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Mando Squad...attempt Options
Rytek
Posted: Wednesday, January 27, 2010 5:02:05 AM
Rank: Quarren Assassin
Groups: Member

Joined: 1/8/2010
Posts: 12
Location: Malta, Europe
I have tried to use the advice given to me by many of you but I know for sure that I've overlooked something.
As someone already posted as a comment on this squad, Lando is the to give Mobile Attack. I don't have a TBSV, although I'd love one but I still see Lando as a bit weak and not offering much. I do have a BBSV but that wouldn't help I think as none have stealth to gain evade.
Any other ideas anyone?


--Mando Squad 1--
57 Boba Fett, Mercenary Commander
23 Lando Calrissian, Hero of Taanab
22 Rodian Hunt Master
38 Mandalorian Scout x2
34 Mandalorian Gunslinger x2
15 Lobot, Computer Liaison Officer
10 Rodian Trader

Preferred Reserves:
(Lobot, CLO) 14 Chiss Mercenary
(Lobot, CLO) 8 Abyssin Black Sun Thug
(Lobot, CLO) 8 R7 Astromech Droid

(199pts. 9 activations)
spryguy1981
Posted: Wednesday, January 27, 2010 5:13:37 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 2/16/2009
Posts: 1,485
I would go with the Mandalorian Commander over Lando any day of the week honestly. I would also work in the Mandalorian Captain for the Twin attack. Even if you remove the mobile attack, the twin attack is far more valuable than Lando's CE. I would also drop the Rodian Hunt Master because you have to remain stationary for his CE to go off anyways, by dropping Lando, the Hunt Master, and probably the trader too, you can add the Commander and the Captain as well as 2 mouse droids. And if you really wanted to play the Hunt Master, you could always bring him in via CLobot's Reserves. That's my take on it.
Rytek
Posted: Wednesday, January 27, 2010 5:34:32 AM
Rank: Quarren Assassin
Groups: Member

Joined: 1/8/2010
Posts: 12
Location: Malta, Europe
I don't have either the Mando Commander or Captain. I have seen their stats and I would replace Lando and the RHM straight away. I don't have mouse droids either. :(
swinefeld
Posted: Wednesday, January 27, 2010 6:04:24 AM
Rank: Moderator
Groups: Member , Moderator

Joined: 1/30/2009
Posts: 6,457
Location: Southern Illinois
I agree with spryguy.

If you have these pieces, here is another suggestion:

Drop Lando, Huntmaster, and Trader, for a Mando Quartermaster, 2 Human Bodyguards, and the R7 droid (you need it in your main squad for sure). I think that fits as you have a spare point in your current build.

The quartermaster will make your shooters much more reliable, and can hold off melee pieces that get in your face if need be.

If you don't have a QM, (or say, Jolee Bindo), I would suggest a Czerka Scientist and a Mando Commando (again, if you have them). That would give you another shooter and possibly double the amount of shots from your GS's and Scouts if you can position well enough. That might be a better option even if you do have a QM....

The bodyguards can be put with the Gunslingers so they will last longer while standing still, and can also support Lobot, so you can attempt a Recon or two for his reserves. If you roll the 11 you can bring in the Trader and some other support. Maybe Camasi Nobles for mobile cover for the Scouts.

Sorry you don't have any Mouse Droids. Sad
Rytek
Posted: Wednesday, January 27, 2010 6:27:10 AM
Rank: Quarren Assassin
Groups: Member

Joined: 1/8/2010
Posts: 12
Location: Malta, Europe
At last a piece that I do have....the Czerka Scientist!!!
I don't have the Mando Commando but I do have a Supercommando.
Instead of editing I made a new Squad
--Mando Squad 2--
57 Boba Fett, Mercenary Commander
23 Mandalorian Supercommando
38 Mandalorian Scout x2
34 Mandalorian Gunslinger x2
15 Lobot, Computer Liaison Officer
13 Czerka Scientist
11 Human Bodyguard
8 R7 Astromech Droid

Preferred Reserves:
(Lobot, CLO) 25 Bossk, Bounty Hunter
(Lobot, CLO) 5 Bespin Guard

(199pts. 10 activations)

I guess I added Bossk as I really like him although that doesn't mean he's the best choice in the reserves.
Btw...I only have one Human Bodyguard.
swinefeld
Posted: Wednesday, January 27, 2010 7:30:26 AM
Rank: Moderator
Groups: Member , Moderator

Joined: 1/30/2009
Posts: 6,457
Location: Southern Illinois
Cool, that is a nice improvement BigGrin

You have some good things working now:

Gunslingers/Czerka combo - Double/Twin +13/20d against UNactivated

Scout/Czerka combo - GMA Double/Twin +12/20 against activated
they can mobile out of cover to within 6 of Czerka, then back.

Supercommando within 6 of Boba = one shot kill R2 Astromech if you can get LOS Sneaky

Boba/Czerka combo - Cunning/possible-Jolt two different targets, or both shots on one if first Jolt save is made (or it will die)

With no mouse droids, the tricky thing will be positioning Boba so the right shooters are getting accurate at the right times. If you can make that work, you should be able to put up a good fight.

That said, if you can get a TBSV and 2 mouse droids, swap out the Super for those and this squad will reach the next level as the GS's will have GMA also.

Watch out for direct damage abilities. If possible, don't keep your shooters adjacent to each other, and use the bodyguard wisely. Hopefully the GS's will make some of their evade rolls if they get shot.

Have fun!
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