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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/27/2008 Posts: 1,353 Location: Los Angeles, California
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N3rdSl4y3r coined this topic name in tongue 'n cheek, after his valiant loss to Randy in the finals of the 200pt Championship, but there is some underlying truth in his joke. AceAce said that he made a squad of Tulak, and 10 Kahouns and some tech support and that he came in 7th place, just out of top 6, and that his team was no near the quality of the other Tulak squads, and that he believes that he's undercosted. Myself and all of my fellow Californian SWM'S players agree with him.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/27/2008 Posts: 1,353 Location: Los Angeles, California
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Here are some facts;
In this years VassalCon 200pt Champs, 6 out of 13 squads had Tulak ( 46.2% ). 5 of the 6 squads in the playoff bracket had Tulak. 6 of the top 7 squads had Tulak.The 2 squads in the final had Tulak. This was Tulak's 2nd major championship since his debut in 2023 , with TINT winning GenCon 2024 Champs with his "Presence of the Horde" squad.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/27/2008 Posts: 1,353 Location: Los Angeles, California
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Tulak Hord, Lord of Hate. 42 pts
Special Abilities Unique Darth Melee Attack (Can attack only adjacent enemies) Distraction (Suppresses adjacent enemy commander effects) Jar'Kai Style (If his first attack on his turn hits, he can make 1 extra attack) Melee Duelist (+4 Defense when attacked by an adjacent enemy) Sith Reflexes (Once per turn, when damaged by an attack from an enemy, this character may immediately use a replaces attacks Force Power) Soresu Style Mastery (When hit by an attack, this character takes no damage with a save of 11) Unstoppable (Cannot be activated, moved, or prevented from moving or changing position by enemies)
Force Powers Force 3 Force Renewal 1 (This character gets 1 Force point each time he activates) Master of the Force 2 (May spend Force points up to 2 times in a single turn) Lightsaber Throw (Force 1, replaces attacks: Attack 1 enemy within 6 squares) Sith Hatred (Force 1, usable only on this character's turn: 10 damage to all enemies within 2 squares) Sith Rage (Force 1: +10 Damage on all attacks this turn) Teleport (Force 1, replaces attacks: Place this character into an unoccupied square within 4 squares. After changing positon, he may make 1 attack.)
Commander Effect At the start of the skirmish, choose 1 Unique Sith ally. The chosen ally gains Distraction for the rest of the skirmish.
Sith allies without a Force rating get +4 Attack, +10 Damage, and gain Identical Forces. Gloom Walker, Lost Tribe, and Sith Eternal allies ignore this effect.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/27/2008 Posts: 1,353 Location: Los Angeles, California
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These comments were posted on Tulak's stat card after this years VassalCon championship;
FlyingArrow 9/11/2025 1:36 AM VassalCon 2025 agrees. 6 Sith squads in the field of 13. All 6 used Tulak, and after Swiss they finished 2nd through 7th, taking 5 of the 6 slots in the brackets. Both squads in the finals use Tulak. Udorian84 9/12/2025 2:19 AM
Make him not be able to use force powers / points from allies and he is fine. adamb0nd 9/12/2025 11:34 AM
62 points. I bet people would still play him. Lightsaber 9/12/2025 12:26 AM
Could remove [Darth]. No Nexus summon, no Rule of Two, probably knocks off a couple other things from Sith. UrbanShmi 9/12/2025 10:41 PM
I'm in the increase cost camp. Also have heard a suggestion to limit the CE to non-unique allies, which makes sense and would help some. I also think there could be a balance committee ruling preventing one piece from hopping all the way from the starting area to gambit just by using his friends' Identical Forces multiple times. There are options. FlyingArrow 9/13/2025 7:24 AM (Updated: 9/13/2025 9:32 AM)
I am pretty much always in the camp of "just raise the cost". That way, no one has to remember any changes in how he works. And, usually, I'm in the camp of "do nothing." Power creep in general, and direct counters as well, usually take of things on their own. However, 5 out of 6 squads that made the brackets were using Tulak... that's enough to warrant something
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 10/14/2008 Posts: 1,501 Location: Chokio, MN
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I think he costs to little for what he does. He is way too tanky and that he can get stifling attack and makes his attacks able to get through melee defense abilities. His Darth SA is something I feel can be taken off as well as Melee defense
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/29/2008 Posts: 1,912 Location: Canada
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I've heard peoples' complaints about Tulak from the start, but I never thought he needed a change. There just wasn't enough data to back it up! He seemed to be popular when he was released, but he really didn't win anything for the first year, and it was only last year at GenCon when he won the championship, barely squeaking by some other matchups (which he could've very easily lost, with different dice)...very few of those victories were easy.
The inclusion of Vaklu by the Overley brothers was brilliant, IMHO. Micah played him to great effect with Nomi-Thon at GenCon (finishing just outside of a playoff spot), and Drew placed at the top of the heap after Swiss with the same Tulak-Bane-Vaklu squad that he used here at VassalCon. Micah and Drew accurately understood the tank-heavy meta and found an excellent solution, since Vaklu isn't half bad himself, and giving Stifling Attack to an ally (Thon or Tulak) was a tremendous improvement. Still, at GenCon this year there was only 1 (or was it 2?) Tulak squads, so it really didn't appear that he was a problem. Good? Yes. Broken? Not a chance.
But now, as others have said, the numbers at the VassalCon championship this year cannot be disputed. I played Tulak-Cognus because I expected to see several people playing Tulak (or Tulak-Bane-Vaklu), which I did. I figured that my opponent's buffed-up Tulak is welcome to try to roll 15s to hit my Tulak, and I was right: I won my match vs Drew's Tulak-Bane squad. Other melee-centered squads also struggled to deal with my 29-Defense Tulak, so it worked.
So now, I've officially changed my opinion: I DO think Tulak needs to be toned down in some way. He's one of my favorite pieces, and I've been against nerfing him in the past...but 6/13 championship squads, and being 5/6 squads in the playoff rounds...that's too much.
I think these are the things that Tulak has going for him: --Darth (interactions with the Nexus, Rule of Two, and I'm sure some other things) --Melee Duelist (25 Defense in cover or vs adj enemies) --SSM (it's fine and other pieces have it, but they don't have the other stuff that Tulak also does) --Sith Reflexes (when Bane or Maul attack him he's likely to fail his SSM save, but he'll only take 1 hit before Teleporting away) --His CE is excellent (he's basically Talon Karrde, but instead of one instance of movement at the start of the round, Tulak basically gives 2 or 3 free moves, at any point during the round) --Having and giving out Distraction. From a flavor perspective this kinda shows the "always 2 there are, a master an an apprentice" reality, but in practice it's tremendously powerful. Does it perhaps need to be only on a lower-Cost sith ally?
None of these things are too much in an of themselves, but together in one (very) hard to kill piece, it's just too much.
I'm curious what solutions people would suggest. I'd still like him to be playable, but I don't think there's any question that he needs to be toned down.
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Rank: X-1 Viper Droid Groups: Member
Joined: 1/11/2024 Posts: 46
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I think that giving him Force Ascetic might help, at least with his tankiness. In one of my matches at GenCon, he was blocking so much damage that I started counting, just for fun. By the end of the game, he had taken 70 damage (20 of which was from a grenade), and he had blocked 430. Now, obviously this is a statistical anomaly, but much of that was helped by him being able to reroll twice if he chooses to. I also think him giving distraction is a bit unnecessary and not very fun to play against. For him to have distraction I think is fine, but then being able to give it to any unique Sith just feels like it's a bit much imo.
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Rank: Moderator Groups: Member
, Moderator
Joined: 4/30/2017 Posts: 1,050 Location: Lower Hutt, New Zealand
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I think TJ has the right idea- several different changes could work to tone him down, but the simplest method is to just increase his cost. He was intentionally aggressively costed to make the Sith good but I think it went too far in that he's practically an auto-include now, even if not using his second CE. I think he would still be playable at 52 or even 57.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/20/2012 Posts: 210
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From the other post... Randy wrote:I propose a change to the Identical Forces Special ability. Current Text... Quote:Identical Forces (At the end of its turn, this character can switch positions with an ally within 6 squares who is the same size and has Identical Forces) Proposed change... Quote:Identical Forces (At the end of its turn, this character can switch positions with an ally within 6 squares who is the same size and has Identical Forces. Each character may only be moved once per phase via this effect.) This will force a character like the agent to spend at least 1 phase in the open. The ability is in essence a Trawn SWOP every turn. If it is a problem on Tulak, it may eventually be a problem in other squads.
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