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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/13/2012 Posts: 143 Location: Southern Wisconsin
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Being rather inexperienced with high activation bomb squads, I was just curious to see what some of you who play this type more frequently think. I'm going to test it today and will post the results afterwards but I would like some feedback as to what others think. Thanks in advance. http://www.bloomilk.com/Squad/130100/death-shot-death-watch--Death Shot Death Watch-- 54 Jaster Mereel 29 Pre Vizsla 28 Kelborn 80 Death Watch Saboteur x8 6 Mouse Droid x2 3 Ugnaught Demolitionist Preferred Reinforcements: (Jaster Mereel) 23 Mandalorian Captain (Jaster Mereel) 7 Mandalorian Crusader (200pts. 16 activations)
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/2/2008 Posts: 522 Location: Chicago
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i would suggest a CIO in the build (counter intelligence officer).
It will keep activation control squads honest against you.
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Rank: Moderator Groups: Member
, Moderator
Joined: 5/26/2009 Posts: 8,428
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Save him for reinforcements, I think.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/29/2011 Posts: 270
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With 8 saboteur's you don't need the uggy. With 4 guys handing out relay orders(thanks for Kelborn), you don't need the mice. That's 9 points right there.
You can have 2 DW Mercs for the price of 1 sabotuer, so I'd lose about 5 of the saboteurs, and add 7 DW mercs, which leaves you with 15 more points. You now have 24 points left over and you can put your Captain in the base squad. You are now at 14 activations and you still haven't brought in your reinforcements.
Now you can bring in the CIO if you need him and you'd still have 18 points left to bring in any other options you may need (16 point gunsmith, 7 point crusaders, a 19 point scout and 11 point scientist, if you're up against Bastilla), point is, there are a lot of options now you're not having to bring in a 23 point captain through reinforcements.
With reinforcements, you'll be at 16 or 17 activations, with the potential to be at 18 (4 crusaders, splash works well with death shots).
Just my 2 cents.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/13/2012 Posts: 143 Location: Southern Wisconsin
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That sounds good, and it would increase the versatility of the squad. But what I really like about the sabetours is the cloaked combined with traps. It makes it almost impossible to miss a shot with them. And I also not a big fan of frontline commanders but thats just personal opinion. Thanks for the suggestion though. I'll think about it.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/29/2011 Posts: 270
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Quote:That sounds good, and it would increase the versatility of the squad. But what I really like about the sabetours is the cloaked combined with traps. It makes it almost impossible to miss a shot with them. And I also not a big fan of frontline commanders but thats just personal opinion. Thanks for the suggestion though. I'll think about it. You are welcome. Yea, the saboteur's cloaked and traps SA's are very nice I do agree, that's why I almost always have 1 in my Mando squads. The big problem with 8 of them is the increased likelihood of rolling a 1 while attacking, especially with them having twin. I understand what you are saying about front line commanders, but Pre Vizsla and Kelborn can do better damage when they are adjacent to their targets. If you brought in a Mando Protector to stay with them and take damage during the resol'nare process, they can be a very powerful 1-2 punch. Kelborn can hit for 120 damage and Vizsla can hit for another 60 and you got the protector hanging out to do another 40 damage. This squad really doesn't have any real heavy hitters other than these two. Without anything like a scout in the squad, you'll have to rely on them to take down the big targets. You keep Jaster and Captain in the back of the group, out of line of sight, and have your mercs stay up front with your saboteurs. It's definately an aggressive way to play, and not for everyone, but try playing it sometime in a 'just for fun' match.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/13/2012 Posts: 143 Location: Southern Wisconsin
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I see. Kelborn is cloaked anyway so he will be up on the frontline anyway. I tend not to worry about rolling ones, but there is a legit chance they can happen. I really like the idea of the one-two punch with Kelborn and Pre Vizla but I just not that aggressive of player. I'm more reactionary to what my opponent does. Yesterday when i ran the squad in a casual game, I used Pre Vizla as kind of a quick clean up crew, eliminating anything that the Saboteurs didn't blow up or shoot. With resol'nare the combat tended to get close very quickly and not much shooting went on before they started SD and death shooting. This squad has already made huge improvements and it can only get better. I'll test it a couple different ways and see.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/29/2011 Posts: 270
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Quote:I see. Kelborn is cloaked anyway so he will be up on the frontline anyway. I tend not to worry about rolling ones, but there is a legit chance they can happen. I really like the idea of the one-two punch with Kelborn and Pre Vizla but I just not that aggressive of player. I'm more reactionary to what my opponent does. Yesterday when i ran the squad in a casual game, I used Pre Vizla as kind of a quick clean up crew, eliminating anything that the Saboteurs didn't blow up or shoot. With resol'nare the combat tended to get close very quickly and not much shooting went on before they started SD and death shooting. This squad has already made huge improvements and it can only get better. I'll test it a couple different ways and see. Cool. I'd be interested to hear how things go in your testing of this squads variations.
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Rank: Moderator Groups: Member
, Moderator
Joined: 5/26/2009 Posts: 8,428
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Traps doesn't stack, so stocking up on them probably isn't necessary.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/13/2012 Posts: 143 Location: Southern Wisconsin
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Yes, but it still basically gives the Saboteurs +10 attack at close range, which isn't bad for a 10 point shooter. If that still doesn't work just let them blow up in your opponents face. In that circumstance you do need a lot of them.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/13/2012 Posts: 143 Location: Southern Wisconsin
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Alright here we go. For den25's sake I'll be posting the different variants I'll use. Hopefully I'll be able to play some of them tomorrow. Here is the first:
--Death Shot Death Watch-Mixed Mercenary Variant-- 54 Jaster Mereel 29 Pre Vizsla 28 Kelborn 40 Death Watch Saboteur x4 40 Death Watch Mercenary x8 6 Mouse Droid x2 3 Ugnaught Demolitionist
Preferred Reinforcements: (Jaster Mereel) 23 Mandalorian Captain (Jaster Mereel) 7 Mandalorian Crusader
(200pts. 20 activations)
Changed it up a bit, exchanging four Saboteurs for eight Mercenaries. I kinda wish i had another mouse droid to put on the squad but that might not be necessary with Coordinated Command from Kelborn. So now instead of 160 auto damage from SD we now have 240 auto damage from SD. We kinda go down when it comes to attacking power though since the Mercenaries only do 10 damage, which also cuts into the damage done on death shots, but we'll see how it plays.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/13/2012 Posts: 143 Location: Southern Wisconsin
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I do have one question though sine I was looking at the Merceary. Does the mercenary special ability restrict resol'nare? And I'm not a big fan of my troops not being able to move.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/13/2012 Posts: 143 Location: Southern Wisconsin
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I ran the original squad today in three games. I went 1-2. The game I won I just gt a lot of sots off before I started charging and did a lot of damage with death shots. The other two I lost were to 1) a superior build and 2) mistakes I made early. The superior build had immediate reserves and highly mobile shooters that I could just not blow up enough. The other I grouped my pieces too closely and my opponent got off a shot I didn't think he had. So I'll have to try it differently next time. I think the little amount of experience I had with the squad didn't help either.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/29/2011 Posts: 270
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Quote:I do have one question though sine I was looking at the Merceary. Does the mercenary special ability restrict resol'nare? And I'm not a big fan of my troops not being able to move. After reading through the rules, I'd say they can move with resol'nare. Hopefully, someone will correct me if I'm wrong. Thanks for the play report. I think the more you play this, the more you'll get a better feel for what works. You mentioned that you'd like to have another mouse, has that really been an issue? With 4 commanders giving you relay you should have good coverage of your CE's.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/13/2012 Posts: 143 Location: Southern Wisconsin
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Another mouse would only be needed if I were to increase the number of activations using the just the mercenaries.
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