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Rolling Mini of the Day (Urai Fen) Options
AndyHatton
Posted: Monday, August 31, 2015 5:13:27 PM
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No sadly I've never tried it. Its a daunting task to keep straight and other things always jumped up before it in the playing queue. But I keep meaning to because I have all of these Muuns! I might as well use them.


But in the past a few bombs probably would have helped to keep some of it safe
TheHutts
Posted: Monday, August 31, 2015 5:44:55 PM
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Joined: 6/23/2010
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I almost ran this at NZ Nationals last year - no Techno guy, but lots of Muuns:

--Durge, Muun Leader--
56 Durge on Speeder
27 Lobot
20 General Whorm Loathsom
14 Muun Guard Colonel
10 San Hill
9 Poggle the Lesser
8 R7 Astromech Droid
32 Muun Guard x8
24 Geonosian Drone x12
(200pts. 27 activations)
AndyHatton
Posted: Monday, August 31, 2015 6:24:09 PM
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I like the Muuns and I think they are good filler especially with the Colonel but they tend to get overlooked for the much cheaper Drone. Depending on what happens with Poggle, maybe they will have a future. I like that squad though Graham, I like it a lot.
TheHutts
Posted: Monday, August 31, 2015 7:52:56 PM
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Location: The Hutt, New Zealand
Dooje Brolo, from Diplomacy



Quote:
9 points, Yuuzhan Vong
Hit Points: 10
Defense: 12
Attack: 2
Damage: 0

Special Abilities
Unique
Melee Attack (Can attack only adjacent enemies)
Amphistaff (When an adjacent enemy would be defeated by this character's attack, that enemy cannot use its special abilities to make or grant attacks, deal damage, or prevent its defeat)
Diplomat (If an attacker has line of sight to any enemies without Diplomat, this character is not a legal target and does not count as the nearest enemy, even if adjacent)
Distraction (Suppresses adjacent enemy commander effects)
Force Immunity (Enemies cannot affect this character with Force powers, or spend Force points to reroll attacks against this character or to respond to this character's attacks and abilities)

Commander Effect
During setup, choose a Unique Yuuzhan Vong ally. That ally gains Amphistaff for the rest of the skirmish.


Quorreal is an auto-include for a lot of Vong squads, and Dooje Brolo is one of his most interesting reinforcement options. Melee Vong struggle with on-defeat abilities like self-destruct and death shots, and Dooje's Distraction and Amphistaff give Vong a counter to them. With Diplomat, he's easier to keep alive, and he also gives out Amphistaff to a unique Vong ally. At 8 points with Quorreal's discount, it's a popular option to bring Dooje in along with the Yun-Ne'Shel Priest. He's not super glamorous, but Dooje Brolo is a very useful tool for the Vong in some matchups, and he's easy to access with Quorreal, 9/10.
TimmerB123
Posted: Tuesday, September 1, 2015 9:42:59 AM
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TheHutts wrote:
Dooje Brolo, from Diplomacy



Quote:
9 points, Yuuzhan Vong
Hit Points: 10
Defense: 12
Attack: 2
Damage: 0

Special Abilities
Unique
Melee Attack (Can attack only adjacent enemies)
Amphistaff (When an adjacent enemy would be defeated by this character's attack, that enemy cannot use its special abilities to make or grant attacks, deal damage, or prevent its defeat)
Diplomat (If an attacker has line of sight to any enemies without Diplomat, this character is not a legal target and does not count as the nearest enemy, even if adjacent)
Distraction (Suppresses adjacent enemy commander effects)
Force Immunity (Enemies cannot affect this character with Force powers, or spend Force points to reroll attacks against this character or to respond to this character's attacks and abilities)

Commander Effect
During setup, choose a Unique Yuuzhan Vong ally. That ally gains Amphistaff for the rest of the skirmish.


Quorreal is an auto-include for a lot of Vong squads, and Dooje Brolo is one of his most interesting reinforcement options. Melee Vong struggle with on-defeat abilities like self-destruct and death shots, and Dooje's Distraction and Amphistaff give Vong a counter to them. With Diplomat, he's easier to keep alive, and he also gives out Amphistaff to a unique Vong ally. At 8 points with Quorreal's discount, it's a popular option to bring Dooje in along with the Yun-Ne'Shel Priest. He's not super glamorous, but Dooje Brolo is a very useful tool for the Vong in some matchups, and he's easy to access with Quorreal, 9/10.


Interestingly, he was originally a non-unique. The core idea was distraction + diplomat. A strong combo even without amphistaff. There was some fear of spamming them to have a nasty very hard to kill spit poison squad. With lots of stealth in the faction and super stealth access, it becomes much harder to kill a diplomat. I think the NU was even cheaper since it didn't have amphistaff yet. So they decided it would be better as a unique. A variant of an idea from Trevor (Mando) became Amphistaff, which is a great addition for Vong. (Props to Trevor).

It's a great character. Under-utilized thus far, but I expect to see more of him. Great design largely by Jake K (Sthlrd2). Agree with the 9 rating.
juice man
Posted: Tuesday, September 1, 2015 10:34:48 AM
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Location: Akron Ohio, just south of dantooine.
Does Amphistaff prevent death shots? I always thought it affected SA's not CE's.
TheHutts
Posted: Tuesday, September 1, 2015 12:24:45 PM
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Joined: 6/23/2010
Posts: 3,561
Location: The Hutt, New Zealand
juice man wrote:
Does Amphistaff prevent death shots? I always thought it affected SA's not CE's.


I don't even know! Dooje's Distraction certainly helps against them though.
TheHutts
Posted: Tuesday, September 1, 2015 1:07:20 PM
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Joined: 6/23/2010
Posts: 3,561
Location: The Hutt, New Zealand
Smuggler, from Galactic Heroes



Quote:
44 points, Old Republic
Hit Points: 80
Defense: 16
Attack: 10
Damage: 20

Special Abilities
Pilot
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
Advantageous Cover (+8 Defense from cover instead of +4)
Gambler's Luck (Once per turn, this character can reroll an attack, adding +4 to the result. If the attack misses, this character takes 10 damage.)
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.)


The Smuggler is one of the more interesting pieces out there, due to his extreme reliance on another piece. While a GMA double attack shooter is a strong base, he's obviously over-costed at 44 points. When you throw in his companion from The Old Republic, Corso Riggs, he becomes turbo charged, with Twin and a +4 attack. Throw in his other obvious synergy partners - the Klat Captain for Speed 8 and Evade, and Bastila Jedi Master for +10 damage and CE suppression - and he's suddenly one of the strongest power shooters in the game. But obviously that combo is expensive; those 4 pieces alone cost 126 points, and as much as it would be awesome, it's very difficult to slip a second Smuggler into a 200 point squad. The Smuggler has plenty of potential power but it's too pricey, and for competitive play you're probably better off grabbing a strong self contained shooter like Boba Assassin for Hire or Cad Bane instead, 6/10.
FlyingArrow
Posted: Tuesday, September 1, 2015 4:05:59 PM
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Posts: 8,408
juice man wrote:
Does Amphistaff prevent death shots? I always thought it affected SA's not CE's.


Amphistaff only stops SAs. So it stops Heroic Stand and Noble Sacrifice, but not Mon Mothma's CE.
TheHutts
Posted: Tuesday, September 1, 2015 8:37:12 PM
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Joined: 6/23/2010
Posts: 3,561
Location: The Hutt, New Zealand
Commander Sha'kel, from Invasion



Quote:
44 points, Yuuzhan Vong
Hit Points: 100
Defense: 17
Attack: 10
Damage: 10

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)
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.)
Camaraderie (An ally named Minos, Yuuzhan Vong Warrior gains Embrace of Pain)
Doctrine of Fear (Enemy characters within 6 squares get -4 Attack)
Embrace of Pain (+1 Attack and +1 Defense for every 10 points of damage currently on this character)
Firejelly (Replaces attacks: Designate 1 door within 3 squares as open; it remains open for the rest of the skirmish and cannot be closed)
Force Immunity (Enemies cannot affect this character with Force powers, or spend Force points to reroll attacks against this character or to respond to this character's attacks and abilities)
Vonduun Crab Armor 6 (When this character takes damage, he can reduce the damage dealt by 10 with a save of 6)

Commander Effect
At the end of this character's turn, 1 Yuuzhan Vong follower without Shamed One within 6 squares may immediately move up to its speed. That follower may make an attack at +4 Attack. If the attack misses, the attacker is defeated and all other Yuuzhan Vong allies get +1 Attack. (This bonus is cumulative.)


Sha'kel is a strong fighter and commander for the Vong. He's a solid attacker in his own right with Greater Mobile Attack, Embrace of Pain, Doctrine of Fear, and Crab Armor 6. When you throw in a cannon CE commander effect, which helps make up for melee's restrictions with its movement, he's a very strong piece, even at 44 points. But at the same time, he's also hurt by his lack of synergy with Zenoc Quah - because Sha'kel has a Commander Effect, he can't pick up evade, and like most Vong melee pieces he has been surpassed by the 10 point Domain Lah Warriors. But there's enough power here - his synergies with Minos are also very useful - that Sha'kel could easily become a major player again if shooters ever become less dominant in the meta. He's a very good piece, but it's difficult to utilise him right now, 8/10.
TheHutts
Posted: Wednesday, September 2, 2015 1:53:08 PM
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Admiral Daala, from Command of the Galaxy



Quote:
27 points, Imperial
Hit Points: 60
Defense: 14
Attack: 6
Damage: 10

Special Abilities
Unique
Prideful (While this character has a higher printed cost than any other character in your squad, Imperial allies with a Damage value greater than 0 get +4 Attack and +10 Damage until this character is defeated)

Commander Effect
Imperial trooper allies gain Charging Fire.


The two Thrawns, with their swap, Master Tactician, and stat boosts, have been the cornerstones of Imperial builds since forever, and Daala was an attempt to provide an alternative squad base for Imperials. Unfortunately, she ended up too strong and in combination with the Zygerrian Slaver from the same set, created a very dominant build. Via errata the Zygerrian has been neutered, and Daala's power has been reduced substantively; she's lost rapport, reserves, and the +10 bonus from her Charging Assault.

What's left doesn't look particularly impressive at first glance, but it's still deadly, especially with all the other trooper CEs that the Imperials have access too. Charging Fire is a very effective movement breaker for troopers - they can all run 12 and still attack - while Prideful is a universal stat boost for all Imperial allies which can't be disrupted. Prideful does have the limitation that Daala can't be paired with the otherwise ubiquitous Lobot, which limits her somewhat, but even post errata she's still the cornerstone of some very powerful builds. There are at least three directions you can go with her:

This Dr Daman build won the NZ Nationals in 2014:
Quote:
--Daala in Her Prime V2.0--
27 Admiral Daala
20 Admiral Piett
16 Admiral Gilad Pellaeon
16 Grand Admiral Rulf Yage
14 Imperial Officer
14 Stormtrooper on Repulsor Sled
11 Captain Needa
8 Mas Amedda
8 R7 Astromech Droid
60 Raxus Prime Trooper x12
6 Ugnaught Demolitionist x2
(200pts. 23 activations)


This atmsalad build came 2nd in GenCon 2014:

Quote:
--"Only Tarkins Finest" 2nd Place Gencon 2014--
27 Admiral Daala
16 Admiral Gilad Pellaeon
16 Security Officer Stormtrooper
14 Imperial Officer
14 Stormtrooper on Repulsor Sled
65 Elite Scout Trooper x5
11 Captain Needa
8 Mas Amedda
8 R7 Astromech Droid
15 Imperial Dignitary x3
3 Mouse Droid
3 Ugnaught Demolitionist
(200pts. 18 activations)


While this build came 2nd in the NZ Nationals in 2014. It's not as multi-dimensional as the other two builds, and it loses some troopers with subsequent errata to the Snowtrooper Officer's Rapport:

Quote:
--...and that's why I don't respect you.--
27 Admiral Daala
16 Admiral Gilad Pellaeon
16 Security Officer Stormtrooper
14 Snowtrooper Commander
12 Snowtrooper Officer
8 Mas Amedda
8 R7 Astromech Droid
90 Snowtrooper x18
3 Mouse Droid
6 Ugnaught Demolitionist x2
(200pts. 28 activations)


Daala hasn't been as ubiquitous in 2015, although Dr Daman still took her to the semi-finals of the NZ Nationals. But charging troopers are still a very strong build and a pain to deal with unless you have a way of killing them quickly, 11/10.
General_Grievous
Posted: Wednesday, September 2, 2015 5:23:59 PM
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I quite like her with Reborn shadowtroopers too
CorellianComedian
Posted: Wednesday, September 2, 2015 6:17:55 PM
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Posts: 1,048
General_Grievous wrote:
I quite like her with Reborn shadowtroopers too


Blink Mind = blown. Never thought of that before.
General_Grievous
Posted: Wednesday, September 2, 2015 6:49:22 PM
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CorellianComedian wrote:
General_Grievous wrote:
I quite like her with Reborn shadowtroopers too


Blink Mind = blown. Never thought of that before.


Haha thanks, it's pretty slick and charging/prideful is great on them. Nice to have an invisible melee fighter that can rush in
SignerJ
Posted: Wednesday, September 2, 2015 6:57:53 PM
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Posts: 746
I find Daala to be such a fascinating piece. She pretty much runs completely counter to the current designing methods. With only one SA and one CE, and a cost of 27 points (too much to be an auto-include), she somehow manages to give even Thrawn a run for his money.
TheHutts
Posted: Wednesday, September 2, 2015 7:23:50 PM
Rank: Advanced Bloo Milk Member
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Joined: 6/23/2010
Posts: 3,561
Location: The Hutt, New Zealand
SignerJ wrote:
I find Daala to be such a fascinating piece. She pretty much runs completely counter to the current designing methods. With only one SA and one CE, and a cost of 27 points (too much to be an auto-include), she somehow manages to give even Thrawn a run for his money.


Yeah, there's always a weird tendency to equate quantity of Special Abilities/Force Powers with quality, which is silly.

Most pieces can only do one thing per turn - options are good, but they don't always improve a piece that much.

Daala is boss, and she only does two things - it's just that they're awesome, and on pieces that have access to lots of other cheap boosts.
TheHutts
Posted: Wednesday, September 2, 2015 8:34:49 PM
Rank: Advanced Bloo Milk Member
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Joined: 6/23/2010
Posts: 3,561
Location: The Hutt, New Zealand
Plo Koon, from Clone Strike



Quote:
28 points, Republic
Hit Points: 110
Defense: 19
Attack: 13
Damage: 20

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

Force Powers
Force 4
Force Strike (Force 1, replaces attacks: range 6, 30 damage to 1 enemy Droid)
Lightsaber Precision (Force 1: This character gets +10 Damage on his next attack)


Plo Koon is one of the infamous Clone Strike Jedi that cost 20+ points, have no ranged defense, and can only attack once. By himself, he's obviously useless - while his stat line and hit points are very good, he doesn't have much else of interest. Fortunately, the v-sets have looked to improve the original batch of Jedi - Master Yoda gives him Lightsaber Defense and a chance to make an extra attack at the end of his turn, while Yaddle goes even further, giving him Shien Style, Force Renewal 1, Lightsaber Assault, and Master Speed, making him into a very respectable piece, like in this FlyingArrow build:

Quote:
--Yaddle Dabba Doo!!--
44 Yaddle, Jedi Master
32 Kit Fisto
29 Agen Kolar
28 Plo Koon
26 Saesee Tiin
24 Shaak Ti
9 R2-D2, Astromech Droid
5 Spaarti Clone Trooper Demolitionist
3 Ugnaught Demolitionist
(200pts. 9 activations)


It's confusing to rate Plo Koon - he's a strong piece once you throw in Yaddle for support, but most of the credit should go to Yaddle rather than Plo Koon, as he only qualifies for Yaddle's boosts because he's inadequate to start with, 3/10.
FlyingArrow
Posted: Thursday, September 3, 2015 5:55:19 AM
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Joined: 5/26/2009
Posts: 8,408
That squad was specifically to use the old Clone Strike pieces. More for fun than optimized. Yaddle breathes some life into them, but even with her, the best pieces to use would be Jax, Coleman Trebor, Dark Woman. Only Saesee Tiin is worthwhile of those Clone Strike jedi. He has Cunning for a damage boost, Stealth for extra protection, and LS Block for Melee defense. It looks like they all got a random sampling of abilities but Tiin happened to get all the best ones.
TimmerB123
Posted: Thursday, September 3, 2015 7:24:06 AM
Rank: Advanced Bloo Milk Member
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Joined: 7/9/2008
Posts: 4,729
Location: Chicago
TheHutts wrote:
Plo Koon, from Clone Strike



Quote:
28 points, Republic
Hit Points: 110
Defense: 19
Attack: 13
Damage: 20

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

Force Powers
Force 4
Force Strike (Force 1, replaces attacks: range 6, 30 damage to 1 enemy Droid)
Lightsaber Precision (Force 1: This character gets +10 Damage on his next attack)


Plo Koon is one of the infamous Clone Strike Jedi that cost 20+ points, have no ranged defense, and can only attack once. By himself, he's obviously useless - while his stat line and hit points are very good, he doesn't have much else of interest. Fortunately, the v-sets have looked to improve the original batch of Jedi - Master Yoda gives him Lightsaber Defense and a chance to make an extra attack at the end of his turn, while Yaddle goes even further, giving him Shien Style, Force Renewal 1, Lightsaber Assault, and Master Speed, making him into a very respectable piece, like in this FlyingArrow build:

Quote:
--Yaddle Dabba Doo!!--
44 Yaddle, Jedi Master
32 Kit Fisto
29 Agen Kolar
28 Plo Koon
26 Saesee Tiin
24 Shaak Ti
9 R2-D2, Astromech Droid
5 Spaarti Clone Trooper Demolitionist
3 Ugnaught Demolitionist
(200pts. 9 activations)


It's confusing to rate Plo Koon - he's a strong piece once you throw in Yaddle for support, but most of the credit should go to Yaddle rather than Plo Koon, as he only qualifies for Yaddle's boosts because he's inadequate to start with. I've already given Agen Kolar a 4, so that seems fair for Plo Koon to get the same mark, 4/10.


Even with Yaddle he doesn't make the cut. I'd say 2, 3 at most (Agen as well).

When making Yaddle, we focused hard on the small subset that qualifies for her giant boost. Saesee Tiin, Dark Woman, Coleman Trevor and Jax Pavan are the best to use. Shaak Ti perhaps after that. Nothing saves Plo (or Agen) outside of a future specific targeted camaraderie or CE.
TimmerB123
Posted: Thursday, September 3, 2015 7:26:10 AM
Rank: Advanced Bloo Milk Member
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Joined: 7/9/2008
Posts: 4,729
Location: Chicago
FlyingArrow wrote:
That squad was specifically to use the old Clone Strike pieces. More for fun than optimized. Yaddle breathes some life into them, but even with her, the best pieces to use would be Jax, Coleman Trebor, Dark Woman. Only Saesee Tiin is worthwhile of those Clone Strike jedi. He has Cunning for a damage boost, Stealth for extra protection, and LS Block for Melee defense. It looks like they all got a random sampling of abilities but Tiin happened to get all the best ones.


Lol, my page hadn't reloaded yet so I didn't see TJ's answer when I posted. But - clearly we were both part of that process.
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