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  #253  
Old June 3rd, 2009, 02:27 PM
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Re: Omicron Repulsors

It occurs to me that Q10 and his four dice attacks just got a bump vis-a-vis Q9 and his three dice attacks when it comes to facing a unit that can shut you down if you miss.

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  #254  
Old June 3rd, 2009, 02:35 PM
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Re: Omicron Repulsors

Quote:
Originally Posted by Jandarforever View Post
Quote:
Originally Posted by ParaGoomba Slayer View Post

Not to mention these things aren't that bad on their own. You use one squad to get the targeting adjacency bonus, and another to get height. That's 3 attack at 7 range right there.
I don't think that's going to be possible. With a height of 3, and no climb, the Repulsors will not be getting the high ground easily. That's the one thing I'm really upset about with them. Their stats are awesome and I think that they are an excellent little squad, but I'm just wondering how in the world am I going to use them when a lot of the time they won't be able to get anywhere.
This just got me thinking, I know I should know the answer to this by now but I'm not sure.

If I have a Repulsor on the hex next to an enemy unit but they are not engaged (because of the Repulor's height) would still get the homing beacon bonus right? Even when there's a castle wall section involved? And when it has battlements?

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  #255  
Old June 3rd, 2009, 02:36 PM
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Re: Omicron Repulsors

Quote:
Originally Posted by Xn F M View Post
Quote:
Originally Posted by Jandarforever View Post
Quote:
Originally Posted by ParaGoomba Slayer View Post

Not to mention these things aren't that bad on their own. You use one squad to get the targeting adjacency bonus, and another to get height. That's 3 attack at 7 range right there.
I don't think that's going to be possible. With a height of 3, and no climb, the Repulsors will not be getting the high ground easily. That's the one thing I'm really upset about with them. Their stats are awesome and I think that they are an excellent little squad, but I'm just wondering how in the world am I going to use them when a lot of the time they won't be able to get anywhere.
This just got me thinking, I know I should know the answer to this by now but I'm not sure.

If I have a Repulsor on the hex next to an enemy unit but they are not engaged (because of the Repulor's height) would still get the homing beacon bonus right? Even when there's a castle wall section involved? And when it has battlements?
No, because they are not adjacent.

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  #256  
Old June 3rd, 2009, 02:39 PM
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Re: Omicron Repulsors

Quote:
Originally Posted by Jexik View Post
Quote:
Originally Posted by Andrew View Post
If I was going to GenCon, I would love to have to have some Repulsors in my "Heat of Battle" army.

I would think already having your opponets soulborgs swarmed with repulsors on the first turn would be hard to counter.

They may make the Major's almost unplayable in "Heat of Battle" games.
I'm not so sure about that. The dominant metagame feature in the Heat of the Battle is non-soulborg bonding melee squads. I doubt many people will play Repulsors. If they do, they'll lose.
I think that this is a great point that I missed the first time I looked at the repulsors. I thought that they would be in every tournament army. Although the repulsors test well against soulborgs, they're not very good against 4th Mass, 10th Reg., Stingers, Knights, etc. As such, they probably won't make it to many tournament armies. They will be a widely used counter-draft for use in home games.
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  #257  
Old June 3rd, 2009, 02:41 PM
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Re: Omicron Repulsors

Quote:
Originally Posted by Aldin View Post
It occurs to me that Q10 and his four dice attacks just got a bump vis-a-vis Q9 and his three dice attacks when it comes to facing a unit that can shut you down if you miss.

~Aldin, still trying to figure it all out
True, but his machine pistol loses out, which means he will have to get even closer to the Repulsors to kill them.

Nilfheim looks way better than either of them to me now.

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  #258  
Old June 3rd, 2009, 03:38 PM
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Re: Omicron Repulsors

Quote:
Originally Posted by Aldin View Post
It occurs to me that Q10 and his four dice attacks just got a bump vis-a-vis Q9 and his three dice attacks when it comes to facing a unit that can shut you down if you miss.

~Aldin, still trying to figure it all out
Also, Q9's higher defense isn't much help against Repulsors since circuitry overlord ignores defense. The repulsors seem to hurt Q9 quite a bit more then Q10.
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  #259  
Old June 3rd, 2009, 04:01 PM
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Re: Omicron Repulsors

Quote:
Originally Posted by kpotassiumk19 View Post

I thought it might be worth a shot to try somethig different. That would be pretty cool though:

"Yes a ten!"

"What? I thought Zetacron only had an attack of 2?"

"Yeah, it does. Then you take into account that there 3 repulsers at your door, Zetacron has deadly accuracy that is so accurate its hits are double, Finn has sacrificed himself, and Zetacron is aiming down."

"Ummmm... Yeah, I guess... I lost you after the repulsors."

Are you adding 3 possible attack dice for Zetacron from the repulsors? I don't think homming beacon stacks. It says add one if "at least one" repulsor is adjacent to the defending figure. It doesn't say add one for each repulsor adjacent.


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  #260  
Old June 3rd, 2009, 04:16 PM
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Re: Omicron Repulsors

Quote:
Originally Posted by Obsidian View Post
Quote:
Originally Posted by kpotassiumk19 View Post

I thought it might be worth a shot to try somethig different. That would be pretty cool though:

"Yes a ten!"

"What? I thought Zetacron only had an attack of 2?"

"Yeah, it does. Then you take into account that there 3 repulsers at your door, Zetacron has deadly accuracy that is so accurate its hits are double, Finn has sacrificed himself, and Zetacron is aiming down."

"Ummmm... Yeah, I guess... I lost you after the repulsors."

Are you adding 3 possible attack dice for Zetacron from the repulsors? I don't think homming beacon stacks. It says add one if "at least one" repulsor is adjacent to the defending figure. It doesn't say add one for each repulsor adjacent.
I think he's saying Attack 2 +1 (Homing Beacon) +1 (Finn) +1 (Height) is 5 dice. If you roll 5 skulls, they would count as 10 (Deadly Shot).

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  #261  
Old June 3rd, 2009, 05:15 PM
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Re: Omicron Repulsors

...and that's just sick.

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  #262  
Old February 6th, 2011, 09:23 PM
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Re: Omicron Repulsors

OMG! i just played against my brother using these guys and they killed his Q9 in one turn! (3 circuitry overload plus attack). Luckiest shakes ever!!
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  #263  
Old February 6th, 2011, 10:05 PM
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Re: Omicron Repulsors

Quote:
Originally Posted by Siggurd The Frost Giant View Post
OMG! i just played against my brother using these guys and they killed his Q9 in one turn! (3 circuitry overload plus attack). Luckiest shakes ever!!
Nice. I've been playing these guys for essentially the first time for my Omegacron playtests, and I can certainly say I have a newfound respect for their skills.
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  #264  
Old February 6th, 2011, 11:22 PM
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Re: Omicron Repulsors

Quote:
Originally Posted by Siggurd The Frost Giant View Post
OMG! i just played against my brother using these guys and they killed his Q9 in one turn! (3 circuitry overload plus attack). Luckiest shakes ever!!
I love the Repulsors as much as anybody... but you only get one Circuitry Overload per adjacent soulborg per turn. Sorry.

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