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Rolling Mini of the Day (Urai Fen) Options
CorellianComedian
Posted: Monday, October 26, 2015 7:13:50 PM
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Posts: 1,048
TheHutts wrote:
As well as his commander effect, he's also surprisingly robust for 10 points; his 60 hit points are certainly a statistical outlier (imagine a 60 point piece having 360 hit points).


Imagine any piece having 360 Hit Points LOL
General_Grievous
Posted: Monday, October 26, 2015 7:18:37 PM
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CorellianComedian wrote:
TheHutts wrote:
As well as his commander effect, he's also surprisingly robust for 10 points; his 60 hit points are certainly a statistical outlier (imagine a 60 point piece having 360 hit points).


Imagine any piece having 360 Hit Points LOL


Abeloth please haha
TheHutts
Posted: Tuesday, October 27, 2015 1:22:23 PM
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Joined: 6/23/2010
Posts: 3,561
Location: The Hutt, New Zealand
Elite Republic Commando - Scorch, from Shadows



Quote:
25 points, Republic
Hit Points: 60
Defense: 17
Attack: 10
Damage: 20

Special Abilities
Unique
Order 66
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
Delta Shield Support (Each ally whose name contains Republic Commando gains Shields 2)
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.)
Shatter Beam (Replaces attacks: sight; designate 1 door as open; it remains open for the rest of the skirmish and cannot be closed)
Shields 2 (When this character takes damage, make 2 saves, each needing 11; each success reduces the damage dealt by 10)
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 four Republic Commandos were due for a remake, and the revamped versions have formed the core of a strong competitive squad. Boss has already received the coveted 11 rating on Rolling Mini of the Day, and he's probably the strongest cog, but all four of them fit together so well that you'd usually see them all together. Scorch's main claim to fame is his Shields ability - his Shields 2 gives him a lot of extra toughness, and he also gives Shields 2 to all Republic Commando allies, making him an essential part of any Republic Commando squad. Like the other Republic Commandos, he's a good shooter; he'll usually have double for +14 in a Republic Commando build. He also has Shatter Beam for some additional door control; while it's tough to give up the turn of a 25 point piece to destroy a door, it definitely has its uses. Scorch is an integral part of a very strong build, 10/10.
General_Grievous
Posted: Tuesday, October 27, 2015 1:43:25 PM
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Joined: 1/8/2010
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This may sound weird coming from a diehard Sep player but I love the new RC remakes. That game was so epic and seeing their new incarnation is what they always should have been and deserve to be. Great job on these ones and they are one of the top Republic squads right now
TheHutts
Posted: Tuesday, October 27, 2015 6:02:04 PM
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Joined: 6/23/2010
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Jawa Clan Leader, from Shadows



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

Special Abilities
Accurate Shot (Can attack an enemy with cover even if it's not the nearest enemy)
Black Market Engine Modifications (Allied characters with Mounted Weapon within 6 squares gain Stable Footing)
Clan Leader (Jawa allies gain Scramble and Accurate Shot)
Ion Gun +20 (+20 Damage against nonliving enemies)
Opportunist (+4 Attack and +10 Damage against an enemy who has activated this round)
Scramble (A Droid enemy or an enemy with Mounted Weapon hit by this character's attack is considered activated this round; save 11. Huge and larger characters ignore this effect.)
Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)

Commander Effect
Droids are subject to these effects:

Non-Unique Fringe allies with Mounted Weapon gain Self-Destruct Sequence 30.

Non-Unique Medium or larger Fringe Droid followers gain Self-Destruct Sequence 10.


I haven't thought too much about the Jawa Clan Leader, but he certainly looks like a good buy for 16 points. Even if you ignore his Commander Effect, he's still a solid attacker - his 40 hit points are more than most other Jawas, and he's a solid shooter with accurate, 20 base damage, opportunist, scramble, and ion gun +20, so he might be the Jawa of choice to bring in with Lobot if your opponent has a key droid like R2 Astromech or v-set Grievous on Wheelbike. The main downside is that his base attack is only 7, so he's maybe best with Talon Kardde. Stealth also gives him access to superstealth. His Clan Leader also gives Jawa allies Scramble and Accurate Shot; it's probably enough to make the Jawa Scout and Jawa Trader better options.

But wait, there's more! Black Market Engine Modifications is a little boost for Mounted Weapon pieces, while his CEs give Self-Destruct Sequence out to Fringe droids (although thankfully not the Mouse) and to Fringe allies with Mounted Weapon. While Self-Destruct Sequence isn't as strong as regular self-destruct, since it's can only be triggered on the character's own turn, it's still a handy offensive option. There's a lot going on here, and enough to make the Jawa Clan Leader a viable option, but I think his strongest suit is as a self-contained shooter who's very dangerous against droids, 8/10.
TheHutts
Posted: Wednesday, October 28, 2015 3:00:53 PM
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Joined: 6/23/2010
Posts: 3,561
Location: The Hutt, New Zealand
Ugnaught Demolitionist, from Champions of the Force



Quote:
3 points, Fringe
Hit Points: 10
Defense: 12
Attack: 0
Damage: 10

Special Abilities
Melee Attack (Can attack only adjacent enemies)
Satchel Charge (Replaces attacks: Designate 1 adjacent door as open; it remains open for the rest of the skirmish and cannot be closed)


It's easy to get hung up on a long list of Special Abilities and decide that a piece with a loaded card is over-powerful. In fact, some of the most powerful pieces in the game are those that do one important job very efficiently. The Ugnaught Demolitionist is a specialist at blowing up doors with Satchel Charge, a crucial ability in this game. Blowing up doors prevents you from being locked out of gambit, it can help you get to your opponent's commanders, it can help you transmit your commander effects boardwide, and it can stop an enemy with shooters and override messing with you. As a result, the Ugnaught finds its way into almost every competitive squad; even though the v-sets have released a bunch of pieces with door control, noone does it as efficiently as the Ugnaught. 11/10.
jak
Posted: Thursday, October 29, 2015 12:17:22 PM
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Joined: 10/17/2010
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Location: Beggers Canyon Tatooine
the most needed piece in the game.
If you don't own at least 6, go buy them now.............
...right now
it's okay, I'll wait....
got 'em??

good now paint them different colors .....
just for shits & gigglesThumbsUp
sephiroth99is
Posted: Thursday, October 29, 2015 1:37:20 PM
Rank: Junk Golem
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Joined: 5/31/2010
Posts: 23
Plus, the benefits of being a 3 point piece that can attack: tied for cheapest activation in the game, can take up a square to make a cheap wall or block melee pieces from basing your good pieces, can crit a beatstick that tries to run by to attack a worthwhile piece, etc...
TheHutts
Posted: Thursday, October 29, 2015 2:27:51 PM
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Joined: 6/23/2010
Posts: 3,561
Location: The Hutt, New Zealand
Kreia, from Knights of the Old Republic



Quote:
43 points, Fringe
Hit Points: 100
Defense: 20
Attack: 11
Damage: 20

Special Abilities
Unique
Melee Attack (Can attack only adjacent enemies)
Triple Attack (On her turn, this character can make 2 extra attacks instead of moving)
Betrayal (On an attack roll of natural 1 against this character, the attacker joins this character's squad until the end of the skirmish)
Flurry Attack (Whenever this character scores a critical hit, she can make 1 immediate extra attack)
It's a Trap! (Enemies with Stealth within 6 squares lose Stealth)

Force Powers
Force 4
Drain Life 3 (Force 3, usable only on this character's turn: range 6; 20 damage to target living enemy and to each living enemy adjacent to target, save 11. Remove damage from this character equal to the damage dealt.)
Force Cloak (Force 2, replaces turn: For the rest of the skirmish, this character gains Cloaked)


High cost, Fringe follower Jedi are always interesting - they can pick up a variety of commander effects in different factions. Kreia does have some potential - Triple is useful and Force Cloak gives her some ranged defense, but even with those she seems a little expensive at 43 points; she's vulnerable to melee with her low hit points and no melee defense, and her +11 attack is also a little low. Those weaknesses are enough to rule her out of the competitive game, but she's still an interesting piece; It's A Trap on a reasonably beefy piece is useful, while Betrayal will make pieces without force points hesitant about attacking her. And she is open to a lot of synergies - she can pick up all the big CEs, like Twin in Separatists, Opportunist in Imperials, Evade in Rebels etc. But probably her best synergy provider is Cin Drallig - he can give her Greater Mobile as well as a lightsaber style like Makashi to make her less vulnerable. Kreia is too expensive to be competitively viable, but there are plenty of interesting things you can do with her at a sub-tournament level, 6/10.
jak
Posted: Thursday, October 29, 2015 3:53:13 PM
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only she knows the sound of 1 hand clappingSneaky
juice man
Posted: Thursday, October 29, 2015 4:16:04 PM
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Location: Akron Ohio, just south of dantooine.
jak wrote:
only she knows the sound of 1 hand clappingSneaky
Bart Simpson knows.
FlyingArrow
Posted: Friday, October 30, 2015 11:38:58 AM
Rank: Moderator
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Joined: 5/26/2009
Posts: 8,408
Kreia was the key to answering this Theorycrafting Challenge:
http://www.bloomilk.com/Forums/default.aspx?g=posts&m=148440

If you haven't seen it before, try to think through the answer before reading to the end of the thread. Even knowing that Kreia is the "trick", it's not the easiest thing to solve.
TheHutts
Posted: Sunday, November 1, 2015 2:02:06 PM
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Joined: 6/23/2010
Posts: 3,561
Location: The Hutt, New Zealand
Tusken Raider Scout, from Knights of the Old Republic



Quote:
11 points, Fringe
Hit Points: 30
Defense: 15
Attack: 8
Damage: 20

Special Abilities
Melee Attack (Can attack only adjacent enemies)
Evade (When hit by an attack from a nonadjacent enemy, this character takes no damage with a save of 11)
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 Tusken Raider Scout isn't bad - it has good ranged defense with Evade, Stealth, and 30 hit points, and its stats are perfectly respectable. But it's not really good either - as a melee piece, there's not enough reliable damage for it to be worthwhile. Its best synergy provider is probably Han in Stormtrooper Armor for Charging Fire, but even then the Rebels have better options in the price range. File under meh, 5/10.

TheHutts
Posted: Monday, November 2, 2015 4:18:27 PM
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Joined: 6/23/2010
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Location: The Hutt, New Zealand
Kubaz Spy, from Evasive Action



Quote:
12 points, Imperial
Hit Points: 30
Defense: 16
Attack: 6
Damage: 10

Special Abilities
Cloaked (If this character has cover, he cannot be targeted by nonadjacent enemies)
Cunning Attack (+4 Attack and +10 Damage against an enemy who has not activated this round)
Evolved Proboscises (+10 Damage against an adjacent living enemy. If this attack hits, the enemy is considered activated and cannot make attacks of opportunity this round; save 11.)
Infrared Vision (Non-Unique enemies with Cloaked within 6 squares lose Cloaked)
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)


There are plenty of counters out there to stealth - accurate shot, It's A Trap, and Force Sense are three notable ones. There are also plenty of counters out there for super stealth - It's A Trap and Force Sense still work, along with CE negation. But Cloaked has been around for a long time without an easy to access counter - there are abilities that work against it, like Lightsaber Throws that ignore cover, Sniper if the cover is provided by another piece, while a bunch of pieces also have Sensors, but up until recently there's been nothing that Lobot can access that counters Cloaked.

This makes the Kubaz Spy significant as the first mainstream counter to Cloaked - albeit Infrared Vision only works against non-uniques. There are a bunch of significant non-uniques with Cloaked - the currently banned Klatooinian Assassin, the Praetorite Vong Scout, and the Mandalorian Scout are three very important non-uniques that see competitive play, and the Kubaz Spy is a very useful counter.

Apart from the Cloaked counter, he's an interesting piece; he's a good attacker for the cost, but Shifting Loyalties means that you'll probably be reluctant to use him to attack a big piece, 8/10.
TheHutts
Posted: Tuesday, November 3, 2015 2:44:18 PM
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Joined: 6/23/2010
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Shado Vao, Jedi Master, from Shadows



Quote:
35 points, New Republic
Hit Points: 120
Defense: 22
Attack: 13
Damage: 20

Special Abilities
Unique
Melee Attack (Can attack only adjacent enemies)
Twin Attack (Whenever this character attacks, he makes 1 extra attack against the same target)
Agile (This character can move 2 extra squares at the end of his turn)
Rapport (A character whose name contains Cade Skywalker costs 2 less when in the same squad as this character)

Force Powers
Force 2
Force Renewal 1 (This character gets 1 Force point each time he activates)
Master of the Force 2 (May spend Force points up to 2 times in a single turn)
Force Sense (Force 1, usable only on this character's turn: Enemy characters lose Stealth for the rest of the round)
Jedi Mind Trick (Force 1, usable only on this character's turn: range 2; target living enemy is considered activated this round and cannot make attacks of opportunity this turn; save 11)
Lightsaber Defense (Force 1: When hit by an attack, this character takes no damage with a save of 11)
Lightsaber Riposte (Force 1: When hit by a melee attack, this character can make an immediate attack against that attacker)


For some reason, powerful pieces like the Commando Droid Officer or Imperial Governor can slip into the game without too much initial hype, and only receive attention once they begin to dominate tournaments. But as soon as a vaguely competitive looking Jedi gets released, there's a backlash.

Quote:
hey man im sorry but when someone thinks this should only cost 35 there is a problem.


Quote:
a BIG +1 here


Shado Vao does have a stacked card for a 35 point piece, but really the only problematic part is Master of the Force 2, which does allow him to access Lightsaber Riposte and Jedi Mind Trick twice per turn. But otherwise, he's not especially powerful for 35 points - aside from Riposte, he only has a damage output of 40 per round, which means he's there more as melee interference or strafer protection than as a primary damage dealer. Otherwise, he does have a very high defense of 22, but he's not as strong in New Republic as he would be in factions where there's a damage boost available.

With his high defense, he's a good subject for Wedge's evade; I don't think he's seen much competitive play, but I can certainly see him with Wedge and Corellian Han, where he can pick up evade and provide Force Sense for Han. Shado Vao, Jedi Master is a solid piece, but nothing to get alarmed about, 8/10.
pegolego
Posted: Tuesday, November 3, 2015 3:06:21 PM
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Posts: 1,766
Location: In a sinkhole on Utapau
Unfortunately, the only time I ever faced this guy I was playing an IG Lancer squad... Crying lol
TheHutts
Posted: Tuesday, November 3, 2015 7:29:11 PM
Rank: Advanced Bloo Milk Member
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Joined: 6/23/2010
Posts: 3,561
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Quarren Assassin, from Rebel Storm



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

Special Abilities
Cunning Attack (+4 Attack and +10 Damage against an enemy who has not activated this round)
Mobile Attack (Can move both before and after attacking)


There are a bunch of playable non-uniques from Rebel Storm, but the vast majority are playable simply because they're the iconic versions of important canon pieces like the Stormtrooper and Snowtrooper, and have received specific boosts. The Quarren Assassin on the other hand, stands on its own surprisingly well. While it's not a power piece, it's competent for 12 points, even in modern terms. Its stats are fine for a 12 point piece, and it also has a couple of useful SAs with Mobile and Cunning - Cunning is a good damage boost, while Mobile allows it to stay out of trouble. While it's probably not the strongest option, you could easily toss one into a Talon Kardde squad, where it's shooting at +15 for 30 at the top of the round. It's hard to justify playing a Quarren Assassin over something like a Rodian Assassin, but it's surprisingly strong nonetheless, 6/10.
TheHutts
Posted: Wednesday, November 4, 2015 12:53:46 PM
Rank: Advanced Bloo Milk Member
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Joined: 6/23/2010
Posts: 3,561
Location: The Hutt, New Zealand
Figrin D'an, from Cantina Brawl



Quote:
10 points, Fringe
Hit Points: 40
Defense: 14
Attack: 5
Damage: 10

Special Abilities
Unique
Melee Attack (Can attack only adjacent enemies)
Distraction (Suppresses adjacent enemy commander effects)
Draw Fire (If an enemy targets an ally within 6 squares of this character, you may force that enemy to target this character instead if it can; save 11)
Evade (When hit by an attack from a nonadjacent enemy, this character takes no damage with a save of 11)


Excuse the personal bias, but Figrin D'an is one of my favourite pieces in the game. For 10 points, he's a great spoiler piece - he can create a lot more chaos than his 10 point cost. Draw fire and evade is a great combination, as it can help protect key pieces against accurate shot and negate the damage entirely with Evade, and for that reason alone, Figrin is a great Lobot reinforcement against accurate shot, especially with Boba Assassin for Hire running around. That trick alone is probably worth 10 points, but he also has Distraction - while he's not quite chunky enough to last long, it can suppress a Commander Effect at a vital time. Figrin D'an is a great piece for 10 points, and one of Lobot's best options in some matchups, 9/10.
FlyingArrow
Posted: Wednesday, November 4, 2015 1:06:37 PM
Rank: Moderator
Groups: Member , Moderator

Joined: 5/26/2009
Posts: 8,408
Sounds like personal bias. I'd say 8. :)

I used him in my PA regional version of Dance of Death:

--Dance of Death: The Mira Distraction (PA Regionals 2015)--
54 Darth Caedus, Sith Lord
31 Barriss Offee, Rogue Jedi
30 Vergere
28 Mira of Nar Shaddaa
14 Exar Kun, Dark Force Spirit
13 Todo 360
11 Freedon Nadd, Dark Force Spirit
10 Figrin D'an
6 Mouse Droid x2
3 Ugnaught Demolitionist

(200pts. 11 activations)
http://www.bloomilk.com/Squad/147160/dance-of-death--the-mira-distraction--pa-regionals-2015-
TheHutts
Posted: Wednesday, November 4, 2015 1:10:57 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 6/23/2010
Posts: 3,561
Location: The Hutt, New Zealand
I was actually considering a 10 for him, so 9 was lowballing it - what do other people think?

Interestingly, the randomiser has picked out all 8 Fringe pieces from Cantina Brawl now (and none of the Rebels or Imperials). Looking at the list all in one place, I'm thinking I maybe overrated Greedo and should take him down a peg.
Dannik Jerriko, Bounty Hunter: 6
Dr Evazan, Galactic Criminal: 10
Figrin D'an: 9
Greedo, Bounty Hunter: 9
Momaw Nadon: 10
Ponda Baba, Galactic Criminal : 8
Tonnika Sisters: 5
Wuher: 8
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