Well I see your point, however many factions already have penetration, and the vong's maste shaper gives out demolish which ignores it, so base a shaped up lah or shimmra next to a huge a one turn and 120 damage later... Between penetration, lightsaber, demolish, and pieces dealing 30-40 damage. It actually makes sense to hand out damage reduction 10 to all of them, and possibly 20 to the tanks/machines. Also the ATAT is absolute junk even with the damage reduction 20. It's not that powerful especially when most teams have an auto-included jedi that can get past the DR, examples:
the old republic can boost damage with battle meditation/ambushing jedi's the sith is again all force users that can base, swap and repeat Seps have the same huges and penetration pieces republic is all about the jedi and maybe someone would actually play oddball now Imperials have force users that swap with opportunist, also super stealth fire support and lord vader Rebels have the jedi, demolish on chewie, and could easily get past the DR with super cunning and/or a new CE for penetration for pilots New republic jedi, grandmaster Skywalker, jaina Mandalorians have jaina, and would need to get a penetration CE, or just pick apart with the 30 damage dealers twinning. Vong have demolish and as a faction should be able to hand it put as a CE to have demolish and stood hunter (it suits them). You could also create a cheap fringe shooter like the pilot Vana Sage for 20 points and give her mobile attack, penetration 10, ion gun and droid hunter. So any faction with Reserves/reinforcements could bring her in. Also a 20 point hanharr or jedi with demolish to help out.
Huges will always be huge and awkward and harder to play then large and medium pieces, they get torn apart by mobile and stealth whom most people have. And are easily trapped/blocked/forced to target either nothing or what the enemy wants you too. So they could use any advantage they can get. As shown damage reduction is not very powerful, also an influx in it's use in huges would both boost the lightsaber wielding jedi melee crowd, tone down on lancer which I'm sure we all hate, allow penetration/demolish to be a relevant and important SA again and bring a fresh dynamic into the game.
As far as other abilities i think that some huges should be given an ability like:
Superior Optics (enemy characters do not receive cover from low ground and low objects against this characters attacks)
Stable footed
And either overwhelming force (because lights we deflecting/evading a 30-50 damage hit is lame) or splash 20 (anyone seeing the tanks both in star wars and real life knows the amount of area destruction tanks create)
Also shields 1/energy shields either as a rarely passed out ability from a CE like a new general loathsoam or sparingly handed out.
Also on that note another interesting idea for artillery type pieces like the tanks:
Giving them fire support mission, or allowing one medium ally to have it, so when you come up against a super stealth team you can still send in small parties to call down fire support missions. Maybe it activates the tank maybe not; some vehicles do have multiple weapon systems. When you play a huge it should play like the leviathan, like you are actually using a tank that your opponent actually has to think about how to take down. Not just vader stats with a gun.
Example pieces:
Huge crab 40, hp 180, def 16, ATk 9, dmg 30 SA Droid Damage Reduction 20 Weak spots 10 (this characters damage reduction is reduced to 10 against attacks from adjacent enemies) Energy bubble (replaces attacks, target enemy and all adjacent characters are considered activated this turn, save 16) Sure Footed Muckrucker (allied characters within 6 squares gain sure-footed and +4 defense)
Heavy Hailfire 40, hp 100, def 15, atk 10, dmg 30 SA: droid sure footed wheeled advanced missiles 40 (save of 16) dual fire (this character can use abilities that replaces attacks twice instead of once) damage reduction 20 Weak Spots 10
Corporate alliance persuader tank 30, hp 200, def 16, atk 10, dmg 30 SA: droid Sure footed damage reduction 20 double attack Splash 20 mounted weapon doctrine of fear speed 8
Homing spider droid 55, hp 150, def 17, ATk 14, dmg 40 SA Droid damage reduction 20 Weak spot 10 accurate shot sustained shot (once per turn, if this character's attack defeats an enemy, you may make another ranged attack) Point defense cannon (this character can make attacks of opportunity on characters that move into or out of an adjacent square, characters with special abilities that ignore characters while moving are subject to this effect)
Collossal AT-AT Blizzard 1 HP 400, def 13, atk 0, dmg 0 Unique Colossal Damage reduction 30 Weak spots 20 Mounted Weapon Medium blasters Staggered Activations 6 (3 move actions, 1 heavy blasters, 2 medium blasters) Stomp Walk 2 Point defense cannon (this character can make attacks of opportunity on characters that move into or out of an adjacent square using medium blasters. Characters with special abilities that ignore characters while moving are subject to this effect) Overwhelming force Rapport 20 for AT-STs CE AT-STs gain overwhelming force
(and finally as a counter part to the snowspeeders) Tie Fighter (RM tie crawler) 25, Hp 50, def 16, ATk 10, dmg 20 SA Damage Reduction 10 Mounted Weapon Twin Attack Penetration 10 Flight Mobile attack Speed 18 Splash 10
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