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Originally Posted by MattserTruckRally
Congratulations Jexik on taking over the reigns and stirring up more controversy! It's been left in good hands and I'm looking foward to seeing how it develops.
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Thanks!
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Originally Posted by dok
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Originally Posted by Jexik
Kumiko- Kumiko is a little too weak and situational to be a tournament favorite. Her special attack is extremely limited in its range and scope. Her defense is nice, but she suffers from Tornak-Brunak tri-vitality syndrome. She might be the best non-10 point female ninja yet though. B-
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You've caught some guff for this one, but I've got your back. If you want to play 'trons at 540 points and you think you're going to see lots of rats, she's a good pickup. I wish her special let her move one more space, but aside from that I think she's a well-designed figure.
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I'm actually going to flip-flop on this one. She's a C+ now. Once I moved Jotun and some of the others down, she doesn't seem like B material to me.
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Originally Posted by 1Mmirg
So, I have to say, I'm curious to see what will happen to the A+ category. Seems like you've made a lot of posts in the past about that category, Jexik, and ways to reconceive it. Hmm. What may come....
I will miss having SP doing this, but Jexik you are definitely the top of the list to keep this going.
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Quote:
Originally Posted by Matthias Maccabeus
I'm glad to see the power of melee getting a rise in the rankings with The Orcs, SB, Dwarves, and even Caps. Now that Spider is out, maybe I can finally get the knights to A+ where they belong.
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After seeing
Hendal do so well with 7x Stingers + Raelin two years running, I'd be stupid to drop them down to A. They just don't have any terrible matchups, and are very flexible when it comes to army drafting.
Likewise for the 4th Mass. Anyone who actually plays them always seems to do well. I'm pretty sure that they were Mattser's only Day 1 loss at least one of the years that he won it all, maybe even both times.
That's part of the reason I didn't feel so bad about bumping up a lot of other decent squads. The relative power difference is still there.
However, I'm going to add a unit to the A+ category, now that you mention it.
Spoiler Alert!
SIR GILBERT!
People often wonder how a Champion or synergy-filled unit can be ranked above the squad, and this is how. I think he's the main reason that the Knights are as playable as they are.
1. Solid defensive stats. If he serves as a distraction, he's better than Raelin. If he does not, well...
2. Jandar's Dispatch. This ability is simply incredible, and feels nearly broken half the time. You can use it to ford rivers, move off lava on the third turn, try for 'free' disengagements, move onto glyphs without giving up attacks, adjust repulsors or 4th Mass for future WtFs, add variable movement to Knights to engage ranged figures such as the Krav, put your bonding squads onto roads prior to their own movement, move a figure adjacent to jungle, put Dzu-teh next to glaciers, add reinforcements, etc. It's possibly the most far-reaching special power in the game.
3. Bonding He'd be kind of useless if he didn't bond, but he does!
4. Attack Aura It works for any figure with a range of 1. For the typical squad armies that he leads, this can be the difference between killing Q9 and flailing harmlessly against his armor.
5. He's Valiant. He's one of the few figures that you'll actually willingly put in a 4th Mass army (if Knights are around as well).