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Rolling Mini of the Day (Urai Fen) Options
CorellianComedian
Posted: Wednesday, December 16, 2015 1:41:16 PM
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Excellent pairing with Leia Skywalker, Jedi Knight. Any living ally within 6 has a 75% chance of staying alive.
FlyingArrow
Posted: Wednesday, December 16, 2015 2:21:31 PM
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I remember when he came out with GMLS, there was talk of GMLS being invincible.
TheHutts
Posted: Wednesday, December 16, 2015 3:55:02 PM
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Aqualish Technician, from Galaxy at War



Quote:
8 points, Fringe
Hit Points: 10
Defense: 13
Attack: 3
Damage: 10

Special Abilities
Melee Attack (Can attack only adjacent enemies)
Bloodthirsty (+10 Damage on melee attacks against enemies at half Hit Points or less)
It's a Trap! (Enemies with Stealth within 6 squares lose Stealth)
Rangefinder (Replaces attacks: Adjacent allies who do not move get +4 Attack against nonadjacent enemies this round)


It's A Trap is a very useful Special Ability for a cheap Fringe piece. There are plenty of pieces out there with Stealth and Superstealth, like Nom bombs, Republic Commandos, and Storm Commandos, and any cheap piece that Lobot can bring in is very helpful. Strangely, there were two cheap Fringe "It's A Trap" pieces in Galaxy At War - the Treadwell is arguably more helpful - for just an extra two points you get a higher defense and a crucial extra 20 hit points. The Aqualish Assassin also has Rangefinder, which I've never seen used in competitive play - it's just a little bit fiddly to set up. Cheap It's A Trap is a very useful Lobot option, but I think there are only limited circumstances where you'd take the Aqualish over the Treadwell, 7/10.
TheHutts
Posted: Monday, December 21, 2015 1:07:17 PM
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Joined: 6/23/2010
Posts: 3,561
Location: The Hutt, New Zealand
Kira Carsen, from The Old Republic



Quote:
34 points, Old Republic
Hit Points: 100
Defense: 18
Attack: 12
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)
Jedi Knight (Counts as a character named Old Republic Jedi Knight)
Child of the Emperor (This character can spend her own Force points once per turn and spend Force points from an enemy character whose name contains Emperor once per turn. This character cannot be activated by enemy Force powers or special abilities.)
Force Bond (Allies named Jedi Guardian gain Leaping Assault)
Rapport (Costs 1 less when in the same squad as a character whose name contains Jedi Knight)

Force Powers
Force 2
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.)


Kira Carsen's an interesting piece. On one hand, Leaping Assault with Triple and easy access to a damage boost in Bastila's Advanced Battle Meditation makes Kira a pretty useful offensive threat in the Old Republic, where she has the potential to do 90 damage on the move. But on the other hand, she's constrained by a low attack (+12) and a lack of force points, where she can only spend more than two force points if she's in a matchup where Child of the Emperor kicks in. I like this Sithborg build with her:

Quote:
--Leaping Jedi--
39 The Jedi Exile, Hero of Onderon
34 Kira Carsen
33 Bastila Shan, Jedi Master
27 Lobot
46 Jedi Guardian x2
15 Jedi Sith Hunter
6 Ugnaught Demolitionist x2
(200pts. 9 activations)


Overall, the +12 attack is just a little too low to be reliable, and she's probably not going to see much top level play. But Leaping Assault and Triple is at least enough to give Kira some tantalising potential, 6/10.
TimmerB123
Posted: Wednesday, December 23, 2015 8:51:00 AM
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TheHutts wrote:
Aqualish Technician, from Galaxy at War



Cheap It's A Trap is a very useful Lobot option, but I think there are only limited circumstances where you'd take the Aqualish over the Treadwell, 6/10.


The fact that this piece is living is what sets it apart from the treadwell. They are invaluable reinforcement options in a swap squad. Instead of having to swap you're uber important (possibly only) big nasty shooter into danger, you swap in a disposible free piece and shoot from a safer distance. I still think 6 is a fine rating (maybe 7 in a stretch), but I thought that this specific (not uncommon) scenario warranted mentioning.
TheHutts
Posted: Wednesday, December 23, 2015 12:50:51 PM
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Location: The Hutt, New Zealand
Another good thing about Living is that you can get superstealth with Nom Anor as well.

It was a high 6 to start with, so maybe it should be a 7.
TheHutts
Posted: Wednesday, December 23, 2015 2:20:36 PM
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Joined: 6/23/2010
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Location: The Hutt, New Zealand
Gormak Bomb Disposal Expert, from Warfare and Subterfuge



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

Special Abilities
Damage Reduction 10 (Whenever this character takes damage, reduce the damage dealt by 10. Attacks with lightsabers ignore this special ability.)
Defuse Bomb (Enemies within 3 squares lose Self Destruct)


At ten points and countering a specific Special Ability, the Gormak is totally a Lobot reinforcement option - and at ten points you can bring him in with Bribery pieces as well. The most prominent self-destruct pieces out there are probably Geonosian Drones, Yuuzhan Vong Workers with Nom Anor, and Klat Assassins. At 10 hit points, the Drones and Workers are also vulnerable to Momaw Nadon's War Throat and he's often going to be the better option against them. Meanwhile, since the Gormak's design, the Klat has been errata'd to a more reasonable 17 points, so they're also less ubiquitous. It's worth having the Gormak in your reinforcements box, but thankfully he's not as useful as he was in the past, 6/10.
TheHutts
Posted: Wednesday, December 23, 2015 6:37:33 PM
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Joined: 6/23/2010
Posts: 3,561
Location: The Hutt, New Zealand
Yoda, Jedi Master, from Revenge of the Sith



Quote:
64 points, Republic
Hit Points: 140
Defense: 21
Attack: 14
Damage: 20

Special Abilities
Unique
Melee Attack (Can attack only adjacent enemies)
Triple Attack (On his turn, this character can make 2 extra attacks instead of moving)

Force Powers
Force 6
Force Defense (Force 3: Cancel a Force power used by a character within 6 squares)
Force Valor (Force 2, replaces attacks: For the rest of the skirmish, this character gains the following commander effect: Followers within 6 squares get +2 Attack and +2 Defense)
Lightsaber Deflect (Force 1: When hit by a nonmelee attack, this character takes no damage with a save of 11)

Commander Effect
Allied Wookiees within 6 squares gain Bodyguard.


WOTC's powercreep was pretty tough on the big Jedi from the early sets. Yoda Jedi Master is a fun piece - giving Wookiees bodyguard is a nice touch - but he's way outclassed by Jedi Academy's Grand Master Yoda, who has better stats, a cheaper cost, melee defense, and better attacking prowess with Ataru Style Mastery and Lightsaber Throw. While technically, Yoda Jedi Master offers a different CE, his CE is weak enough that it's probably a disadvantage - otherwise you could use him as a follower and take advantage of allied CEs. There's no way anyone will play Yoda, Jedi Master over Grand Master Yoda, so he's functionally redundant, 1/10.
TheHutts
Posted: Tuesday, December 29, 2015 12:40:13 PM
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Joined: 6/23/2010
Posts: 3,561
Location: The Hutt, New Zealand
Mantellian Savrip, from Masters of the Force



Quote:
17 points, Fringe
Hit Points: 80
Defense: 16
Attack: 5
Damage: 20

Special Abilities
Dejarik
Melee Attack (Can attack only adjacent enemies)
Double Attack (On its turn, this character can make 1 extra attack instead of moving)
Melee Reach 2 (When attacking, this character treats enemies up to 2 squares away as adjacent)
Immobilizing Rend (If both of this character's attacks hit the same enemy, that enemy cannot move this round)


With its fat-ass base
And its substandard attack
It's nigh unplayable

2/10.
TheHutts
Posted: Tuesday, January 5, 2016 2:48:03 PM
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Joined: 6/23/2010
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Location: The Hutt, New Zealand
Anakin Solo, Galactic Hero, from Scum and Villainy



Quote:
40 points, New Republic
Hit Points: 100
Defense: 20
Attack: 10
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)
Affinity (A character whose name contains Chewbacca may be in your squad regardless of faction)
Cunning Attack (+4 Attack and +10 Damage against an enemy who has not activated this round)
Noble Sacrifice (When this character is defeated, 1 New Republic ally with a Force rating may make an immediate attack)
Vongsense (Ignores Force Immunity of Yuuzhan Vong enemies)

Force Powers
Force 2
Force Renewal 1 (This character gets 1 Force point each time he activates)
Force Meld (Force 3, replaces turn: For the rest of the skirmish, this character gains the following Force ability: Allies within 6 squares with a Force rating and a lightsaber may use this character's other Force powers as though they were their own)
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)


Anakin Solo GH is all about the Force Meld, and it's a cool Force ability. Allies within 6 squares with a force rating and a lightsaber can use Anakin's force powers; Renewal, Assault, and Defense are all ultra-helpful powers, and help to prop up under-performing Jedi. Additionally, he's a decent fighter with Cunning, and he can bring a Chewbacca in from the Rebels, but fundamentally, he's unlikely to see play if you're not making use of his Force Meld.

Anakin Solo Galactic Hero is clearly a squad base that you build around, but I don't know if he's one of the stronger bases. Because his builds often revolve around making weak pieces stronger via a force ability, you run into problems if you meet Ysalamari or Vong, where the force powers can't be used. Additionally, because Force Meld replaces turn, he slows down your squad getting into gambit early. Anakin's a cool design, but barely makes the grade as a competitive piece - the Anakin Solo from Jedi Academy is still the go-to option for competitive play. 7/10.
FlyingArrow
Posted: Tuesday, January 5, 2016 2:59:55 PM
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Nice to see this thread revived. Anakin GH looked awesome when he came out but it turns out you're paying extra to make subpar pieces good. If he was a 40 point beatstick with Meld tossed on for free that would make him great. As is he takes Tier 3 pieces up to Tier2 or maybe 1.5.
Mando
Posted: Wednesday, January 6, 2016 6:09:08 AM
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Joined: 10/14/2008
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Location: Chokio, MN
its fun playing anakin with Saba Sebatyne, but I think anakin costs just a few points to much to make for a tier 1 squad. He's done well in matches that I have played, but he needs more HP and attack/dmg to justify his cost because while force meld is great, its not worth his cost when you can get GMA or Lightsaber Assault on other pieces in the faction without having to spend 40pts for Anakin and having to stay within 6 of him to get it.
TheHutts
Posted: Wednesday, January 6, 2016 2:13:33 PM
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Location: The Hutt, New Zealand
Hoth Trooper, from Rebel Storm



Quote:
7 points, Rebel

Hit Points: 20
Defense: 15
Attack: 5
Damage: 10


This is an obvious point, but it's amazing what a difference good support makes. The Hoth Trooper is basically interchangeable with the Imperial Snow Trooper from the same set. But while the Snow Trooper has all sorts of support - the Snowtrooper Officer, the Snowtrooper Commander, Daala, GARY, Piett etc - the Hoth Trooper has a few vaguely useful support pieces like a +2 attack boost from the Rebel Officer and twin and jolt from the SpecForce Technician. And that's how the Empire won the Battle of Hoth, 2/10.
TheHutts
Posted: Thursday, January 7, 2016 12:37:29 PM
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Mas Amedda, from Champions of the Force



Quote:
8 points, Republic
Hit Points: 30
Defense: 14
Attack: 3
Damage: 10

Special Abilities
Unique
Affinity (May be in an Imperial squad)
Booming Voice (Allies' commander effects normally limited to 6 squares have unlimited range)
Cunning Attack (+4 Attack and +10 Damage against an enemy who has not activated this round)
Melee Attack (Can attack only adjacent enemies)


Booming Voice is an interesting Special Ability - I think it's sometimes overrated, as there are plenty of squads where it's more sensible to use Mouse Droids for the extra activations. But in some squads, especially those using Thrawn or Panaka for swap, it's invaluable, and Mas Amedda is a power 11 piece for those builds alone. At 8 points, he's very efficient. Don't forget the trick, too, where you can shut your range 6 commanders in a room, and use a Mouse Droid outside the room to give them unlimited range. 11/10.
TimmerB123
Posted: Wednesday, January 13, 2016 11:29:19 AM
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Joined: 7/9/2008
Posts: 4,729
Location: Chicago
TheHutts wrote:
Mas Amedda, from Champions of the Force



Quote:
8 points, Republic
Hit Points: 30
Defense: 14
Attack: 3
Damage: 10

Special Abilities
Unique
Affinity (May be in an Imperial squad)
Booming Voice (Allies' commander effects normally limited to 6 squares have unlimited range)
Cunning Attack (+4 Attack and +10 Damage against an enemy who has not activated this round)
Melee Attack (Can attack only adjacent enemies)


Booming Voice is an interesting Special Ability - I think it's sometimes overrated, as there are plenty of squads where it's more sensible to use Mouse Droids for the extra activations. But in some squads, especially those using Thrawn or Panaka for swap, it's invaluable, and Mas Amedda is a power 11 piece for those builds alone. At 8 points, he's very efficient. Don't forget the trick, too, where you can shut your range 6 commanders in a room, and use a Mouse Droid outside the room to give them unlimited range. 11/10.


Remains to be seen what effect Aves has, but at least there is some form of direct counter to him now.
TheHutts
Posted: Wednesday, January 13, 2016 11:32:58 AM
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Aves might deter swap squads a little, but it won't stop people playing Mas in swap squads. He's too darn good.
BogaRider
Posted: Wednesday, January 13, 2016 11:41:06 AM
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Joined: 4/23/2015
Posts: 31
I love to bring in Mas at the end of the battle to try n mop up with his cunning attack, or opportunist (thrawn). One of the bigger game changers back in the day hands down.
TimmerB123
Posted: Thursday, January 14, 2016 6:51:12 AM
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Joined: 7/9/2008
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Location: Chicago
TheHutts wrote:
Aves might deter swap squads a little, but it won't stop people playing Mas in swap squads. He's too darn good.


Really that was his intent, so that's good. Mas is still an 11, I only wanted to mention Aves.
DarkDracul
Posted: Thursday, January 14, 2016 6:36:53 PM
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Joined: 4/18/2008
Posts: 1,058
Location: Kokomo
Mas and his booming voice... I often wonder if the game would have been better off without him. He really made for a more abusive stratagem. Perhaps if he had been more like relay orders he wouldn't have been so unbalancing for other factions. Wizards answer to Mas, mouse droids, became yet another unbalancing element. Mice were so much more useful than just for relay orders. The crazy started with Mas IMO. That stupid 8pt dude with Affinity. Truly Mas was such a big a deal in the film, he really did need a bigger role in the game..
TheHutts
Posted: Friday, January 15, 2016 8:48:04 AM
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Joined: 6/23/2010
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Mandalorian Technician, from Galactic Heroes



Quote:
15 points, Mandalorian
Hit Points: 30
Defense: 15
Attack: 4
Damage: 20

Special Abilities
Speed 4 (Can move only 4 squares and attack, or 8 squares without attacking)
Blast Cannon (+10 Damage against targets within 6 squares)
Communications Supplies (Replaces turn: Choose 1 adjacent ally to gain Relay Orders)
Frequency Amplification (Ranges of allied commander effects are extended by 2 squares)
Power Coupling (At the end of its turn, this character can choose 1 adjacent Small or Medium ally who does not have Melee Attack. That ally gains Extra Attack until the end of this character's next turn, or until this character is no longer adjacent.)


The Technician is an interesting tech piece for the Mandalorians. He's a very limited attacker with a +4 attack and Speed 4, but he has some interesting tricks. Firstly, he gives better access to Relay Orders - he can give Relay Orders to an adjacent ally, like the Squib Trader can, and he also extends the ranges of allied commander effects by 2 squares. Among other things, this allows Rohlan Dyre to access Twin and Loner simultaneously. With Kelborn also handing out Relay Orders, this isn't quite as useful as it could have been, but it's still handy. Even more interestingly, he resurrects Power Coupling from the forgotten Gonk Power Droid; it allows an ally to gain Extra Attack as long as it doesn't move. The Technician has some very useful abilities, but it's probably limited by Speed 4 enough that it's not quite a top tier competitive option; it certainly wouldn't surprise me if it popped up in a tournament squad though, 7/10.
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