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STAP through walls Options
kezzamachine
Posted: Tuesday, April 2, 2013 3:03:34 PM
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http://www.bloomilk.com/Squad/127408/walks-through-walls

Sharron and I came up with this while we were riffing about squads the other day. He's run it and said it is pretty scary. Dr Daman faced it and he said its pretty scary. I co-created it and I'm pretty scary (although that may be a different thing we're talking about).

I'm not convinced about the complete makeup of the filler, but I think this is pretty good. STAP strafe through walls? I like.
sharron
Posted: Thursday, April 4, 2013 5:02:40 PM
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Loved it Kez :D I brought in dr E.
juice man
Posted: Thursday, April 4, 2013 5:49:48 PM
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Haven't been able to run my version, yet.Unsure
http://www.bloomilk.com/Squad/126770/ghosts-in-the-walls
Dark temptation scares me. (on both sides)
knappskirata
Posted: Thursday, April 4, 2013 6:24:47 PM
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What if you used Foul Moudama? Both use force phase, then on AniStap's next turn he uses it again
Galactic Funk
Posted: Thursday, April 4, 2013 6:37:46 PM
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knappskirata wrote:
What if you used Foul Moudama? Both use force phase, then on AniStap's next turn he uses it again


Foul wouldn't be able to carry him through a wall so they would both have to use it independently just to get into position. In the end the benefit you could receive is probably pretty situational. AniSTAP has plenty of movement as is. Doombot can tow him 12 then move 16 via the Klat. Capt, a total of 28 with flight and phasing and strafing for those final 16 squares.
AndyHatton
Posted: Thursday, April 4, 2013 6:46:44 PM
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Galactic Funk wrote:
knappskirata wrote:
What if you used Foul Moudama? Both use force phase, then on AniStap's next turn he uses it again


Foul wouldn't be able to carry him through a wall so they would both have to use it independently just to get into position. In the end the benefit you could receive is probably pretty situational. AniSTAP has plenty of movement as is. Doombot can tow him 12 then move 16 via the Klat. Capt, a total of 28 with flight and phasing and strafing for those final 16 squares.


Foul can carry people through walls with Master Lift and Force Phase

http://www.bloomilk.com/Forums/default.aspx?g=posts&t=12260
Galactic Funk
Posted: Thursday, April 4, 2013 8:25:38 PM
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Wow. Guess I missed that one. I never would have guessed that. Still I think I would rather roll w/ doombot. You can get him and Coleman for the price of Foul.
qvos
Posted: Saturday, April 6, 2013 8:39:31 AM
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Great squads to run guys. Im going to give these and other ideas based on this a try!
knappskirata
Posted: Saturday, April 6, 2013 9:05:40 AM
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Galactic Funk wrote:
Wow. Guess I missed that one. I never would have guessed that. Still I think I would rather roll w/ doombot. You can get him and Coleman for the price of Foul.
If you modified the squad a little, you could probably use both, for two different characters
Galactic Funk
Posted: Saturday, April 6, 2013 4:22:34 PM
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knappskirata wrote:
Galactic Funk wrote:
Wow. Guess I missed that one. I never would have guessed that. Still I think I would rather roll w/ doombot. You can get him and Coleman for the price of Foul.
If you modified the squad a little, you could probably use both, for two different characters


Yes you could. But what do you want to drop to add him? I think you would have to lose Lobot and since your tech options take a hit in that scenario you may also need to drop Coleman and the uggies and have 24 points to work with if my math is correct.

You can't drop Ferus imo because the Dark Temptation option w/ his twin and movement could be absolutely devastating to some squads.

The Klat Cpt is critical for his movement as is The Dark Woman for phasing.

I'm sure Foul could be huge in certain circumstances but for me I just don't want to give up Lobot and the options he could bring in.
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