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Storm Commando squads Options
Galactic Funk
Posted: Wednesday, February 29, 2012 3:41:34 AM
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If you are trying to build a competitive Storm Commando squad w/ Weir, Thrawn, etc., how many Storm Commandos do you really need?

Weir is a solid shooter in his own right. I was getting up to 3 commandos in some builds I was messing with. 2 seems very solid when you add in Weirs shots plus whatever other threat you have in your squad. I guess I'm wondering if having just 1 is going to have much impact. One of the problems I was seeing is that at a 10 attack they are going to need to roll a lot of high attacks to hit some of those beefier opponents. For example you would need crit's vs. a Mace LotLS in cover when he has GOWK w/ him and 16s once you draw him out.

I'm going to keep playing around with this but wanted to see what other peoples experiences have been.
DARPH NADER
Posted: Wednesday, February 29, 2012 3:57:21 AM
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You need three IMO, as you can't be careless with Weir. As although a capable shooter he is, his real value is in his CE. Also bear in mind you can boost the SC's to +14 with a Aqualish Tech. Wink
Weeks
Posted: Wednesday, February 29, 2012 4:34:06 AM
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I've been toying around with this concept some. I like 2 in the base squad with Nina and Pelleaon in the squad. If you dont need Nina you can drop her for a third
Galactic Funk
Posted: Wednesday, February 29, 2012 5:16:55 AM
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Weeks wrote:
I've been toying around with this concept some. I like 2 in the base squad with Nina and Pelleaon in the squad. If you dont need Nina you can drop her for a third


What about Veers? Have you used him much w/ the storm commandos? I keep thinking that accurate for the commandos could be devastating.
DarthJoe8
Posted: Wednesday, February 29, 2012 6:44:36 AM
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My biggest problem with Commando squads are the low attacks. Having a 10 attack just doesn't cut it when you need a 14 to hit a mouse. Interesting idea with the Aqualish Tech, but I would think that it's to easy to pick off. This is one of my squads that have Veers on it.

32 Thrawn (Mitth'raw'nuruodo)
28 General Weir
21 General Veers
18 Moff Nyna Calixte
51 Storm Commando x3
16 Admiral Gilad Pellaeon
8 Mas Amedda
8 R7 Astromech Droid
12 Gran Raider x3
6 Ugnaught Demolitionist x2
countrydude82487
Posted: Wednesday, February 29, 2012 7:56:04 AM
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one thing you could add is something to lower their defense. Flanking support, Targeting, and traps work well. Actually to be honesqt wicket works very well in this build if you can fit him in. HE gets super stealth, opportunist and still uses traps more effectively.
Galactic Funk
Posted: Wednesday, February 29, 2012 9:49:27 AM
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So do most people have the Storm Commandos do all of the heavy lifting or do you try and mix in a melee beat or another attacker of some sort?
DARPH NADER
Posted: Wednesday, February 29, 2012 9:52:57 AM
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countrydude82487 wrote:
one thing you could add is something to lower their defense. Flanking support, Targeting, and traps work well. Actually to be honesqt wicket works very well in this build if you can fit him in. HE gets super stealth, opportunist and still uses traps more effectively.


Good point, adding a Treadwell or Mr Wicket does help the Stormie's cause from a different angle. I battled with capatingig at work/lunch and I needed 11's to hit Fi and only hit on 1 of 6 shots. Point being although they are devastating, their +10 is a gamble without augmentation. Still their great fun!
DARPH NADER
Posted: Wednesday, February 29, 2012 9:56:12 AM
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One last thought is that I do like Ozzel over Nyna in the base squad and the then having the ability to pull out Veers for Nyna, depending on the opposing squad. Season to taste I guess....
DARPH NADER
Posted: Wednesday, February 29, 2012 9:58:11 AM
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Galactic Funk wrote:
So do most people have the Storm Commandos do all of the heavy lifting or do you try and mix in a melee beat or another attacker of some sort?


I have the Stormie's do all of the main lifting and then when and if safe Weir doing surgical mop-up.
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