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Imps Options
saeseetiin
Posted: Saturday, July 16, 2011 1:18:22 PM
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Joined: 5/8/2009
Posts: 585
Location: New York City
--kir's crew--
34 Kir Kanos
32 Thrawn (Mitth'raw'nuruodo)
31 Arica
28 Dash Rendar, Renegade Smuggler
23 Jarael
18 Arden Lyn
10 Jagged Fel
8 Mas Amedda
4 Gran Raider
3 Rodian Brute
9 Ugnaught Demolitionist x3

(200pts. 13 activations)


What does anybody think about the amount of activations I have here. Is it not enough for todays game?
Other comment are welcome
creme_brule
Posted: Saturday, July 16, 2011 3:32:27 PM
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Joined: 12/31/2009
Posts: 1,701
In a word, no. Everyone has tempo control; and the squads that don't have access to figures that can wipe out a bunch of acts in one turn (ex: Yobuck). Id suggest finding a spot for Ozzel or Tarkin :) And door control would be a huge plus IMHO (i.e: Lobot).
R5Don4
Posted: Sunday, July 17, 2011 1:19:14 AM
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Joined: 3/27/2008
Posts: 832
I think it is pretty good as is except it will get hosed by a Lancer. It should be able to hold it's own against Yobuck. If you take out Kir and Jar and put in Scourge you might have something to deal with that.

Arica is your activation control and the three Ugs should be able to work the doors if you are careful enough with them.
Qynst
Posted: Saturday, July 23, 2011 6:30:44 PM
Rank: AT-ST
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Joined: 3/9/2011
Posts: 56
Location: Portsmuth, UK
I agree with he consensus. 13 in todays game just doesnt cut it. You either have to go with 15-18 OR fill it up with guys who can clear out 2 or 3 guys ijn a go. The Imps have the means to do this, Personally Im a fan of choking runts out with vaders force choke from halfway across the board or using missiles from Dark Trooper III's. However, I do like the way you built the squad but No. You need more control in there. So many players are looking to control the pace of the game these days as the factions get more and more even it could easily come down to attrition with your sqaud.
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