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Tried for months to get a merc squad that works. Thoughts? Options
DarthReeves
Posted: Sunday, September 6, 2009 7:28:48 AM
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Joined: 4/21/2008
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Location: Utah
http://www.bloomilk.com/Squads/View.aspx?ID=57088

I have a hard time making a good merc squad because I always have Nym in there, however without him it opens things up to this. 8 mercs who can run and attack everyone because of the Accurate shot. Thoughts? Could this cause trouble for folks?
Mandalore Da Beast
Posted: Sunday, September 6, 2009 7:51:02 AM
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Joined: 7/6/2009
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Location: Desintegrating some Djem So Sucka!
i like it. most of my merc squads run with imperials cuz of the effects. but Nym is always in mine, just for the DA. 9
Roque Saber
Posted: Sunday, September 6, 2009 8:43:09 AM
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Joined: 4/14/2008
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It looks like a good damage dealing squad with lots of activations. However, the Chiss will go down fast without the evade and intuition that the gotals have. Without their strong damage output, the squad might have some trouble against beat squads. I had a squad idea which consists of

Mitthrawn
Nym
Merc Commander
Veers
Gotal Mercs
+ all the essentials (Mas, door control, etc)

It's pretty different from the squad you have listed, but I think it has some things going for it. It is simiar with Veers giving the Merc's Accurate. Mitthrawn gives them a very useful damage boost, which will be needed to punch through some of the heavy hitters that are seen in 200. Nym is the main damage dealer. Use Mitthrawn to swap him in late in the round, then shoot twice for 40 against an activated enemy.

I hope this gives you some ideas to consider.
mercenary_moose
Posted: Monday, September 7, 2009 4:25:26 AM
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Joined: 12/11/2008
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I don't really have a suggestion for a squad in mind, but if you want, just check out my squads. I've got to have at least 10 Nym squads in there, mostly Imperial, so you can find something you like.

As far as play tips; I'm not a very good player, so take my suggestions with a grain of salt, but I have TONS of experience running merc teams. Here are some of the tips and tricks I have learned playing mercenaries:

-You MUST keep Nym moving. If he stands still in the open for more than one round, he is a dead man.
-A strong balance of Chiss and Gotals is necessary. The Gotals can get door control and that Intuition sets 'em up for a huge Furious Assault, but the Chiss can lay out the pain. Use Deadeye, Opportunist, and Double and make your opponent cry.
-Always keep the Chiss in the rear unless you have a great opportunity for a Furious Assault
-Accurate Shot is really not that important to have with mercenaries. Their attacks are too low to reliably hit a big target in cover anyway, and I'd rather have two extra mercenaries or a Merc Commander instead of Veers.
-Utilize Nym not as a heavy hitter, but more as an interference piece. I have tried many times to get Nym behind cover and blast away at a big ranged enemy, but his Defense is so painfully low, even with cover, that Nym comes out maybe 75% of the time on the wrong end of things. Instead, swap or tow him in and use all of his different SAs to wreak havoc in their back lines, then swap him out as soon as possible afterwards.
-With Nym's Recon, reserves may be a good idea if you can afford them.
-Remember Jabba, Crime Lord from A&E? He is a cheap and good way to upgrade your mercs' damage output.
-With Nym teams, you've always got ways to keep opponents on their heels. Use Furious Assault, Grenades, Disruptive, and the like and keep the pressure on at all times. Play defensively and you will lose almost every time.

I could go on and on and on, but I have other things to do, and I am certain that you also have better things to do than read a sprawling post about merc squads.

Anyway, hope that helps. ThumpUp
swinefeld
Posted: Monday, September 7, 2009 6:09:20 AM
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Joined: 1/30/2009
Posts: 6,457
Location: Southern Illinois
I like to go all out for the Furious Assaults, so I use all Gotals. I do agree that having a Chiss or two will help knock down those beaters, but its much harder to set up FAs for them after the first round without the intuition.

Here is the main version I use:

http://www.bloomilk.com/squads/View.aspx?ID=44179

I have a couple similar builds, one with Wicket and an R4 droid which would help a lot with higher defense enemies. All of them use Jolee Bindo, Jabba CL and Mithrawn to keep the Gotals at +13/30 (using FA) throughout the round.

The key for me is taking as many activations away from my opponent as possible and as early as possible. It's pretty hard to hide from these guys. Wink They can even survive the first gallop from Yobuck, if your opponent is willing to risk AoOs for 30 in return. GGDAC/Lancer builds on the other hand will tear right through them Sad

As far as your specific build is concerned - great damage output, but having only one Uggie worries me. Definitely think you need more door control in case you go up against override.

techdog
Posted: Monday, September 7, 2009 8:19:54 AM
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Joined: 6/18/2009
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I love the merc squads, I have had my best success with them. Nym is key to a really overpowering squad. I wish I had the Mas Amedda to help my squads out, I like it.
DarthReeves
Posted: Tuesday, September 8, 2009 7:25:53 AM
Rank: Advanced Bloo Milk Member
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Joined: 4/21/2008
Posts: 292
Location: Utah
Thanks for the helpful hints. I love Nym, don't get me wrong, he's one of my favorite pieces. But DA against a few characters vs. One attack vs EVERYBODY (thanks to accurate and the Merc Commander) with Thrawn's +3 and +3 is balls. Intuition the gotals up, they take their turns running through the enemy lines, shooting everyone, including enemy Mas's, and then a swap and here comes a Chiss attacking at +9 for 30. Again I have many Nym squads, but I figure the sheer numbers here will be able to put up quite a bit of damage.
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