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Rolling Mini of the Day (Urai Fen) Options
TheHutts
Posted: Sunday, October 5, 2014 7:58:19 PM
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I've been trying to figure out where the Spotter has won a Regional or placed highly at GenCon since release. Still seems more like a high 10 to me - hard to justify an 11 without much high level success. The Separatist squad that finished top after Swiss at GenCon 2013 didn't feature one.

Bothan Saboteur, from Vengeance



Quote:
8 points, Imperial
Hit Points: 30
Defense: 16
Attack: 4
Damage: 10

Special Abilities
Proximity Mines 20 (Replaces attacks: range 6; target enemy is mined until the end of its next turn. At the beginning of the mined character's next turn, the mined character and each character adjacent to that target take 20 damage; save 11 for 10 damage.)
Satchel Charge (Replaces attacks: Designate 1 adjacent door as open; it remains open for the rest of the skirmish and cannot be closed)
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 v-sets have provided in-faction Satchel Charge options for the different factions, just to increase diversity so that it's not Ugnaught Demolitionists on the table every single game. The Bothan Saboteur is an Imperial piece, and it's a nice door control piece for 8 points - it comes with 30 hit points and Stealth, so that it's much harder to pick off than a regular Ugnaught, and with +4 attack, it's not a bad fodder shooter if you're playing it with Daala or Mitt'Thrawn. It also comes with Proximity Mines, so that it can do some guaranteed direct damage to pieces at close range.

The Bothan Saboteur is a very good piece for just 8 points, but at the same time it doesn't seem to have enjoyed a lot of table time; at least I've never seen one on the table. Mitt'Thrawn squads like to out-activate, so it is often preferable to use Ugnaughts rather than Bothan Saboteurs, while Daala squads have an excellent Override piece with trooper synergies in the Stormtrooper Security Officer. It doesn't take away from the fact that the Bothan Saboteur is a strong piece for 8 points, it just doesn't come out of the box too often, 8/10.
TheHutts
Posted: Monday, October 6, 2014 4:23:35 PM
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Mandalore the Resurrector, from Command of the Galaxy



Quote:
38 points, Mandalorian
Hit Points: 110
Defense: 19
Attack: 13
Damage: 20

Special Abilities
Unique
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
Greater Mobile Attack (Can move both before and after attacking. This character can make extra attacks even if he moves this turn, but he must make them all before resuming movement.)
Accurate Shot (Can attack an enemy with cover even if it's not the nearest enemy)
Advantageous Attack (+10 Damage against an enemy who has not activated this round)
Beskar'gam (When this character takes damage, it reduces the damage dealt by 10 with a save of 11)

Commander Effect
Mandalorian allies with Accurate Shot gain Advantageous Attack.
Allies named Mandalorian Protector gain Twin Attack.


In between buying milk, during the Sith Holo News Network last week, Lou Vasillion sagely remarked that pieces with Double Attack, Greater Mobile Attack, and Accurate are very powerful. There are only a handful in the game, and Mandalore the Resurrector is one of them. As well as being a very respectable shooter in his own right for 38 points, he also brings some interesting Commander Effects to the table, that open up some new builds for the Mandos. Firstly, Mandalorian allies with Accurate Shot gain Advantageous attack - this helps Boba Fett Mercenary Commander, by increasing his damage output, as well any followers who benefit from his CE. It can also help any Fringe Boba Fetts who gain Mandalorian through Mirta Gev - Boba Fett Mercenary can transform into a double/twin/cunning/advantageous/accurate shooter with some help, although it's a very tight fit at 200 points. Secondly, he hands out Twin to allies named Mandalorian Protector; this helps Fenn Shysa, as well as the non-unique Protectors.

Mandalore the Resurrector is a strong option for the Mandalorians - he's even worth running in squads that don't utilise either of his Commander Effects, since 38 points for a durable shooter with double and accurate is a good deal in itself, although running him in a squad with Fenn Shysa makes him even better. 9/10.
Deathwielded
Posted: Monday, October 6, 2014 5:37:01 PM
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TheHutts wrote:
Mandalore the Resurrector, from Command of the Galaxy



Quote:
38 points, Mandalorian
Hit Points: 110
Defense: 19
Attack: 13
Damage: 20

Special Abilities
Unique
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
Greater Mobile Attack (Can move both before and after attacking. This character can make extra attacks even if he moves this turn, but he must make them all before resuming movement.)
Accurate Shot (Can attack an enemy with cover even if it's not the nearest enemy)
Advantageous Attack (+10 Damage against an enemy who has not activated this round)
Beskar'gam (When this character takes damage, it reduces the damage dealt by 10 with a save of 11)

Commander Effect
Mandalorian allies with Accurate Shot gain Advantageous Attack.
Allies named Mandalorian Protector gain Twin Attack.


In between buying milk, during the Sith Holo News Network last week, Lou Vasillion sagely remarked that pieces with Double Attack, Greater Mobile Attack, and Accurate are very powerful. There are only a handful in the game, and Mandalore the Resurrector is one of them. As well as being a very respectable shooter in his own right for 38 points, he also brings some interesting Commander Effects to the table, that open up some new builds for the Mandos. Firstly, Mandalorian allies with Accurate Shot gain Advantageous attack - this helps Boba Fett Mercenary Commander, by increasing his damage output, as well any followers who benefit from his CE. It can also help any Fringe Boba Fetts who gain Mandalorian through Mirta Gev - Boba Fett Mercenary can transform into a double/twin/cunning/advantageous/accurate shooter with some help, although it's a very tight fit at 200 points. Secondly, he hands out Twin to allies named Mandalorian Protector; this helps Fenn Shysa, as well as the non-unique Protectors.

Mandalore the Resurrector is a strong option for the Mandalorians - he's even worth running in squads that don't utilise either of his Commander Effects, since 38 points for a durable shooter with double and accurate is a good deal in itself, although running him in a squad with Fenn Shysa makes him even better. 8/10.



This is one of the best Mandos IMO great shooter for his cost. Just as good as Atton 'Jaq' Rand imo. 9/10 atleast.
TheHutts
Posted: Monday, October 6, 2014 6:27:07 PM
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I was tossing up between an 8 and a 9, so I'm happy to go with 9. He is a really good piece.
Echo24
Posted: Monday, October 6, 2014 6:41:28 PM
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He's one of the pieces I'm very happy with from CotG. I think you summed him up very well; he is a great piece on his own, and his CEs open up some cool builds. 8.5-9 is a good rating for him.
TheHutts
Posted: Monday, October 6, 2014 11:22:32 PM
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Beast Rider of Onderon, from Armed and Operational



Quote:
15 points, Fringe
Hit Points: 40
Defense: 18
Attack: 8
Damage: 20

Special Abilities
Empathy (Allies with Savage within 6 squares lose Savage)
Survival Expert (+4 to this character’s save rolls)
Synergy +4 (+4 Attack while an ally whose name contains Beast Rider is within 6 squares)


The Beast Rider of Onderon is most interesting as the piece that results when you make a successful Dismount roll when a Beast Rider of Drexl is defeated; on a Save 11, you get to place a Beast Rider of Onderon in its place. It's certainly not bad as a bonus piece - you get an extra 40 hit points, and its attack is quite respectable if it picks up the Synergy bonus. It is limited by the fact that the huge based Beast Rider on Drexl is more of a casual/scenario piece in the first place.

Outside of its use as a Dismount piece, the Beast Rider is a relatively mediocre fringe shooter - it falls into the large pool of pieces that are inferior to the Klat Assassin. With Survival Expert, it has some good synergies in Rebels, where it gains +4 to saves for Rieekan's evade and Leia Hoth Commander's resurrection saves, but it has few ways to gain a damage bonus in Rebels, so it's not a very big threat. The Beast Rider of Onderon is fine for what it does, but you're unlikely to see it on the tournament tables anytime soon, 5/10.
TheHutts
Posted: Tuesday, October 7, 2014 2:49:52 PM
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Luke Skywalker of Dagobah, from Bounty Hunters



Quote:
28 points, Rebel
Hit Points: 60
Defense: 17
Attack: 9
Damage: 20

Special Abilities
Unique
Double Attack (On his turn, this character can make 1 extra attack instead of moving)

Force Powers
Force 3
Blaster Barrage (Force 1, replaces attacks: Can attack every legal target once)
Lightsaber Sweep (Force 1, replaces attacks: Can attack each adjacent enemy once)


Obviously there's no way this Luke is going to see play over other Lukes in the same price range; Rebel Commando is a power 11 movement breaker, Luke Skywalker Jedi is a solid enough melee fighter, and Hoth Pilot Unleashed has Force Push 4 and access to a force battery. Dagobah is very light on high points, and has no defensive abilities, so even if he wasn't a Luke, he still wouldn't see play anyway - while he can shoot, there are much better shooters out there, and you can get Dash Renegade Smuggler for the same cost.

The one interesting thing about him is why he has Blaster Barrage AND Lightsaber Sweep; there seems like no reason to use Sweep, when Barrage is also an option. The one reason I can think of is in conjunction with Leia Rebel Hero's lawnmower CE - where he can move two squares after defeating an enemy without incurring AoO, and sweep some more stuff. This doesn't work with Blaster Barrage, since targets need to be declared at the start of a turn.

Even if you do want to try the Sweep/lawnmower trick, Luke of Dagobah is still the worst option out there - Rebel Storm's Luke Skywalker Jedi Knight has a higher attack and more hit points for Sweep, while Clone Strike Aurra Sing and Rebel Storm Obi-Wan Kenobi also have Sweep and more to offer otherwise. So there's no reason to ever use Luke of Dagobah - even if he wasn't competing with other Lukes for game-time, he's still an awful piece. 1/10.
TheHutts
Posted: Tuesday, October 7, 2014 8:14:04 PM
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Trianii Scout, from The Dark Times



Quote:
14 points, Fringe
Hit Points: 40
Defense: 16
Attack: 6
Damage: 20

Special Abilities
Evade (When hit by an attack from a nonadjacent enemy, this character takes no damage with a save of 11)
Flurry Attack (Whenever this character scores a critical hit, he can make 1 immediate extra attack)
Quick Reactions (+6 Attack when making attacks of opportunity)


The Trianii Scout feels remarkably similar to the Beast Rider of Onderon from yesterday, except that you don't get it free as a Dismount piece, so there's no reason to ever see it on the table. In-built Evade is good, but otherwise the Scout just a really boring Fringe grunt, that's never going to see play in front of a Klatooinian Assassin. They're not awful, and Evade alone is enough to take them off the bottom couple of tiers, but WOTC didn't do non-uniques in this price range very well, and the Trianii is just another boring, redundant grunt. 3/10.
TheHutts
Posted: Wednesday, October 8, 2014 1:19:10 AM
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Saleucami Trooper, from Champions of the Force



Quote:
12 points, Republic
Hit Points: 10
Defense: 13
Attack: 7
Damage: 30

Special Abilities
Order 66
Heavy Weapon (Can't attack and move in the same turn)


12 points for a piece with no ranged defense, 10 hit points, AND heavy weapon! Where do I sign up?

1/10.
adamb0nd
Posted: Wednesday, October 8, 2014 4:42:49 AM
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I dont know that this piece could have have been worth it. Back in the day, I know the heavy storm troopers actually got competitive play. 30 damage was a huge deal at that time, and there wasn't the mechanics like mobile attack that guaranteed death to anyone standing in LOS. My guess is maybe someone ran these guys with CoTF Mace for double attack (not moving them anyways), but, like 99% of WotC grunts, this guy has little use outside of RPG's and proxies.
TheHutts
Posted: Wednesday, October 8, 2014 3:27:32 PM
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Darth Caedus, from Legacy of the Force



Quote:
60 points, Sith
Hit Points: 110
Defense: 20
Attack: 13
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)
Virulent Poison Dart (Replaces turn: range 6; 40 damage to target living enemy; save 16)

Force Powers
Force 2
Force Renewal 1 (This character gets 1 Force point each time he activates)
Aing-Tii Flow-Walking (Force 3: Once per round, after initiative is determined, this character can take an immediate turn. This does not count as activating the character this round.)
Illusion (Force 1: When hit by an attack, this character takes no damage unless the attacker makes a save of 11)
Lightsaber Assault (Force 1, replaces attacks: Make 2 attacks)
Sith Rage (Force 1: +10 Damage on all attacks this turn)


A WOTC Sith with shooter defence? Darth Caedus has some potential, as Aing-Tii Flow-Walking is a significant ability, as it concerns some key areas in the game; an ability around initiative and the ability for a piece to take two turns in a row. But despite the potentially game-changing nature of Aing-Tii Flow-Walking, Caedus is otherwise underwhelming - his stats and hit points are more in line for a piece in the early 30s, and with only Force Renewal 1, it's difficult for him to utilise all his excellent force powers. Additionally, in the WOTC era, he was in a faction with little useful support; obviously Darth Revan's Intuition CE and Master Tactician are an excellent match for him, but at 148 points, it's a prohibitively huge chunk of your squad.

Even with support from Sith v-set pieces, this version of Caedus is a hard sell. Fortunately, the v-sets have released a much more usable Sith Lord iteration of Caedus, with a lot of the same features. Meanwhile, this version has enough interesting features to make it a significant piece, but it's also significantly overcosted and there's no reason to play him over the far superior v-set version. 4/10.
TheHutts
Posted: Wednesday, October 8, 2014 8:04:23 PM
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Mandalorian Scientist, from Vengeance



Quote:
11 points, Mandalorian
Hit Points: 30
Defense: 14
Attack: 5
Damage: 10

Special Abilities
Melee Attack (Can attack only adjacent enemies)
Blaster Upgrade (Allies within 6 squares with nonmelee attacks that deal exactly 10 Damage gain Twin Attack)
Bloodthirsty (+10 Damage on melee attacks against enemies at half Hit Points or less)
Torture 1 (When an adjacent living enemy takes damage from an attack by this character, it gets -1 Attack and -1 Defense for the rest of the skirmish. (This ability stacks))


Twin has long been a defining ability for the Mandalorians, with the Captain's Twin CE a faction staple, but the advent of Bastilla Jedi Master's Advanced Battle Meditation meant that the Captain was neutered, and another in-faction option for providing Twin Attack was necessary. (I'm not on the design team, but I'm assuming that's more or less what happened). The Scientist is like a more robust Czerka Scientist, which only hands out the Blaster Upgrade - but that's the key part for the Mandos as it means that their Scouts gain Twin Attack, along with other useful 10 damage shooters like Kelborn and the Mandalorian Crusader. Of course, robust is only relative, as it still only has 30 hit points, but it at least means it doesn't keel over in a mild breeze. It's a good option with Jaster Mereel, as you can choose whether to bring in a Captain or a Scientist depending on the matchup.

The Mandalorian Scientist's stock has been dented somewhat with the introduction of Kelborn as a Mando auto-include; although he's a 10 damage shooter, Kelborn's Gauntlet Knife SA means that he doesn't gain twin when he's attacking adjacent enemies, so that he can't get the big 120 damage attacks against an adjacent piece at the top of the round, making the Captain a stronger option in a Kelborn squad. The advent of new Neo Crusader pieces without access to twin is another reason that the Scientist has been pushed from the forefront of the game a little. But the Scientist is still a solid option, especially if you're in a meta with a lot of Bastila - it's still a strong piece for 11 points, 7/10.
Deathwielded
Posted: Wednesday, October 8, 2014 8:15:25 PM
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Joined: 3/19/2013
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TheHutts wrote:
Darth Caedus, from Legacy of the Force



Quote:
60 points, Sith
Hit Points: 110
Defense: 20
Attack: 13
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)
Virulent Poison Dart (Replaces turn: range 6; 40 damage to target living enemy; save 16)

Force Powers
Force 2
Force Renewal 1 (This character gets 1 Force point each time he activates)
Aing-Tii Flow-Walking (Force 3: Once per round, after initiative is determined, this character can take an immediate turn. This does not count as activating the character this round.)
Illusion (Force 1: When hit by an attack, this character takes no damage unless the attacker makes a save of 11)
Lightsaber Assault (Force 1, replaces attacks: Make 2 attacks)
Sith Rage (Force 1: +10 Damage on all attacks this turn)


A WOTC Sith with shooter defence? Darth Caedus has some potential, as Aing-Tii Flow-Walking is a significant ability, as it concerns some key areas in the game; an ability around initiative and the ability for a piece to take two turns in a row. But despite the potentially game-changing nature of Aing-Tii Flow-Walking, Caedus is otherwise underwhelming - his stats and hit points are more in line for a piece in the early 30s, and with only Force Renewal 1, it's difficult for him to utilise all his excellent force powers. Additionally, in the WOTC era, he was in a faction with little useful support; obviously Darth Revan's Intuition CE and Master Tactician are an excellent match for him, but at 148 points, it's a prohibitively huge chunk of your squad.

Even with support from Sith v-set pieces, this version of Caedus is a hard sell. Fortunately, the v-sets have released a much more usable Sith Lord iteration of Caedus, with a lot of the same features. Meanwhile, this version has enough interesting features to make it a significant piece, but it's also significantly overcosted and there's no reason to play him over the far superior v-set version. 4/10.


agreed.

Though I have to say he was one of my best pulls back in the day. (worth 60 dollars at the time) Very cool Aing-ti Flowwalking and that Virulent Poison Dart used to be the bomb. Very mobile and had a lot of potential, he was balanced by the lower stats. He has defense (like you said rare for the sith) Mobility, built in Damage boost, tough save SA. All he was missing was Higher Stats and a CE and he would have been the bees knees. (I think they were worried about how powerful Aing-tii Flow walking might be so they lowered the stats.)

I really like the new Caedus, that one is truly awesome on honestly one of my favorite Pieces in the whole game.
thereisnotry
Posted: Thursday, October 9, 2014 6:32:46 AM
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TheHutts wrote:
Mandalorian Scientist, from Vengeance



Quote:
11 points, Mandalorian
Hit Points: 30
Defense: 14
Attack: 5
Damage: 10

Special Abilities
Melee Attack (Can attack only adjacent enemies)
Blaster Upgrade (Allies within 6 squares with nonmelee attacks that deal exactly 10 Damage gain Twin Attack)
Bloodthirsty (+10 Damage on melee attacks against enemies at half Hit Points or less)
Torture 1 (When an adjacent living enemy takes damage from an attack by this character, it gets -1 Attack and -1 Defense for the rest of the skirmish. (This ability stacks))


Twin has long been a defining ability for the Mandalorians, with the Captain's Twin CE a faction staple, but the advent of Bastilla Jedi Master's Advanced Battle Meditation meant that the Captain was neutered, and another in-faction option for providing Twin Attack was necessary. (I'm not on the design team, but I'm assuming that's more or less what happened). The Scientist is like a more robust Czerka Scientist, which only hands out the Blaster Upgrade - but that's the key part for the Mandos as it means that their Scouts gain Twin Attack, along with other useful 10 damage shooters like Kelborn and the Mandalorian Crusader. Of course, robust is only relative, as it still only has 30 hit points, but it at least means it doesn't keel over in a mild breeze. It's a good option with Jaster Mereel, as you can choose whether to bring in a Captain or a Scientist depending on the matchup.

The Mandalorian Scientist's stock has been dented somewhat with the introduction of Kelborn as a Mando auto-include; although he's a 10 damage shooter, Kelborn's Gauntlet Knife SA means that he doesn't gain twin when he's attacking adjacent enemies, so that he can't get the big 120 damage attacks against an adjacent piece at the top of the round, making the Captain a stronger option in a Kelborn squad. The advent of new Neo Crusader pieces without access to twin is another reason that the Scientist has been pushed from the forefront of the game a little. But the Scientist is still a solid option, especially if you're in a meta with a lot of Bastila - it's still a strong piece for 11 points, 8/10.
I dunno, I've never used him, but I'd be more inclined to say 7/10 rather than 8.

You're correct in assuming the designers' intentions for him, but I think 30hp and no defensive abilities makes him a very tricky piece to use. If Twin is so central to the Mando squads (as you rightly say), then wouldn't it make sense to make that essential Twin-giving piece a little more robust or survivable? If I'm gonna lose half of my damage output after a 30hp piece dies (a piece which has to be in the thick of things, with no help from Relay Orders), then I think I'll usually end up looking elsewhere.
TheHutts
Posted: Thursday, October 9, 2014 11:43:42 AM
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Sure, 7 sounds fine - it was definitely a low 8 to start with.

I have played it a few times in casual games, and generally it's stayed safe OK, but that's probably more due to the nature of squads I was playing against. And maybe his time has passed - he felt like an important cog for a while, but the Captain is back in favour, and the Neo-Crusader guys are significant too.
TheHutts
Posted: Thursday, October 9, 2014 11:45:34 AM
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Deathwielded wrote:

Though I have to say he was one of my best pulls back in the day. (worth 60 dollars at the time) Very cool Aing-ti Flowwalking and that Virulent Poison Dart used to be the bomb. Very mobile and had a lot of potential, he was balanced by the lower stats. He has defense (like you said rare for the sith) Mobility, built in Damage boost, tough save SA. All he was missing was Higher Stats and a CE and he would have been the bees knees. (I think they were worried about how powerful Aing-tii Flow walking might be so they lowered the stats.)

I really like the new Caedus, that one is truly awesome on honestly one of my favorite Pieces in the whole game.


I think cheaper and Force Renewal 2 would have helped him a lot. He is a cool piece - all his Force Powers are really strong - just too expensive for what he does to work at the top level.
TheHutts
Posted: Thursday, October 9, 2014 2:52:55 PM
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Umbaran Soldier, from Command of the Galaxy



Quote:
15 points, Separatist
Hit Points: 40
Defense: 16
Attack: 7
Damage: 20

Special Abilities
Armored Spacesuit (Immune to critical hits)
Cloaked (If this character has cover, he cannot be targeted by nonadjacent enemies)
Quick Reflexes (+6 Defense when attacked on attacks of opportunity)


The Umbaran Solider is yet another case of a piece that is competent in isolation - a Cloaked shooter is always useful and, at 15 points, it's a good candidate for Mutant/Cyborg Experimentation.

Yet, as a Cloaked 20 damage shooter in the same price range, the Umbaran is very comparable to the Klat Assassin, and it's clearly inferior - the 10 extra hit points and Armored Spacesuit aren't enough to compensate for the Klat's +12 attack, self destruct 20, and lower cost. And as a living Separatist, the Umbaran Soldier doesn't have access to many synergies that the Klat doesn't; even with Poggle the Lesser's rapport, it's still not fit to wash the Klat Assassin's feet. Against the standards of the game as a whole, the Umbaran Soldier is a an above average piece, but it's (for all intents and purposes) strictly inferior to the Klat Assassin, so it should never see play. 6/10.
swinefeld
Posted: Thursday, October 9, 2014 4:08:31 PM
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Perhaps it's time for a Wuher type piece for Klatooinians, but it should also make the Enforcer cost 6 less. Razz
TheHutts
Posted: Thursday, October 9, 2014 4:18:37 PM
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swinefeld wrote:
Perhaps it's time for a Wuher type piece for Klatooinians, but it should also make the Enforcer cost 6 less. Razz


It's hilarious how all three v-set Klats are awesome, and the two WOTC ones are awful. Such a big disparity in Klat quality.

I do think Klats got one or two many useful things - high attack + Cloaked + Jedi Hatred + Self destruct is a lot on a 12 point piece. But they're still not dominating the meta - they're just the go to option for grunts in the price range, unless you're running something specialised like Imperial troopers or Naboo. They are one of the very few pure attack pieces that will get an 11 on Rolling Mini of the Day - most of the time, only tech pieces get 11s.
swinefeld
Posted: Thursday, October 9, 2014 4:31:51 PM
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I totally forgot about the Hunter. At least the Saleucami Trooper can hit an uggie in cover.

But yeah, the Assassins aren't broken in the strict sense, though they sure ruin it for a bunch of other pieces as far as table time goes.
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