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PostPosted: Sat Nov 03, 2007 2:48 pm 
Junk Dealer Extrodinaire
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Dude! (I never say that) Garm can let you play free Mon Cal Techs in an NR squad! Cheap non-uniques!!!!!!

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PostPosted: Sat Nov 03, 2007 3:28 pm 
Black Sun Thug
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Squid89 wrote:
XP|Raider wrote:
This would have been so much better if LJM could have used this effect as well. 9 squares(assuming I can also use Master Speed) + Triple attack.

So let's see. From the NR, this helps out, Jacen, Jaina, Corran.......

So unless there's some Nonunique Rebel character with Double, this isn't really that useful. At least not yet.


His commander effect is just for followers, not non-uniques. So, if he is in a Rebel squad through Affinity, he can benefit most Rebel Lukes, Obi Wan, Chewie-3PO, Biggs (and any I missed) as well. The non-unique part is only for his reserves.


The point of my post was the benefit to NR, not Rebels. Granted, it will help Luke COTF, but if he's NR, it really should help NR.


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PostPosted: Sat Nov 03, 2007 3:40 pm 
Black Sun Thug
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Garm is nice. Definitely added to my buy list. Looking forward to putting him into a rebel squad and then customizing based on opponent's squad.


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PostPosted: Sat Nov 03, 2007 4:07 pm 
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"New Republic/Rebel Reinforcements 30 "

I think i am the only one who would have preferred 30 points of reserves on an initiative roll of maybe a 19 or 20.

Hopefully he can bring Rebels into NR with his reinforcements.

At the moment with stormtroopers that can have a defence of 30, NR, Vong, OR, are totally worthless now you may as well not bother playing them. OK this mite change when the 08 sets come out.
These factions really need some more faction based characters.

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PostPosted: Sat Nov 03, 2007 4:16 pm 
Death Star Designers
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Vong don't care about the Super Stomies high defense. They got their Bugs.

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PostPosted: Sat Nov 03, 2007 4:29 pm 
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Sithborg wrote:
Vong don't care about the Super Stomies high defense. They got their Bugs.


Changes little for OR, NR, Mandos even sith will find it hard.

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PostPosted: Sat Nov 03, 2007 4:34 pm 
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shrug

The NR's greatest pieces will be adjacent anyway most of the time, same for the OR. Nothing to be done about that for now.

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PostPosted: Sat Nov 03, 2007 4:37 pm 
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Sithborg wrote:
shrug

The NR's greatest pieces will be adjacent anyway most of the time, same for the OR. Nothing to be done about that for now.


Agreed that's why i said
"These factions really need some more faction based characters"

Maybe i should say These factions really need some more GOOD faction based characters

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PostPosted: Sat Nov 03, 2007 4:38 pm 
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I am hopeful. We know NR is getting some love, and know Nomi is coming. As for the Mandos, well, I really don't care, since I still don't think they should've been a faction in the first place, but I am sure we will see what they were planned on getting in this set soon.

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PostPosted: Sat Nov 03, 2007 4:43 pm 
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"We know NR is getting some love"

Do we? Grams not that grate. Or do you know about any more for 08 ?
I suppose Cade may well be NR.

I am hopeing Nomi is a very high powered Jedi 60+ points, but again she is the only one we know we are getting unless you know more?

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 Post subject: Re: New previews - Rancor and Bel Iblis
PostPosted: Sat Nov 03, 2007 4:45 pm 
Ugnaught Master!
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kangoor wrote:
GARM BEL IBLIS
Commander Effect
Each follower can move up to half its Speed
and still use Force powers and special
abilities that grant extra attacks.


Okay, does this mean that is all they can move, or can any character move the extra half speed? Can Mara move 9 squares and still Assault?

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PostPosted: Sat Nov 03, 2007 4:46 pm 
Really Cool Alien from a Cantina
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Well they are a faction Scott, so they should be given pieces.

I mean Jesus, do Rebels and Imperials have enough support now?


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 Post subject: Re: New previews - Rancor and Bel Iblis
PostPosted: Sat Nov 03, 2007 4:52 pm 
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dvader831 wrote:
kangoor wrote:
GARM BEL IBLIS
Commander Effect
Each follower can move up to half its Speed
and still use Force powers and special
abilities that grant extra attacks.


Okay, does this mean that is all they can move, or can any character move the extra half speed? Can Mara move 9 squares and still Assault?


It means they can move half their speed (3 for the standard character), and can get their Double/Triples in. We will have to wait to see if it is meant to work with Replaces Attacks abilities.

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PostPosted: Sat Nov 03, 2007 5:10 pm 
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I do not think it will work with any SA or force powers. just what i think.

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PostPosted: Sat Nov 03, 2007 5:25 pm 
Black Sun Thug
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There's no point in using it with Mara anyway. She has twin attack so will be able to attack twice regardless of Garm's effect, and Lightsaber Assault will also work without his help. The difference is going to be in characters with double and triple attack, they can then move and attack two or three times. This would work best for Luke, Jedi Master, but because he's a Commander, he can't use it anyway. So as far as the NR is concerned, Jaina, Jacen, and Corran are the only characters that can take advantage of his CE.


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PostPosted: Sat Nov 03, 2007 5:33 pm 
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XP|Raider wrote:
There's no point in using it with Mara anyway. She has twin attack so will be able to attack twice regardless of Garm's effect, and Lightsaber Assault will also work without his help. The difference is going to be in characters with double and triple attack, they can then move and attack two or three times. This would work best for Luke, Jedi Master, but because he's a Commander, he can't use it anyway. So as far as the NR is concerned, Jaina, Jacen, and Corran are the only characters that can take advantage of his CE.


Yes at present Gram kinda sucks for NR, one can only hope NR gets some new characters in 08 & hopefully more than just 1 or 2.
He's better in Rebel teams which is odd as they made him NR.

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PostPosted: Sat Nov 03, 2007 6:33 pm 
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Garm is very nice, because you can move 3 with, say Jaina, and then double with cunning. This combined with Han in stormie armor is very nice for settting up attacks. What Garm's CE does is basically gives any follower lightsaber assult, only you don't have to be adjacent if you don't have melee attack, which is awesome.



The Rancor is wonderful. I don't actually think this piece needs savage. It eliminates the need for nightsisters in creature swap squads, and makes them useable against jedi, unlike the orginal Rancor. The Rancor makes empethy users obsolete, and makes Rancors against jedi possible, and even fun. These were the two biggest problems with Rancor creature swap squads, but now they are so much better.

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PostPosted: Sun Nov 04, 2007 11:06 am 
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Garm is awesome; total cost of 15 points to give semi-twin attack to those old double/triple pieces. Very nice stuff.....for the rebels. Still not all that great for the NR.

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