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Rolling Mini of the Day (Urai Fen) Options
Echo24
Posted: Wednesday, March 25, 2015 6:55:26 PM
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Joined: 9/30/2008
Posts: 1,288
Dass Jennir has been a favorite of mine since he was released, and greentime had a lot of success and fun with this squad (made for Tile Wars, but it actually did ok in standard events also)


--DASS JENNIR SUPERSTAR (Tile Wars)--
35 Anakin Skywalker on STAP
32 Dass Jennir
24 Commander Ahsoka
24 Qui-Gon Jinn, Jedi Trainer
21 Admiral Yularen
18 Jar Jar Binks
16 Jax Pavan
13 Czerka Scientist
9 R2-D2, Astromech Droid
6 Mouse Droid x2

(198pts. 11 activations)


He's never been a super competitive piece, but there is undeniable power there. Most of all he's fun to play!
TheHutts
Posted: Thursday, March 26, 2015 1:29:04 PM
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Joined: 6/23/2010
Posts: 3,561
Location: The Hutt, New Zealand
Scout Trooper, from Rebel Storm



Quote:
8 points, Imperial
Hit Points: 20
Defense: 15
Attack: 5
Damage: 10

Special Abilities
Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)


For all my concerns about Daala, it was neat how she bought a bunch of unused WOTC Imperial pieces roaring back into competitive play - Snow Troopers, Repulsor Sleds, Admiral Piett, and Raxus Primes all came back into the mainstream. But even with a plethora of different trooper squads, the Scout Trooper didn't see action; in some ways its's surprising, as Stealth means that they're less vulnerable after charging fire, while 20 hit points means that they can survive a Momaw war throat. But tellingly, it's overshadowed by the 13 point Elite Scout Trooper, which gets to the crucial 50 hit points (so it can survive a twin strafer pass) and also has built in Evade, and the 8 point vanilla Scout Trooper looks overcosted in comparison.

There's probably a semi-competitive Daala squad out there with Scout Troopers - super stealth with Moff Nyna Calixte is an interesting option - but they're stuck between the damage stacking Snow Troopers and the survivable Elite Scout Troopers, so they're unlikely to see action, 6/10.
TheHutts
Posted: Thursday, March 26, 2015 6:39:31 PM
Rank: Advanced Bloo Milk Member
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Joined: 6/23/2010
Posts: 3,561
Location: The Hutt, New Zealand
Exar Kun, Dark Force Spirit, from Destiny of the Force



Quote:
14 points, Sith

Special Abilities
Unique
Speed 4 (Can move only 4 squares and attack, or 8 squares without attacking)
Dark Spirit (Ignores characters and terrain. Cannot open doors. Cannot attack or be damaged, and does not count as a legal target, the nearest enemy, or adjacent. Not subject to commander effects. Does not provide cover. At the start of the skirmish, choose a Unique allied character with a Force rating. That ally gains Force Renewal 1 and Sith Rage while within 4 squares of this character. This character is defeated if the chosen ally is defeated. An enemy within 6 squares can spend 1 Force point to defeat this character; save 11. This effect replaces that enemy's attacks.)
Drain Force (Replaces attacks: range 2; target enemy character with a Force rating loses 1 Force point and this character gains 1 Force point)

Force Powers
Force 2
Dark Aura (Force 1, replaces attacks; For the rest of the skirmish, this character gains the following Force ability: Enemy characters within 6 squares get -4 to all saves)

Commander Effect
Characters in your squad within 6 squares with a Force rating can spend this character's Force points.


Exar Kun stretched the boundaries of what force spirits could do - as well as handing out Force Renewal and buffing an ally with Sith Rage, he also interacts with your opponent's squad. The powerful Dark Aura force ability provides a -4 to enemies saves, which makes him a great counter to enemy rock pieces like GOWK or Zannah, as well as other saved based abilities like Evade. Additionally, he can also steal force points from enemy characters with Drain Force. He's also a pain to take down as he has his own force points to make rerolls for his save 11, so generally he can get into the opponent's pieces and create some havoc.

Exar DFS has experienced competitive play with Atton 'Jaq' Rand - giving Atton Sith Rage has been part of several tournament wins. He doesn't see as much play as he did previously - the meta isn't force friendly, and there are some great newer Sith spirits that work better with other builds, but Exar Kun is still extremely powerful for 14 points, 10/10.
TheHutts
Posted: Sunday, March 29, 2015 4:02:18 PM
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Joined: 6/23/2010
Posts: 3,561
Location: The Hutt, New Zealand
Army of Light Trooper, from Armed and Operational



Quote:
5 points, Old Republic
Hit Points: 10
Defense: 14
Attack: 6
Damage: 10

Special Abilities
Melee Attack (Can attack only adjacent enemies)
Beskar'gam (When this character takes damage, it reduces the damage dealt by 10 with a save of 11)
Lightsaber Duelist (+4 Defense when attacked by an adjacent enemy with a Force rating)
Satchel Charge (Replaces attacks: Designate 1 adjacent door as open; it remains open for the rest of the skirmish and cannot be closed)
Army of Light


The Army of Light Trooper is another v-set door control piece that provides an alternative to the Ugnaught. At 5 points, it's still a relatively cheap Satchel Charge piece, and while it's restricted by melee, it's a surprisingly good attacker with +6 base attack and access to Army of Light CEs - in a squad with Bastila and Valenthyne Farfalla, it's hitting at +10 for 30 damage. It also has some defense with Beskar'gam - it means that it has a 50% chance of shrugging off a 10 damage attack, so sometimes it will take a serious piece to deal with it. Still, no movement breaker and melee are a big disadvantage - if you want door control that can attack, the Klatooinian Black Sun Thug is probably a stronger option in most builds, and you're going to be very vulnerable to any form of strafe or gallop if you build a squad focused on these guys. They're good as a support piece in Valenthyne Farfalla builds or if you have a couple of spare points to upgrade an Ugnaught into a surprisingly dangerous attacker, 7/10.
FlyingArrow
Posted: Sunday, March 29, 2015 5:30:26 PM
Rank: Moderator
Groups: Member , Moderator

Joined: 5/26/2009
Posts: 8,408
7/10. They can easily be found in a Tier 1 build as filler. Any squad with 2 extra points will immediately convert an Ugnaught into one of these guys.
Weeks
Posted: Sunday, March 29, 2015 6:00:23 PM
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Joined: 7/23/2009
Posts: 1,195
TheHutts wrote:
Exar Kun, Dark Force Spirit, from Destiny of the Force



Quote:
14 points, Sith

Special Abilities
Unique
Speed 4 (Can move only 4 squares and attack, or 8 squares without attacking)
Dark Spirit (Ignores characters and terrain. Cannot open doors. Cannot attack or be damaged, and does not count as a legal target, the nearest enemy, or adjacent. Not subject to commander effects. Does not provide cover. At the start of the skirmish, choose a Unique allied character with a Force rating. That ally gains Force Renewal 1 and Sith Rage while within 4 squares of this character. This character is defeated if the chosen ally is defeated. An enemy within 6 squares can spend 1 Force point to defeat this character; save 11. This effect replaces that enemy's attacks.)
Drain Force (Replaces attacks: range 2; target enemy character with a Force rating loses 1 Force point and this character gains 1 Force point)

Force Powers
Force 2
Dark Aura (Force 1, replaces attacks; For the rest of the skirmish, this character gains the following Force ability: Enemy characters within 6 squares get -4 to all saves)

Commander Effect
Characters in your squad within 6 squares with a Force rating can spend this character's Force points.


Exar Kun stretched the boundaries of what force spirits could do - as well as handing out Force Renewal and buffing an ally with Sith Rage, he also interacts with your opponent's squad. The powerful Dark Aura force ability provides a -4 to enemies saves, which makes him a great counter to enemy rock pieces like GOWK or Zannah, as well as other saved based abilities like Evade. Additionally, he can also steal force points from enemy characters with Drain Force. He's also a pain to take down as he has his own force points to make rerolls for his save 11, so generally he can get into the opponent's pieces and create some havoc.

Exar DFS has experienced competitive play with Atton 'Jaq' Rand - giving Atton Sith Rage has been part of several tournament wins. He doesn't see as much play as he did previously - the meta isn't force friendly, and there are some great newer Sith spirits that work better with other builds, but Exar Kun is still extremely powerful for 14 points, 10/10.


I got top 4 at gencon with him one year. I always put him on Revan. Jaq is going to die at some point and you'd really rather Exar stick around to suck up force and make it a save 15 to block Revan's attacks.
TheHutts
Posted: Monday, March 30, 2015 1:23:47 PM
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Joined: 6/23/2010
Posts: 3,561
Location: The Hutt, New Zealand
Nikto Gunner on Desert Skiff, from Bounty Hunters



Quote:
23 points, Fringe
Hit Points: 60
Defense: 13
Attack: 5
Damage: 20

Special Abilities
Flight (Ignores difficult terrain, enemy characters, low objects, and pits when moving)
Desert Skiff (This character can transport up to 1 Large ally or 2 Small or Medium allies that end their moves adjacent to it. Remove these allies from the battle grid; they move simultaneously with this character as though they had Flight, have cover, and are considered adjacent to it. They can make attacks, counting distance from this character and adding 1 square. A transported ally can return to the battle grid immediately before your first activation of the round. If this character is defeated, all transported allies are also defeated; save 11.)
Mounted Weapon (Only allies with Mounted Weapon or adjacent allies with Gunner can combine fire with this character)
Rapport (Costs 1 less when in the same squad as a character named Jabba the Hutt)
Rigid (Can't squeeze)
Speed 8 (Can move up to 8 squares and attack, or 16 squares without attacking)


Quote:
Desert Skiff
This character can transport up to one Large ally or two Small or Medium allies. To board, they must end their moves adjacent to its base. Remove these characters from the battle map; you can place them on this character to indicate that they have boarded. Transported characters are still in play and can take advantage of commander effects, special abilities, and Force powers. They are treated as adjacent to this character, as well as to each other, and move with it, benefiting from its Flight special ability and gaining cover.

Transported characters can make attacks: Count range from this character, adding 1 square. (The range for attacking transported characters, or for using commander effects or other abilities, is counted the same way.) This means they generally cannot use Melee Attack if they don't have Melee Reach. Transported characters can disembark and return to the battle map immediately before your first activation of the round and can take their turns normally that round. Place them adjacent to this character's space.

If this character is defeated, transported characters are also defeated; each can make a save of 11 to avoid this effect. Transported characters who succeed on this save are placed on the battle map adjacent to the space previously occupied by this character.

If some other effect changes this character's position on the battle map, the transported characters also move to the new position. If a transported character becomes part of another player's squad (such as through Betrayal), it immediately disembarks.


Movement breakers are often among the very best pieces in this game. While the Desert Skiff has some interesting possibilities, it's certainly not among the elite movement breakers like R2 Astromech and Ganner Rhysode. With 60 hit points, a huge base, and no other defensive abilities, it's going to struggle to get into battle intact; it needs support like Nom Anor's Ooglith Masquer or Evade from Rieekan or Wedge to see any hope of crossing the battlefield, and even then it still isn't very reliable. Desert Skiff is a nice mechanic, and the v-set has run with it in on more efficient pieces like Master Thon with Mount and Tott Doneeta's Beast Tamer. The Nikto Gunner is one of the more collectible pieces, as a non-unique very rare, and it's an interesting piece that you can do interesting things with, but it's too big and fragile to pass muster as a competitive piece, 4/10.
TheHutts
Posted: Monday, March 30, 2015 1:25:10 PM
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Joined: 6/23/2010
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Location: The Hutt, New Zealand
FlyingArrow wrote:
7/10. They can easily be found in a Tier 1 build as filler. Any squad with 2 extra points will immediately convert an Ugnaught into one of these guys.


OK - I was tossing up between a 6 and a 7, so I can go with that.
TheHutts
Posted: Monday, March 30, 2015 3:22:54 PM
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Joined: 6/23/2010
Posts: 3,561
Location: The Hutt, New Zealand
San Hill, from Revenge of the Sith



Quote:
10 points, Separatist
Hit Points: 30
Defense: 12
Attack: 3
Damage: 10

Special Abilities
Unique
Melee Attack (Can attack only adjacent enemies)
Separatist Reserves 20 (If you roll a 1 for initiative, you can add up to 20 points of Separatist characters to your squad immediately before your first activation of the round)

Commander Effect
You activate only 1 character each phase. (This includes Droid and Savage characters.)


A lot of the early WOTC sets haven't aged well, but Revenge of the Sith has at least three immensely powerful uniques hidden among the dated Wookiee Scouts, Devaronian Soldiers, and Polis Massa Medics. Tempo control is huge in this game, as it allows you to outwait your opponent then launch a massive strike once they're all done. San Hill was the original tempo control piece, and until the Separatists got a big influx of powerful pieces from later sets like Clone Wars and Galaxy at War, a lot of tournament squads for the Separatists revolved around San Hill with Fringe pieces. Unlike General Dodonna's CE, San Hills is not optional, which means that it can be a disadvantage once engagement happens. With the addition of Poggle the Lesser, San Hill is even more effective - the Geonosian Drones synergise well with the Muun Tactics Broker, since he can trigger them, and also means you can remove San Hill once engagement has occurred and he's become detrimental. As well as his tempo control, San Hill also has Separatist Reserves on a 1, which makes him a great Muun Tactics Broker counter - your opponent can't bring in a Muun Tactics Broker without triggering San's reserves.

The San Hill/Lobot/Poggle the Lesser/bunch of Geonosian Drones is pretty much the backbone for every competitive Separatist squad, as it provides so much to a squad - tempo control, intitiative control, high activations, direct damage - that it's almost impossible to ignore in a competitive setting. This is the current Separatist squad du jour, utilising the San Hill backline:

Quote:
--Durge's Commandos--
56 Durge on Speeder
27 Lobot
44 Commando Droid Officer x2
16 BX Commando Droid Spotter
15 BX Commando Droid Sniper
10 San Hill
9 Poggle the Lesser
3 Ugnaught Demolitionist
20 Geonosian Drone x10
(200pts. 19 activations)


San Hill is an obvious power 11 piece - he does a lot around the crucial game areas of tempo control and initiative control, and he's just about mandatory for a competitive Separatist squad, 11/10.
TheHutts
Posted: Monday, March 30, 2015 6:12:41 PM
Rank: Advanced Bloo Milk Member
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Joined: 6/23/2010
Posts: 3,561
Location: The Hutt, New Zealand
Vilmarh "Villie" Grahrk, from Shadows



Quote:
25 points, Fringe
Hit Points: 80
Defense: 16
Attack: 12
Damage: 20

Special Abilities
Unique
Pilot
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
Bravado +10 (+4 Attack and +10 Damage against an adjacent enemy with a higher point cost)
Loaded Chance Cube (Enemies within 6 squares must roll 2 dice for every save and choose the lowest roll. Enemies with a Force rating are immune to this ability.)
Shifting Loyalties (Whenever he targets an enemy with a higher point cost, this character joins the opponent’s squad until the end of the skirmish; save 11 negates)
Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)
Survival Expert (+4 to this character’s save rolls)


If you made a competition to see how far you could pump up a single unique with faction restrictions removed, Villie would be a great candidate. As a fringe follower with Pilot and Stealth, he's open to just about worthwhile boost in the game, and there are sorts of things you can do with him - he could get twin with Whorm, a force rating with the Dark Woman, a force spirit for renewal and mettle, opportunist from Mitt'Thrawn, +10 from Bandon against adjacent enemies. Obviously that can't happen in game, and he's much less potent when restricted to one faction's CEs, but he's still an interesting piece who's subject to all sorts of boosts. As well as his attacking prowess with Bravado +10, he also has Loaded Chance Cube, which could make him an interesting tech piece in saved base squads.

But to go with all his potential, he also has the limiting factor of Shifting Loyalties - every time he targets a piece with a higher cost than 25 he needs to make a save to avoid switching squads. He is helped with Survival Expert, which reduces the save requirement to a 7, but even so, he's taking a 30% risk of changing teams every time he targets an enemy with a larger point cost. In competitive play, such a large amount of unpredictability means that he's a very big risk, and I doubt that anyone would consider him for their National Championship squads. But outside of that, Villie does have some very interesting synergies and there are plenty of things you could do with him, 6/10.
TheHutts
Posted: Monday, March 30, 2015 6:39:10 PM
Rank: Advanced Bloo Milk Member
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Joined: 6/23/2010
Posts: 3,561
Location: The Hutt, New Zealand
Chadra-Fan Pickpocket, from Alliance and Empire



Quote:
7 points, Fringe
Hit Points: 10
Defense: 14
Attack: 4
Damage: 10

Special Abilities
Gregarious (+4 Attack if an ally is within 6 squares)
Melee Attack (Can attack only adjacent enemies)
Opportunist (+4 Attack and +10 Damage against an enemy who has activated this round)
Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)


The Chadra-Fan Pickpocket isn't a terrible piece, but it's almost completely redundant, and it was even when it was released. The previous set, Bounty Hunters, released the almost identical Aqualish Assassin, which has 10 extra hit points, a 3 higher attack and Black Sun, while the Pickpocket has Gregarious. Given also that the Aqualish Assassin is a common with a medium base, as opposed to the uncommon Chadra-Fan's small base, there's basically no reason to play the Chadra-Fan ever. Like the Aqualish, as a 10 damage melee piece, it's probably best paired with Han in Storm Trooper Armor and the Ithorian Commander in Rebels. As the cheapest small based piece with Stealth, it might have an opening as swap fodder to get your Ugnaught to a key door in a Thrawn squad, but since it's basically strictly worse than another piece, it's 1/10.
General_Grievous
Posted: Tuesday, March 31, 2015 4:44:50 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 1/8/2010
Posts: 3,623
TheHutts wrote:
San Hill, from Revenge of the Sith



Quote:
10 points, Separatist
Hit Points: 30
Defense: 12
Attack: 3
Damage: 10

Special Abilities
Unique
Melee Attack (Can attack only adjacent enemies)
Separatist Reserves 20 (If you roll a 1 for initiative, you can add up to 20 points of Separatist characters to your squad immediately before your first activation of the round)

Commander Effect
You activate only 1 character each phase. (This includes Droid and Savage characters.)


A lot of the early WOTC sets haven't aged well, but Revenge of the Sith has at least three immensely powerful uniques hidden among the dated Wookiee Scouts, Devaronian Soldiers, and Polis Massa Medics. Tempo control is huge in this game, as it allows you to outwait your opponent then launch a massive strike once they're all done. San Hill was the original tempo control piece, and until the Separatists got a big influx of powerful pieces from later sets like Clone Wars and Galaxy at War, a lot of tournament squads for the Separatists revolved around San Hill with Fringe pieces. Unlike General Dodonna's CE, San Hills is not optional, which means that it can be a disadvantage once engagement happens. With the addition of Poggle the Lesser, San Hill is even more effective - the Geonosian Drones synergise well with the Muun Tactics Broker, since he can trigger them, and also means you can remove San Hill once engagement has occurred and he's become detrimental. As well as his tempo control, San Hill also has Separatist Reserves on a 1, which makes him a great Muun Tactics Broker counter - your opponent can't bring in a Muun Tactics Broker without triggering San's reserves.

The San Hill/Lobot/Poggle the Lesser/bunch of Geonosian Drones is pretty much the backbone for every competitive Separatist squad, as it provides so much to a squad - tempo control, intitiative control, high activations, direct damage - that it's almost impossible to ignore in a competitive setting. This is the current Separatist squad du jour, utilising the San Hill backline:

Quote:
--Durge's Commandos--
56 Durge on Speeder
27 Lobot
44 Commando Droid Officer x2
16 BX Commando Droid Spotter
15 BX Commando Droid Sniper
10 San Hill
9 Poggle the Lesser
3 Ugnaught Demolitionist
20 Geonosian Drone x10
(200pts. 19 activations)


San Hill is an obvious power 11 piece - he does a lot around the crucial game areas of tempo control and initiative control, and he's just about mandatory for a competitive Separatist squad, 11/10.


The original Separatist commander, and the difficult choice of bringing him as he helps you out activate but then leaves you fighting slower the next round when you need it, awesome piece.
TimmerB123
Posted: Tuesday, March 31, 2015 6:26:55 AM
Rank: Advanced Bloo Milk Member
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Joined: 7/9/2008
Posts: 4,729
Location: Chicago
TheHutts wrote:
Chadra-Fan Pickpocket, from Alliance and Empire



Quote:
7 points, Fringe
Hit Points: 10
Defense: 14
Attack: 4
Damage: 10

Special Abilities
Gregarious (+4 Attack if an ally is within 6 squares)
Melee Attack (Can attack only adjacent enemies)
Opportunist (+4 Attack and +10 Damage against an enemy who has activated this round)
Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)


The Chadra-Fan Pickpocket isn't a terrible piece, but it's almost completely redundant, and it was even when it was released. The previous set, Bounty Hunters, released the almost identical Aqualish Assassin, which has 10 extra hit points, a 3 higher attack and Black Sun, while the Pickpocket has Gregarious. Given also that the Aqualish Assassin is a common with a medium base, as opposed to the uncommon Chadra-Fan's small base, there's basically no reason to play the Chadra-Fan ever. Like the Aqualish, as a 10 damage melee piece, it's probably best paired with Han in Storm Trooper Armor and the Ithorian Commander in Rebels. As the cheapest small based piece with Stealth, it might have an opening as swap fodder to get your Ugnaught to a key door in a Thrawn squad, but since it's basically strictly worse than another piece, it's 1/10.


2 or 3/10. It's not strictly worse, it has 1 higher Attack with gregarious kicked in (which is frequent). The Aqualish is really not bad, so therefore something so similar can't be HORRIBLE.
thereisnotry
Posted: Tuesday, March 31, 2015 10:41:40 AM
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Joined: 4/29/2008
Posts: 1,684
Location: Canada
I remember when I used to play Han in Stormtrooper Armor and the Ithorian Commander, along with a bunch of Aqualish Assassins...that squad was amazing at 100pts. It had a pile of dmg output (back in the day), and at 100pts almost nobody brought the tools which would nerf it. The greatest danger to it at the time was Kyle JBM (Riposte and Disruptive)...but outside of him, I seem to recall them wrecking anything else that was played at 100pts.

I remember considering the Chadra-Fan Pickpocket for that squad, but the AAs were hitting at +15 anyway, so I figured that I'd rather have the +10 Health than the +1 attack, so I never used them. Besides, the sculpt of the AA was cooler-looking!

I agree with Tim, that these guys are probably worth a 2 or 3. Don't forget Momaw, who completely wrecks a swarm squad of them, since you usually find them all clustered around the 1 or 2 figures that they're trying to take down.

By comparison, I would probably rank the AA at around a 5 or 6 for today's game, though back at that time they were easily an 8.
TimmerB123
Posted: Tuesday, March 31, 2015 11:53:40 AM
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Joined: 7/9/2008
Posts: 4,729
Location: Chicago
TheHutts wrote:
San Hill, from Revenge of the Sith



Quote:
10 points, Separatist
Hit Points: 30
Defense: 12
Attack: 3
Damage: 10

Special Abilities
Unique
Melee Attack (Can attack only adjacent enemies)
Separatist Reserves 20 (If you roll a 1 for initiative, you can add up to 20 points of Separatist characters to your squad immediately before your first activation of the round)

Commander Effect
You activate only 1 character each phase. (This includes Droid and Savage characters.)




2nd place GenCon 2013

--NPE EXTREME!!!--
36 Darth Sidious
30 IG Lancer Droid
27 Lobot
13 Kel Dor Bounty Hunter
12 Gha Nachkt
12 Klatooinian Assassin
10 San Hill
9 Poggle the Lesser
8 Battle Droid Officer
14 R7 Astromech Droid x2
28 Geonosian Drone x14

(199pts. 25 activations)
TheHutts
Posted: Tuesday, March 31, 2015 12:58:20 PM
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Joined: 6/23/2010
Posts: 3,561
Location: The Hutt, New Zealand
I already gave the Aqualish a 7 early on. It's pretty good - I can't see why you'd ever play the Chadra-Fan over it - I guess "strictly worse" in an exaggeration, but I don't think anyone in their right mind would choose a conditional +1 attack bonus over 10 extra hit points - especially with Momaw around. I think it's either a 1 (effectively an inferior version of the Aqualish Assassin) or around a 5 (you could still make a decent Ithorian Commander squad out of it).

If I was playing Legends format, I'd consider trying a Rebel Ithorian squad there - if noone's playing Lancers/Yobuck or beefy Disruptive, it might do well, although all the CEs having ranged limits might be annoying.

This is another prominent San Hill squad too - obviously lots you can do with him, although it seems like Poggle + Strafer + shooter builds have been very successful:

Quote:
--Iggy needs a posture pal--
36 Darth Sidious
30 IG Lancer Droid
27 Lobot
20 General Whorm Loathsom
32 IG-86 Assassin Droid x2
12 Gha Nachkt
10 San Hill
9 Poggle the Lesser
8 Battle Droid Officer
12 Geonosian Drone x6
4 Mouse Droid x2

Preferred Reinforcements:
(Lobot) 8 Muun Tactics Broker
(Lobot) 12 Mouse Droid x6

(200pts. 25 activations)
TheHutts
Posted: Tuesday, March 31, 2015 2:44:22 PM
Rank: Advanced Bloo Milk Member
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Joined: 6/23/2010
Posts: 3,561
Location: The Hutt, New Zealand
T-Series Tactical Droid, from Renegades and Rogues



Quote:
21 points, Separatist
Hit Points: 60
Defense: 14
Attack: 3
Damage: 10

Special Abilities
Droid (Immune to critical hits; not subject to commander effects)
Tactician +4 (Add +4 to the initiative roll except on a roll of 1)

Commander Effect
Droids are subject to this effect: Once per round, after initiative is determined, one non-Unique Droid follower within line of sight may move up to 2 squares then make 1 immediate attack. This does not count as an activation.


The T-Series Tactical Droid has some potential power - a pre-round attack is a very useful mechanic, as is the extra movement. However, as a Droid with a cannon CE it has some extremely tough competition against the Commando Droid Officer - especially as the Commando Droid Officer works much better with two of the best non-unique Droids followers in the game. The IG-86's Opportunist functions better at the end of a round, while the BX Sniper's Heavy Weapon means that it can't use the movement from the CE or its own intuition in tandem with the cannon attack. The Commando Droid Officer is also a much stronger all round piece - with Fire Control built in, it means you don't need to pack a Battle Droid Officer, while it has Stealth, extra hit points, and is a much better attacker with twin and a higher attack, so even if your Commander Effects are shut down by Bastila, you still have a good piece. The ability to attack at the top of a round is powerful, but I still can't see the T-Series Tactical Droid getting much play with the Commando Droid Officer around, 7/10.
TheHutts
Posted: Tuesday, March 31, 2015 4:02:10 PM
Rank: Advanced Bloo Milk Member
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Joined: 6/23/2010
Posts: 3,561
Location: The Hutt, New Zealand
Wedge Antilles, from Universe



Quote:
22 points, Rebel
Hit Points: 70
Defense: 18
Attack: 9
Damage: 10

Special Abilities
Unique
Avoid Defeat (Whenever this character would be defeated, make 2 saves, each needing 11; if both succeed, this character has 10 Hit Points instead of being defeated)
Evade (When hit by an attack from a nonadjacent enemy, this character takes no damage with a save of 11)
Grenades 10 (Replaces attacks: range 6; 10 damage to target and to each character adjacent to that target; save 11)

Commander Effect
Pilot followers gain Evade.


I like the difficult-to-kill flavour of this Wedge, appropriate for a character who survived two Death Star attack runs and the Battle of Hoth. But Wedge Antilles will really struggle for play time - his commander effect is all but redundant as two cheaper characters offer broader CEs: Rieekan with Evade and Mobile for all allies, and the Klatooinian Captain with Evade and Speed 8 for Pilot followers. And while he's tough for the points, he's a very impotent attacker - a single 10 damage attack at +9 and Grenades 10 make him a pea-shooter for 22 points. He's not terrible for the cost - his toughness is nice - but he's unlikely to ever get on the table over the cheaper Rieekan or the more offensively useful Klatooinian Captain. It would be neat to see a Rebel Wedge in the future with the difficult to kill gimmick flavour that this one has - Survival Expert would be a great fit. 4/10.
TheHutts
Posted: Tuesday, March 31, 2015 8:04:27 PM
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Joined: 6/23/2010
Posts: 3,561
Location: The Hutt, New Zealand
Freedon Nadd, Dark Force Spirit, from Undying



Quote:
11 points, Sith

Special Abilities
Unique
Speed 2 (Can move only 2 squares and attack, or 4 squares without attacking)
Dark Master (At the start of the skirmish, choose a Unique allied character. That character may spend this character's Force points as if they were its own.)
Dark Spirit (Ignores characters and terrain. Cannot open doors. Cannot attack or be damaged, and does not count as a legal target, the nearest enemy, or adjacent. Not subject to commander effects. Does not provide cover. At the start of the skirmish, choose a Unique allied character with a Force rating. That ally gains Force Renewal 1 and Sith Rage while within 4 squares of this character. This character is defeated if the chosen ally is defeated. An enemy within 6 squares can spend 1 Force point to defeat this character; save 11. This effect replaces that enemy's attacks.)

Force Powers
Force 1
Force Renewal 1 (This character gets 1 Force point each time he activates)
Force Void (If this character is defeated, each enemy character with a Force rating loses 2 Force points)


Exar Kun Dark Force Spirit seemed amazing when he was released - he's much more interesting and multi-faceted than any of the WOTC force spirits. But he's been joined by a couple of newer Sith spirits who also do interesting things for the faction - Marka Ragnos provides Illusion and extra force points to keep a key piece alive, while Freedon Nadd provides Force Renewal and Sith Rage for a unique ally with a force rating, and provides a force battery for a unique ally. Dark Master is generally one of the more overrated Special Abilities in the game - Darth Sidious and Dray are likely to need all their force points for themselves, and aren't going to be able to share much. But it's actually useful on Freedon Nadd, as he doesn't have much use for them apart from moving faster to compensate for his Speed 2, so he's free to share them with a force hungry piece like Caedus Sith Lord. As well as that, Force Void takes away 2 force points from each enemy character, so it's a risk to kill him or his Dark Spirit host if you're running a force intensive squad. All this power does come with a serious limitation - Speed 2 means that he takes a while to get to the front lines, so he's probably best paired with a shooter like Atton 'Jaq' Rand who can hang back and benefit from the Sith Rage. Because he's from a new set, Freedon DFS hasn't seen much competitive play yet, but he's excellent value for only 11 points, and he's a great piece for some builds, 9/10.
TheHutts
Posted: Wednesday, April 1, 2015 3:37:48 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 6/23/2010
Posts: 3,561
Location: The Hutt, New Zealand
Darth Sion, Lord of Pain, from Command of the Galaxy



Quote:
53 points, Sith
Hit Points: 110
Defense: 16
Attack: 11
Damage: 20

Special Abilities
Unique
Melee Attack (Can attack only adjacent enemies)
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
Ambush (This character can move and then make all his attacks against 1 enemy who has not activated this round)
Long Shot 10 (+4 Attack and +10 Damage when this character is at half Hit Points or less)
Self-Reliant (This character cannot gain Force Points or spend Force points from another character)

Force Powers
Force 7
Eternal Hatred (Force 2: Whenever this character would be defeated, make a save of 6; on a success, this character is restored to full Hit Points instead of being defeated)
Lightsaber Riposte (Force 1: When hit by a melee attack, this character can make an immediate attack against that attacker)


At 69 points, WOTC Darth Sion was too expensive to run in a competitive squad; this version pares him down to a more sensible cost while retaining most of the original's flavour. He still has his signature ability Eternal Hatred, but it comes with the limitation of Self-Reliant - he can't gain more force points beyond his starting 7, so he's limited to three Eternal Hatred saves at a maximum, and the only real help he has for his Eternal Hatred are re-rolls from Sith Recruits. Ambush and Long Shot arguably mean that he's a better attacker than the original too, despite the loss of Sith Rage. Like the original, he's a huge risk as a competitive piece - there are plenty of counters to Eternal Hatred that see lots of competitive play, like Pellaeon and Talon Kardde's Ysalamiri as well as force negating powers like Mace LotLS's Force Absorb. With the lower cost than the original, Sion Lord of Pain is more of a competitive piece, but it's still a big risk to build a tournament squad around him. 6/10.
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