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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 10/14/2008 Posts: 1,410 Location: Chokio, MN
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--Omega Squad-- 30 Republic Commando Training Sergeant 25 Republic Commando Niner 24 Republic Commando Atin 24 Republic Commando Darman 24 Republic Commando Fi 21 Admiral Yularen 19 Republic Commando - Boss 16 Republic Commando - Sev 5 Rodian Diplomat 10 Spaarti Clone Trooper Demolitionist x2
(198pts. 11 activations)
I just played this squad tonight and it performed very well, and was lots of fun. I'd like to see how this squad holds up to a Bastilla squad, seeing as all the commando's still gain Shields 2 and Synchronized Fire even with ABM active. Boss gives both Sev and Atin more range to use Accurate Shot. Atin's Final Shot is soooo very nice when paired with Boss's CE, cause he can shoot for 40, then finish for 70 against a activated target at 50hp (80dmg if a Order 66 combines fire). Fi & Darman both can shoot for 80 dmg and Niner can do 60. Sev can shoot for 40 with deadeye (twice with Boss's CE) and Boss can himself do a respectable 30 dmg. The RD is in there to make a barrier of sorts for Stealth on my commandos to work and for SS to not work within 6 squares. The commando's with Shields 2 are really hard to take out. Comments and suggestions for making a better squad would be appreciated.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 10/21/2008 Posts: 267 Location: E-town PA
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Final Shot and Deadeye only work on a characters 's turn, so you can use them with Boss's CE.
Otherwise, it looks like a fun squad, just be sure to protect the sergeant since he can go down easily against a squad with a deep strike capabiliy.
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Rank: Moderator Groups: Member
, Moderator
Joined: 8/9/2009 Posts: 1,935
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I'm a big fan of the Commandos so I like this. My only concern would be door control. Advanced Door Gimmick is great, but with only one activation for it, it isn't going to help too much. Lots of satchel charge which is great, I just think one more Override would really help.
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Rank: Moderator Groups: Member
, Moderator
Joined: 1/30/2009 Posts: 6,457 Location: Southern Illinois
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Hinkbert wrote:Final Shot and Deadeye only work on a characters 's turn, so you can use them with Boss's CE.
Otherwise, it looks like a fun squad, just be sure to protect the sergeant since he can go down easily against a squad with a deep strike capabiliy. I think what he means is to use the Boss's CE to take the first shot on something, then do Atin's turn. Could be tricky to set up prior to full engagement, but pretty effective when the brawl starts. I think R2 needs to be in there - not just for override. The possibility of towing to set up a final shot or a grenades 40 against a cluster is good threat, even if it only ends up being used to distract your opponent so you can do something else.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 10/14/2008 Posts: 1,410 Location: Chokio, MN
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I made a few changes to the squad to make it even more versatile and effective at countering top teir threats. It is as follows:
--Omega Squad 2.0-- 30 Republic Commando Training Sergeant 27 Lobot 25 Republic Commando Niner 24 Republic Commando Atin 24 Republic Commando Fi 21 Admiral Yularen 19 Republic Commando - Boss 16 Republic Commando - Sev 10 Spaarti Clone Trooper Demolitionist x2 4 Peace Brigade Thug
(200pts. 11 activations)
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