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Mandalorian Squads Options
crazyshark150
Posted: Sunday, February 7, 2010 5:30:28 AM
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does anyone have some good advice on how to beat a mandalorian squad?
shatterpoint7
Posted: Sunday, February 7, 2010 5:40:07 AM
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get door control (uggies and r7's), major weaknesses are no access to tempo control (activations) and initiative.
best combo in game: canderurs gets +14 attack , 30 damage, 6 attacks w/ quartermaster and capt!
Roque Saber
Posted: Sunday, February 7, 2010 7:54:15 AM
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Any of the critical forms of game control: tempo, door, and init. Mandos have none of the above (except for Fringe, which is limited) and are extremely susceptible (tempo in particular). For Scouts, the biggest thing is staying out of LOS and not clumping.
crazyshark150
Posted: Sunday, February 7, 2010 9:20:58 AM
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I should probably mention that the team im trying to beat is made up of: 1 mandalore the ultimate, 1 boba fett mercenary commander, 1 canderous ordo, and 1 mandalorian gunslinger
Slayerfan231
Posted: Sunday, February 7, 2010 10:19:13 AM
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Roque Saber wrote:
Any of the critical forms of game control: tempo, door, and init. Mandos have none of the above (except for Fringe, which is limited) and are extremely susceptible (tempo in particular). For Scouts, the biggest thing is staying out of LOS and not clumping.


What do you mean tempo? I've been playing for awhile but I'm still pretty noob at this game.
creme_brule
Posted: Sunday, February 7, 2010 11:12:05 AM
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shatterpoint7 wrote:
get door control (uggies and r7's), major weaknesses are no access to tempo control (activations) and initiative.
best combo in game: canderurs gets +14 attack , 30 damage, 6 attacks w/ quartermaster and capt!


IMO, i disagree. canderous is very susceptable to GMobiles, such as cad bane; han GH, etc. IMO (again), boba MC + captain + scouts are the best combo

but in general, as long as you outactivate them is best way.

my BombBomb
Roque Saber
Posted: Sunday, February 7, 2010 1:01:40 PM
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Slayerfan231 wrote:
Roque Saber wrote:
Any of the critical forms of game control: tempo, door, and init. Mandos have none of the above (except for Fringe, which is limited) and are extremely susceptible (tempo in particular). For Scouts, the biggest thing is staying out of LOS and not clumping.


What do you mean tempo? I've been playing for awhile but I'm still pretty noob at this game.


Tempo refers to the speed the game is played. Several character have CE's that modify how many characters you activate (San Hill, Admiral Ozzel, and Dodonna). By only activating one character for every two of your opponent's, you can force them to have used all their characters before yourself, allowing you to move your key pieces without fear of being attacked back for that round. Mandos are very susceptible to tempo control because 1) They have no way to counter it (no tempo CE of their own) and 2) have very high costing pieces, which means fewer activations.
luke hates thrawn
Posted: Sunday, February 7, 2010 2:51:53 PM
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Mando scouts are very versatile, you can't get in a straight fire-fight with them. The best way is to get adjacent since it takes away cloaked, Unless it's in their advantage, GMA will most likely not be used. They only have a 17 def and 50 hit points.

Now Boba MC is ALOT more difficult to beat, basically you just gotta attack as much as possible.
Wysten
Posted: Sunday, February 7, 2010 11:25:51 PM
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luke hates thrawn wrote:
Mando scouts are very versatile, you can't get in a straight fire-fight with them. The best way is to get adjacent since it takes away cloaked, Unless it's in their advantage, GMA will most likely not be used. They only have a 17 def and 50 hit points.

Now Boba MC is ALOT more difficult to beat, basically you just gotta attack as much as possible.


Well, the fact they do have it gives them a option. Melee piece getting a little too close? Unload 4 attacks onto target of chosing, move 6 spaces back. Unless they are a Jedi within 8 spaces, then they can't immediately reach you.

Though, charcters with great movement like GOWK, Yobuck, Lancers could probably do pretty well against scouts, since they will find it very hard to stay out of range and get a clear line of sight.

Boba Merc is decent, it depends which squad. Like most republic and Imperial squads tend not to mind about him, CIS that use Whormsome could be under threat and mouse droids die easily to accurate mandos.
lukey84
Posted: Monday, February 8, 2010 2:26:20 AM
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a lot of people think its a silly squad, but i like to mix mandalore indomitable with scouts and boba MC. greater mobile + opportunist/cunning + jolt/twin + momentum.
Wysten
Posted: Monday, February 8, 2010 2:48:17 AM
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Aye, Mandolorians can be more deadly at high levels, because while activations can have an effect on play, it's not as importent as it's really hard to react rapidly with two figures at a time. Nothing compared to being impossible to target while none adjecent and can move 12 spaces while twinning/cunning Gunslingers/oputining scouts with careful placement
Guayabito
Posted: Thursday, February 11, 2010 5:00:00 AM
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with another Manalorian Army???.
CC-23478
Posted: Tuesday, March 23, 2010 6:20:40 AM
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Chameleon droids are always an option

Then you can make them move next to you, and as such they wil be susceptible to mines :)

Heh, you could always do a massive battle droid squad...

Gha Nachkt, 2 officers (well hidden) and like 3 or 4 security BDs, and then fill in the rest with regular tinnies

That's a lot of fodder to go through O_O
PhageLab
Posted: Tuesday, March 23, 2010 6:47:59 AM
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Guayabito wrote:
with another Manalorian Army???.


WIN!
Mathias-Ordun
Posted: Tuesday, March 23, 2010 7:03:42 AM
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The only time I've ever NOT run a net-deck squad and won all games for the day was with Mando's. The only squad anyone thought I would have trouble against were Mando's that day...and I was sorely outmatched against the mando squad I was facing...luckily, I REALLY got into my opponent's head (moved and attacked RIGHT after he finished moving...made him real uncomfortable) and actually won. Now, if I had faced Slow/Speedy Cannon or a GOWK squad or possibly Yobuck...I would've been in trouble...but nobody ran anything overly impressive that day.

You want a squad to face a decent mando squad with?
http://www.bloomilk.com/squads/View.aspx?ID=79182

Scouts with door control.
Beast
Posted: Tuesday, March 23, 2010 7:12:34 AM
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I remember when Mandalorians were the squad to beat.
Now, not so much.
The new Meta hasn't really blessed Mandos all that much, The Jedi Hunter is weak IMO, and over costed. I don't know anything about the Taung that is due out, but I'm assuming that he too will be Melee.
As someone stated above, tempo is a very handy tool when facing Mandos.
The reasoning for this is because Mandos as a squad are very expensive to run.
Where a person is running....say a Gunslinger at 17 points, their Opp can have 4 pieces that equal the value of said Gunslinger.
Take into consideration too, that Mandos today are not all that powerful.
Sure, they have cloaked, they can gain accurate, Charging Fire and Momentum, but for the cost to gain these abilities, it is a weakness, again, IMO.
Imperials with Force Sense (Kir Kanos), Ozzel, General Veers (Accurate shot), Thrawn, Mas, is a very good start for a Mando Killer. You can throw in some Dark Troopers with the splash 20 to really ruin someones day.
Sithborg
Posted: Tuesday, March 23, 2010 8:10:08 AM
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Mandos were never the squad to beat. They were popular for 5 seconds when KOTOR released, but then everyone came to the realization that the Scout isn't that powerful. They are still quite playable, and the JH is a key piece to have with the new GOWK.
erictedders
Posted: Tuesday, March 23, 2010 8:17:31 AM
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I suggest Rebel Commandos
Area effects NR "Unleash the force" and "Force Repulse"

Abilities that ignore targeting and go only by sight. Vader Unleashed and GMY's Lightsaber throw.

Self-Destruct. AKA Nom Bombs and Kel Dor Suicide Bombers

Heck, run Exar with kel dors and some door control.

Pawn of the Dark Side to move B3's twice and attack twice when they finally base the mandalorians. Add a general whorm with some mousies and you can pawn a B3 and effectively do 12 attacks in two activations. B3 activates and triple twins, Darth Sidious pawns B3 for another triple twin = 12 attacks. B3 is immune to the 10 damage it takes due to damage reduction 10.

There are a million and one ways to dismiss mandos. Fear them not.
Beast
Posted: Tuesday, March 23, 2010 8:31:51 AM
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Sithborg wrote:
Mandos were never the squad to beat. They were popular for 5 seconds when KOTOR released, but then everyone came to the realization that the Scout isn't that powerful. They are still quite playable, and the JH is a key piece to have with the new GOWK.
I have yet to see the Jedi Hunter even make it to GOWK on the map. He usually gets picked off by accurate shot before he can make it to the middle.
I will agree that scouts are not all that powerful, but are quite useful under the right circumstances.
In the few areas that I have played, especially back in the days of BHs, Mandos were the squad to beat, because they were new and alot of people were running them. I mean a Basalisk Strafing with momentum was insane...costly, but insane.
It didn't take long for Mandalorians to become yesterdays news. There are still a ton of poeple today who run Mandalorians effectively. Just because they don't win at Gencon and local events, does not mean that they aren't competetive.
Beast
Posted: Tuesday, March 23, 2010 8:35:23 AM
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erictedders wrote:


Pawn of the Dark Side to move B3's twice and attack twice when they finally base the mandalorians. Add a general whorm with some mousies and you can pawn a B3 and effectively do 12 attacks in two activations. B3 activates and triple twins, Darth Sidious pawns B3 for another triple twin = 12 attacks. B3 is immune to the 10 damage it takes due to damage reduction 10.

There are a million and one ways to dismiss mandos. Fear them not.

Never thought of the B3s! I always went with Lancers, but B3s are the better option, thank you for planting the seed!
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