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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/25/2011 Posts: 806 Location: Wisconsin
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Earlier today TimmerB123 posted a little blurb in the rules forum about the Nei Rin CE and some of the ways it has workedfrom his experience through design and playtesting: TimmerB123 wrote:Like Swinefeld said, it was really designed to help the Yuuzhan Vong vs non-melee, which is their biggest hurdle.
It especially helps vs twin and greater mobile attackers. It even helps a bit against Mace (He runs in and attacks, you fails a CA save and move back, taking an AoO. He only gets 2 attacks instead of 3.)
The optimal use is getting out of LoS, but I've even had success using it to play leapfrog. A twin shooter shoots and you fail a CA save, and you hop back 2 squares behind and ally. If they don't have accurate, they lose the twin.
It also can be used in a very Yuuzhan Vong manner by using the extra movement to rush the attacker.
It certainly doesn't solve all of the Yuuzhan Vong's problems, but it helps a bit with one of the main ones: How do we get the Yuuzhan Vong TO the fight, and not decimated before they get there?
It also addressed an issue of: How do we make the weaker Yuuzhan Vong pieces (Warriors, subalterns, etc) more useful without making the better ones (Jedi Hunters, Ossus Guardians, Shedaio Shai) get even stronger? The CE works most often for VCA 16 - those who need the help most. It works less often for those with VCA 6, and virtually never with a firebreather and their VCA 2.
More good Yuuzhan Vong stuff to come in the next few sets!
I loved seeing this post because I hadn't spent much time at all looking at the new Vong stuff yet because I have been looking at other new things. I know many spoilers have been out for awhile but it always seems for me that a lot of things don't sink in completely until I'm looking at the cards. And when you suddenly have everything all it once its a bit overwhelming at first. Another thing I've noticed over the course of the last few sets or so is that once the set is released there is a brief period where people put up their list of favorites and least favorites and then we quickly move right into creating a spoiler thread for the next set which is several months away (and that's not a shot at you dread). Maybe its just me but it doesn't seem like we end up having a great deal of discussion about what we do have now and jump right into what's next or what we don't have. Sure some threads are floating around in different places between squad building, rules or in character notes but I thought perhaps a discussion thread could be good to add to the mix. So with Tim's post above about the Vong what do you see happening with that faction? What about Neural Mapping? Some crazy stuff could happen with that now couldn't it? What about Kelborn and Resol'nare? I'm digging my neglected Mandos out. Malgus and Caedus together have raised some eyebrows. Have people figured out many ways to contend with it yet? And speaking of Sith what about Wyrrlock and both Booming Voice for Sith not to mention the Backlash CE? Have people had much time to swap Revan across the board yet? How much more powerful is he? And with Backlash I can't wait to use Traya as a support piece. Run 6 squares and Triple Telekinetic Combat a target up to 6 squares away????? Perhaps she still isn't competitive but she certainly got better along with a lot of other Sith. New Cad Bane. New Aurra Sing. Revitalized Honda. Living Seps FTW? Is now a good time to start these conversations and go more in depth? And please lets try and leave the "power creep bad" conversations elsewhere.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/23/2010 Posts: 3,562 Location: The Hutt, New Zealand
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Good thread!
We have a couple of big tournaments coming up this weekend - there's the Michigan Regional, the first regional of the year, as well as New Zealand's second biggest tournament of the year, LowerHuttACon (we're expecting about 16 people). So I'm sure we'll see a lot of those pieces get an outing in a competitive setting - there haven't been many tournaments with V-set 4 either.
One piece I really enjoy from the new set is Mezhaan Kwaad - I tried out a Neural Mapping squad with Dash, a Priest, and a bunch of Chazrachs. I bought in Momaw Nadon with Lobot, and tried to injure Dash and the Chazrachs. The game we played with it, the Chazrachs kept missing, needing not that much to hit, but it didn't matter as Dash strode out and blew everything to smithereens. He was at +14 for 40s, with Shaper, Scarification, and Opportunist - no CEs needed either. We decided it wasn't quite a tournament-level squad, as anything with a movement breaker would go straight for Dash, but it was still really fun.
I don't quite get how Wyrllok helps Revan - I reckon he's fine with Mouse Droids - but it's great for other CEs like Bandon. I can see that Traya getting Ambush working though - I don't think she's too far away from being a top-tier piece.
Kezzamachine's Walks Through Walls squad is pretty cool too with the new Jorus. It would make me scared to play a fragile Imperial squad - a Dark Temptation Ani can one-shot Cad Bane from 16 squares away, or can move through a wall and track him down.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/25/2011 Posts: 806 Location: Wisconsin
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I love the Walks through Walls squad. I was messing with all of thone pieces together except for the Klat. Captain and Coleman Trebor and those two additions are sweeeet. If you aren't using Dark Temptation orPhasing you can use Master Speed and go 22 squares with AniSTAP. Yodabuck who?
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/2/2008 Posts: 205
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I'm sure the Yuuzhan Vong still have some boosts available to them, though Charging Fire and the 2 movement on failed VCA saves are big deals.
I'd like to see something that takes Thud Bug to sight, instead of range 6. Since the JHs/Ossus Guardians have Thud Bug, whatever piece allows this will probably have to cost at least 20, or it could make JH squads too powerful.
Another possible buff is a CE or SA that allows Vong characters with VCA16 to add, say, +4 to their VCA rolls against nonmelee attacks. It would give the Vong with less HP more survivability, I think.
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Rank: Moderator Groups: Member
, Moderator
Joined: 2/17/2009 Posts: 1,499
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DonStamos wrote:I'm sure the Yuuzhan Vong still have some boosts available to them, though Charging Fire and the 2 movement on failed VCA saves are big deals.
I'd like to see something that takes Thud Bug to sight, instead of range 6. Since the JHs/Ossus Guardians have Thud Bug, whatever piece allows this will probably have to cost at least 20, or it could make JH squads too powerful.
Another possible buff is a CE or SA that allows Vong characters with VCA16 to add, say, +4 to their VCA rolls against nonmelee attacks. It would give the Vong with less HP more survivability, I think. The Ossus Guardians have Razor Bug. I'm unveiling a Vong squad at the MI Regional, and I think the biggest boost they got with this set is actually Nei Rin's Vonduun Crab Shaper. The +4 Defense again non-adjacent enemies (taking the OGs to a 26 in cover) is huge in them actually being able to get in there.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/2/2008 Posts: 205
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Ha, dunno how I missed Razor Bug on the OGs. I was simply trying to suggest a way to give pieces like the Vong Warrior some range, even if defense and closing boosts are more their flavor.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 10/14/2008 Posts: 1,485 Location: Chokio, MN
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DonStamos wrote:Ha, dunno how I missed Razor Bug on the OGs. I was simply trying to suggest a way to give pieces like the Vong Warrior some range, even if defense and closing boosts are more their flavor. You can give them spit poison 20 with Yomin Car.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/2/2008 Posts: 205
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Spit Poison is range 6. I was hoping to find a way to give Vong Warriors and/or otherwise marginally playable Vong pieces at least a sight range attack through a CE or SA. Range 6 Thud Bugs and Poison Spits still mean shooter squads can stand off and shred Vong squads (though admittedly after this set they have a much harder time of it).
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/8/2010 Posts: 3,623
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Yes loving the new vong too, that movement is a sweet ability and so much more usable then just ducking out of sight. The real favourite this set for me is Sev'rance though, Huges finally being playable again??!! What!!!!?? I am so excited to use my those old Huges again, just not sure which one to bring first, though a grievous, tann, way and commerce guild tank squad are what calls most... A 26 point hail fire is also epic. And accurate missiles!!! Very very cool
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