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Best Non-Vset Rebel, Imperial, Fringe Options
Chris L
Posted: Tuesday, March 28, 2017 8:55:34 AM
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Joined: 10/22/2016
Posts: 34
What are the old school squads that matched nicely? No V-sets. I'm trying to build squads for myself and a friend to lay against each other.
General_Grievous
Posted: Tuesday, March 28, 2017 10:51:24 AM
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Joined: 1/8/2010
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Imperial
Mas in all of your squads and then variations of:
Thrawn + Storm Commandos
Nightsister Sith Witches or Disciples of Ragnos
Vader's Apprentice, Vader, Mara, Palp on Throne
Thrawn and Vaders
Thrawn and anything haha

Rebels
Elite Rebel Commandos and superstealth variations
Han in stortrooper armor, Leia hoth commander, Ithorian commander and tuskens or any other cheap melee scrub is a fun swarm build
Han, Luke, Leia and chewie with Reeikan is solid too
Kazdan Paratus and anything (for a more fun but less tactical build)

Fringe exclusively kind of sucked before vsets (after all everything is better with Thrawn or Reeikan so just make your fringe group rebel/imperial) but some nice ones:

Echanis
Lobot, Fett, Cad Bane and Dash Render smuggler is probably the strongest build from the dark times before the vsets.
IG86s with Grievous DAC and a Battle droid officer for the strongest, mostly fringe, but definitely separatist build.
TheHutts
Posted: Tuesday, March 28, 2017 12:35:51 PM
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Posting this on FlyingArrow's behalf:

FlyingArrow wrote:

Not sure if they are listed anywhere, but I really should add them to this wiki page:

https://boardgamegeek.com/wiki/page/Competitive_Star_Wars_Miniatures_Squads#

Here's a quick rundown, though:

* Rebel: "Lobbin Luke"/"Smug Commandos" - Luke RC + Han Smuggler + Princess Leia + Elite Rebel Commandos + Crix/Dodonna/Rieekan
* Republic: "Skybuck" - General Skywalker + Yoda on Kybuck + (either Captain Rex or Dash Rendar, RS) + Captain Panaka + fodder
* Imperial: Thrawn Swap ("Black & Blue" or "Stealth & Blue") - Lord Vader for black or Cad Bane for stealth + Arica + Thrawn + Admiral Ozzel + swap fodder
* Separatist: "Pawned Lancer" - Lancer + Darth Sidious. Beyond that, variants for support shooters and how much to boost the Lancer, but usually GGDAC
* New Republic: "Solo Charge" - Mara Jade Jedi, Han Solo Galactic Hero, Anakin Solo, Ganner, Dodonna

I think that's it. And Lobot is in all of the above. Spamming Mice for activations is a popular option for Lobot reinforcements. I'm not sure what the most "canonical" example of each of the squad archetypes is, but someone will likely post links for them soon.

Sith, Vong, Mandos, OR had no competitive builds at the end of WotC.


*** GOWK. General Obi-Wan Kenobi was banned or errata'ed at the end of WotC, I forget which. But in either case he wasn't part of the top squads at the time. But pre-errata, he was really strong. He was the only piece during the WotC era to receive a significant errata (all the other errata were just typos). His pre-errata squad was something like 2 Jedi Weapon Masters plus Rex or Dash.


There are another 5-15 squads that can compete with one or several of the 5 competitive builds, but do badly enough against at least one of the others that they don't make the cut. We call them "Tier 1.5".
Chris L
Posted: Tuesday, March 28, 2017 6:37:00 PM
Rank: Uggernaught
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Joined: 10/22/2016
Posts: 34
What does "swap" mean exactly?
CorellianComedian
Posted: Tuesday, March 28, 2017 6:44:19 PM
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Joined: 8/30/2014
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Chris L wrote:
What does "swap" mean exactly?


See Mit'thraw'nuruodo, Captain Panaka, and Darth Sidious, Sith Master. Swap is a squad built around using the swapping commander effect these gents have - works best in Imperials. You pack a ton of small pieces so your opponent finishes way before you do, then you send one of them running way back into your opponent's backyard. Then, you use a swap CE to teleport something scary like Lord Vader back, where he can easily toast your opponent's weak commanders or otherwise unload on a powerful piece. Then, next turn, you ideally go first and use Swap to teleport Vader back out.

End result: Vader destroys something, your opponent only gets to kill a stormtrooper or something in retaliation - Vader swapped in, mauled someone, and left, and your opponent had no opportunity to activate any piece in the meantime.
Chris L
Posted: Tuesday, March 28, 2017 7:00:38 PM
Rank: Uggernaught
Groups: Member

Joined: 10/22/2016
Posts: 34
CorellianComedian wrote:
Chris L wrote:
What does "swap" mean exactly?


See Mit'thraw'nuruodo, Captain Panaka, and Darth Sidious, Sith Master. Swap is a squad built around using the swapping commander effect these gents have - works best in Imperials. You pack a ton of small pieces so your opponent finishes way before you do, then you send one of them running way back into your opponent's backyard. Then, you use a swap CE to teleport something scary like Lord Vader back, where he can easily toast your opponent's weak commanders or otherwise unload on a powerful piece. Then, next turn, you ideally go first and use Swap to teleport Vader back out.

End result: Vader destroys something, your opponent only gets to kill a stormtrooper or something in retaliation - Vader swapped in, mauled someone, and left, and your opponent had no opportunity to activate any piece in the meantime.


OK, got it. Thanks!
FlyingArrow
Posted: Friday, May 26, 2017 3:39:23 AM
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How did that work out?
Gizmotronx
Posted: Friday, May 26, 2017 9:29:04 AM
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Joined: 1/4/2017
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I'm curious as to why out-activating is such an advantage. Is it just making use of opportunist?
Cassus fett
Posted: Friday, May 26, 2017 10:27:44 AM
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Location: The Shadowlands of Kashyyyk
Gizmotronx wrote:
I'm curious as to why out-activating is such an advantage. Is it just making use of opportunist?


Out act and Smash is a powerful strategy. This is because it allows you to strike last. Going last in this game is not a disadvantage in most cases it is in fact quite the boon. You can keep your big hitters safe while the opponent activates, then bring them out swinging for damage. Any extra effects like deceptive and opportunist (quite relevant in this context) also are far more likely to be applied. In addition it allows you to react to your opponents moves and more easily counter them (you shouldn't always be reacting as that'll get you in trouble, but sometimes it's better to react). There are more advantages but those are what I consider the big ones. Its why unless I'm playing a specific archetype (e.g. A cunning attack or intuition based squad) I always pass initiative to my opponent and go second.
atmsalad
Posted: Friday, May 26, 2017 4:43:19 PM
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My ally is out act and smash, and a powerful all it is.
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