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Old Republic Cannon (need help) Options
AdmiralAckbar
Posted: Wednesday, June 9, 2010 2:05:07 AM
Rank: Advanced Bloo Milk Member
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Joined: 4/16/2008
Posts: 286
I need some advise on what to fill in for 200pt squad. This is what I have so far. Atton is my cannon and can do up to 160 damage on a unique force user, or can twin and move out of line of sight. Lord Hoth allows Atton to move into position while he keeps his twin/doubleand plus if someone takes atton down they just give Lord hoth twin. Juggernauts help prevent overide. Wicket stays near Lord hoth to give help give him +4 attack. If someone decides to kill wicket then Lord Hoth gets twin.

Here is what I am thinking I could add either Mira for another cannon, Jedi Exile to pump up atton and lord hoth, or run a couple of Jedi Battlemasters? Let me know what you guys think.


44 Lord Hoth
26 Atton Rand
32 Juggernaut War Droid x2
13 Czerka Scientist
8 Wicket

(123pts. 6 activations)
adidamps2
Posted: Wednesday, June 9, 2010 2:45:20 AM
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Joined: 7/7/2009
Posts: 224
what about Cay Qel-Droma...can help repair droids, chance to have enemy who defeats hom join your side and still provides Hoth with the twin when he Cay is defeated...
ChadB
Posted: Wednesday, June 9, 2010 3:21:30 AM
Rank: Advanced Bloo Milk Member
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Joined: 1/24/2009
Posts: 154
Location: Seattle
Just a thought, but one of my favorite gimicks with Lord Hoth is to use Lobot and have Wicket be one of my reinforcements. That way you are either getting traps, or they kill Wicket (for 0 points!) and activate twin. Or you're me, and you put Lobot in a spot where he gets sniped first round. You slap your forehead for losing 27 points, but soften the blow by convincing yourself it was worth it to get twin...

I'd put in the Exile to pump your cannon up even more.
Jonnyb815
Posted: Wednesday, June 9, 2010 3:44:44 AM
Rank: Advanced Bloo Milk Member
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Joined: 10/28/2008
Posts: 606
well you have to have the dash/Atton combo they just work together to well. Or you can do TBSV but they dont get to use Hoths CE. I think you only need one Jug.
you need to have some Melee attackers in some JBM,Watchman,or some fringe jedi.

AdmiralAckbar
Posted: Wednesday, June 9, 2010 4:04:35 AM
Rank: Advanced Bloo Milk Member
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Joined: 4/16/2008
Posts: 286
Great! I took some suggestions and filled out the squad. What do you guys think of this? I'm not sure if I should drop the Juggernaut for two R7's and get triple overide?

--Old Cannon--
44 Lord Hoth (Beatstick) CE helps Atton get all of his attacks or get out of LOS
28 Cay Qel-Droma (cheap beatstick) Oppurtunity to bring a unique enemy to the team.
27 Jedi Battlemaster (cheap beatstick)
27 Lobot (Overide)
26 Atton Rand (Main Cannon) Boosts Hoth if killed
16 Juggernaut War Droid
13 Czerka Scientist
14 Ugnaught Droid Destroyer x2 (kills droids) Twin with Jolt to help pin somebody down
5 Caamasi Noble

Preferred Reinforcements:
(Lobot) 8 Wicket (gives +4 traps) Boosts Hoth if Killed
(Lobot) 6 Mouse Droid x2
(Lobot) 6 Ugnaught Demolitionist x2

(200pts. 15 activations)
adidamps2
Posted: Wednesday, June 9, 2010 4:15:11 AM
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Joined: 7/7/2009
Posts: 224
I like the Jug becasue it is a decent shooter piece and is multi funtional piece...with Flight, mobile, sonic stunner and shatter beam...I think it is a well used piece in your squad.
Weeks
Posted: Wednesday, June 9, 2010 6:32:14 AM
Rank: Advanced Bloo Milk Member
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Joined: 7/23/2009
Posts: 1,195
me id work in the Jedi Instructor and Exile over Hoth. Exile can cancel the every popular Lightsaber Assault being thrown around and triple on atton is good even if he doesnt get the twin. With exile you can also add in 1-2 TBSV's to be your opp shooters(who get twin from czerka too.) then fill it out with either cay/JBM and lobot.

Thats how i run atton, mainly cause if comes down to Hoth or Exile ill take Exile and her Sweet CE every time. Also with Instructor you get mobile on your jedi and atton which is just cool.
Falconjo
Posted: Wednesday, June 9, 2010 6:56:57 AM
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Joined: 9/9/2009
Posts: 106
Im a fan of Visas Marr in my OR cannon. The extra hp with Atton really makes the difference and the force sense makes it worth the extra points over the Houjix
AdmiralAckbar
Posted: Wednesday, June 9, 2010 11:43:24 PM
Rank: Advanced Bloo Milk Member
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Joined: 4/16/2008
Posts: 286
I am starting to lean toward the Jedi Exile due to her commander effect. I don't have her yet but I can maybe borrow one from someone at my LGS this weekend. This is what I have so far.

--Old Cannon--
49 The Jedi Exile
27 Jedi Battlemaster
26 Atton Rand
36 Twi'lek Black Sun Vigo x2
16 Juggernaut War Droid
13 Czerka Scientist
21 Ugnaught Droid Destroyer x3
9 Mouse Droid x3
3 Ugnaught Demolitionist x1

(200pts. 14 activations)

I removed Lord Hoth and Lobot in exchange for Jedi Exile and some TBSV.
So Ugnaught Droid Destroyers can attack up to 4 times at +8 and have a chance to jolt somebody. TBSV can do up to 120 damage each with double/twin oppurtunist +20. Jedi BattleMaster is a beast with triple attack, and the atton cannon can possibly do up to 240 damage with triple/twin cunning & Jedi Hunter. I know that will only come up some times. I think the Exile will work better in this squad because she gives allies extra attack.
kalos
Posted: Thursday, June 10, 2010 7:19:37 AM
Rank: Hailfire Droid
Groups: Member

Joined: 6/17/2008
Posts: 36
Location: Canton, OH
I've had some fun with this one. I like using Hoth to position Atton for his attacks or after a twin for a poor man's mobile. Visas definitely keeps him alive longer.

--OR200: Atton of Hoth (MotF)--
49 The Jedi Exile
44 Lord Hoth
29 Visas Marr
26 Atton Rand
16 Juggernaut War Droid
13 Czerka Scientist
8 Wicket
9 Mouse Droid x3
6 Rodian Brute x2

(200pts. 12 activations)
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