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Jedi's Vs Ranged attacks Options
Wysten
Posted: Thursday, December 31, 2009 12:22:32 AM
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Falconjo wrote:
Joasht wrote:
The poor guys at the end of this IMO are the Sith. Many of their top pieces are melee (although some have a 6 square ranged attack) and the faction doesn't have too many shooters, unless you start bringing in Fringe. No funny movement stuff either (no swaps, I can't recall anyone with more than normal speed, etc). And to top it all off, some of them have no form of defense against shooting unlike the Jedi....


the sith have a swap but its more expensive then the republics and empires


Aye, a expensive commander in a squad full of expensive beats. Just because he has swap still means he's not really worth it. Unlike Thawn, he lacks Mas, he lacks activation control. Hence everytime he trys to use the swap effect, he's putting something in range of their guns. Considering the moves you have to do to save/put figures in the sweet zone, typically involing either getting a weed adjecent, or a tough guy adjecent, it's not terribly effective when you factor having to get him or mouse droids in postion and not terribly effective when Thawn grants opptunist and Master Tactician, making his swap a cut above Republic by a large marjin, though not nessiarily the selection of figures that benfit from it.

Then, theres the fact that Sidious is not really good at beating to start with, too slow to make that triple attack a real threat.

So really, best leaving swap to the imperial and Republic, because they have the figures to make it truely effective. (Ani, Jet Obi, Vaders, Mas, Yobuck, list just stretchs on and on) and leaving the Sith to what they do best, which is apprently Sith Lord direct damage, very large Mando squads with Sidious hologram, and a number of very heavy sith pieces to wade through. Best to use Sidious Hologram and 2 Sith Lords/Apprentices then Sidious Sith Master.
Sithborg
Posted: Thursday, December 31, 2009 12:53:52 AM
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Sith Swap has some interesting possibilities, as you can combine it with Pawn of the Darkside. It is a tactic I have not had much chance to experiment with.
Wysten
Posted: Thursday, December 31, 2009 1:23:08 AM
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Sithborg wrote:
Sith Swap has some interesting possibilities, as you can combine it with Pawn of the Darkside. It is a tactic I have not had much chance to experiment with.


True enough, the problem is this resolves after he's swapped them, which is not really favourable. Rather have a swap commander and pawn rather then conbinued for that fact. ><;
Sithborg
Posted: Thursday, December 31, 2009 1:28:03 AM
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No, the turn provided by Pawn of the Darkside resolves before Sidious's end of turn effects, like his CE.
redwardsw3gus
Posted: Friday, January 8, 2010 2:56:28 PM
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Joined: 12/24/2009
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if your rebels you can use the rebel troop cart to transport them
General_Grievous
Posted: Saturday, January 9, 2010 12:07:20 AM
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As a Separatist player the only melee pieces that really "work" for them are:
Darth Maul on Speeder (the movement and damage is wicked)
Asajj Ventress Separatist Assassin (stealth and twin help her out)
Darth Tyranous LOTDS (Super lightning)

And of course the various commander pieces that come with melee as a default GG, new Asajj, Palp. Overall though it is very difficult to play them melee as a faction so usually just don't. Although the new Jedi Hunter droid in dark times might sway my mind for trying it out.

If you are going to play melee though it's all about the new republic an Kyle Katarn.
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