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Mandalorians Viable with Jedi Hunter now? Options
Weeks
Posted: Monday, February 8, 2010 7:05:21 AM
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I have always liked the Mando's, when i started playing i used them all the time. When I went competitive i changed to Better factions.

Now with the Jedi Hunter able to take out tough jedi are the mandos viable in a competitive meta?
Roque Saber
Posted: Monday, February 8, 2010 7:11:00 AM
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They still aren't tier 1, but the JH helped their melee effectiveness. They still don't have access tempo control, init control, or door control within their own faction, though, which really limits them from being "GenCon competitive".
Sithborg
Posted: Monday, February 8, 2010 9:16:41 AM
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The Mando JH shores up their biggest weakness, Melee, or more specific, GOWK. With him back in the game, they just plain lose to him. However, a JH or 2 will be able to tie him up, and just out right kill him with the change.

Tier 1, probably not. But I think there are some decent builds with them (quite fun with either Mandalore).
Durge Dude
Posted: Monday, February 8, 2010 1:11:24 PM
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I have always liked Mandos, I am notorious for them in my group, the Jedi Hunter just fixed their one weakness in my honest opinion.
Wysten
Posted: Monday, February 8, 2010 8:44:33 PM
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I don't think Mando Jedi Hunter makes much of a difference to a mandolorian squad personally.

Thing is, none force senstive melee charcters are fairly weak to start with as they can't move the extra two spaces. Meaning that unless Mandolore the ultimate is called or a lucky inti is rolled, they will find it hard to get to grips with other, more flexable factions since they have to get in range of gunfire before they can get into striking range.

They are nice teched in or for flavouring, or as a melee charcter to hang close to the shooters to tangle up the melee charcters when forced to come to you though and unlike Scout or slinger can be entirely self efficent without commander effects. So it depends really. Problem is finding the sympt with the common Mando support *Vigos, Chazka* and him, a fairly independant anti melee beater.
Sithborg
Posted: Tuesday, February 9, 2010 2:53:58 AM
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Considering they have Stealth and Twin, you don't have to worry about the approach as much as non Stealthed figs. And with Twin, they don't need to win init to do big damage.

And again, it isn't what the JH brings that boosts the factions, it is what he can counter that has been boosted that makes him a great addition. With squads becoming more mixed, he will have a use.
Weeks
Posted: Tuesday, February 9, 2010 5:32:43 AM
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One quartermaster and one JH can beat a jedi hands down thats not the issue. The issue with mandos is you cant afford to build a team around either mandalore and still have enough to flesh out a good team yourself. I still say mandos work best with no uniques in their squad and really only one commander (quartermaster, use a czerka over the captain). They have 2 pieces that put out 80 per round (Scout, Gunslinger) and they shoot at +16,+17 respectively with opp, cunning.

Ive always considered them the best shooting faction. Now they have a nonunique beat who can take on a jedi and win.
Eroschilles
Posted: Tuesday, February 9, 2010 6:02:35 AM
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I don't know, Boba Merc Commander is pretty nice with a group of scouts. Accurate cloaked shooters are quite scary. And I like the Mando Captain with the Supercommandos.
DarthReeves
Posted: Tuesday, February 9, 2010 6:17:19 AM
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I think mandalore the indomitable with 2 Jedi Hunters leaves you with PLENTY of room to build some shooters up. I think those that assume Gencon worthy squads must be from such and such faction are dead wrong. The great part about this game is you can throw in a freaking weird squad and it throws off the guy who prepared to battle a GOWK or GGDC army. A bunch of super stealth Jawas and the Seps are like, "oh crap" know what I'm saying? I dig the mando jedi hunter twin. Much better than the blade masters. Momentum makes you mighty
bigbro911
Posted: Wednesday, February 10, 2010 2:38:38 PM
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I play Mandos a LOT...

I don't think the Jedi Hunter really has a great impact on the faction. One of the best Mando figs out there is the Captain, which along with a few mouse droids grants twin within a decent radius. Chances are most decent Mando squads are going to include a Captain (I know mine do). Plus, I just think the 15 point Maruader is already a very solid melee figs for many less points. Mando figs are so pricy to begin with, they really need to be worth those extra points (to boost # of activations).

Even though I picked up 8 or so for my mando army, I don't think I will be playing them much...

I do luv me some Supercommandos though! Razz
qvos
Posted: Wednesday, February 10, 2010 2:52:51 PM
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The Mandos are very effective with The Captain, Quartermaster, some Md's and Scouts. With Oppurtunist , GMobile, and Double twin, they are very tough against Jedi. Lancer Droid teams will tear them up though.
swinefeld
Posted: Wednesday, February 10, 2010 3:24:51 PM
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I actually like the Commander from BH, but like most of the Mandos, he is a lot of points. Mobile is sweet on the Jedi Hunter, Supers, Capt, QM, and even Ultimate Sneaky

lukey84
Posted: Thursday, February 11, 2010 12:13:05 AM
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dont forget about putting ulic and holosid into the mix!
Sith Spawn
Posted: Thursday, February 11, 2010 2:54:50 AM
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I love the Mandos. Their power hitters, but they cost right for what they do, unlike all of the Obi-Grievous super pieces that totally unbalance the game. However, with Mando the Ultimate, Ulic, Bane, and a captain, I have never lost a battle. Bane with Twin is a Sith Spawn beast.
Mandelmauler
Posted: Thursday, February 11, 2010 6:11:46 AM
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That is a quite intimidating squad. But those 4 activations cost 241 points! What point level are your games? If I know you are playing that team, I would bring a GGDAC+IG (twin 21A for 30D) swarm or a Rebel AA (15A for 30D) swarm or a Republic opportunist Senate Commando (quad 13A for 40D) squad. I don't think that you would last very long.
Weeks
Posted: Thursday, February 11, 2010 7:44:42 AM
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Sith Spawn wrote:
I love the Mandos. Their power hitters, but they cost right for what they do, unlike all of the Obi-Grievous super pieces that totally unbalance the game. However, with Mando the Ultimate, Ulic, Bane, and a captain, I have never lost a battle. Bane with Twin is a Sith Spawn beast.


I was asking more about the mandos in a competitive tourney. At 200 points they can be on the low end of tier 1 and can beat a lot of good teams.
Tirade
Posted: Thursday, February 11, 2010 9:08:09 AM
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qvos wrote:
The Mandos are very effective with The Captain, Quartermaster, some Md's and Scouts. With Oppurtunist , GMobile, and Double twin, they are very tough against Jedi. Lancer Droid teams will tear them up though.


That is a great point regarding Lancers (and Yoda too). That's where they struggle. With the JHs, you save points by not having to focus on the Captain and his CE. You also don't have to worry about disruptive raining on the parade.

I think the Mando JH is an underrated piece.
Wysten
Posted: Thursday, February 11, 2010 9:38:20 AM
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True enough, for scouts that hang back, not having to spend more then you have to give them the buff is probably good enough and keep it back as a sort of insurance peice, if they do get close, throw him at something. Just my idea is that Mandos need to be flexable and hunter is a very rigid role. I don't think he will transform them completely, though that is probably my thoughts alone.

Outside his specialist fortee, he is a 24 point melee charcter may generally be less useful then a scout or gunslinger for 5/7points less. Great when his specialitys are called on, but somewhat of a weight when they are not. I really think they could of done with a higher speed rating of 8 or something to repersent them charging full out and would have probably sold him to me for a typical mando squad.

Could be fun to see them under Mandolore the Ultimate though, 150 points of Mandore, 12 square Jedi hating angry people with a quarter master would be fun. Giving 50 points to flesh out the rest of the squad. Possibly with Ewoks/other crazy melee/shooting charcters. XD So at the very least, melee rush Mandolorians are more viable then they once were. ^^
Oscarlindo
Posted: Thursday, February 11, 2010 10:50:50 AM
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it's hilarous and kinda frustraiting how even mandos can get force renewal with ulic and holosith and republic lacks of it LOL. i love mandos.
qvos
Posted: Thursday, February 11, 2010 1:03:33 PM
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Mandelmauler wrote:
That is a quite intimidating squad. But those 4 activations cost 241 points! What point level are your games? If I know you are playing that team, I would bring a GGDAC+IG (twin 21A for 30D) swarm or a Rebel AA (15A for 30D) swarm or a Republic opportunist Senate Commando (quad 13A for 40D) squad. I don't think that you would last very long.

Even In a non competitave game of 300 pts or higher, even those hard hitting teams with low activations go down fast if out activated.
In a Dadonna Riekann squad, Using Boba BH with a ton of Bothan Nobles and Mouse Droids would more then Likely Do in even the Toughest Of Heavy Hitters. I know Because my GMLS went down Fast....... I Hate Disentegration!!!Cursing
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