blackbeltzman wrote:thanks a lot! what do you think about the mando squad?
I think, at the least, you should drop one of the cheaper attackers, and bring in some more fodder like Mouse Droids, Ugnaughts, and R7s, so you have some door control and more activations. I don't think the Commander Effects of Mandalore the Indomitable and the Mandalorian Commander work that well together, so I don't think having them in the same squad is helpful, while they're both quite expensive for what they bring to the table.
- the Mandalorian Commander works well with pieces with a single attack (or a twin attack with no double) so they can move and still use all their attacks. It does works well with the Mandalorian Supercommando, as you've done.
- Mandalore the Indomitable works well with pieces that can move and then make all their attacks; like pieces with Greater Mobile Attack, like the Scouts, although sometimes the Scouts are better to sit back and make their attacks with Cloaked.
My idea of a good Mando squad before the v-sets looks something like this squad, which someone else made:
http://www.bloomilk.com/Squad/68925/balanced-mandos--balanced mandos--
26 Mandalorian Quartermaster
23 Mandalorian Captain
57 Mandalorian Scout x3
18 Twi'lek Black Sun Vigo
51 Mandalorian Gunslinger x3
8 R7 Astromech Droid
12 Mouse Droid x4
3 Ugnaught Demolitionist
(198pts. 15 activations)
The Gunslingers and Scouts are good attackers, and the Quartermaster and Captain help them out by upping their attacks and giving them twin. It's a good squad, and does really well against some things - the problems it has, which the v-sets have addressed somewhat, are:
i) A Lancer can just strafe through and kill everything pretty easily
ii) You can get out-activated easily by squads with tempo control, and you can get out-maneuvered since you don't have any movement breakers.