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Post by surfrider56 on Feb 20, 2009 21:37:58 GMT -5
Elite Rebel Vanguard Cost: 15 HP: 40 Def: 15 Atk: +4 Dmg: 10
S.A. Missles 40
He may become a bigger target than what he shoots at himself; still, if he can get more than one shot off, he may have been worth his cost .....
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Post by maverick on Feb 23, 2009 6:33:48 GMT -5
cool
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Post by gwek on Feb 24, 2009 20:38:43 GMT -5
There are currently no non-huge pieces with Missiles 40 (and the ones with Grenades 40, I think, are uniques), so I'm skeptical of the game balance.
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Post by surfrider56 on Feb 24, 2009 21:01:54 GMT -5
There are currently no non-huge pieces with Missiles 40 (and the ones with Grenades 40, I think, are uniques), so I'm skeptical of the game balance. Well, all I can say is that's why he's what he is and yet cost only 15. How many shots do you really think he's going to get off?? How many shots has a regular Vanguard ever gotten off?. You get 40 instead of 30 for 4 more points; that's a whole nother fig in terms of activations ... a gamers decision on whether its worth it.
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Post by gwek on Feb 25, 2009 1:19:01 GMT -5
Riiiight... but 40 Missiles currently "crosses a line."
It's not a bad piece from a certain perspective, but when I offer feedback, I always try to offer it (to the best of my ability) from the angle of "Would WotC make this piece?" And here, the answer is no.
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Post by surfrider56 on Feb 28, 2009 0:53:22 GMT -5
Now that the new set is out, it's interesting to compare the Imperial Shock Trooper the Elite Rebel Vanguard ..
ERV has +2 Cost +20 HP +1 Def -2 Attk
+10 Missles - Squad Cover Ability
If his HP went down to 30, I'd say its pretty close. And although I try to keep things reasonably close to WOTC, I've never considered them to be the be all/end all in mini's ... we wouldn't be playing with numbers and ideas if we all believed that.
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Post by gwek on Feb 28, 2009 10:03:27 GMT -5
There are still countless combinations within the parameters set by WotC. That's what I try to stick to, but different strokes!
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Post by surfrider56 on Mar 6, 2009 1:09:10 GMT -5
No further comments?
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Post by Roque Saber on Apr 15, 2009 0:48:16 GMT -5
I'm not sure he should have better missiles, maybe just another kind of missile. Maybe add Guided Missiles 10 or 20 (basically, you don't need LOS, it's in one of the databases)
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Post by bountyhunter9 on Apr 25, 2009 19:37:53 GMT -5
Guided Missiles sounds like an interesting idea. What is the defintion? (I couldn't find it)
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Post by Roque Saber on Apr 26, 2009 10:00:14 GMT -5
Hmm. I dont know where the character with it went, but it was (replaces attack; X damage to target character and all characters adjacent to the target, save 11) So basically, you don't need LOS to hit them (assumed that the mini is guiding the missile toward his target unerringly )
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Post by bountyhunter9 on May 4, 2009 18:26:52 GMT -5
Hmm. That is an interesting ability. Would this version of Missiles work better than simply stronger Missiles?
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Post by Roque Saber on May 7, 2009 0:19:47 GMT -5
Well, this is simply an elite vanguard. Do you think elites would be given better, stronger missiles? Or would they be given a variety or ordanance? There's no right or wrong answer, since it's not specifically said anywhere. What makes the most sense?
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Post by bountyhunter9 on May 18, 2009 16:52:30 GMT -5
I would think that the elites would be better trained and would specialize more in using missiles than the average grunt. So, in my opinion, I think that Guided Missiles would be better than stronger Missiles.
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Post by Jm419 on Nov 8, 2009 12:24:13 GMT -5
I have another perspective to offer on Guided Missles:
Guided Rocket: (This character gains +2 Attack if attacking an enemy that is Huge or larger)
Although the current concept isn't bad. No LOS...that's interesting.
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