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Make a Squad with a (Previewed) V-set 7 Piece Options
Deathwielded
Posted: Sunday, January 26, 2014 8:49:41 AM
Rank: Advanced Bloo Milk Member
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Joined: 3/19/2013
Posts: 1,249
I just realized that the Arkanian Jedi General doesn't give GMA to uniqus so this squad isn't as good as I anticipated, but it's still potent!

Old Republic Commandos
30 Arkanian Jedi General
29 Carth Onasi, Old Republic Soldier
28 Aric Jorgan
27 Admiral Oteg
25 Admiral Saul Karath
20 Old Republic Trooper
18 Old Republic Commander
8 R7 Astromech Droid
15 Old Republic Guard x3

TimmerB123
Posted: Sunday, January 26, 2014 8:55:53 AM
Rank: Advanced Bloo Milk Member
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Joined: 7/9/2008
Posts: 4,729
Location: Chicago
Deathwielded wrote:
I just realized that the Arkanian Jedi General doesn't give GMA to uniqus so this squad isn't as good as I anticipated, but it's still potent!

Old Republic Commandos
30 Arkanian Jedi General
29 Carth Onasi, Old Republic Soldier
28 Aric Jorgan
27 Admiral Oteg
25 Admiral Saul Karath
20 Old Republic Trooper
18 Old Republic Commander
8 R7 Astromech Droid
15 Old Republic Guard x3



Yeah - we didn't need to make Carth better.
AndyHatton
Posted: Sunday, January 26, 2014 3:44:45 PM
Rank: Moderator
Groups: Member , Moderator

Joined: 8/9/2009
Posts: 1,935
-Commander Fox's Fun Brigade--
50 General Aayla Secura
33 Captain Rex
31 Commander Fox
64 Coruscant Guard Clone Trooper x4
8 Mas Amedda
8 R7 Astromech Droid
6 Ugnaught Demolitionist x2

(200pts. 11 activations)
Deathwielded
Posted: Monday, January 27, 2014 5:46:44 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 3/19/2013
Posts: 1,249
There is lots of fun squads I can imagine, but I don't want to make them until the set is fully released. Why? Because of some synergy I might not even know about, like for example I would try making a Deathwatch squad with Maul, but without knowing what the Death Watch Overlord does I can't be sure if it will be good enough. (same with the Mandalorian conscriptor.) Vong, heck no! Not until I see what they all have to offer! (I bet plenty) And the Sith is the faction I'm personally most ichin to see what they got.
Deathwielded
Posted: Monday, January 27, 2014 5:47:38 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 3/19/2013
Posts: 1,249
AndyHatton wrote:
-Commander Fox's Fun Brigade--
50 General Aayla Secura
33 Captain Rex
31 Commander Fox
64 Coruscant Guard Clone Trooper x4
8 Mas Amedda
8 R7 Astromech Droid
6 Ugnaught Demolitionist x2

(200pts. 11 activations)


Looks fun those CGCT's are lookin pretty nice. Personally I would swap out General Aayla Secura and a CGCT for Flobi, better synergy plus better mini.
AndyHatton
Posted: Monday, January 27, 2014 6:22:58 PM
Rank: Moderator
Groups: Member , Moderator

Joined: 8/9/2009
Posts: 1,935
Deathwielded wrote:
AndyHatton wrote:
-Commander Fox's Fun Brigade--
50 General Aayla Secura
33 Captain Rex
31 Commander Fox
64 Coruscant Guard Clone Trooper x4
8 Mas Amedda
8 R7 Astromech Droid
6 Ugnaught Demolitionist x2

(200pts. 11 activations)


Looks fun those CGCT's are lookin pretty nice. Personally I would swap out General Aayla Secura and a CGCT for Flobi, better synergy plus better mini.


You might be right, I forgot that Flobi affects Allies and not followers. It has been a long time since I've built non-ARC Clones so I defaulted to Secrua, but Flobi is probably much better here.

I like the Guard Troopers a lot, they are pretty sturdy for clones and I think they are going to be interesting to mess around with and see what they can do. Especially in some sort of Tank squad. I like this one as Rex and Fox can hit pretty hard while having fire Drawn away from them.
TheHutts
Posted: Monday, January 27, 2014 6:32:13 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 6/23/2010
Posts: 3,562
Location: The Hutt, New Zealand
I hadn't thought about that - Flobi + Rex + Fox could be pretty good - I'd probably throw in R2 and Qui-Gon Force Spirit. Maybe something like this:

--Foxy Rex with Extra Attacks--
66 Obi-Wan Kenobi, Jedi General
33 Captain Rex
31 Commander Fox
25 Republic Commando Atin
16 Qui-Gon Jinn, Force Spirit
9 R2-D2, Astromech Droid
5 Rodian Diplomat
6 Mouse Droid x2
9 Ugnaught Demolitionist x3
(200pts. 12 activations)
DARPH NADER
Posted: Tuesday, January 28, 2014 3:53:00 AM
Rank: Advanced Bloo Milk Member
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Joined: 1/29/2011
Posts: 1,246
Location: SWMing now in the 936
Here's one I cobbled together, after he was spoiled....

http://www.bloomilk.com/Squad/136123/n-m-o-
Deathwielded
Posted: Wednesday, January 29, 2014 9:11:43 AM
Rank: Advanced Bloo Milk Member
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Joined: 3/19/2013
Posts: 1,249
This one is with the new BHC Dooku.
--Just Dooku and his specialists.--
100 Dooku
43 Cad Bane, Bounty Hunter
16 BX Commando Droid Spotter
15 BX Commando Droid Sniper
12 Todo 360
10 San Hill
3 Ugnaught Demolitionist

(199pts. 7 activations)

Dooku is the powerhouse that can mop the floor with just about any beatstick. Spotter gives him some more ranged defense and Cad Bane can take out any scrubs with his twin furious assaults.


Gloomier Days
42 Dessel
20 Bith Black Sun Vigo
20 Darth Wyyrlok III
20 Sith Trooper Captain
18 Gloom Walker Sniper
18 Twi'lek Black Sun Vigo
32 Gloom Walker x2
16 Grand Admiral Rulf Yage
11 Darth Sidious Hologram
3 Ugnaught Demolitionist

(200pts. 11 activations)

Super hard to kill Gloom Walkers with Stealth, Evade, GMA, Avoid Defeat, A free re-roll on avoid defeat, plus FP's to re-roll with! Attacking with Cunning, double/GMA. A tough Sith Shooter squad here.


Foxy Tactics
66 Obi-Wan Kenobi, Jedi General
33 Captain Rex
31 Commander Fox
27 Lobot
16 Coruscant Guard Clone Trooper
9 R2-D2, Astromech Droid
8 Mas Amedda
5 Rodian Diplomat
5 Spaarti Clone Trooper Demolitionist

(200pts. 9 activations)

Fox and his CGCT will draw fire from Rex who will be putting out the hurt with 6 attacks.
TheHutts
Posted: Thursday, January 30, 2014 1:25:05 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 6/23/2010
Posts: 3,562
Location: The Hutt, New Zealand
Any ideas for what to do with Finn and Prowl? Maybe something like this would be pretty good? Finn can intuition out with Talon's CE, 80 with deadeye, then Prowl can pull him back to safety. Jarael runs interference, and Dash is an end of round threat.

--Frinnge Prowlers--
42 Embo
32 Talon Karrde, Information Broker
28 Dash Rendar, Renegade Smuggler
27 Lobot
24 Finn G
23 Jarael
18 Prowl
6 Ugnaught Demolitionist x2
(200pts. 9 activations)
Deathwielded
Posted: Thursday, January 30, 2014 7:15:21 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 3/19/2013
Posts: 1,249
TheHutts wrote:
Any ideas for what to do with Finn and Prowl? Maybe something like this would be pretty good? Finn can intuition out with Talon's CE, 80 with deadeye, then Prowl can pull him back to safety. Jarael runs interference, and Dash is an end of round threat.

--Frinnge Prowlers--
42 Embo
32 Talon Karrde, Information Broker
28 Dash Rendar, Renegade Smuggler
27 Lobot
24 Finn G
23 Jarael
18 Prowl
6 Ugnaught Demolitionist x2
(200pts. 9 activations)


Sounds like a good strategy to me.
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