The pieces I have chosen are based on my own opinion and experience with this game. It is not about which pieces were made "intentionally bad" or which ones are simply outdated or obsoleted.
This, for me, is about the pieces that were "almost competitive" but just missing that one key special ability, force power, or commander effect option that would have brought them into the competitive venue without breaking them.
When considering the choices, I looked over all of the uniques and settled on the ones that I most would have played more frequently had they just had a slightly better option. Then I went through the ones I do consider playable for "fun" games and asked, "What would make these tournament-worthy?"
I also decided to adjust the stats without making changes to the cost.
Finally, I steered away from slapping some future ability on a piece. So, sorry, but you won't see a Luke, Jedi Knight with Lightsaber Deflect, or Princess Leia, Captive with Pheremones.
Those are great ideas for another concept, such as the RS Redux attempts currently underway for other players. But it's not the purpose of this thread.
First I will present the revised stats and then go through the why I made the changes I did to make them competitive. The changes are in bold. So, without further ado:
1. Boba Fett, Young Mercenary 17 pts. Fringe 40 HP 15 Defense +9 Attack 10 Damage
Special Abilities Unique; Accurate Shot; Bounty Hunter +4; Double Attack; Deadeye; Stealth
This "Boba the Kid" figure has seen a lot of play in my fun games at the kitchen table and at the LGS, but I rarely, if ever, touted him into a tournament setting. He just doesn't have what it takes to win tournament games. The few times I did play him in tournaments, he tended to die quickly and without being of much real benefit. HAL was about the only place where he really shined (for those of you who have been around long enough to remember that squad).I increased his attack value by 1, and gave him Deadeye and Stealth. The additional damage output and increased chances of hitting really don't influence his overall cost enough to matter, but Stealth is where it's at for this character. Seriously, who's going to be looking for a child when they're trying to figure out who's shooting at them?
2. HK-47 32 pts. Fringe 60 HP 18 Defense +10 Attack 30 Damage
Special Abilities Unique; Droid; Cunning Attack; Flamethrower 20; Ambush; Charging Fire
Droids have it tough in this game as long as they cannot benefit from Commander Effects, and HK-47 is one of the victims of this. His stats and abilities would be awesome if he really counted as a follower. But since he doesn't he is completely reliant upon himself to be great. Sometimes I think that Droid was a worse ability than Melee Attack, but that it just didn't get the recognition because there are no Droid Jedi. This isn't true of every Droid, obviously, but the shooters like IG-88 and HK-47, absolutely. Ambush and Charging Fire would make for a tough combo with this piece, even if it's still only 1 attack.
3. Darth Vader Empire 47 pts. 140 HP 21 Defense +14 Attack 20 Damage
Special Abilities Unique; Melee; Double Attack; Jedi Hunter +4
Force Powers Force 4; Force Burst; Sith Grip (which I guess is now called Force Grip 2); Sith Rage; Lightsaber Riposte
Jedi Hunter and Lightsaber Riposte are the abilities added here. I never understood why this character nor Anakin, Sith Apprentice had that ability. Isn't that what they were doing?
4. Mara Jade, Emperor's Hand 20 pts. Empire 60 HP 18 Defense +8 Attack 10 Damage
Special Abilities Unique; Hand of the Emperor; Cunning Attack; Accurate Shot
Force Powers Force 1; Blaster Barrage
Now, hear me out on this. When this game came out, most people were playing Mara as though she had accurate shot while we were learning the rules anyway, and it would have helped, I think, if she had had the ability to begin with. Noticing it on the card might have helped people (including me) pick up on the ability quicker, and would have avoided the need for a full page dedicated to her on the FAQ. It also would have kept her playable a bit longer.
I reduced her force points to compensate. It's not something she should be able to do more than once, without Palpatine's help. (She usually didn't get more than one shot off anyway.)
5. Chewbacca with C-3P0 31 pts. Rebel 110 HP 17 Defense +9 Attack 20 Damage
Special Abilities - Unique; Cyborg; Double Attack; Cleave; Disruptive; Draw Fire; Charging Assault +10; Momentum;
I never understood why this character isn't a cyborg, since its a wookiee carrying a Droid. I added Disruptive (Talon was in the same set and he had it), and Charging Assault just seems to make sense... to me. I increased the attack by 1 as well.
6. Han Solo 28 pts. Rebel 80 HP 17 Defense +8 Attack 20 Damage
Special Abilities - Unique; Cunning Attack; Accurate Shot Force Powers - Force 1; Blaster Barrage
The Rebel counterpart to Mara Jade, but a bit more limited in capacity, since he doesn't have access to the Emperor, or to initiative control (not the way Mara did when it was just RS). (This, of course, before Furious Assault was introduced.)
7. Luke Skywalker of Dagobah Rebel 28 pts. 70 HP 18 Defense +9 Attack 20 Damage
Special Abilities - Unique; Twin Attack
Force Powers - Force 3; Lightsaber Assault; Blaster Barrage
This character is slightly different from the RS Han version, and the first one on this list where I removed abilities rather than just add to what was there. Lightsaber Sweep AND Blaster Barrage on the same card is ridiculous. They do basically the exact same thing. So I gave him something that might be considerably more useful. Choose whether to make 2 + 2 attacks (when adjacent), or to attack each legal target twice. Twin seemed more fitting for Luke than Double Attack.
On the home stretch...
8. Luke's Snowspeeder 45 pts. Rebel 90 HP 20 Defense +12 Attack 20 Damage
Special Abilities - Unique; DR 10; Harpoon Gun; Mobile Attack; Mounted Weapon; Twin Attack; Flight; Speed 16
Force Powers - Force 4; Use the Force
Rather than a glorified Snowspeeder, adding this gives it a unique feel of being Luke's Snowspeeder. It could stand to have a Commander Effect, but I simply don't have a good suggestion for that right now.
9. Boba Fett Mercenary Commander 57 pts. Fringe 120 HP 20 Defense +13 Attack 20 Damage
Special Abilities - Unique; Flight; Accurate Shot; Cunning Attack; Double Attack; Mobile Attack; Missiles 30; Penetration 10
Commander Effect - Mandalorian followers within 6 squares gain Accurate Shot.
Did you note the big difference? Imagine if Boba had been Fringe, but still best with Mandos. Cutting Greater Mobile down to just regular Mobile is the way to balance the faction change.
At last, the biggest beef on my list...
10. Darth Talon 56 pts. Sith 110 HP 20 Defense +11 Attack 20 Damage
Special Abilities - Unique; Melee Attack. Twin Attack; Loner +4
Force Powers - Force 1; Force Renewal 1; Force Bubble; Force Lightning 1; Sith Rage
That's it. Just 1 simple ability that would have made her competitive with the new set. She can't combat YV, and too many characters these days deal 30 damage or have some sort of damage evasion tactic, even close up.
Well, that's my list and I'm sticking to it. I have given all of these changes a lot of thought, and they went through quite a bit of revision before ending up in this thread. (I even playtested most of them as part of my consideration for changes to the particular characters.)
Thanks for reading all the way through this list. I would love to hear some constructive feedback, as always.
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