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Rolling Mini of the Day (Urai Fen) Options
TheHutts
Posted: Wednesday, November 25, 2015 6:15:05 PM
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Dark Jedi, from Champions of the Force



Quote:
16 points, Sith
Hit Points: 60
Defense: 17
Attack: 7
Damage: 10

Special Abilities
Lightsaber (+10 Damage against adjacent enemies)

Force Powers
Force 2


It's difficult not to get deja vu from this piece - firstly it's a direct rehash of the Imperial Dark Side Adept. Additionally, it's also very similar to the Jedi Sentinel from the same set, except the Jedi Sentinel adds 10 hit points, Stealth, Satchel Charge, and better stats for an extra point. Robust door control alone makes the Jedi Sentinel a decent piece, but the Dark Jedi is more or less doomed to the Eternal Bin of Darkness, 2/10.
TheHutts
Posted: Thursday, November 26, 2015 3:39:19 PM
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Exar Kun, Dark Jedi, from Shadows



Quote:
69 points, Sith
Hit Points: 160
Defense: 22
Attack: 15
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)
Twin Attack (Whenever this character attacks, he makes 1 extra attack against the same target)
Jedi Hatred +10 (+10 Damage against enemies with Force ratings)
Niman Style (+2 Attack and +2 Defense while this character has more than half Hit Points remaining)

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)
Dark Force Spirit 2 (If this character is defeated, each enemy character with a Force rating loses 2 Force points each time it activates for the rest of the skirmish)
Force Essence (When this character is defeated, you may immediately set up a character named Exar Kun, Dark Force Spirit in the square this character formerly occupied. Any "at the start of the skirmish" instances are immediately resolved.)
Force Leap (Force 1: This turn, this character can move through enemy characters without provoking attacks of opportunity)
Lightsaber Assault (Force 1, replaces attacks: Make 2 attacks)
Lightsaber Defense (Force 1: When hit by an attack, this character takes no damage with a save of 11)

Commander Effect
Savage characters are subject to this effect: Allies with Savage and non-Unique allies with a Force rating gain Jedi Hunter.



I haven't seen Exar Kun Dark Jedi on the table, but he's a pretty rugged beatstick, even for 69 points. With Niman Style, he's an impressive 28 defense in cover, and he also has sufficient shooter defense with Lightsaber Defense and Master of the Force 2. He's also relatively mobile with Lightsaber Assault and Force Leap, and he can drop 120 damage on a force user. You could make the argument that he's only effectively 55 points, since you can replace him with Exar DFS when he's defeated, but obviously you don't get full value out of Exar since he's only on the board after your main beatstick is defeated. He is constrained by only having force renewal 1, which means his force points won't last long with his excellent force powers and MOTF 2, and you probably want to give him a force battery like Marka Ragnos or Freedon Nadd's Force Spirit.

For 69 points, you get a big tank Sith who is excellent against other force users, since Jedi Hatred, his CE, and Dark Force Spirit 2 all mess with Jedi. He's a good piece for the cost, and I can see him coming to prominence in a more Jedi-oriented meta. Exar isn't a faction defining piece that you build around like Caedus Sith Lord though; he's simply a high cost Sith who's good value for 69 points, 8/10.
TheHutts
Posted: Friday, November 27, 2015 7:27:20 PM
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Imperial Security Officer, from Legacy of the Force



Quote:
20 points, Imperial
Hit Points: 50
Defense: 18
Attack: 8
Damage: 20

Special Abilities
Cunning Attack (+4 Attack and +10 Damage against an enemy who has not activated this round)
Deadly Attack (Scores a critical hit on an attack roll of natural 19 or 20)
It's a Trap! (Enemies with Stealth within 6 squares lose Stealth)


It's A Trap is a very helpful Special Ability at times, but it's also situational - it's tough to play a 20 point piece just for It's A Trap, especially when it's merely a competent attacker otherwise. It's much more efficient to just play Lobot instead, and bring in It's A Trap as necessary. It feels like the 16 point Security Stormtrooper Officer from the Cantina Brawl mini-set is a remake of this, and with Override and a cheaper cost, as well as access to Trooper synergies, it's a much better piece, the Imperial Security Officer in comparison is merely competent, 5/10.
TheHutts
Posted: Sunday, November 29, 2015 6:48:01 PM
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Corran Horn, from Champions of the Force



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

Special Abilities
Unique
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
Melee Attack (Can attack only adjacent enemies)
Melee Reach 2 (When attacking, this character treats enemies up to 2 squares away as adjacent)
Green Jedi

Force Powers
Force 3
Absorb Energy (Force 2: When hit by a nonmelee attack, this character takes no damage with a save of 11. Remove damage from this character equal to the prevented damage.)
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)


At 39 points, Corran is obviously overcosted, since he has a damage ceiling of 40 per round and no melee defense, as well as no force renewal to use the otherwise excellent Absorb Energy. You can do some fun things with him - you can make him into a ranged defender par excellence with Wedge's Evade and force renewal with a spirit for repeated Absorb Energy, or even Leia's rerolls, and you can give him Greater Mobile Attack with Luke GH or a Twi'lek Black Sun Vigo, which is helpful with his Melee Reach 2. But really he's just too expensive at 39 points to be worth paying - even compared with the non-unique Jedi Weapon Master from the same set, he's very expensive, 3/10.
TheHutts
Posted: Monday, November 30, 2015 7:31:01 PM
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Elite Reborn, from Shadows



Quote:
25 points, Imperial
Hit Points: 70
Defense: 17
Attack: 11
Damage: 20

Special Abilities
Melee Attack (Can attack only adjacent enemies)
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
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 Empire Reborn (Each character in your squad named Reborn or Elite Reborn gets +10 Damage while it has an ally whose name contains Desann or Hethrir within 6 squares)

Force Powers
Force 2
Force Push 2 (Force 2, replaces attacks: range 6; 20 damage; push back target 2 squares if Huge or smaller)
Leaping Assault (Force 2, replaces turn: Move this character to any unoccupied square within 6 squares. This move does not provoke attacks of opportunity. After moving, this character may still make all of its attacks this turn.)
Lightsaber Defense (Force 1: When hit by an attack, this character takes no damage with a save of 11)


The Reborn sub-faction is getting fun, and the Elite Reborns are respectable mid-range melee pieces with an inbuilt movement breaker (Leaping Assault) and adequate defense with Stealth and Lightsaber Defense. They also have access to some special Reborn synergies - Lord Hethrir and Desann both give them access to force points, as well as their own The Empire Reborn Special Ability which gives them a damage boost. I don't think the Reborn sub-faction is strong enough to function without Thrawn, and I don't think they're Thrawn's best option, but there are at least some pretty decent themed squads out there, 7/10.
jak
Posted: Tuesday, December 1, 2015 6:38:32 AM
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I love these guys!
with the boosts available,I think they're top-notch!
easy 8-9/10
TheHutts
Posted: Tuesday, December 1, 2015 2:18:11 PM
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jak wrote:
I love these guys!
with the boosts available,I think they're top-notch!
easy 8-9/10


I'm fine with an 8. What's the best builds for them. While I was writing I was thinking about trying them with a v-set 11 piece in testing.
TheHutts
Posted: Tuesday, December 1, 2015 4:57:23 PM
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AT-TE Driver, from Galaxy at War



Quote:
9 points, Republic
Hit Points: 10
Defense: 16
Attack: 6
Damage: 20

Special Abilities
Order 66
Ground Pilot +2 (Allies with Mounted Weapon who start their moves adjacent to this character get +2 Speed)


The AT-TE Driver is an uninteresting attacker for 9 points, so it's mainly interesting for Ground Pilot +2, a Speed boost for pieces with Mounted Weapon. A situational speed boost of +2 but it might be a worthwhile throw in for a good Mounted Weapon piece like Mace Windu, Lightning Squad Leader, AT-RTs (with Mace), or the Infantry Support Platform (which already has Speed 12). I can't see it getting much play, but the AT-TE Driver is at least worth bearing in mind just for Ground Pilot +2, 5/10.
TheHutts
Posted: Wednesday, December 2, 2015 3:17:53 PM
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Dessel, from Vengeance



Quote:
42 points, Sith
Hit Points: 130
Defense: 19
Attack: 10
Damage: 20

Special Abilities
Unique
Avoid Defeat (Whenever this character would be defeated, make 2 saves, each needing 11; if both succeed, this character has 10 Hit Points instead of being defeated)
Blast Cannon (+10 Damage against targets within 6 squares)
Close-Quarters Fighting (+4 Attack against adjacent enemies)
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
Intuition (Once per round, after initiative is determined, this character can immediately move up to his speed before any other character activates)
Sniper (Other characters do not provide cover against this character's attack)

Force Powers
Force 2
Force Renewal 1 (This character gets 1 Force point each time he activates)
Blaster Barrage (Force 1, replaces attacks: Can attack every legal target once)

Commander Effect
Gloom Walkers gain Avoid Defeat and may reroll a save once per turn.


The pre-Sith Lord version of Darth Bane, instead of wielding a Lightsaber, Bane is a chunky shooter with Blaster Barrage and Sniper. There's some interesting potential - obviously Caedus can help him to set up for big Blaster Barrages, and a high hit point shooter is generally useful, but Dessel is impedimented by having only a +10 attack, which means that he's not especially reliable at hitting attack rolls. While 130 hit points is strong for a shooter, Dessel has no other defensive abilities, and without Mobile Attack, he's often going to end up in the open. He also has Avoid Defeat, which he gives out to Gloom Walkers. Dessel is a solid beefy shooter, but I don't think he quite makes the competitive grade, 7/10.
TheHutts
Posted: Thursday, December 3, 2015 2:35:30 PM
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Luke Skywalker on Tauntaun, from Universe



Quote:
16 points, Rebel
Hit Points: 60
Defense: 17
Attack: 8
Damage: 10

Special Abilities
Unique
Lightsaber (+10 Damage against adjacent enemies)
Speed 8 (Can move up to 8 squares and attack, or 16 squares without attacking)

Force Powers
Force 3
Use the Force (Force 3: This character's next attack roll counts as a natural 20)


There are some decent synergies out there for Luke on Tauntaun. He can pick up twin from a SpecForce Technician, and he can get Evade and Mobile from Rieekan, but fundamentally is more interesting ability is Use The Force. Even then, it's only an extra 10 damage - if you are going to build around him, it's probably worth throwing in a Chagrian Mercenary Commander for extra damage, and Obi Spirit so he can Use The Force more than once. Luke on Tauntaun is vaguely interesting for 16 points, but he's not going to see play against top tier options like Luke Rebel Commando or Luke and Leia on Speeder, 5/10.
The Celestial Warrior
Posted: Thursday, December 3, 2015 5:42:03 PM
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TheHutts wrote:
Luke Skywalker on Tauntaun, from Universe



Quote:
16 points, Rebel
Hit Points: 60
Defense: 17
Attack: 8
Damage: 10

Special Abilities
Unique
Lightsaber (+10 Damage against adjacent enemies)
Speed 8 (Can move up to 8 squares and attack, or 16 squares without attacking)

Force Powers
Force 3
Use the Force (Force 3: This character's next attack roll counts as a natural 20)


There are some decent synergies out there for Luke on Tauntaun. He can pick up twin from a SpecForce Technician, and he can get Evade and Mobile from Rieekan, but fundamentally is more interesting ability is Use The Force. Even then, it's only an extra 10 damage - if you are going to build around him, it's probably worth throwing in a Chagrian Mercenary Commander for extra damage, and Obi Spirit so he can Use The Force more than once. Luke on Tauntaun is vaguely interesting for 16 points, but he's not going to see play against top tier options like Luke Rebel Commando or Luke and Leia on Speeder, 5/10.


Or Commander Luke Skywalker who uses the same model...
TheHutts
Posted: Thursday, December 3, 2015 5:45:53 PM
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The Celestial Warrior wrote:
Or Commander Luke Skywalker who uses the same model...


Yeah, that guy's pretty cool. I have some plans to test him with some of the v-set 11 stuff tonight actually....
spryguy1981
Posted: Thursday, December 3, 2015 6:04:33 PM
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This was one of those pieces my old playgroup and I would play one of those games and Person A had to run this, while person B had to run something equally as lackluster.
TheHutts
Posted: Thursday, December 3, 2015 6:07:24 PM
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spryguy1981 wrote:
This was one of those pieces my old playgroup and I would play one of those games and Person A had to run this, while person B had to run something equally as lackluster.


Do you think 5 is too high? I was originally thinking more like a 4, but convinced myself up.
spryguy1981
Posted: Thursday, December 3, 2015 6:09:37 PM
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5 was about on par with where we would've ranked him back then. He was always run with Han-Rebel Hero and Yoda of Dagobah when we played those games.
TheHutts
Posted: Wednesday, December 9, 2015 5:36:25 PM
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Galactic Marine, from The Clone Wars



Quote:
13 points, Republic
Hit Points: 20
Defense: 14
Attack: 8
Damage: 20

Special Abilities
Order 66
Elite Clone Trooper (Counts as a character named Elite Clone Trooper)
Squad Assault (+4 Attack while 3 allies with the same name as this character are within 6 squares)


The WOTC Clone Troopers are generally an uninspiring bunch. The Galactic Marines synergise with Bacara, where they can pick up Stealth then Super Stealth, and they can get their attack up pretty high with Squad Assault and a +8 starting attack. But at 13 points, they're still overpriced spuds, 3/10.
Mando
Posted: Thursday, December 10, 2015 11:06:42 AM
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Location: Chokio, MN
TheHutts wrote:
Galactic Marine, from The Clone Wars



Quote:
13 points, Republic
Hit Points: 20
Defense: 14
Attack: 8
Damage: 20

Special Abilities
Order 66
Elite Clone Trooper (Counts as a character named Elite Clone Trooper)
Squad Assault (+4 Attack while 3 allies with the same name as this character are within 6 squares)


The WOTC Clone Troopers are generally an uninspiring bunch. The Galactic Marines synergise with Bacara, where they can pick up Stealth then Super Stealth, and they can get their attack up pretty high with Squad Assault and a +8 starting attack. But at 13 points, they're still overpriced spuds, 3/10.


used to run these guys in SS bacara squads. Was a lot of fun, but now it just doesn't hold up to the meta. It was cool to have built in Squad assault since it meant you didn't need to have Gree with you to give them the attack boost. Pretty cool looking sculpt!
TheHutts
Posted: Thursday, December 10, 2015 1:08:05 PM
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Luke Skywalker, Red 5, from Evasive Action



Quote:
22 points, Rebel
Hit Points: 70
Defense: 17
Attack: 10
Damage: 20

Special Abilities
Unique
Pilot
A New Hope (If this character is targeted by an enemy, a pilot ally within 6 squares may force that enemy to target it instead if the enemy can; save 11)
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)
Rolling Fire (On its turn, each time this character defeats an enemy by making an attack, with a save of 11, it can immediately move up to 2 squares and then make 1 attack against another enemy without provoking an attack of opportunity)

Force Powers
Force 4
Focused Attack (Force 2, usable only on this character's turn: This character ignores cover when determining legal targets this turn)
Use the Force (Force 3: This character's next attack roll counts as a natural 20)


This Luke is a steal for 22 points. With Evade and A New Hope, he's reasonably survivable for 22 points, and he has some interesting offensive tricks with Use The Force, Flurry, and Rolling Fire - he's not unlike an improved version of Luke on Tauntaun from further up this page. He also has access to Twin via Hero of Endor's Versatility - it makes him a lot more dangerous, but it's a big investment given that he's fragile, and you're probably better building with the large based Commander Luke Skywalker in the same range. It's tough for Red 5 to see play - he's a very strong piece for 22 points, but he's up against even stronger pieces like Rebel Commando for Levitation and the beatstick Hero of Endor. But he's so good for 22 points, that I'm sure there's a good build for him out there somewhere, 9/10.
TheHutts
Posted: Tuesday, December 15, 2015 4:55:13 PM
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Zabrak Enforcer, from Command of the Galaxy



Quote:
14 points, Fringe
Hit Points: 30
Defense: 13
Attack: 0
Damage: 0

Special Abilities
EMP Grenades (A nonliving character that is subject to this character's Grenades ability is considered activated this round; save 11. Huge and larger characters ignore this effect.)
Flamethrower 10 (Replaces attacks: range 6; 10 damage to target and to each character adjacent to that target)
Grenade Launcher (Grenades special abilities on this character have range 12)
Grenades 10 (Replaces attacks: range 6; 10 damage to target and to each character adjacent to that target; save 11)
Overload (Can use 2 abilities that replace attacks instead of 1 on its turn)


The Zabrak Enforcer is a neat little direct damage piece for 14 points. With Flamethrower and range 12 Grenades which can activate droids, coupled with Overload, it has some neat tricks. The Enforce is pushed for playing time by similar options - Momaw Nadon's War Throat can be more effective for 10 damage, while Evazan GC has a stronger auto-damage option. The Zabrak is also slightly fragile, and would probably benefit from Wedge or Rieekan for Mobile and Evade, but he's good enough that he's worth considering for your Lobot reinforcement box, 7/10.
TheHutts
Posted: Wednesday, December 16, 2015 12:51:24 PM
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Cade Skywalker, Padawan, from Jedi Academy



Quote:
20 points, New Republic

Hit Points: 60
Defense: 16
Attack: 8
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)

Force Powers
Force 2
Force Renewal 1 (This character gets 1 Force point each time he activates)
Essence of Life (Force 2: When a living ally within 6 squares would be defeated, that ally makes a save of 11. On a success, that ally has 10 Hit Points instead of being defeated.)
Force Heal 20 (Force 2, replaces attacks: touch; remove 20 damage from a living character)
Force Leap (Force 1: This turn, this character can move through enemy characters without provoking attacks of opportunity)


Cade Skywalker's main claim to fame is his Essence of Life, an improved Avoid Defeat; the ally only needs to roll a single save of 11 to survive. He doesn't have much defense, and his stat line is weak, as you'd expect from a 20 point WOTC Jedi, but he does have fun stuff with Heal and Force Leap, and renewal gives him a chance to use Essence and Heal. He does cover some similar ground to Evazan Galactic Criminal, who also has Surgery and Avoid Defeat - Cade is lacking Evazan's powerful auto-damage, but his Essence of Life is more useful than Avoid Defeat. Cade Padawan is interesting support for big New Republic beat sticks; I don't think he's quite a tournament piece, but he's certainly fun, 6/10.
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