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Post by darthgrievous on Dec 23, 2009 18:26:50 GMT -5
I liked ST a lot more than Recon. I can understand 90 HP for Cassus Fett, I mean yes they are Mandos but they arent Jedi that are able to deflect blasters. Speed 8 to non unique Mandos works while within 6 squares of Cassus.
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Post by Roque Saber on Dec 23, 2009 18:37:51 GMT -5
I'm actually thinking of Mando Coordinator as a SA, like K3PO.
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Post by Dendrite on Dec 23, 2009 18:59:57 GMT -5
I'm actually thinking of Mando Coordinator as a SA, like K3PO. I like that!
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Post by darthgrievous on Dec 23, 2009 19:18:10 GMT -5
Hmmm...interesting, well lets see an update then
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Post by gwek on Dec 23, 2009 22:00:09 GMT -5
ST over Recon. Check.
90 HP. Check.
No damage booster. Check.
Any comments on the anti-tempo power? Any suggestions for refining the phrasing?
A speed bonus is fine, but given that the same thing can be accomplished via a special ability or a commander effect, and given that we're trying to limit the number of custom special abilities (AND given that Cassus already has two custom abilities), might a commander effect be the better way to go?
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Post by Roque Saber on Dec 23, 2009 22:10:06 GMT -5
Well, Mandalorian Coordinator would not be so much a new SA, but a deviation of an existing one (Droid Coordinator). It's comparable to Cunning Attack to Cunning Attack +20.
I like the anti-tempo power, but I'm not sure how to work it any better...
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Post by Dendrite on Dec 23, 2009 22:15:08 GMT -5
Depending if it's a CE or SA, it could be worded like this:
CE: Your opponent may not activate fewer than 2 characters per phase, regardless of enemy commander effects that allow it.
SA: Suppresses enemy commander effects that alter the number of acivations each phase.
Or for either: Emeny commander effects that modify the number of activations made in a phase have no effect while this character is in play.
I worded that last one like Never Tell Me the Odds
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Post by Roque Saber on Dec 23, 2009 22:20:39 GMT -5
Hmm. As an SA (like NTMTO), it can't be Disrupted...and I like the wording...
CE: Your opponent may activate no fewer than 2 characters per phase.
There's a deviation of your wording, which I think is also possible. It mainly depends on whether or not we want it to be a SA or an CE.
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Post by gwek on Dec 23, 2009 22:50:01 GMT -5
Here's what I was going for with the counter-tempo thing (and why):
One of Cassus's accomplishments was to force the Republic into a "false war," where the committed all their forces (overcommitted, really), so that he could assess and gain an advantage.
So I'm thinking that to reflect that, any time your opponent has a choice of how many pieces they can activate, you can FORCE them to activate the maximum number (or, you can let it be, and leave the choice in their hands).
The timing of this may require some discussion, however. If you have a piece that allows you to activate a variable amount, when does that decision go in effect? If I'm playing Tarkin (1-3 pieces), do I need to declare how many first, or can I use 1, then decide (based on how that activation went) if I want to go with activations #2 and #3?
Anyway...
If we put Coordinator on as a special ability (which, in a void, I have no objection to), that's starting to be a lot of special abilities and still leaves his commander effect up for grabs.
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Post by Roque Saber on Dec 24, 2009 0:02:41 GMT -5
Well, how many SA's does he have? Unqiue, Flight, Double, Skilled Tactition, and then Coordinator. The anti-tempo could be in the CE.
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Post by gwek on Dec 24, 2009 18:34:29 GMT -5
Commander effects generally affect ALLIES, so the anti-tempo thing should be a special ability, I think. (I believe Battle Meditation is the only commander effect that directly effects opponents.)
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Post by darthgrievous on Dec 24, 2009 20:05:12 GMT -5
What if you combine his CE with Recon? Commander Effect: Mando allies within 6 squares that have sight to the enemy gain "Tempo Control" whatever it is called now? Maybe it is too much I dont know
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Post by Roque Saber on Dec 25, 2009 0:32:13 GMT -5
Well, the anti-tempo should be Cassus' doing, not the Mando grunts. Also, he's probably gonna have ST, not Recon at this points.
Fair enough. So he would have 3 "commanding" abilities. Anti-tempo, Coordinator (if it stays), and Skilled Tactition. I actually think that could work well. They all affect different aspects of the battle, but all are useful.
Now for the CE...
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Post by darthgrievous on Dec 25, 2009 9:44:19 GMT -5
We might have to up his cost quite a bit for all of those abilities and a decent CE, but its Cassus so I think its probably worth it.
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Post by bountyhunter9 on Dec 25, 2009 11:01:37 GMT -5
What CE are we giving him? There was a suggestion of a mini-revan CE, and I have a suggestion for something like that (though this CE is quite potent, adding to the already ample leader Cassus is). Here it is:
At the end of this character's turn, all allies within 6 squares may immediately move 1 square in any direction.
I'm still working out some bumps, and I've playtested it quite a bit (note that I created this CE for a Count Dooku, in the Separatist faction, who also costs significantly more than Cassus). It can be quite powerful, as it can mean moving into or out of cover, or moving a square away from a melee piece (still provokes AoO, though), or basing someone with a melee piece, etc. It's quite fun to use, but it may be over the top on Cassus. If we go for this CE, or any similar CE that affects movement, or allows more movement, I would suggest we drop the Mando Coordinator.
Anyone else have any suggestions for the CE?
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