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 Post subject: Han solo in carb.
PostPosted: Sat Dec 22, 2007 12:48 pm 
Sith Infiltrator
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Ok, he makes it so the han you want costs half. So what about Hans who aren't an even number, IE:Han RH, who is 35.
Another point is, shouldn't he be in every han squad for the fact he makes any Han half. Can someone PLEASE explain this too me, like a CON on using him? Because i see nothing bad.

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PostPosted: Sat Dec 22, 2007 12:53 pm 
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Han starts with your opponent and you ahve to get a character all the way across the board and base Carbohan. This means you not only have to cross the field, but your opponent can also use figs to screen him so you cant get to him.

It is very hard to pull off. Not only that but if you succeed you then have an isolated Han trapped behind enemy lines - aka soon to be dead Han.

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PostPosted: Sat Dec 22, 2007 1:04 pm 
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Ah thank you, i must have missread the opponent placing part.

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PostPosted: Sat Dec 22, 2007 2:23 pm 
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I think if you play Han in C and free him, you should get a win for the match.


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PostPosted: Sat Dec 22, 2007 5:06 pm 
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It really just seems more like a scenario/novelty piece than anything.


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PostPosted: Sat Dec 22, 2007 7:16 pm 
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If you get a win for freeing han it would be more like a scenario than an actual match.

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PostPosted: Sat Dec 22, 2007 9:05 pm 
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I think engineers point was that if you CAN free han.. you already pretty much have the match in the bag.

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PostPosted: Sat Dec 22, 2007 10:00 pm 
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Fox wrote:
I think engineers point was that if you CAN free han.. you already pretty much have the match in the bag.

It's hard to imagine a game where you are so ahead that your opponent can not protect Han in Car.


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PostPosted: Sat Dec 22, 2007 11:14 pm 
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Engineer wrote:
Fox wrote:
I think engineers point was that if you CAN free han.. you already pretty much have the match in the bag.

It's hard to imagine a game where you are so ahead that your opponent can not protect Han in Car.


True, but at some point in the game it can become an inconvenience to put a bunch of piieces near Han in Carbonite, then the opponent might move up some better pieces ahead and only leave a few grunts protecting Han, and then your opponent has swoops and flies past and kills the grunts. Its probably unlikely to happen but it could happen.

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PostPosted: Sun Dec 23, 2007 8:06 am 
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Nah, if someone had a Han in carb, it'd be my priority to not let him get it.

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PostPosted: Sun Dec 23, 2007 8:21 am 
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All you need to protect Han in most cases are 2-3 Caamasi Nobles. Place him in the most inconvenient spot and you basically can keep 15-23 of your opponent's squad out of the game. Not to mention, the Nobles become early activation burns and can do other things late game, such as charge gambit.

I just dont see Carb being anything more than a fun scenario piece honestly. I dont think this thing was ever intended to be played competitively.

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PostPosted: Sun Dec 23, 2007 8:43 am 
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I agree, WOTC seems like 1/4 of the sets are for RPGing and Scenario. But it ok, we still get 3/4 of a set for OUR game.

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PostPosted: Sun Dec 23, 2007 8:56 am 
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DarkLordVerjal wrote:
I agree, WOTC seems like 1/4 of the sets are for RPGing and Scenario. But it ok, we still get 3/4 of a set for OUR game.


Yes I am fairly confident that is their intention. There are a lot of RPGers (and they would like to expand this realm) and scenario only players. Many of which are some of us who also play competitively as well.

I tend to look at the sets as follows:
1/3 (roughly 20) - designed for the competitive game.
1/3 - designed for the fun factor - can be reasonably competitive with the right builds but also add flavor to the game, example, Amanin Scout.
1/3 - RPG, Scenario, Collector designed pieces. Most of these are not competitive, but offer something to the non-DCI players, collectors and RPGers. Obviously Han in Carb fits here, as well as say Chewy of Hoth and the other Hoth figures this set.

In the last two sets, however, we have seen a great deal more of crossover than we have in the past. Many of the collector/RPG/Scenario pieces have also fit into one of the other categories as well such as Luke's Landspeeder, or in this set, the Golan Turret. I think this is a great trend and shows Rob is on the right track.

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PostPosted: Sun Dec 23, 2007 9:08 am 
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If we get the collectable/RPG pieces, I dont care either way as long as they make them good and playable.

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PostPosted: Sun Dec 23, 2007 9:16 am 
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They won't always be, though. I don't mind the way the have it set up for RPG, competative, and fun. I think it is a good balance. This way, sets will never be "broken" and better than others, there will be intrest in each set, and the competative peieces are balenced in many sets.

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PostPosted: Sun Dec 23, 2007 9:16 am 
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DarkLordVerjal wrote:
If we get the collectable/RPG pieces, I dont care either way as long as they make them good and playable.


Not every piece can be "good". Good is a relative term that you use to compare one mini to another, ex. "this mini is good because it is better than these other minis". If every mini has = power (impossible to create without complete uniformity), or if each mini has relatively = power, you dont have any "good minis". It completely takes squad building out of the equation as any set of same power minis should be = to another.

Every mini is "playable" however. Not every mini will you in particular desire to play however, and that's where many people get stuck. WotC designs the game in the interest of all of their buyers. Focusing on the competitive aspect is relatively new (2 sets released thus far), and with those, as I said in the last post, most of the minis do have crossover. Very few seem to be scenario/RPG only figures (Han in Carbonite is the only one from TFU that doesnt fit the other two categories as well imo).

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PostPosted: Sun Dec 23, 2007 11:28 am 
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Actually, i was thinking the amanin scout would be the perfect character to free Han. Attack with your squad form the other direction and make your opponent choose to guard Han or get in the fight. Then the Amanin rolls in from 18 away. Wall climber could also possibly get him past some enemies that are in the way.

Dont get me wrong. I would never bring this to a major tourney, but if i played CarboHan. That is probably what i would try.

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PostPosted: Sun Dec 23, 2007 12:49 pm 
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I wonder if there is a possible abuse of Han in Carbonite... imagine knowing that a certain number of your points are not killable. Imagine the possibility of developing a stall army with that in mind. I don't think it is possible yet, but if there is ever a 100 pt Han, I might seriously think about fielding a 50 point invulnerable piece (granted, it is not offensive, but it *will* survive to the end).


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PostPosted: Sun Dec 23, 2007 1:21 pm 
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That's an interesting idea. Making say 23 points unkillable is really cool. Then you basically force your opponent to go for gambit, and that's where you hit him hard. If you control gambit, and ensure your opponent can't kill 150 points, you will have an easier time winning, because you know where they are going to go, and you can plan ahead how to stop them, say with force push to knock them out of there.

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 Post subject: Re: Han solo in carb.
PostPosted: Wed Jan 02, 2008 12:17 pm 
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The only time I played Han Carb I freed him with a Commando on Speeder Bike. I agree with other posters that his main benefit is making your opponent change his or her strategy to protect the piece.

I also want to add that the place to play him is 100 points. Most squads just don't have enough characters to justify leaving more than an Ugnaught or two behind to guard Han. With a speedy piece of some kind (like the aforementioned Speeder Bike or the Amanin Scout), it's not hard to maneuver around the one or two beats on most 100 pt. squads and unfreeze Han.


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