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Chewbacca, Wookie Prisoner (anti mouse droid meta) Options
RogueThirteen
Posted: Saturday, September 4, 2010 1:16:00 PM
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Joined: 1/16/2009
Posts: 74
Please let me know what you think, thought this would be a really fun and varied piece to add some interesting new tactics.


Chewbacca, Wookie Prisoner [Rebel]
Cost: 15 Points
HP: 100
Defense: 17
Attack: 7
Damage: 30

Unique
Wookie
Double Attack
Melee Attack
Mighty Roar (all enemy characters named "mouse droid" within 6 squares are destroyed)
Wookie Prisoner (This character is deployed by the opponent player. He or she chooses one of his or her characters to guard this prisoner character: Chewbacca is deployed adjacent to that character by your opponent and whenever the guard character moves for any reason, the player who controls the guard then immediately moves Chewbacca into any other adjacent square. Chewbacca may not activate or be attacked until both the character designated as the guard is killed and an allied character under your control moves adjacent to Chewbacca. Once both criteria are met, Chewbacca may activate normally.)

Similar to Han in Carbonite, but way more useful as the opponent will have to pick one character to keep away from his or her mouse droids. So, should also be a bit easier to actually rescue, while also somewhat disrupting your opponent's plans. But, the opponent could move the prisoner as a perpetual "human" shield for the guarding character. Just seems like a fun piece!
FlyingArrow
Posted: Saturday, September 4, 2010 1:40:49 PM
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Joined: 5/26/2009
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Interesting idea. The enemy can guard with an ugnaught and lock them in a room together with their main beatstick. If they have any way to cause collateral damage (MTB, Repulse) and can kill the uggie then Chewie can be killed easily. On the other hand, if he's rescued, 100hp for 15 points is way too much.

Is this Chewie as a prisoner on Bespin or on the Death Star? If the latter, he shouldn't be with the opponent anyway.
creme_brule
Posted: Saturday, September 4, 2010 1:59:44 PM
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Joined: 12/31/2009
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hmmm...seems a bit undercosted IMHO. Maybe should cost 20-25ish IMO.
Demosthenes
Posted: Saturday, September 4, 2010 2:07:45 PM
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Interesting idea, but FlyingArrow points out a potential flaw in the execution. Trading an a 3-point Uggie for a 15-point piece is a no-brainer. Also, I think Mighty Roar should have some kind of save - 16 maybe? And I also agree that he seems undercosted.
Darthbane53
Posted: Saturday, September 4, 2010 2:14:48 PM
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Joined: 7/26/2010
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Location: Florida
To improve the Roar ability more I suggest this. Because chewi doesnt have a sonic roar that blows them up, instead it just scares them. I say this should be the ability description.

Replaces turn: Mouse droids with in 8 squares the controller of this character move's said mouse droid(s) 12 squares and avoids dangerous terain ;save 16 Dose not provoke opportunities.
FlyingArrow
Posted: Saturday, September 4, 2010 2:15:37 PM
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Joined: 5/26/2009
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I had proposed a Wookiee Roar SA...

Wookiee Roar: Replaces Attacks (or Turn). All (or all but 1 or 2) enemy characters named Mouse Droid (or all Characters costing 3 or less) are considered activated (possibly with a save).

Obviously I didn't nail down the details. But basically boardwide auto-activation of activation fodder.
Human Black Sun Vigo
Posted: Saturday, September 4, 2010 10:29:15 PM
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Location: Alderaan (What's left of it. Stupid Imperials, it
Wookiee Roar (Usable only during this character's move; All enemies named Mouse Droid move to a legal square exactly 6 squares away from this character, save 16. Affected characters are also defeated, save 6.)

Also, he is way undercosted. A sniper/accurate shooter can easily take out the guards, and anyone with Knight/Master Speed can easily get adjacent.
Jonnyb815
Posted: Saturday, September 4, 2010 11:49:47 PM
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I think 15 is fine. Its not like he will get rescued that often. Just go with a single attack and add momentum.If you drop the double I think maybe 15 might be over costed.I dont think you guys understand the whole point of using him would be to rescue him. The killing mouse droid thing wouldn't happen that often. If you made the SA so that you had to move 6 squares closer to the center every turn then i could see him being more than 18. If I had chewie on my side I would keep him in the back in a closed room. Turn one it could be a little annoying with the mouse SA. Other than that he is just a fun mini.
RogueThirteen
Posted: Saturday, September 4, 2010 11:52:16 PM
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Joined: 1/16/2009
Posts: 74
I don't play the game much, but I'm really surprised to find that he's undercosted. He's only about 5-8 points cheaper than most Chewie pieces with similar (low) stats and additional abilities whom actually start the game on your terms, and I've never seen any of those pieces ever used in a squad list, with the rare exception of the bodyguard Chewie. And a 15pt-ish Carbonite Han could get you a 30ish point Han that you only have to get adjacent to (no need to kill a guard) and that piece is typically seen as uncompetitive too.

And with the rescue pieces, you can't be certain you'll get them back. The opponent can run various defensive strategies (as noted above), sometimes losing only an ugnaught [though, the loss of a door control piece is not entirely insignificant for many squads]. Plus, you have to get a character there, and, even then, you've gotten a decent Chewie and the rescuer piece both of whom are way behind enemy lines in whatever tactical position your opponent desires you to be in, wherein the pieces can get chewed up fairly easily. I always figured this was why Han in Carbonite was never played in competitive squads.

Would he be more reasonably priced if he lost Double Attack and/or was dropped to 20 Damage? I bumped those up a bit to increase playability and offset the cost-factor of his starting entirely on your opponent's terms with no guarantee of ever being able to activate the piece. His defense and attack are already characteristically "Chewie" low. Perhaps giving him Savage?


Thanks for all the feedback and help!
saber1
Posted: Monday, September 6, 2010 3:22:42 AM
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Joined: 2/14/2009
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Location: At the controls
Perhaps add the stipulation that he must be escorted by a unique enemy? Also, Mighty Roar could use more versatility. Perhaps have it affect nonunique small enemies.

Mighty Roar (nonunique enemies with a small base within 6 squares are activated, save 16 negates)

Or if you want to get more aggressive:

Mighty Roar (nonunique enemies with a small base within 6 squares take 10 damage, save 11 negates. Nonunique enemies with a small base size within 12 squares are activated, save 16 negates.)

However, either of these coupled with Dodonna would give an enormous advantage to the Rebel faction. Either would require a limitation that would prevent single activation via GD.
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