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PostPosted: Sat Nov 03, 2007 6:40 pm 
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Sithborg wrote:
barzillai wrote:
Oh, and I forgot... I might not mind sacrificing an Ugnaught each turn for initiative control if it happens to have, oh I don't know, Self-Destruct 10 or something.


Reading the description seems to imply that it won't trigger it.


"Choose one other character in your squad. Remove the chosen character from play (it counts as defeated)..."

"When a character is defeated" is the event that triggers self-destruct, avoid defeat, impulsive whatever, and Mon Mothma's CE. So I think it would work.

So many opportunities for this piece. Mon Mothma + Jabba + MTB + Ugnaught Boss + a swarm of Ugnaughts that run up to the enemy, and before initiative is rolled one is sacrificed, it gets a cunning deathblow for 30, then explodes for 10 triggering all its neighboring Ugnaughts to deathblow + explode too. And then we roll initiative and you almost certainly lose. Totally nerfed by disruptive I know, but I'm sure there's a good use for this piece... it will be fun to try to figure out.


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PostPosted: Sat Nov 03, 2007 7:01 pm 
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It is removed from play, not defeated. Considered defeated is not the same as defeated, much like considered activated is not the same as activating. That is the way I see it as of now, we have to wait 2 weeks to know for certain.

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PostPosted: Sat Nov 03, 2007 7:12 pm 
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Sithborg wrote:
It is removed from play, not defeated. Considered defeated is not the same as defeated, much like considered activated is not the same as activating. That is the way I see it as of now, we have to wait 2 weeks to know for certain.


Well i am not the good on rules like some of you are but for what it's worth i read it the same as sithborg.
But i do not envy nickname on the 16th. he will have his day filled with answering these. We really do appreciate it nickname so thanks in advance.

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Last edited by dreadtech on Sat Nov 03, 2007 7:18 pm, edited 1 time in total.

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PostPosted: Sat Nov 03, 2007 7:13 pm 
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Whoa.... I just thought of something... brainfart... With Luke's demolition charge (killing a huge), who's doing the save of 6?


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PostPosted: Sat Nov 03, 2007 7:19 pm 
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I would of thought the one who has the huge same as if you are making a save of 11 for grenades or missiles.

Or are you saying the huge is automatically defeated and Luke has to make the save of 6 or he is defeated as well. Possible but unlikely i would have thought.

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Last edited by dreadtech on Sat Nov 03, 2007 7:22 pm, edited 1 time in total.

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PostPosted: Sat Nov 03, 2007 7:21 pm 
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dreadtech wrote:
I would of thought the one who has the huge same as if you are making a save of 11 for grenades or missiles.


That's what I was thinking, but since he's "unleashed" I wasn't sure. Wouldn't that be something if it was the other way around.


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PostPosted: Sat Nov 03, 2007 7:24 pm 
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I edited my previous post.
It is possible i suppose that way it cannot be overused. If you are risking Luke every time.

It would make it far more interesting.

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PostPosted: Sat Nov 03, 2007 8:09 pm 
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yodaizmyhomie wrote:
Whoa.... I just thought of something... brainfart... With Luke's demolition charge (killing a huge), who's doing the save of 6?



The target. It's like thud bug or missles, I think.



And sithborg, I see what you are saying. It honestly could be either, I don't know.

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PostPosted: Sat Nov 03, 2007 8:19 pm 
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Sithborg wrote:
It is removed from play, not defeated. Considered defeated is not the same as defeated, much like considered activated is not the same as activating. That is the way I see it as of now, we have to wait 2 weeks to know for certain.


I suppose it could go either way. But I sure hope it works the way I think it does, I'd love Anakin JK and Nom and Mon Mothma to get a boost from this character. I hope lots of people are tempted to try crazy new things with this piece, since the more squads that use the Muun Tactics Broker, the stronger San Hill becomes. I really admire the game designers for creating this piece. "Tactics Broker" is such a great name... when you play him, you are definitely paying a price for his tactics, and if his cousin San is on the other side, you can be sure you're getting swindled. Really captures the essence of the Muun race and contributes to the flavor of the game.

No matter how this little rules issue turns out, he's one of my new favorite Lobot Reinforcements!


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PostPosted: Sat Nov 03, 2007 8:22 pm 
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And it makes Han, Rogue a little more valuable. Though I wonder if the whole SA is cancelled, or do you still have to kill a guy (if it isn't optional).

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PostPosted: Sat Nov 03, 2007 8:25 pm 
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It seems that besides the Muun Gaurd, Muuns have been competative. And they were always depicted as incompetent, greedy, and stupid commanders.

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PostPosted: Sat Nov 03, 2007 8:45 pm 
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I really dont think we need a friggin 5pt piece with a 30 DEF!

Very disappointed in the wookiee AT-ST. It is just another chicken walker. Missed the boat here.

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PostPosted: Sat Nov 03, 2007 10:05 pm 
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Sithdragon13 wrote:
I really dont think we need a friggin 5pt piece with a 30 DEF!

Very disappointed in the wookiee AT-ST. It is just another chicken walker. Missed the boat here.



I agree. The new At-ST isn't any better than the original. As far as stormies go, missles, grenades, flamethrower, and as of this set, push and repulse will kill a lot of troopers. Just get around the defense, and they die. 8)

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PostPosted: Sat Nov 03, 2007 10:58 pm 
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I'm digging the wookie hunter since the net save is 16, but I'm still at a loss of how often the loss of activation would be worth the loss of damage potential. I guess if Chewie is BD'ing for a couple of figs at once, but with all the area affect flamethrowers, grenades, ect. that might be the case 1/10 games.


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PostPosted: Sun Nov 04, 2007 6:17 am 
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Why is it not Anti-Wookiee??


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PostPosted: Sun Nov 04, 2007 7:59 am 
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SirStevee wrote:
As far as stormies go, missles, grenades, flamethrower, and as of this set, push and repulse will kill a lot of troopers. Just get around the defense, and they die. 8)

Those are not counters, the cheapest 'solution' is double the cost of a stormie and in order to be certain they are dead you have to be within 6? Good luck with that. The better figures to take this out? Again, you got to get within 6 and then what, they just scatter anyway.

No, the counter is just running melee and running flat out towards them. Will this be pickets charge, doomed from the start? Will they get to the enemy? I dunno. But I do know that it is little fun to charge a static line while getting blasted from across the map.

I will enjoy not moving the golan arms turret with E3P0


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PostPosted: Sun Nov 04, 2007 8:40 am 
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dreadtech wrote:
I edited my previous post.
It is possible i suppose that way it cannot be overused. If you are risking Luke every time.

It would make it far more interesting.


If the save was for Luke I'd still use it every time without even thinking about it. Even without using Spirit Obi so he'd need a 2 or better to survive on his reroll if he missed the original save 6. Luke would be more than a fair trade off to take out something like Blizzard Scout 1.

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PostPosted: Sun Nov 04, 2007 8:49 am 
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Sithdragon13 wrote:
Very disappointed in the wookiee AT-ST. It is just another chicken walker. Missed the boat here.


Yeah, I was hoping for something more than just adding Net Gun to the old one. Looks like my Thrawn double AT-ST swap squad with BS1 is going to be swapping with a Universe AT-ST.

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PostPosted: Sun Nov 04, 2007 9:15 am 
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There already is one. It's even a sticky. It's hasn't been updated in some time.

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