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Rolling Mini of the Day (Urai Fen) Options
TheHutts
Posted: Tuesday, March 3, 2015 7:10:27 PM
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Stass Allie, from Revenge of the Sith



Quote:
22 points, Republic
Hit Points: 60
Defense: 18
Attack: 8
Damage: 20

Special Abilities
Unique
Melee Attack (Can attack only adjacent enemies)

Force Powers
Force 4
Force Heal 30 (Force 2, replaces attacks: touch; remove 30 damage from a living character)


Stass Allie is a very low powered Jedi - even for 22 points, her stats and hit points are very low, and she's obviously not worth playing over a Jedi Weapon Master. The only interesting thing she's got going is her Force Heal - with Tarpals, a Bacta Tank, and a dead Qui-Gon Jinn, she can heal 120 damage in a turn. It's never going to fly in a competitive game, but at least it gives her a reason to get on the table in a casual game, 3/10.
TheHutts
Posted: Wednesday, March 4, 2015 4:38:06 PM
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Quinlan Vos, Infiltrator, from Alliance and Empire



Quote:
34 points, Republic
Hit Points: 110
Defense: 19
Attack: 14
Damage: 20

Special Abilities
Unique
Impulsive Momentum (If a Unique allied character is defeated, for the remainder of the skirmish this character has Momentum)
Melee Attack (Can attack only adjacent enemies)
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
Recon (Roll twice for initiative once per round, choosing either roll, if any character with Recon in the same squad has line of sight to an enemy)
Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)

Force Powers
Force 3
Lightsaber Sweep (Force 1, replaces attacks: Can attack each adjacent enemy once)


I have a soft spot for Quinlan Vos Infiltrator - he was the first mini that I ever bought. But at the same time, he's in Minis limbo, better than the seriously outdated Jedi from Clone Strike and Revenge of the Sith, but not a serious contender for competitive play. He's got some strong aspects - Stealth and Lightsaber Sweep are very helpful, and he's got respectable stats and hit points for his cost. But his role is largely filled by Aayla Secura Jedi Knight - another Jedi with Stealth and Sweep, but she also has twin, is cheaper, and has other offensive options. It's certainly not a problem given that he wasn't seeing competitive play and that there's a nice new Quinlan Vos in the same set, it just means that he's firmly in the second tier of pieces, 6/10.
TheHutts
Posted: Sunday, March 8, 2015 4:50:03 PM
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Dray, from Invasion



Quote:
38 points, Fringe
Hit Points: 90
Defense: 18
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)
Bravado +10 (+4 Attack and +10 Damage against an adjacent enemy with a higher point cost)
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.)

Force Powers
Force 2
Force Renewal 1 (This character gets 1 Force point each time he activates)
Force Lightning 2 (Force 2, replaces attacks: range 6; 30 damage to target and 2 characters adjacent to that target)
Force Vision (Force 2, replaces attacks: sight; 1 ally with a lower point cost may make an immediate attack)
Lightsaber Defense (Force 1: When hit by an attack, this character takes no damage with a save of 11)


Cannon attacks are a very strong ability - Princess Leia, Commando Droid Officers, Old Republic Senators, and Neo-Crusader Officers are some of the most powerful pieces in the game. At 38 points, Dray's not quite such a powerhouse option, especially as his cannon ability, Force Vision, replaces attacks, but it's more flexible as well, since he can be used in any faction and with any piece less than 38 points. So you probably wouldn't use him in the Old Republic or with Separatist Droids, but if you want to cannon a piece like Aurra Sing Assassin or Morrigan Corde, he's a great option. Since it's not a commander effect, it's also not blocked by Disruptive or Bastila.

As well as Force Vision, he's also a respectable melee piece with Double, Lightsaber Defense, Bravado, and Force Lightning - in a Talon Kardde squad, he becomes a good hitter against a higher cost piece. At the same time, Dark Master seems mostly for flavour - he's got plenty of things to do with his force points and might not want to share very often. Dray's a really good piece - he opens up some builds in different factions, and it certainly wouldn't be surprising to see him make a splash sometime, 8/10.
TheHutts
Posted: Sunday, March 8, 2015 6:49:17 PM
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Rodian Raider, from The Dark Times



Quote:
10 points, Fringe
Hit Points: 20
Defense: 14
Attack: 5
Damage: 10

Special Abilities
Triple Attack (On his turn, this character can make 2 extra attacks instead of moving)
Stable Footing (Not slowed by difficult terrain or low objects)


Triple Attack on a cheap Fringe piece is certainly interesting - while the Rodian Raider is too squishy and immobile to build an entire squad around, it's does have some potential. You're playing a Talon Karrde squad, and your opponent has a swarm of 20 hit point pieces? Bring in one or two of these guys, use Talon's intuition, and hopefully take down a couple of troopers with your reinforcement piece. Despite their in-game usefulness, the Rodian Raiders are still more likely to come up in discussions of how much damage you much theoretical can get out of one piece or one squad. Triple attack makes the Rodian Raider competitively playable in some situations, 7/10.
TimmerB123
Posted: Sunday, March 8, 2015 11:28:15 PM
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Weird. I don't believe we've had back to back of the actual mini and a vset piece that used the same figure as the proxy.

I think Dray is one of those pieces that certainly has potential but is really hard to find a perfect fit for. He has the inherent dilemma of not costing high enough to really get amazing figures to use his Force Vision, but too high to really make great use of bravado. We were very careful about costing - being fringe it could effect a lot.

The cannon effect was purposefully a little harder to use. Keep in mind this came out before the commando Droid officer and Neo Crusader Officer, which brought cannons to a whole new level. We knew being fringe we had to be very cautious. In fact we raised his points before releasing him just to be on the safe side.

As always - I am very happy with an 8 rating. The majority of each set should be hitting 7s and 8s in my opinion.
TheHutts
Posted: Monday, March 9, 2015 1:30:54 PM
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Naboo Pilot, from Battle of Theed



Quote:
11 points, Republic
Hit Points: 30
Defense: 15
Attack: 7
Damage: 10

Special Abilities
Pilot
Bravado (+4 Attack and +20 Damage against an adjacent enemy with a higher point cost)
Squad Cover (+4 Defense while 3 allies with the same name as this character are within 6 squares)


The Naboo Pilot doesn't look very impressive on paper - it looks like a fragile shooter that has to get up close to be effective. But throw in a Klat Captain for Speed 8 and Evade, Panaka of Theed for Twin and rapport, Mon Mothma for death shots, Amidala for rapport and mobile, and Yularen for Opportunist, and they're 9 point world-beaters.

Quote:
--Roll the Bones--
23 Mon Mothma
21 Admiral Yularen
20 Captain Panaka of Theed
18 Klatooinian Captain
16 Queen Amidala
72 Naboo Pilot x8
9 R2-D2, Astromech Droid
8 Mas Amedda
4 Rodian Diplomat
8 Spaarti Clone Trooper Demolitionist x2
(199pts. 18 activations)


Since it's so reliant of commander effects, Roll the Bones has problems with beefy disruptive and Bastila. Shooter squads that can outactivate and outmaneuver it also have a decent chance against it, but it's extremely nasty against lots of other builds, especially low activation melee squads, and the above build won the NZ National Championships in 2012. Naboo Troopers are a better option in the current high activation meta, but if the meta goes back to low activations, Naboo Pilots will be back in the mainstream, 10/10.
TheHutts
Posted: Monday, March 9, 2015 1:51:04 PM
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TimmerB123 wrote:
Weird. I don't believe we've had back to back of the actual mini and a vset piece that used the same figure as the proxy.


It shouldn't happen very often, right? Maybe this is the only time it will occur.


TimmerB123 wrote:
As always - I am very happy with an 8 rating. The majority of each set should be hitting 7s and 8s in my opinion.


Looks like v-sets are getting about 40% of pieces in the 7 or 8 range, as opposed to WOTC's 16%. WOTC have a higher density of power 11s as well, although it's very close.
TheHutts
Posted: Tuesday, March 10, 2015 3:05:39 PM
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Devaronian Assassin, from Renegades and Rogues



Quote:
18 points, Fringe
Hit Points: 50
Defense: 16
Attack: 8
Damage: 10

Special Abilities
Assassin (+4 Attack and +10 Damage against living enemies)
Bounty Hunter +2 (+2 Attack against Unique enemies)
Jolt (An enemy hit by this character's attack is considered activated this round; save 11. Huge and larger characters ignore this effect.)
Sniper (Other characters do not provide cover against this character's attack)
Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)


I feel like a stuck LP, but the Devaronian Assassin is another Fringe shooter who's going to struggle for game time against the Klatooinian Assassin. Having said that, the Sniper and/Jolt combo is interesting; running a squad full of Dev Assassins wouldn't be competitive, as they're not heavy damage dealers for the cost, but it might well be worth running one of these in a Talon Kardde squad to Jolt an opponent's big piece at the top of the round. With Bounty Hunter, they can also pick up Cad Bane BH's CE in Seps and perform a similar role there, while Stealth also gives them options. There are plenty of things you can do with the Devaronian Assassin, but it's priced high enough that it's going to struggle to find a competitive niche, 6/10.
TheHutts
Posted: Wednesday, March 11, 2015 1:04:54 PM
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Guard Droid, from Legacy of the Force



Quote:
30 points, Fringe
Hit Points: 80
Defense: 17
Attack: 7
Damage: 20

Special Abilities
Droid (Immune to critical hits; not subject to commander effects)
Twin Attack (Whenever this character attacks, it makes 1 extra attack against the same target)


It's difficult to find niches for droids when they're generally eligible for all the same boosts, and they're simply shooters. The Guard Droid isn't terrible, built-in twin is helpful and it has decent enough hit points. But it's unlikely to see play in Seps, as you can get other Droids like the IG-86 or the A-Series Assassin far cheaper and with higher attacks, and built-in twin isn't much of an advantage when the others can pick it up cheaply via Whorm. It's OK in Old Republic Bao-Dur squads where it can pick up double and fire control, but I think the Zann Consortium Droidekas and IG-86 are stronger options. The Guard Droid is a passable droid for 30 points, but I can't see any good reason to ever play it. 4/10.
urbanjedi
Posted: Wednesday, March 11, 2015 9:21:01 PM
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It was actually pretty decent in sealed depending on what else you got. 80 HP and the twin shots for 20 was very solid.
TheHutts
Posted: Wednesday, March 11, 2015 10:37:14 PM
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urbanjedi wrote:
It was actually pretty decent in sealed depending on what else you got. 80 HP and the twin shots for 20 was very solid.


Maybe it deserves a 6? It's not that bad, it just feels like it's never the best choice. In Separatists, the Commando Droid Officer way outpowers it - they're quite similar in terms of hit points and built-in twin, but the CDO has stealth, is significantly cheaper, has a sweet CE, and fire control.
General_Grievous
Posted: Thursday, March 12, 2015 2:10:42 AM
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TheHutts wrote:
Guard Droid, from Legacy of the Force



Quote:
30 points, Fringe
Hit Points: 80
Defense: 17
Attack: 7
Damage: 20

Special Abilities
Droid (Immune to critical hits; not subject to commander effects)
Twin Attack (Whenever this character attacks, it makes 1 extra attack against the same target)


It's difficult to find niches for droids when they're generally eligible for all the same boosts, and they're simply shooters. The Guard Droid isn't terrible, built-in twin is helpful and it has decent enough hit points. But it's unlikely to see play in Seps, as you can get other Droids like the IG-86 or the A-Series Assassin far cheaper and with higher attacks, and built-in twin isn't much of an advantage when the others can pick it up cheaply via Whorm. It's OK in Old Republic Bao-Dur squads where it can pick up double and fire control, but I think the Zann Consortium Droidekas and IG-86 are stronger options. The Guard Droid is a passable droid for 30 points, but I can't see any good reason to ever play it. 5/10.


These guys and crab droids were my go to pieces for Seps back in the day, oh how times change. Remember when the original destroyer droid was good?
jak
Posted: Thursday, March 12, 2015 6:47:25 AM
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One of the first pieces wth Twin, loved it!
TimmerB123
Posted: Thursday, March 12, 2015 7:16:53 AM
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Don't think I ever used one even once. I was expecting less than a 5.

7 attack!?!

Dreadful for 30pts.
TheHutts
Posted: Sunday, March 15, 2015 7:02:17 PM
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Darth Maul, from Clone Strike



Quote:
55 points, Separatist
Hit Points: 140
Defense: 21
Attack: 14
Damage: 20

Special Abilities
Unique
Deadly Attack (Scores a critical hit on an attack roll of natural 19 or 20)
Melee Attack (Can attack only adjacent enemies)
Rolling Cleave (Once per turn, if this character defeats an adjacent enemy by making an attack, he can immediately move 1 square and then make 1 attack against another adjacent enemy without provoking an attack of opportunity)
Triple Attack (On his turn, this character can make 2 extra attacks instead of moving)

Force Powers
Force 3
Sith Rage (Force 1: +10 Damage on all attacks this turn)


It sounds like original Darth Maul was a big threat in the Clone Strike era, but like most Jedi non-uniques, he looks dated now - Maul, Champion of the Sith has ranged defense and damage on the move with Lightsaber Assault, while Sith Infiltrator can do massive amounts of damage on the move with Sith Rage 2 and Ambush. The v-sets have given him a chance of some play though - you're using Maul on Speeder, and the big piece is hiding behind a blocker? Maul's Rolling Cleave is suddenly useful, and he can kill the blocker then put 90 on the main target with triple and Sith Rage. If you're building around Whorm as well, he can get up to 180. It's a niche situation, but if you like to play Maul on Speeder, original Maul is just about a playable option. 5/10.
TheHutts
Posted: Monday, March 16, 2015 3:33:35 PM
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Mandalorian Trooper, from Legacy of the Force



Quote:
14 points, Mandalorian
Hit Points: 40
Defense: 16
Attack: 8
Damage: 10

Special Abilities
Cunning Attack (+4 Attack and +10 Damage against an enemy who has not activated this round)
Deadeye (On this character's turn, if he doesn't move, he gets +10 Damage)
Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)


I've never noticed this piece before, and that's not surprising, as the Mandalorian Trooper is largely unremarkable. Weirdly, it's actually one of two similarly priced Mandalorian Cunning shooters from Legacy of the Force. The 17 point Gunslinger is superior in most builds since it has Double Attack, Evade, and access to GMA, while its extra 10 hit points is significant as it means it can survive a twin strafe from a Lancer or Durge. Stealth and Deadeye make the Trooper somewhat interesting, and with Kelborn it's easy enough to position it for a deadeye attack. But Kelborn also competes with it for game time, since stacking a squad with Cunning attackers is often easy for your opponent to counter. The Mandalorian Trooper is bland, and there are plenty of better options for the Mandalorians in the price range. 4/10.
SignerJ
Posted: Monday, March 16, 2015 3:37:38 PM
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They have their uses, but I've found that the Mandalorian Commando is almost always a better option, as it's a point cheaper, has 10 higher HP, and more consistent damage.
TheHutts
Posted: Monday, March 16, 2015 6:25:00 PM
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Kyp Durron, Jedi Master, from Command of the Galaxy



Quote:
48 points, New Republic
Hit Points: 110
Defense: 20
Attack: 12
Damage: 20

Special Abilities
Unique
Pilot
Melee Attack (Can attack only adjacent enemies)
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
Twin Attack (Whenever this character attacks, he makes 1 extra attack against the same target)
Bravado +10 (+4 Attack and +10 Damage against an adjacent enemy with a higher point cost)
Force-Attuned Reflexes (This character can make an attack of opportunity against enemies with special abilities or Force powers that ignore characters while moving)

Force Powers
Force 5
Brutal Strike (Force 1, usable only on this character's turn: This character's attacks cannot be prevented and enemy characters attacked by this character cannot use special abilities or Force powers that respond to this character's attacks for the rest of the turn)
Force Push 3 (Force 3, replaces turn: range 6; 30 damage to target and to each character adjacent to that target, and push back target and each character adjacent to that target 3 squares if Huge or smaller)
Lightsaber Throw 2 (Force 2, replaces attacks: Choose 1 target enemy within range 6. Make 2 attacks against that target.)

Commander Effect
Pilot allies get +3 Attack and -3 Defense.



The New Republic have a few nasty nuke pieces - Mara Jade Jedi is one of the nastiest beatsticks in the game, while Kyle Katarn also gets up to 120 damage with the right support when he's up close. Kyp Jedi Master is similar to these two, but he's much more specialised - he's a specialised tank buster. With Bravado +10 and Brutal Strike, he's brilliant at putting a big hole in a tank piece like General Obi-Wan Kenobi or any of the Bounty Hunter Challenge pieces. It's also worth noting that's he's the exact same cost as popular tank Darth Zannah, so his Bravado doesn't work on her.

Tank busting is Kyp's primary focus, but he also has some other tricks. Force-Attuned Reflexes with Twin is a great defense against strafers like the Lancer and Durge on Speeder, while he's also got some direct damage with Force Push 3 and can make all his attacks on the move at distance with Lightsaber Throw 2. He's also got a creative commander effect where he hands out +3 attack and -3 defense to pilot followers - it's great especially for upping Dash's attack. He also has a strong synergy with Luke Galactic Hero, as GMA is very helpful for him, increasing his threat range. The below Weeks squad combines Kyp with both Luke and Dash, and it's probably his optimum build:

Quote:
--Kyp--
48 Kyp Durron, Jedi Master
48 Luke Skywalker, Galactic Hero
29 Ganner Rhysode
28 Dash Rendar, Renegade Smuggler
11 Yuuzhan Vong Ossus Protector
10 Jagged Fel
9 General Dodonna
8 R7 Astromech Droid
9 Ugnaught Demolitionist x3
(200pts. 11 activations)


Kyp Jedi Master is a very good piece, but at the same time, I don't imagine him seeing much success in the current meta; it's hard to justify him over Mara Jade Jedi when he's so specialised. If tanks come back into fashion though, he's well worth considering, 7/10.
TheHutts
Posted: Tuesday, March 17, 2015 5:04:34 PM
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Mandalore the Preserver, from Destiny of the Force



Quote:
55 points, Mandalorian
Hit Points: 120
Defense: 19
Attack: 12
Damage: 20

Special Abilities
Unique
Beskar'gam (When this character takes damage, it reduces the damage dealt by 10 with a save of 11)
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
Rout (Whenever a character in your squad defeats an enemy commander, move each other enemy within 6 squares of that commander up to its Speed away from the commander's square. This movement does not trigger attacks of opportunity.)
Twin Attack (Whenever this character attacks, he makes 1 extra attack against the same target)

Commander Effect
Mandalorian allies gain Beskar'gam.


Mandalore the Preserver is one of those pieces that's relatively strong for the cost, but doesn't really have a way into a competitive build. He's a strong, robust shooter with 120 hit points and Beskar'gam, and he brings a couple of cool things to the table with Rout and his CE. But at 55 points, you almost have to build around him - in the same price range I'd much rather build around the beefy disruptive of Mandalore the Vindicated or even the reinforcements and death shot CE of Jaster Mereel. Preserver's biggest issue is arguably that there aren't enough Mandalorian pieces that benefit significantly from the Beskar'gam CE - lots of the best Mandalorian pieces either already have it or are fragile pieces that need to keep away from the action. Additionally, with built in twin, he doesn't synergise with the power Neo-Crusader sub-faction either. Mandalore the Preserver is a good piece, but it's hard to see a niche for him in the competitive game, 6/10.
obiwan1knight
Posted: Tuesday, March 17, 2015 6:42:30 PM
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TheHutts wrote:
Kyp Durron, Jedi Master, from Command of the Galaxy



Quote:
48 points, New Republic
Hit Points: 110
Defense: 20
Attack: 12
Damage: 20

Special Abilities
Unique
Pilot
Melee Attack (Can attack only adjacent enemies)
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
Twin Attack (Whenever this character attacks, he makes 1 extra attack against the same target)
Bravado +10 (+4 Attack and +10 Damage against an adjacent enemy with a higher point cost)
Force-Attuned Reflexes (This character can make an attack of opportunity against enemies with special abilities or Force powers that ignore characters while moving)

Force Powers
Force 5
Brutal Strike (Force 1, usable only on this character's turn: This character's attacks cannot be prevented and enemy characters attacked by this character cannot use special abilities or Force powers that respond to this character's attacks for the rest of the turn)
Force Push 3 (Force 3, replaces turn: range 6; 30 damage to target and to each character adjacent to that target, and push back target and each character adjacent to that target 3 squares if Huge or smaller)
Lightsaber Throw 2 (Force 2, replaces attacks: Choose 1 target enemy within range 6. Make 2 attacks against that target.)

Commander Effect
Pilot allies get +3 Attack and -3 Defense.



The New Republic have a few nasty nuke pieces - Mara Jade Jedi is one of the nastiest beatsticks in the game, while Kyle Katarn also gets up to 120 damage with the right support when he's up close. Kyp Jedi Master is similar to these two, but he's much more specialised - he's a specialised tank buster. With Bravado +10 and Brutal Strike, he's brilliant at putting a big hole in a tank piece like General Obi-Wan Kenobi or any of the Bounty Hunter Challenge pieces. It's also worth noting that's he's the exact same cost as popular tank Darth Zannah, so his Bravado doesn't work on her.

Tank busting is Kyp's primary focus, but he also has some other tricks. Force-Attuned Reflexes with Twin is a great defense against strafers like the Lancer and Durge on Speeder, while he's also got some direct damage with Force Push 3 and can make all his attacks on the move at distance with Lightsaber Throw 2. He's also got a creative commander effect where he hands out +3 attack and -3 defense to pilot followers - it's great especially for upping Dash's attack. He also has a strong synergy with Luke Galactic Hero, as GMA is very helpful for him, increasing his threat range. The below Weeks squad combines Kyp with both Luke and Dash, and it's probably his optimum build:

Quote:
--Kyp--
48 Kyp Durron, Jedi Master
48 Luke Skywalker, Galactic Hero
29 Ganner Rhysode
28 Dash Rendar, Renegade Smuggler
11 Yuuzhan Vong Ossus Protector
10 Jagged Fel
9 General Dodonna
8 R7 Astromech Droid
9 Ugnaught Demolitionist x3
(200pts. 11 activations)


Kyp Jedi Master is a very good piece, but at the same time, I don't imagine him seeing much success in the current meta; it's hard to justify him over Mara Jade Jedi when he's so specialised. If tanks come back into fashion though, he's well worth considering, 7/10.



I'd really like it if tanks came into fashion again. I think Zannah is a good start, although I know she has her issues. I think that's what the Sith should be, (or at least have the option to be) : a squad with 4-6 powerful pieces and still competitive.
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