Post by Zuty on Nov 6, 2015 12:22:26 GMT -5
General Airen Cracken
(((NEW REPUBLIC)))
Cost: 34
HP: 60
Def: 17
Atk: +8
Dmg: 10
Special Abilities:
Unique
Crack Gunner +10
Relay Orders
Counterintelligence (Enemy commander effects and special abilities that alter initiative or alter the number of activations per phase are suppressed.)
Commander Effect:
Allied commanders gain Relay Orders.
=======================
The first figure I wanted to make was someone who would put an end to Master Tactician and tempo control. The head of New Republic Intelligence sounded like the perfect candidate.
I thought of making 'Counterintelligence' just stop modifications to initiative or just stopping tempo control, but the two together just seemed so much better and made more sense. Keeping that in mind, I did weight it very high when I ran the cost calculation.
He's got Crack Gunner +10, because he's the guy who manned the turret on the Falcon during the Battle of Endor. I wanted to give him something useful in battle since he isn't afraid to get right into the thick of it and this seemed like a good choice.
His commander effect, while really good, is no substitute for 'Booming Voice'; which was intended. Being able to count all your limited ranged commander effects from any commander is awesome and helps to show how coordinated he was even in the fray of battle. I of course also weighted this very high when I ran the cost calculation.
Cost Calculation:
+4 (Base Cost)
+5 (HP)
+3 1/3 (Def)
+2 2/3 (Atk)
+1 (Crack Gunner)
+4 (Relay Orders)
+10 (Counterintelligence)
+10 (Commander Effect)
Total: 40
-15% (Unique)
Final Total: 36
This might be too high or it might be just right, but I certainly don't think it's too low. If I had to adjust his final cost I'd make him at the lowest 32 points, but I'd like to hear what everyone else thinks.
~Zuty
(((NEW REPUBLIC)))
Cost: 34
HP: 60
Def: 17
Atk: +8
Dmg: 10
Special Abilities:
Unique
Crack Gunner +10
Relay Orders
Counterintelligence (Enemy commander effects and special abilities that alter initiative or alter the number of activations per phase are suppressed.)
Commander Effect:
Allied commanders gain Relay Orders.
=======================
The first figure I wanted to make was someone who would put an end to Master Tactician and tempo control. The head of New Republic Intelligence sounded like the perfect candidate.
I thought of making 'Counterintelligence' just stop modifications to initiative or just stopping tempo control, but the two together just seemed so much better and made more sense. Keeping that in mind, I did weight it very high when I ran the cost calculation.
He's got Crack Gunner +10, because he's the guy who manned the turret on the Falcon during the Battle of Endor. I wanted to give him something useful in battle since he isn't afraid to get right into the thick of it and this seemed like a good choice.
His commander effect, while really good, is no substitute for 'Booming Voice'; which was intended. Being able to count all your limited ranged commander effects from any commander is awesome and helps to show how coordinated he was even in the fray of battle. I of course also weighted this very high when I ran the cost calculation.
Cost Calculation:
+4 (Base Cost)
+5 (HP)
+3 1/3 (Def)
+2 2/3 (Atk)
+1 (Crack Gunner)
+4 (Relay Orders)
+10 (Counterintelligence)
+10 (Commander Effect)
Total: 40
-15% (Unique)
Final Total: 36
This might be too high or it might be just right, but I certainly don't think it's too low. If I had to adjust his final cost I'd make him at the lowest 32 points, but I'd like to hear what everyone else thinks.
~Zuty