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Competitive Seps Options
IG-108
Posted: Sunday, March 14, 2010 4:31:34 AM
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Joined: 7/30/2008
Posts: 488
Location: Wisconsin
So with Regionals coming up, I really want to make some competitive squads out of stuff I have so that I don't suck and humiliate myself when/if I go.
I have two Separatists squads I would like some critique on. Preferrably constructive critique. So take a look and tell me what you think.

57 General Grievous, Droid Army Commander
64 IG-86 Assassin Droid x4
15 Battle Droid Sergeant
15 Lobot, Computer Liaison Officer
12 Gha Nachkt
10 San Hill
8 Battle Droid Officer
7 R7 Astromech Droid
6 Battle Droid x2
6 Ugnaught Demolitionist x2

Preferred Reserves:
(Lobot, CLO) 29 Bossk, Trandoshan Hunter
(San Hill) 15 IG-100 MagnaGuard
(San Hill) 5 Rocket Battle Droid

(200pts. 15 activations)

This first squad is just a 200 point version of the classic GGDAC and IG-86s squads that have been used.

54 Cad Bane
49 Darth Tyranus, Legacy of the Dark Side
20 General Whorm Loathsom
30 IG-100 MagnaGuard x2
15 Lobot, Computer Liaison Officer
12 Gha Nachkt
8 Battle Droid Officer
2 Mouse Droid
3 Rodian Brute
6 Ugnaught Demolitionist x2

Preferred Reserves:
(Lobot, CLO) 16 IG-86 Assassin Droid
(Lobot, CLO) 7 R7 Astromech Droid
(Lobot, CLO) 5 Caamasi Noble

(199pts. 12 activations)

The second is more melee based, but has some shooter back up and a little fodder to get in the way. More useful on a closed map like Muunilist.

Again, this is all out of stuff I own. So if there are suggestions for pieces I should put it, I will take notice of it, but I may not have said piece(s).
Echo24
Posted: Sunday, March 14, 2010 5:00:50 AM
Rank: Advanced Bloo Milk Member
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Joined: 9/30/2008
Posts: 1,288
I think the first one is too shooter-heavy. You will have a lot of trouble against GOWK or Evade squads (especially NR super-evade). I'd suggest trying to fit in some melee. Maybe drop CLObot and one of the IG-86s for a EG-05 Jedi Hunter. With +22 Attack and 25 Defense against Jedi, they should be able to cover up your weakness pretty well.

The second one I'm not sure about, I've never really played living Seps. One Mouse Droid definitely seems a little low. Since it's more melee-focused, you'll have to keep either the Mouse or Whorm up close, which would make them a pretty big target. Killing Whorm nearly cuts your damage output in half. I'm also not sure about the IG-100s. I don't know what you should replace them with, but they seem to be a bit of a weak link in the squad.
IG-108
Posted: Sunday, March 14, 2010 5:46:30 AM
Rank: Advanced Bloo Milk Member
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Joined: 7/30/2008
Posts: 488
Location: Wisconsin
57 General Grievous, Droid Army Commander
26 EG-05 Jedi Hunter Droid
48 IG-86 Assassin Droid x3
15 Battle Droid Sergeant
12 Gha Nachkt
10 San Hill
8 Battle Droid Officer
7 R7 Astromech Droid
5 Caamasi Noble
6 Battle Droid x2
6 Ugnaught Demolitionist x2

Preferred Reserves:
(San Hill) 15 IG-100 MagnaGuard
(San Hill) 5 Rocket Battle Droid

(200pts. 15 activations)

Does this look a little better for the first squad?
Darth Percocet
Posted: Sunday, March 14, 2010 8:15:18 AM
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Joined: 8/26/2008
Posts: 937
Location: Phiadelphia, PA
Good point on the first squad w/ all the GOWK squads that were all gonna be seeing again, so melee is good to have...So pretty good fix, would like to see a nicer piece in there for melee like a unique but i understand that you might not have the best options to go with.

Now the 2nd one, i like Cad Bane & all, but problem i have with him in that squad is he isnt getting anything from Whorm, but now on the other hand it's good that you dont have to be within 6 with Cad, but i would like to see maybe if you got them is Boba Merc & a Twi Vigo with more mice this way you can give him the Double Twin punch w/ more HP & stuff but again you might not have that stuff, but yea thats what i would do, is make a squad with Whorm with all figs that can get his CE or i guess the Cad like i said is pretty good seeing as you wouldnt have to be within 6 with him.

But this is just my opinions, by all means play what you feel more comftorable with ya know...
Echo24
Posted: Sunday, March 14, 2010 10:07:06 AM
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Posts: 1,288
Yeah, I like that improvement on the first squad. It's still very shooty (which is fine), but now if you see GOWK you have a way to handle him. The EG-05 can kill him very easily in 2 activations, and since you'll be out-acting any GOWK squad by a mile with 15 acts and San, just run the EG-05 in at the end of a round, Twin for 60 on GOWK, then do it again at the beginning of the next round. Dead GOWK.

I agree with Percocet about replacing Cad with somebody who benefits more from Whorm. Boba Merc is a great replacement. That Boba doesn't have evade, so he won't benefit from a TBSV, though. But with Intuition he should still be able to get into position fairly easily for the Double/Twin. Now that you have a strong Cunning Attacker, I always like to add one or two strong Opportunist attackers, so your opponent is in a lose-lose situation whether they activate their big piece sooner or later. IG-86s are great for this. So maybe drop the IG-100s and CLObot or Gha Nachkt for IG-86s.
IG-108
Posted: Sunday, March 14, 2010 2:58:37 PM
Rank: Advanced Bloo Milk Member
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Joined: 7/30/2008
Posts: 488
Location: Wisconsin
58 Boba Fett, Mercenary
49 Darth Tyranus, Legacy of the Dark Side
20 General Whorm Loathsom
34 IG-86 Assassin Droid x2
15 Lobot, Computer Liaison Officer
9 Battle Droid Officer
3 Geonosian Drone
3 Mouse Droid
3 Rodian Brute
6 Ugnaught Demolitionist x2

Preferred Reserves:
(Lobot, CLO) 17 IG-86 Assassin Droid
(Lobot, CLO) 8 R7 Astromech Droid
(Lobot, CLO) 5 Bespin Guard

(200pts. 12 activations)

So is this more along the lines of what would be better? I don't own Boba Fett, Mercenary, but I have a friend who I could borrow one from if I need him.
trick624
Posted: Sunday, March 14, 2010 3:08:56 PM
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Joined: 8/10/2009
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I like the last one, I always wonder if somebody would be brave enough and it pays off for them to run a high # of jawas in a squad. I've noticed that at least one md, one ug and 1 jawa finds a way into my squad lately.
Echo24
Posted: Sunday, March 14, 2010 3:43:23 PM
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Joined: 9/30/2008
Posts: 1,288
Yeah, I think that last build is very solid. Like I said, I'm not super familiar with living Seps, but I don't see any big flaws in it. I know Mouse Droids are hard to come by, but adding at least one more in would be very helpful. As it is, though, you could probably keep Whorm back with Boba and the IG-86s and send the Mouse up with Tyranus and get it to work if you're really careful.
joelker41
Posted: Sunday, March 14, 2010 4:40:15 PM
Rank: Grand Master Yoda
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Joined: 9/13/2008
Posts: 508
Well balancing a living Sep squad is hard, which is why you don't see them that often.

Boba Merc is an excellent mini with Whorm and I would say he will be very competitive in most situations.

However the fact there isn't San Hill in there is going to be rough. San is a piece that isn't necessarily rewquired wirh living seps but he completes their strategic circle. He eliminates a few of their drawbacks like early or middle round attacks by you being wasted on enemy filler when it needs to be on more powerful and important targets. If the old init rules were still in place I could totally see not having San because if you win init a Lightning 4 and Boba's 120 would be vicious problem is only one of them will go off.

Also no bodyguard for Boba will be rough. If he sits still to put down the 120 he will almost certainly die vs most squads in Regional formats without a bodyguard. Tyrannous is a good interference mini but he will get pushed and shot to death vs many of the meta squads.

Minis I generally build around in living Seps are pieces that maximize value with Synergy with Whorm. Lando DS for example works out to be cheaper than an IG 86 without the BDO and also has built in Mobile and Evade so he won't be left out in the open vs most builds.

Another gem of 'new school' living Seps is bringing back Aurra Sing CS or Boba Enforcer. Both were phased out for lack of damage output and vulnerability to Evade/Soresu with only 1 attack. Now they doubke their damage output and are standalone minis. If Aurra dies usually your opponent had to roll very high or single her out, her raw stats are beastly. Boba is a nice utility mini with Mobile/Evade/Missles/Net gun. He has 3 ways to hurt the opposition and that is nice to have. Plus, he is a great door control killer needing 6s to take out any R2 and 9s to take out an R7 (assuming both are in cover).

Zuckuss BH also is another option in Whorm squads, the twin with Intuition and Snare Rifle is nasty.

I also love Genos with Whorm. The ability on a won init to put out a potential 30 each attack + Poison while being mobile and cloaked is a little ridiculous.

One favorite configuration of mine:

Tyrannous 49
Aurra CS 37
Lobot 27
Geno 21
Whorm 20
Lando DS 18
San 10
182

Fill to your liking. I used a rodian trader and wicket once for the last 18, that is nice to give Whorm and San Heal 10 so they don't just stand around. And Wicket with Grenades is fun as well.

Or go for activations maybe 3 Mice and 3 Ugos so you have 13 base activations + Lobot + San.

Reinforcements could be a BG + R7 since you already have Mice and Uggies, or bring in an attacker like a Kel Dor to protect against a Lancer (Tyrannous akready does that but a little extra insurance wouldn't hurt).

As is the squad can put out on average 150 assuming some misses, or over 200 if all the bonuses go off.



Also, some living Seps don't even need Whorm IMO. San, Cad, Aurra JH, Dash, and Filler is actually really scary if you play it right.



IG-108
Posted: Tuesday, March 16, 2010 9:18:38 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 7/30/2008
Posts: 488
Location: Wisconsin
I like the idea you suggested Joelker41, and I would like to try it (there's plenty of time to practice before regionals), but I unfortunately don't have several of the key pieces you listed Sad.
However, I may tinker around with the Whorm squad until I feel I get one that I feel good playing with.

On the other hand, the GGDAC squad still seems viable. But I think that against what I think I'll be facing in Regionals, I'd be better off with the Whorm squad. A big problem I know I'll face in the tournament will be disruptive. Luckily, the main fighters in the Whorm squad are not as crippled if they get in range of Disruptive as the GGDAC squad is.
Sithborg
Posted: Tuesday, March 16, 2010 10:01:40 AM
Rank: Moderator
Groups: Member , Moderator, Rules Guy

Joined: 8/24/2008
Posts: 5,201
Go with what you feel most comfortable with. What I would take to regionals isn't what you should necessarily take. Not going to lie, I'm taking San most likely, because he is my crutch.

Anyway, there are a few different ways to build around Whorm, with different strengths and weaknesses.

1. Big Melee Threat (Dooku is the most viable option)
2. Big Shooter threat (Fett/Cad Bane)
3. Multiple midrange shooters (20-40 pt shooters)

Genoharadans are great options. You are looking at a fig that can be shooter and Melee, which is key with Gowk back in the mix.
IG-108
Posted: Wednesday, March 17, 2010 8:22:41 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 7/30/2008
Posts: 488
Location: Wisconsin
So right now, I'm planning on using the Whorm squad unless I really find that it doesn't work for me.
Now I have a maps question. Out of the maps allowed for the 200 pt. regionals, I only have two of the legal maps: Cloud City and Muunilist Grand Plaza.
Which of those two is a better choice for the Whorm squad?
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