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Post by Sharrakor on Mar 9, 2009 15:56:03 GMT -5
Militia Trooper (15) HP: 30 Def: 16 Atk: +5 Dmg: 20
Special Abilities Melee Attack Jolt Rapport Charging Assault +10
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Post by gwek on Mar 10, 2009 13:20:35 GMT -5
Okay, first, let's talk faction. Shouldn't these guys really be Rebel rather than Fringe? The irony of the Militia Trooper in particular is that he makes an amazing addition to the Empire! Name aside, though, if you're sticking uniforms and a doctrine on these guys, they're Rebel, not Fringe. That means that the Rapport should go away (which I was going to suggest anyway, since Kota already lowers their cost by one... again with the double-dipping). I think Jolt is probably okay on him, but wanted to point out that there are only a few pieces with Jolt and they all have 10 damage. Could be there's a game balance reason for that. I'm also not sure that Charging Assault is appropriate. While there are a few commander effects that provide it, most of the actual pieces that have it on their own are Wookiees or creatures. I don't remember the Militia being exceptionally dynamic with respect to running attacks (but it has been a while since I've played). The phrasing for Kota's Militia is awkward. Either leave it without description (like Black Sun) or base it around a single character (like Soldier and Trooper). Sorry to sort of tear him apart.
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Post by Sharrakor on Mar 10, 2009 15:38:15 GMT -5
Yes, well that was a design decision. I decided to make them Fringe and give them Rapport for being in the Rebellion so that can work with either my new Kota or the old one (as they are subject to his CE now).
Jolt may not have been seen on 20 Damage characters, because Wizards hasn't done it yet. As for a game-balance reason, I really can't see one. And even if there is one, I'd hazard a guess that it'll be gone within the next few sets.
Would you prefer me to replace it with Electrostaff?
Kota lowers their cost by one? I didn't know I put that there. Consider it removed (from him).
Well, I was stuck between deciding whether to give him Charging Assault or Momentum. They run at you when they attacked.
I'll remove the phrasing of Kota's Militia then.
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Post by gwek on Mar 10, 2009 21:08:39 GMT -5
Yes, well that was a design decision. I decided to make them Fringe and give them Rapport for being in the Rebellion so that can work with either my new Kota or the old one (as they are subject to his CE now). The problem with giving the militia the option to work with either Kota is that they can also work with ANY faction, which seems somewhat inappropriate. Kota's Militia working for the Seps? Sith? Empire? Remember that WotC's Kota is Rebel (with Republic Affinity), so if the militia were Rebel, they'd still work with him. Ultimately, whether they're Rebel or Fringe DOES have a pretty big impact (with respect to what commander effects impact them). If this one stays as Fringe, the name definitely needs to change, because of the number of "Trooper followers" commander effects out there. (It's no accident that out of hundreds of Fringe pieces, there's not a one named Trooper). I'm not so sure we'll see it, but I'm not necessarily opposed to it here. Just wanted to bring it up as a conversation point. I think base 20 damage plust Charging Assault may be a bit much on a "common" type piece.
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Post by Sharrakor on Mar 10, 2009 23:47:21 GMT -5
On the faction point: would it be viable to move all the Militia characters to Rebel and changed the wording for Kota's Militia to (Counts as a Fringe character for the purposes of Commander Effects)?
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Post by gwek on Mar 11, 2009 0:52:30 GMT -5
Ah, see, now the truth comes out. You just want that +3/+3 from WotC's Kota, don't ya? If you look at the Rebel and Fringe commander effects, I think it's a bit dangerous to mix the two. They're your pieces, so you should do what you think is best with them, but my personal opinion is that once they start being called "Kota's Militia" they stop being Fringe, for all intents and purposes, and start being the backbone of the Rebellion.
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Post by Sharrakor on Mar 11, 2009 0:59:08 GMT -5
Wait... That wasn't obvious from as soon as I mentioned that I wanted these to work with both the official and my Kota?
I know they stop being Fringe when they became Kota's Militia, but I'm just trying to do what I can so they can work with both Kota's. I can't say that it wasn't a stupid move by Wizards when they gave their Kota the CE they did; I'm just trying to make sure that my Kota's usefulness with his army doesn't eclipse their usefulness with Wizards' Kota.
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Post by gwek on Mar 11, 2009 1:15:30 GMT -5
Yeah, it was obvious, I'm just messin' with you...
Thing is, I don't know that Kota's Militia necessarily needs to work well with both versions of Kota. Consider, for example, Lando and the Bespin Guards. There are multiple Landos, but only one works well with the gang from Bespin. Different Emperors work better with different parts of the Imperial fact, etc.
While WotC Kota's commander effect is quite powerful, I think that it's a reasonable depiction of "early Kota." If I recall correctly, the reason that Kota survived Order 66 was because he didn't trust the clone troopers but instead hired his own militia/mercenaries. As an excellent leader, he inspired that "rabble" to work together well (That's the WotC version, geared to work with the Fringe).
Later in his career, he gives doctrine and goal to that "rabble" and they become the backbone of what will one day be the army of the Rebel Alliance. At this point, they're loyal to him for the sake of more than just coin. The dynamic is different, so a different iteration of Kota (the "Rebel Leader" version) is called for.
It's sorta the same way Yoda, Luke, Palpatine, and Kenobi all serve different roles when they move from faction to faction. The difference here is that Kota stays "in place" (in the Rebels) but the type of folk he works with change.
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Post by Sharrakor on Mar 11, 2009 1:19:01 GMT -5
Hmmm.... Ok, you've convinced me. Consider all the Millitia characters Rebel as I can't move them (I'd like to keep the discussions).
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Post by gwek on Mar 11, 2009 1:31:02 GMT -5
If you keep the name but change the faction, this guy already starts with a nice boost: he can get Deadeye and Twin Attack.
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Post by Sharrakor on Mar 11, 2009 1:32:44 GMT -5
Is that an issue? Or just something to consider?
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Post by gwek on Mar 11, 2009 1:37:11 GMT -5
Not an issue, but something to keep in mind. If the piece is Rebel, it should be compared to the other Rebel troopers for balance/cost, and when you're looking at what you want on it, always keep in mind that he can get Twin and Deadeye fairly easily.
Another thing to consider is that while the CEs that are a "natural" for the Militia Trooper might not be of much use to the other Militia folk. Not an issue, just something to keep in mind since I think you're looking at these as a cohesive unit.
Might be worth giving the other two Militia folk a "Militia Trooper (Counts as a character called Militia Trooper)" ability which would a) let them ALL benefit from the Hoth and Rebel Commanders and b) let them work together quite well for squad-based abilities.
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Post by Sharrakor on Mar 11, 2009 1:39:07 GMT -5
Alright. I think that can be done.
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Post by Jm419 on Nov 8, 2009 12:38:02 GMT -5
This is a good addition to Rebel. I like this.
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Post by bountyhunter9 on Nov 23, 2009 16:11:08 GMT -5
I agree, though the HP seems a little low for a 15-point melee piece. I think 40 or even 50 would be better.
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