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Vengeance & Cantina Brawl Spoilers Options
markedman247
Posted: Wednesday, February 1, 2012 4:03:33 AM
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FlyingArrow wrote:
markedman247 wrote:
With that I do apologize, I put my hope of using some customs I made for just the occasion and didn't see them on the list. On passing discussions, I thought at least one or two were in the set. And seeing Tyber Zann, I assumed the Urai would be in there. I put my self-infated expectations on the board.

As for most appearances without a mini, there would be consideration of the lord of plot guidance: Jorj Car'das. Timothy Zann's creation that exists solely to cop out plot points when the plot gets stale. And that is my personal opinion on that character.


Appearances: 9.


Really. Felt like 10x as many. Oh well. Sucks to be wrong.
Echo24
Posted: Wednesday, February 1, 2012 4:10:21 AM
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markedman247 wrote:
And seeing Tyber Zann, I assumed the Urai would be in there.


It was considered, but Silri fit better with the theme of the set, and 3 Zann Consortium characters seemed like enough for a single set.
markedman247
Posted: Wednesday, February 1, 2012 4:14:10 AM
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That one I gathered, Echo. I figured seeing the Nightsister Mother, the thinking was use Silri. And I understand that. Besides, my Urai wouldn't be legal. His blades actually are sharp and might lead to blood letting if I played him.
Bob Chizo
Posted: Wednesday, February 1, 2012 4:59:14 AM
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I can not tell who the recommended mini is for Belth Allusius. Who is it?
swinefeld
Posted: Wednesday, February 1, 2012 5:01:01 AM
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Location: Southern Illinois
Bob Chizo wrote:
I can not tell who the recommended mini is for Belth Allusius. Who is it?


Master Kota
Bob Chizo
Posted: Wednesday, February 1, 2012 5:08:48 AM
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swinefeld wrote:
Bob Chizo wrote:
I can not tell who the recommended mini is for Belth Allusius. Who is it?


Master Kota


Ah... Thanks.
Galactic Funk
Posted: Wednesday, February 1, 2012 3:08:28 PM
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Joined: 2/25/2011
Posts: 806
Location: Wisconsin
kezzamachine wrote:
Look.

It needs to be said. When I saw the cards for the first time, I nearly cried. This is quite possibly my favourite set. Ever. (Even more than the custom set I'm working on that has 40 variations of me.

Vengeance rules.


It certainly does rule! Could be my favorite set as well. So many awesome characters. So many new abilities. Tons of flavor.

Cheers to the design team for an extraordinary job!
wannabe mexican
Posted: Wednesday, February 1, 2012 10:23:07 PM
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I played against a Jedi Exile/Mical combo last night. He also had GMA and was very annoying. That is one beefy combo, and with a decent shooter in support I put forward that they could do pretty well even without Bastilla.
gwek
Posted: Thursday, February 2, 2012 7:53:40 AM
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During playtesting, I played against an Exile/Mical combo that was pretty effective, and also included a Zann Defiler. The ZD was pretty scary. Fortunately for me, they were ultimately no match for Zannah and Atton (although I think they did tear apart my Maul, among others).

A lot of good stuff in this set, and I think we're seeing a lot of rock/scissors/paper, which is great. There are a lot of pieces that are incredibly effective against a certain subset, but are just as vulnerable to another, different subset. I prefer something like that to a dynamic where there are a few pre-eminent gatekeeper pieces, squads, or even tactics.
greentime
Posted: Thursday, February 2, 2012 12:22:24 PM
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To me the first few sets were about fixing all the existing egregious design mistakes (like fully half of the factions being completely uncompetitive and not even much fun to play, either). Now that all the factions have some pretty good stuff to work with, there's more room to create interesting new squad concepts and themed characters that can work in all kinds of stuff (like Celeste, who gets even more new friends). It's good to start to see more of that, and fitting in a set with relatively few "big name" characters from the movies.

The problem with the Invincible Zannah squad is that you don't have much punch, and that even Invincible Zannah will die if she has to face the full fury of a modern squad all by herself.
Bob Chizo
Posted: Friday, February 3, 2012 4:57:52 AM
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How is Advanced Door Gimmick any different from normal Door Gimmick? Confused
FlyingArrow
Posted: Friday, February 3, 2012 5:06:14 AM
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Bob Chizo wrote:
How is Advanced Door Gimmick any different from normal Door Gimmick? Confused


Door Gimmick can be closed via Override. Advanced Door Gimmick is like Override, but can only be used to open a door, not close it.
adamb0nd
Posted: Friday, February 3, 2012 5:24:44 AM
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Posts: 2,281
FlyingArrow wrote:
Bob Chizo wrote:
How is Advanced Door Gimmick any different from normal Door Gimmick? Confused


Door Gimmick can be closed via Override. Advanced Door Gimmick is like Override, but can only be used to open a door, not close it.


Sorry, where are you guys seeing these? i cant figure out which card has it.
Hinkbert
Posted: Friday, February 3, 2012 5:58:50 AM
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adamb0nd wrote:
FlyingArrow wrote:
Bob Chizo wrote:
How is Advanced Door Gimmick any different from normal Door Gimmick? Confused


Door Gimmick can be closed via Override. Advanced Door Gimmick is like Override, but can only be used to open a door, not close it.


Sorry, where are you guys seeing these? i cant figure out which card has it.


It's on Republic Commando Fi.
Echo24
Posted: Friday, February 3, 2012 6:29:21 AM
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FlyingArrow wrote:
Bob Chizo wrote:
How is Advanced Door Gimmick any different from normal Door Gimmick? Confused


Door Gimmick can be closed via Override. Advanced Door Gimmick is like Override, but can only be used to open a door, not close it.


Well, Advanced Door Gimmick can be closed via Override also. The main difference between ADG and DG is that DG has this line in the Glossary: "Door Gimmick doesn't work on a door being held closed by the Override special ability." That line won't be present in the Glossary entry for ADG, so if a character used Override to close a door, you can use ADG to open it (while you couldn't use DG to open it).

That's not obvious based just on the card text, but that's how it should work.
adamb0nd
Posted: Friday, February 3, 2012 1:39:27 PM
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When can we expect card in hand?
swinefeld
Posted: Friday, February 3, 2012 1:52:24 PM
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Posts: 6,457
Location: Southern Illinois
adamb0nd wrote:
When can we expect card in hand?


Do you know who your pointman is? I think all the major batches have been sent out to the pointmen.
FlyingArrow
Posted: Friday, February 3, 2012 3:24:16 PM
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Echo24 wrote:
FlyingArrow wrote:
Bob Chizo wrote:
How is Advanced Door Gimmick any different from normal Door Gimmick? Confused


Door Gimmick can be closed via Override. Advanced Door Gimmick is like Override, but can only be used to open a door, not close it.


Well, Advanced Door Gimmick can be closed via Override also. The main difference between ADG and DG is that DG has this line in the Glossary: "Door Gimmick doesn't work on a door being held closed by the Override special ability." That line won't be present in the Glossary entry for ADG, so if a character used Override to close a door, you can use ADG to open it (while you couldn't use DG to open it).

That's not obvious based just on the card text, but that's how it should work.


What does "cannot be closed" mean if it doesn't stop Override?

Clearly I was wrong, but I interpreted it as ADG > OR > DG. But then Override would be the only one that could close a door.
AndyHatton
Posted: Friday, February 3, 2012 3:30:56 PM
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Joined: 8/9/2009
Posts: 1,935
FlyingArrow wrote:
Echo24 wrote:
FlyingArrow wrote:
Bob Chizo wrote:
How is Advanced Door Gimmick any different from normal Door Gimmick? Confused


Door Gimmick can be closed via Override. Advanced Door Gimmick is like Override, but can only be used to open a door, not close it.


Well, Advanced Door Gimmick can be closed via Override also. The main difference between ADG and DG is that DG has this line in the Glossary: "Door Gimmick doesn't work on a door being held closed by the Override special ability." That line won't be present in the Glossary entry for ADG, so if a character used Override to close a door, you can use ADG to open it (while you couldn't use DG to open it).

That's not obvious based just on the card text, but that's how it should work.


What does "cannot be closed" mean if it doesn't stop Override?

Clearly I was wrong, but I interpreted it as ADG > OR > DG. But then Override would be the only one that could close a door.


I thought the same thing as you, FlyingArrow...I assumed "Cannot be closed" meant exactly that...that the piece using ADG could "Lock" a door open.
Sithborg
Posted: Friday, February 3, 2012 4:05:16 PM
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Joined: 8/24/2008
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There needs to be a specific line about Override to keep it from closing a door. So far, I have not gotten any indication from the designers that's how they want it to work.
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