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10/23/2019 7:59:40 PM

It was added for balance, though I don't think it would have been a big deal if it was left off.
10/23/2019 5:27:54 PM

Is the "no-Force" requirement for balance or for flavor? I could understand wanting to keep Aayla from getting too crazy, but Laranth Tarak could really use the help. Hera gets the boost too, which makes her Suppressive Fire an absolute nuke. Oh... and Rihanna Saren is crazy. Potential for 150 damage top-of-the-round.
10/21/2019 5:50:48 PM

So...a male is used as a Proxy mini for a female character? OK...I feel like the Human Engineer would have made more sense.
10/16/2019 5:29:24 PM

But if you are acting 2 in the early rounds with Dodonna that's a win, kinda. I mean they are eliminating act control.
10/14/2019 2:38:19 PM

How does Cosmic Balanxd combine with abilities that reduce damage? Does it have to be the end damage that is dealt or the initial damage that is more than twice the printed rating? Example a 10 damafe character dealing 30 damage to a character with damage reduction 10 or shields?
10/14/2019 7:47:25 AM

which brings Marn and or other characters with bribery back to being playable again.
10/14/2019 4:23:45 AM

After playing this guy... it doesn't really counter Dodonna at all. With Dodonna you can choose, so you can just activate 2 in early rounds and Porg's Nest is useless. Probably a lot better against Ozzel.
10/11/2019 1:59:22 AM

Within 6 of Booster. Just one ally.
10/11/2019 1:40:20 AM

I only ask the 2nd question.. Because to my knowledge, when something like this is allowed, it specifies "1 ally" or "1 follower"
10/11/2019 1:38:24 AM

2nd question.... Is it only 1 ally that can attack? Or any amount? It doesn't state a number, only that "an ally may" I assume its only 1, but the wording was a bit tricky so I thought I'd ask.
10/11/2019 1:35:45 AM

The last part of his CE. I have a few questions. I know the intent of part of it... But I am curious about the wording and how it works. Does the Ally with Tenacious have to be within 6 of Booster? Or within 6 of the enemy the enemy that moved?
10/10/2019 12:07:48 AM

Kyle Katarn Rebel Hero is a pretty similar piece - less damage potential but more robust and with more tricks.
10/9/2019 5:30:04 PM

Oofda! But if he doesn't... Bane can drop him in one turn without dropping a Force point.
10/9/2019 1:57:42 AM

Han Solo Rebel Hero and a Czerka...200 damage in one turn...enough to kill Darth Bane in one turn if adjacent and he attacks first.
9/30/2019 10:48:17 PM

I can wait
9/30/2019 10:17:28 PM

26 Defense is where any decent Jedi should be relative to absurdly accurate Trooper or Droid swarms.
9/30/2019 9:49:57 PM

BB8 is great to work with. Gives them +4 defense, 26 defense is no joke. Throw in Dodonna and you've got act control to set him up. The Holocrons have some tricks for them. And NR can get a lot of good disruptive in there. I'd have to sit down again and make one from start to end
9/30/2019 3:59:50 PM

Ok Shmi, give us a build that helps the piece so much to make it viable
9/30/2019 3:46:46 PM

Yea, the piece is worse the less tech you can give it. Tons of interactions with it, and plenty of Buffs to give them huge survivability
9/30/2019 12:50:04 AM

I played them at a 125 point tournament with Vader of Lothal and they got shot to bits by Talon, Morrigan, and Boba.
9/29/2019 11:17:47 PM

it is competitive in a 1.5 tournament. which is what Gencon is.
9/29/2019 11:00:58 PM

This piece is absolutely competitive. Which is why its worse. Like Tim said, it hurts Melee squads hard, and honestly its not bad against shooters. Depending on what squad you use, you can come up with some neat tricks with Special Abilities and Force Powers in both Factions. Nothin worse than an extremely difficult piece to game plan for, that has answers for a lot of things, that is not thematic at all.
9/29/2019 8:29:27 PM

This terrible piece went to the finals at GenCon.
9/29/2019 6:20:35 PM

This piece sucks, don't see how it affects the meta. The only melee pieces that are viable have brutal strike, stifling, or overwhelming force anyway. Thanks to the pendulum swing from MW, LotLS
9/29/2019 3:00:15 PM

A. Parry - anti-melee extreme. B. Anarchist - melee gets no CEs anywhere near them. C. Acrobatic - try and base them with a big melee threat? They just walk away. D. Greater Mobile Attack - they can move and get all attacks, and combined with Acrobatic, can do that with impunity when very few other characters can do the same. E. Force Repulse - melee getting too close for comfort? Facing parry or Soresu Style Mastery? Just do the auto damage and push them back. People complain about Thrawn? These 2 just cemented him into the meta even more, because he’s practically the only way to beat them.
9/29/2019 2:52:40 PM

I don’t care that this piece was made. No issues with the theme. However I really am not a fan of its power and specifically how it effects the meta. This piece hurts melee SO BADLY! Yes, it is in and of itself a powerful melee piece, but it $#!+s all over other melee focused squads.
9/28/2019 7:19:02 PM

The boost from Lucia is amazing! Blast Barrage EVERYTHING IN SIGHT for just one force point - and he even comes with his own Intuition to set it up!
9/28/2019 1:16:18 PM

I'm just going to leave this here:
9/28/2019 6:23:28 AM

That woudl be cool but at least she still makes him a better shot normally
9/26/2019 8:09:12 PM

She should at the end of her move give an ally named Dessel an attack. like the book when he takes her sniper rifle and lays waste.
9/12/2019 4:24:03 PM

^That's a great assessment.
9/10/2019 2:33:19 AM

The ruling is that CEs which last for the rest of the skirmish aren't affected by Disruptive, Distraction, ABM etc.
9/10/2019 2:12:14 AM

What does "For the rest of the skirmish" mean against CE disruption?
9/10/2019 12:26:53 AM

If I had Yaddle, and at set up, the guys meet the requirements for his CE. So they then gain the CE abilities until end of skirmish. They then could be subject to gain any of those abilities right
9/10/2019 12:24:29 AM

Well... is there a way to give these characters twin or extra attack? If so... would the timing of the ce allow it to work. Example
9/9/2019 8:31:40 PM (Updated: 9/9/2019 8:33:07 PM)

As soon as CEs are active, so during setup? At first initiative? Do you need more precise timing than that - I'm not sure it's ever been discussed to more precise timing than that. Only time it would matter would be if you set up inside your own Anarchist or you're playing Tile Wars and you start inside Disruptive.
9/9/2019 8:27:55 PM

When does Yaddles CE kick in? Like, at what point do they gain those abilities for the rest of the skirmish
9/5/2019 2:31:28 AM

This piece is the SWMinis equivalent of a platypus. It just kind of exists, and does its own thing, and there's nothing you can do about it. Unique droid in a faction with absolutely no support for droids, has Triple Attack and Furious Assault.
9/4/2019 2:12:16 AM (Updated: 9/4/2019 2:13:01 AM)

CS Darth Sidious with a Lancer is by far the best WotC Palpatine.
9/3/2019 10:42:08 PM

ummm wtf what about RS Emperor Palpatine?!
8/30/2019 8:54:54 PM

I really appreciate the fact that he was the only character WotC gave Spotter +30. Cool homage to a random Episode 4 character.
8/19/2019 7:46:38 PM

Have to agree with Tim on this one, it is too easy to abuse. Sure it costs you a 5 point piece to pull off, but having the choice to turn San and Ozzie either off or on by bringing in said 5 point piece is really valuable. I would say it really isn't much different than thrawn swapping a 3 point Rodian to its death. Sure the Rodian cost 3 points but it is well worth the trade to keep your big attacker safe.
8/19/2019 4:27:13 PM

Or, you know, just bring in a porg with Lobot to shut off your own Ozzel or San Hill if you outactivate anyway. Porgs made San Hill and Ozzel better.
8/14/2019 8:48:05 PM

stupid Porgs......stupid in the movie..........stupid here too...............
8/14/2019 3:50:12 PM (Updated: 8/14/2019 3:50:49 PM)

@TimmerB - okay I missed your earlier comment. I'm not seeing Momaw+Porgs as being a great combo. You're spending 20pts of Lobot Reinforcements to turn off San/Ozzel. Then to turn it back on, you kill Porgs that are worth points. You turn San or Ozzel into a lesser-Dodonna for the cost dedicating all Reinforcements to it plus giving your opponent 5-20pts toward victory. If you can make it work, more power to you, but it doesn't look like a winning move to me.
8/14/2019 3:19:41 PM (Updated: 8/14/2019 3:20:15 PM)

Porg's Nest "suppresses allied commander effects that alter the number of activations per phase." So I'm not sure what you mean by turning activation control on and off at will. If you have a Porg, then your own San, Dodonna, and Ozzel are suppressed. Maybe on a per-skirmish basis based on whether you bring in a Porg through Reinforcements. Or whether you kill your Porg with an MTB. Is that what you meant?
8/14/2019 3:15:50 PM

"The brought in porgs bring your total gambit past 200? Has that ever happened before?" Yes - Reserves are also worth points when defeated.
8/14/2019 12:38:47 PM

The point is that there are ways to abuse it WITH act control. Unlike Dodonna (who really has no downside), San And Ozzel are a double edged sword. This takes away the bad edge. You can turn it on and off at will. As an avid player of Ozzel and San, I can tell you the worst scenario is having them and being outactivated. This gives you an “out”. It only encourages you to play activation control even more.
8/14/2019 10:37:59 AM

The brought in porgs bring your total gambit past 200? Has that ever happened before?
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