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IMHO.....every squad needs.................. Options
jak
Posted: Wednesday, June 15, 2011 12:53:34 AM
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Location: Beggers Canyon Tatooine
What is the SA, and/or CE that you include in most, if not all you squads?


ThumpUp for me it's Accurate Shot aka AS.
not only can it target stealth figures, but it is also very handy in having a way to inflict some damage to any commanders you may be facing.
that's why I try to put at least on character with As in my squads.


Blink HOW ABOUT YOU?Confused
Demosthenes
Posted: Wednesday, June 15, 2011 12:55:51 AM
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I like Evade with free rerolls from Leia Skywalker. =)
cicrush13
Posted: Wednesday, June 15, 2011 12:59:00 AM
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Override/satchel charge
swrogue57
Posted: Wednesday, June 15, 2011 1:45:36 AM
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Location: Dumfries, VA
I agree with cicrush13! Override and Satchel Charge are probably the two most important SAs I make sure to have in my squad. I would probably have to give the edge between those two to Satchel Charge though. Even if you have Override, there is always ONE door that you need open for the rest of the game no matter what.

Roy (drkjedi35 on swmgamers.com)
SquelchDog
Posted: Wednesday, June 15, 2011 2:09:00 AM
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Location: New York, Albany Just south of Darth Maul's House
I'm with jak on this one. Accurate Shot is a must have for me. ThumpUp
creme_brule
Posted: Wednesday, June 15, 2011 4:42:52 AM
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In a broad sense; all my squads have at least one commander. You cant really make a vialble squad without one.

To be more exact (but still broad) all my squads have at least one mid- or high-beatstick. Likewise; all my squads have at least one 'options' or shooter piece.

I agree with cricrush Override/Satchel is a must. If not one than at least the other. AS is almost essential; but certain squads IMHO do not really need it (B&B squads; swap squads...SS squads...etc.).
creme_brule
Posted: Wednesday, June 15, 2011 4:45:47 AM
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In a broad sense; all my squads have at least one commander. You cant really make a vialble squad without one.

To be more exact (but still broad) all my squads have at least one mid- or high-beatstick. Likewise; all my squads have at least one 'options' or shooter piece.

I agree with cricrush Override/Satchel is a must. If not one than at least the other. AS is almost essential; but certain squads IMHO do not really need it (B&B squads; swap squads...SS squads...etc.).
Weeks
Posted: Wednesday, June 15, 2011 5:11:14 AM
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#1. Satchel charge
#2. Swap or levitation

If not those two then I'm probably running lancer so pawn of the dark side would be #3.
spryguy1981
Posted: Wednesday, June 15, 2011 6:57:39 AM
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1. Override, Hands down.
2. Satchel Charge, close second but generally all the uggies die in one gallop or strafe
Sashlon
Posted: Wednesday, June 15, 2011 7:13:19 AM
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1. Satchel Charge
2. Movement Breaker (Swap, Levitate, etc)
3. Override

If you use the first 2 very well, you can survive without the 3rd. Most of us (me included) don't use the first 2 well enough, so all 3 are must-haves for a successful squad design.
swinefeld
Posted: Wednesday, June 15, 2011 7:13:21 AM
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Unique. It's extremely rare that I don't use at least one, if not several Unique characters. Tongue

Seriously though, probably Override, then Satchel.

Mobile and/or Stealth are fairly frequent choices. I do like having an Accurate shooter when I can fit one in.
juice man
Posted: Wednesday, June 15, 2011 9:52:01 AM
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Location: Akron Ohio, just south of dantooine.
%#&**^$ Jawa Scavengers. (I'm lookin at YOU jak)
jak
Posted: Wednesday, June 15, 2011 11:51:44 AM
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juice man wrote:
%#&**^$ Jawa Scavengers. (I'm lookin at YOU jak)


well,.... they do have AS
TheHutts
Posted: Wednesday, June 15, 2011 12:57:42 PM
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Location: The Hutt, New Zealand
It's not totally centered around Special Abilities, but it's important to bear Tempo Control is mind - you do need to have an answer to, for example, a Rebel squad with Dodonna, lots of activations, Han, and Leia, where Han hits you for 90 unanswered points at the end of each round.

Special Abilities/other things that might help:
i) your own Special Ability that helps with tempo control (and plenty of activations)
ii) another SA that helps counter it - eg strafe, blaster barrage, galloping attack
iii) a Force Power that counters it (like Bastila Shan)
iv) a strategy that allows you to survive getting outactivated and damaged with no chance to hit back.
kalos
Posted: Thursday, June 16, 2011 11:51:01 PM
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Location: Canton, OH
Speaking of door control... every OR squad of mine has a Juggie. I love me some shatter beam. It's probably my favorite SA in the game.
jak
Posted: Saturday, June 18, 2011 12:04:26 AM
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eh-eh...thet're like uggies with rangeScared

I like to override, then AS some poor SOHSneaky (son of a Hutt)
swmtrader
Posted: Saturday, June 18, 2011 6:12:01 AM
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booming voice?
wannabe mexican
Posted: Saturday, June 18, 2011 8:03:47 AM
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Sashlon wrote:
1. Satchel Charge
2. Movement Breaker (Swap, Levitate, etc)
3. Override

If you use the first 2 very well, you can survive without the 3rd. Most of us (me included) don't use the first 2 well enough, so all 3 are must-haves for a successful squad design.


Yeah I try and have these three in every squad. Although the Vong can survive ok without a movement breaker. ALthough if you steal Swap with the Yammosk, fun times await.BigGrin
cmears
Posted: Saturday, June 18, 2011 11:30:25 AM
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Joined: 1/25/2011
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My top 3 used SA/CE is.

1. Relay Orders or Booming Voice
2. Overide
3. Some form of ATT and DEF bonus.

This is just based on the type of squads I usually build, but I'm really starting to expand my bases so that I can use as many of my figures as possible.
Rikalonius
Posted: Saturday, June 18, 2011 11:37:48 AM
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Joined: 9/20/2010
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Overrride, relay orders, and I love me some accurate shot. I like to get Han, Boba, and Zuckuss together.
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