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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/23/2009 Posts: 1,195
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http://www.facebook.com/#!/photo.php?fbid=120961677965023&set=a.120943917966799.16886.120942957966895Basicly allows an intirely melee faction (save nom) access to enemy ce's. Basicly serves as the Vong Mas Ameda. Amazing figure here. * Mod Edit: Fixed the link for you, so it can be clicked on. Also, an updated version of this card has been put up on Facebook since this thread started. LINK - eMouse
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/20/2009 Posts: 145
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Wow! Really nice against squads that go heavy on CE. And the unlimited range applies to special abilities as well, that is better then Mas.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/21/2008 Posts: 193 Location: Dallas / Fort Worth
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This is a great addition to a faction that has struggled because of it melee base.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/23/2009 Posts: 1,399 Location: MD
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My only gripe is that Yammosk is misspelled as "Yommask"
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/17/2008 Posts: 188
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I played a game with one of the V-set testers about a month ago and he used this piece along with many of the new Vong pieces. I was playing a Republic squad with GOWK and Antarian Rangers boosted by Queen Amidala and Admiral Yularen, but I'm sure you can guess which CE the Yammosk decided to use...
It wasn't a complete slaughter, nonmelee is a decent counter, but Vong are now truly a viable option with theses new pieces. The other thing about the Yammosk is, even after the enemy commander has been defeated, it still keeps the CE.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 9/1/2008 Posts: 247
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An amazing figure for 15 points (perhaps my favorite preview so far... and I've liked lots of the previews quite a bit)! Gives YV potential access to tons of great stuff.
The possibilities are endless, but I especially like their getting activation control... glad I have a dozen 6 point advance scouts, a dozen 4 point Gran Raiders, etc. + Nom Anor to give them super stealth. This will easily allow you out activate our opponent and set up your Nom Bombs. This and the Mandalorian figure that counters activation control will really make you have to think twice about including this SA in your squad (i.e., it can either be a waste of points or more of an advantage to your opponent than to you).
Love that it extends SAs and not just CEs... Will really help the Praetorite Vong Priest & Shaper (plus any new figs from the vSet with similar SAs), which will breath new life into the YV Jedi Hunter, YV Ossus Guardian, and even Warmaster Tsavong Lah. This is especially true given all the inexpensive figures with (super) stealth.
EDIT: Plus, it will make it more important to include a counter to super stealth in your squad.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 3/27/2008 Posts: 871 Location: Cincinnati, OH
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Just wanted to pop in and say that we are still working on fine-tuning the card and there is still a lot of stuff QC-wise that we're working on (so don't worry, Demosthenes, it is on the list of things to fix). We were originally saving this for Coolecticon but we figured that it would help lighten the mood to show it now. So to sum it up, this card is not 100% up to date but we wanted to preview it early before it's finished (also shows how much changes are being made in the final phases of cards).
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Rank: Moderator Groups: Member
, Moderator
Joined: 1/30/2009 Posts: 6,458 Location: Southern Illinois
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Heck yeah, things are getting interesting. On a side note: finally, I don't have to keep quiet about this piece anymore
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/4/2008 Posts: 1,441
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Compare directly to Reeikan. 14 points - does three important things (Recon, Mobile, Evade to Allies)
Yam 15 - Does three important things (Booming Voice for SAs, BV for CEs, Steal a CE)
Hands down, my favorite piece in the set.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 9/1/2008 Posts: 247
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billiv15 wrote:Compare directly to Reeikan. 14 points - does three important things (Recon, Mobile, Evade to Allies)
Yam 15 - Does three important things (Booming Voice for SAs, BV for CEs, Steal a CE)
Hands down, my favorite piece in the set. Not to mention more HP, DR10, and FI... most people encamp Reeikan anyway (at least until very late in the game), so I think this figure is a better deal since he can chose which CE to steel each game (including Reeikan's). Given it is a huge, it will be nice to get to chose map so you have a better chance of being able to hide it. EDIT: And, since it is non-unique, you could give it (super) stealth with Ooglith Masquer if you really need to (no way to do anything like that with Reeikan and most other great commanders). ANOTHER EDIT: If you have 2, can you copy two different CEs? I'm assuming yes, but thought I'd ask to be safe.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 3/27/2008 Posts: 871 Location: Cincinnati, OH
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Bill mentioned that it's likely this will be a non-unique that you can only field 1 of per map.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/4/2008 Posts: 1,441
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tonythetoyman wrote: Not to mention more HP, DR10, and FI... most people encamp Reeikan anyway (at least until very late in the game), so I think this figure is a better deal since he can chose which CE to steel each game (including Reeikan's).
It's only a better deal in some situations. For example against Sep Droids, the Yam is likely a waste. Actually, there are quite a few squads where this is true, more so than the odds of Reeikan vs an all melee squad. Also, being a huge with emplacement makes up for the extra hps, Dr and FI, trust me. We basically wanted to prevent it from dying to a Yodabuck 1st first turn deep strike. tonythetoyman wrote:Given it is a huge, it will be nice to get to chose map so you have a better chance of being able to hide it. It's still pretty tough to hide. In playtesting, opponent's took it out first about 1/4 of the time depending on squad. The interesting part of it is, that you have to either protect it on your side of the map, let it go and advance, or place it more centrally. There ends up being a ton of strategic issues with this guy, all of which can change the entire game. I promise you, no two games with the Yam are alike - which makes this one of the top strategic pieces in the game. tonythetoyman wrote:EDIT: And, since it is non-unique, you could give it (super) stealth with Ooglith Masquer if you really need to (no way to do anything like that with Reeikan and most other great commanders). You can, but that's generally a waste of OM. But yes, that's part of the deal. tonythetoyman wrote:ANOTHER EDIT: If you have 2, can you copy two different CEs? I'm assuming yes, but thought I'd ask to be safe. Well since you can't see the rules supplement yet, I will tell you part of what it says. The Yam is a nonunique (there were many in the Vong) but only ever one with a given army. So this is the first non-unique figure that will be restricted in use. The specific restriction is one per map, and it's effects only work on the map its on - this has ramifications for mass battle play, and prevents the abuses in those games that things like stacked CEs and Mas present to it. Plus it let's us have a non-unique (no BH bonus as that doesn't make sense) and keep it from being abusive by using more than one in a squad.
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Rank: Moderator Groups: Member
, Moderator, Rules Guy
Joined: 8/24/2008 Posts: 5,201
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I like it because it definately breathes new life into the "lesser" commanders of the YV. The Advance Officer's CE is a decent option now, as well as the Priest. Yomin Carr is a nice meta call as well.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/26/2009 Posts: 1,382 Location: Detroit, Mi
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Agreed. This should be VERY interesting. CAn't wait for the set!
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 3/15/2009 Posts: 909 Location: Michigan
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Vong army for me from now on!
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 9/1/2008 Posts: 247
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billiv15 wrote:tonythetoyman wrote: Not to mention more HP, DR10, and FI... most people encamp Reeikan anyway (at least until very late in the game), so I think this figure is a better deal since he can chose which CE to steel each game (including Reeikan's).
It's only a better deal in some situations. For example against Sep Droids, the Yam is likely a waste. Actually, there are quite a few squads where this is true, more so than the odds of Reeikan vs an all melee squad. Also, being a huge with emplacement makes up for the extra hps, Dr and FI, trust me. We basically wanted to prevent it from dying to a Yodabuck 1st first turn deep strike. tonythetoyman wrote:Given it is a huge, it will be nice to get to chose map so you have a better chance of being able to hide it. It's still pretty tough to hide. In playtesting, opponent's took it out first about 1/4 of the time depending on squad. The interesting part of it is, that you have to either protect it on your side of the map, let it go and advance, or place it more centrally. There ends up being a ton of strategic issues with this guy, all of which can change the entire game. I promise you, no two games with the Yam are alike - which makes this one of the top strategic pieces in the game. tonythetoyman wrote:EDIT: And, since it is non-unique, you could give it (super) stealth with Ooglith Masquer if you really need to (no way to do anything like that with Reeikan and most other great commanders). You can, but that's generally a waste of OM. But yes, that's part of the deal. tonythetoyman wrote:ANOTHER EDIT: If you have 2, can you copy two different CEs? I'm assuming yes, but thought I'd ask to be safe. Well since you can't see the rules supplement yet, I will tell you part of what it says. The Yam is a nonunique (there were many in the Vong) but only ever one with a given army. So this is the first non-unique figure that will be restricted in use. The specific restriction is one per map, and it's effects only work on the map its on - this has ramifications for mass battle play, and prevents the abuses in those games that things like stacked CEs and Mas present to it. Plus it let's us have a non-unique (no BH bonus as that doesn't make sense) and keep it from being abusive by using more than one in a squad. Love the thinking re HP & DR... it will never heart and will at least sometimes help. I'll still have to try OM to try this one, though... especially on a bad map and if he is a prime/easy target that folks try to take out first. It seems like it could be a good way to protect him at least sometimes (and since you can see your opponent's squad before deciding OM, I can see using it in some situations). More great thinking re: a non-unique that you can only use one of! Plus, I only have one Knobby White Spider, and didn't really want another.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/26/2008 Posts: 168
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-Wow, interesting creature. Are this piece's abilities reflective of the species characteristics in the extended universe?
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 5/14/2008 Posts: 2,063
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njarnagin wrote:-Wow, interesting creature. Are this piece's abilities reflective of the species characteristics in the extended universe? The creature was the war coordinator for the Vong. Basically, their tactical droid or their, to use the StarCraft parlance, their Overmind. It basically allowed the Vong to function as a unit. One thing though I don't see is something like "Doctrine of Fear" as, in Vector Prime, it kind of filled enemies within a range a sense of hopelessness. However, the DR may be a bit more useful due to it's size.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/2/2008 Posts: 538 Location: GC, Missouri
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njarnagin wrote:-Wow, interesting creature. Are this piece's abilities reflective of the species characteristics in the extended universe? yes very much so. This is the only figure I had any real design input on. I actually helped with one (I know run for the freakin hills). Anyways we were looking for a way not to just make direct counters to the CE's that are way strong. We came up with the Yammosk. The Yammosk exists because of how it acted in cannon. We like it coordinated the Vong war machine and made it hard to deal with. The Jedi learned they had to destroy these things to confuse the enemy and give them a chance. We turned that into what if the Yammosk is taking your best CE and using it against you? The uniqueness thing is based off of cannon too. Yammosks could only be near each other while they were really young. After that they had to be seperated. So that is the reasoning behind the somewhat non unique but restricted to one in play thing.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 8/23/2008 Posts: 176 Location: New York
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When I click on the link all it does for me is send me to FB. No preview...
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