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Post by gwek on Aug 11, 2010 13:43:40 GMT -5
I have arbitrarily lowered the cost by 1 point. Why? Why not!
Cassus Fett Cost: 33 Faction: Mandalorian Hit Points: 90 Defense: 20 Attack: 11 Damage: 20
Unique Double Attack Flight (Ignores difficult terrain, enemy characters, low objects, and pits when moving) Rapport (Mandalorians cost 1 less when in a squad with this character) Skilled Tactician (If you roll an 11 or higher, you automatically choose who goes first) Superior Deployment (If your opponent can choose how many characters to activate in a phase, you may instead have them activate the maximum number of allowable characters in that phase)
Commander Effect: Each Mandalorian ally that ends its move within 6 squares of this character can move 2 extra squares at the end of its turn.
In skimming Wookieepedia, I found these possible flavor texts (although I do still like some of Dendrite's):
By exerting control over the clans and providing a means of converting conquered cultures into Neo-Crusaders, Fett turned the Mandalorians into a war machine intent on galactic conquest.
Cassus Fett helped convert the disorganized rabble of the Mandalorians into an efficient, regimented organization.
Thoughts?
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Post by bountyhunter9 on Aug 11, 2010 21:21:34 GMT -5
I like it. For flavour text, I like Gwek's first suggestion the most, but all of them are good.
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Post by surfrider56 on Aug 11, 2010 22:44:59 GMT -5
"The Mando'ade are your clan now." The actual quote was "This day, I release you from all allegiance to the Galactic Republic. The Mando'ade are your clan now." ¯Cassus Fett ... Which I actually like better ...
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Post by gwek on Aug 12, 2010 13:26:40 GMT -5
Cassus Fett Cost: 33 Faction: Mandalorian Hit Points: 90 Defense: 20 Attack: 11 Damage: 20
Unique Double Attack Flight (Ignores difficult terrain, enemy characters, low objects, and pits when moving) Rapport (Mandalorians cost 1 less when in a squad with this character) Skilled Tactician (If you roll an 11 or higher, you automatically choose who goes first) Superior Deployment (If your opponent can choose how many characters to activate in a phase, you may instead have them activate the maximum number of allowable characters in that phase)
Commander Effect: Each Mandalorian ally that ends its move within 6 squares of this character can move 2 extra squares at the end of its turn.
By exerting control over the clans and providing a means of converting conquered cultures into Neo-Crusaders, Fett turned the Mandalorians into a war machine intent on galactic conquest.
*****
Since BH liked the same one that I did, I'm tentatively sticking it on assuming a) it will fit on the final card and b) other folk don't rally for another favorite!
Assuming we keep him as-is, does the wording for the two custom abilities (Skilled Tactician and Superior Deployment) looked okay? Does it follow official terminology as closely as possible?
What about the commander effect? I'll admit that I don't love it, but I think it's not terrible and helps balance the character. If someone had another idea, though, I'm all for thinking about it.
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Post by bountyhunter9 on Aug 13, 2010 22:28:11 GMT -5
Looking at the definitions again, Skilled Tactician should be reworded. It should specify "iniative" somewhere (I know MT doesn't, but with the current wording it almost sounds like you would choose who goes first on any roll). Also, should it be worded more like Master Tactican?: You automatically choose who goes first except on a roll of less than 11.
Also, the way Superior Deployment is worded, there seems to be a loophole. With its current wording, it will only come into play if your opponent can choose the number of characters they can activate in a phase. This means that it would only affect opponents who are using General Dodonna, Grand Moff Tarkin, Moff Veed, and I believe Mar Tuuk. As Ozzel and San Hill don't allow their player to choose how many characters they activate, SD wouldn't be able to affect them. At least that's what I get out of it. I don't really have any idea how to reword it, though.
As for the CE, I don't really like it either, but I'm not sure what else to suggest, other than something along the lines of GOWK's CE. Something like:
Mandalorian allies(followers?) get +4(+3?) defense while they have another Mandalorian ally within 6 squares.
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Post by surfrider56 on Aug 14, 2010 0:56:38 GMT -5
Perhaps a Squad power, like Firepower or Cover?
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Post by gwek on Aug 14, 2010 23:35:21 GMT -5
Can someone suggest better phrasing for the two custom abilities? I'm getting a little fried...
As for the CE, although I don't love it, in examining existing Mando CEs, I remember exactly why we did it: it synergizes with the CE from Mando the Ultimate.
Although I don't love it, I think it's somewhat appropriate to the character, so I'd be okay with keeping him as-is (with a little re-phrasing).
But if others want to change him, I'd probably be OK with that, too.
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Post by Dendrite on Aug 15, 2010 0:04:56 GMT -5
Reworded
Skilled Tactician (If you roll an 11 or higher for initiative, you automatically choose who goes first) Superior Deployment (If your opponent can choose how many characters to activate in a phase, you may have them activate their maximum number of allowable characters in that phase)
Should we worry about the fact that 'they' and 'their' are not grammatically correct in the given context?
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Post by gwek on Aug 15, 2010 22:02:32 GMT -5
How about:
Cassus Fett Cost: 33 Faction: Mandalorian Hit Points: 90 Defense: 20 Attack: 11 Damage: 20
Unique Double Attack Flight (Ignores difficult terrain, enemy characters, low objects, and pits when moving) Rapport (Mandalorians cost 1 less when in a squad with this character) Skilled Tactician (If you roll an 11 or higher for initiative, you automatically choose who goes first) Superior Deployment (Each phase, you may have your opponent active their maximum number of allowable characters, or 2, whichever is higher)
Commander Effect: Each Mandalorian ally that ends its move within 6 squares of this character can move 2 extra squares at the end of its turn.
By exerting control over the clans and providing a means of converting conquered cultures into Neo-Crusaders, Fett turned the Mandalorians into a war machine intent on galactic conquest.
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Post by Dendrite on Aug 16, 2010 9:52:24 GMT -5
that looks like it'll work
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Post by gwek on Aug 16, 2010 11:26:32 GMT -5
BH was the one who caught the inconsistencies first, I think, so let's see what he has to say.
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Post by bountyhunter9 on Aug 16, 2010 17:45:44 GMT -5
The rewords look good. I'm just curious, though: is Superior Deployment optional (to Cassus' player)? For instance, if my opponent is playing San Hill, can I have them activate just the one character, or would I have to have him/her activate two? If we don't want it to be optional, we could cut off some of the text from the ability.
As for the CE, I too forgot about the MtU synergy. This CE would work for me, but I have one suggestion that would synergize with MtU (not sure if it would suit Cassus though):
Mandalorian followers get +10 damage against adjacent enemies.
Any character with CF from MtU would benefit greatly, as would the rarely played Mandalorian Melee pieces. I like this CE just as much as the current one, but I wanted to throw an idea out there.
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Post by gwek on Aug 16, 2010 21:50:30 GMT -5
My intent was that Superior Deployment would be optional, but if you think that could cause problems or be unbalanced, I'm okay with changing it.
The way I saw it:
PHASE ONE:
Ozzel: I activate one ally. Cassus: No! You activate two!
PHASE TWO:
Ozzel: I activate one ally. Cassus: (pause) Yeah, okay.
As for the CE, I'm not opposed, but I think there was some concern expressed at one point about a damage booster for the Mandos. If folk like it, though...
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Post by bountyhunter9 on Aug 16, 2010 23:14:51 GMT -5
The only problem I see with Superior Deployment being optional is that it effectively gives the Mandos a Dodonna for the enemy. I believe the intention with SD was to level the playing field for the Mandos, in term of tempo control, not give them possibly one of the best tempo control pieces in the game. It wouldn't be the case all of the time, but it would be quite powerful. And only if specific pieces are in the enemy squad, which could be problematic.
Something like this is quite complex, and I'm still not sure just how effective it could be. Maybe the best course of action would be to simply force the opponent to activate two characters in each phase, but it's difficult to tell. What do others think?
CE: It would probably be a bit too much with what Cassus has and for the cost range we want to fit him in, yeah. I can't think of anything else to suggest, so we're probably going to have to go with the current one (which I'm fine with), unless we have more ideas.
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Post by gwek on Aug 17, 2010 8:26:51 GMT -5
I'm okay with the current CE. It's not glorious, but I think it synergizes pretty well within the faction. Even without ManUlt, it acts as a limited form of Mobile/Greater Mobile.
On Superior Deployment: if we're going to say "2 instead" it might be simpler to re-write it to say that activation-related abilities don't work?
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