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Subject: recovered topic 3624

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Fun Guy from Yuggoth

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Umass Amherst Baby!

05/14/2005 10:56 PM  
recovered topic 3624

Ash nazg durbatulûk, ash nazg gimbatul,
ash nazg thrakatulûk, agh burzum-ishi krimpatul

Fun Guy from Yuggoth

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05/14/2005 10:56 PM  
The people who I regularly play against don't realy like using her themselves. Looking at her stats on Shoebox I can see why, first off she is a character with +0 attack and Damage for 23 points. Her commander effect realy isn't all that it's cracked up to be either, you have a one in twenty chance of getting 20 point more of guys. It's not that likely to happen and it's not that many more points realy.
Her second ability is useless under most circumstances, sure the defeated follower gets an attack at +10 damage before dying. That's not going to mean much if the trooper in question has a low attack value say a Clone Trooper or a Alderan Trooper. If you are fighting against other weenie troopers, hey that might be okay but your +10 damage will generally get wasted. You want to be nailing the guys will more Hitpoints, unfortunatly they generaly also have a better defense. The fact that it has a range of six with her low defense(11) and low hitpoints(30) make her a poor choice in Skirmish.

Ash nazg durbatulûk, ash nazg gimbatul,
ash nazg thrakatulûk, agh burzum-ishi krimpatul

Sean-Khan
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05/15/2005 3:29 AM  
I think I might want to try her, that might be interesting. A clone trooper with commander has +9 attack, with 30 damage that's pretty dangerous. Naboo soldiers can work as bodyguards with another leader and have sniper... And Ki-Adi can help you get those reinforcements.

And of course you can lock yourself to a room with r2 and shoot enemy every 9h turn and come out once you have ot 5 reinforcements (Yuck! I hope I'll never have to play against player who would actually use that).

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Hero of the Force
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05/15/2005 11:58 AM  
Looks like she will soon be offered up then in hopes of trading for figs I could get more use of.

I love the reinforcement idea, but in a day of playing I know that i only roll a 20 on initiative once if that. It would be really cool in that one game, but in the others, not so much.

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MrWalrus
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05/15/2005 4:03 PM  
Mon Mothma is an exceptionally fun piece. Yes, her Republic Reserves ability doesn't come into play a lot, but when it does it's pretty significant. Her Commander Effect is also better than it seems. A Jedi within six squares getting a free attack for 30 damage on a character that has most likely already been roughed up fairly well is nothing to sneeze at.

I tend to use her with Senate Guards (at least two) and some of the cheaper Jedi. Lately I've been going with Saessee Tiin and Stass Allie, but Ki-Adi-Mundi and Plo Koon are also good choices.


Sean-Khan
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05/15/2005 4:55 PM  
Oh, and one more thing: This character allows you to choose the place to fight in, as well as San Hill if he's being used. Time is on your side, and if the opponent don't come to the place where you wish to fight, you're much more likely to get reinforcement.

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Fun Guy from Yuggoth

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Umass Amherst Baby!

05/15/2005 11:07 PM  
There is that, San Hill provides an additional benifit however. Given that you are only activating one figure per turn it's likely that you will run your opponent out of activations. I think with commanders like Mon Mothma and San Hill the trick is to find the right figures to give a good synergy with.

quote:
Originally posted by Sean-Khan

Oh, and one more thing: This character allows you to choose the place to fight in, as well as San Hill if he's being used. Time is on your side, and if the opponent don't come to the place where you wish to fight, you're much more likely to get reinforcement.


Ash nazg durbatulûk, ash nazg gimbatul,
ash nazg thrakatulûk, agh burzum-ishi krimpatul
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