideful for huges and/or "battle droid" characters would be great and fitting. Seps should be droids though!

Imperials, Vader, Palpatine, Kylo Ren and stormtroopers, kind of a dark version of the Republic build. Would be cool to see them with some AT-ST boosts as well. I got super excited when I saw the April fool's AT-ACT 100 point walker and think that may be cool to look into. Should be imperial might crushing all! And how about a Rebels Thrawn with some kind of ability to grow stronger during the skirmish or able to ignore stealth/target hiding commanders.

Rebels, love the theme builds of Rogue One, Rebels, OT heroes. Should get new versions of characters that fit into these themes I.E. alternate Rogue one builds, Jedi Ezra with force dominate, blind Kanan master, Bendu, Sabine, Mandalore, AP-5, Hondo, Chopper remake, and craziest idea: a huge-based Phantom! See my custom for idea. But hit and run thematic squads is the idea.

New Republic, The Last Jedi and old EU blend, keep it going. The two distinct Leia's last set was great! But overall should play like a mashup of OR/Rebels, mostly force users but a cheaper and more working as a theme team like the rebels.

Vong, heavy on non-uniques led by a single leader of a caste. Would like to see some more obscurity and also I think this should be one of the factions where huges are playable as well. Massive Vong-formed beasts.

Fringe, Talon and the various cartels are fun but I really like the Father build and think that he should get his children soon! Daughter could be super healer and son could be super damage. But basically fringe should keep diversifying their various cultures/groups and playing heavily on either the bounty hunters, or themed cartel. Speaking of can we get a new Nym with boosts for pirates?

Vong,
harryg
Posted: Sunday, July 16, 2017 1:16:55 PM
Rank: Advanced Bloo Milk Member
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Joined: 3/11/2013
Posts: 758
Republic should be about the uniques, the Jedi basically. Same with OR and NR.

Imperials should really be Darth Vader and like one other beatstick in swap.

Separatists should be a battle droid army with like maybe one cool Unique.

Mandos should be an army of troopers with either Jango or Boba if you ask me

Fringe, I really just like Talon squads, they're fun for me

Sith is about big beatsticks too

Last but not least, the way I play Vong is take a look at the cards, put them away and play Republic instead BigGrin
(Joke)
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