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Squad used at Regionals Options
Eroschilles
Posted: Sunday, May 2, 2010 1:40:50 PM
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Joined: 8/24/2008
Posts: 812
Location: Parkville, MD
50 Han Solo, Galactic Hero
28 Dash Rendar, Renegade Smuggler
27 Lobot
25 Leia Skywalker, Jedi Knight
23 Jarael
13 Czerka Scientist
10 Jagged Fel
9 General Dodonna
8 R7 Astromech Droid
6 Mouse Droid x2

Preferred Reinforcements:
(Lobot) 18 Twi'lek Black Sun Vigo


(199pts. 12 activations)


I ran this squad at regionals and I did well with it, though I think that was mostly due to luck. Thoughts?
Roque Saber
Posted: Sunday, May 2, 2010 4:08:04 PM
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Joined: 4/14/2008
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I would probably have the Vigo in the normal squad, so you can leave room for whatever kind of filler you need. It's always a good idea to have your main squad be sufficient, and then use Reinforcements to counter your opponent.

IMO, the biggest problem is no strong melee presence. With Wedge and Rieekan running around like crazy, your 2 shooters will have a tough time making much damage go through (unless you get close enough for Disruptive). Maybe drop Han for Mara or Shado, they're both solid melee presences that can really make your opponent sweat (or, in Shado's case, rip their hair out trying to kill him). Especially with Leia, Shado might be the way to go in this squad.
fingersandteeth
Posted: Monday, May 3, 2010 1:23:34 AM
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i ran a 150 point version of this at marmalade dog and did well with it also.

If i used this today at 200 points i would probably forgo jareal and the 2nd override inplace of ganner just to give either Han or Dash greater movement to attack teh targets you need to hit first, but what you have is pretty good.

I'm not suprised you did well with it, these are deceptively powerful squads.
FlyingArrow
Posted: Monday, May 3, 2010 3:49:53 AM
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The basic premise is sound, but it seems inefficient at the edges. You're wasting 3 points between reinforcements and main squad and the TBSV only gives GMA to one person.

If you're dropping Jarael for Ganner, you can also drop the TBSV and move all your door control/activations to reinforcements. R7/2Ugnaughts/2Mice for example. Shuffle things around and you get 9 extra points to play with, which is a lot more useful than 1 or 2. The Czerka, while useful, isn't essential to the build so if she goes you're up to 22 points to play with. One suggestion: Czerka + Cloud Car Pilot. You'd get a twin shooter with the Czerka, and at +9 with Jag, for up to 40dmg in an activation for 8 pts. Super fragile, though, so he'd need to stay in the back. You could probably come up with something better but I'll throw that in as one idea.

50 Han Solo, Galactic Hero
29 Ganner
28 Dash Rendar, Renegade Smuggler
27 Lobot
25 Leia Skywalker, Jedi Knight
13 Czerka Scientist
10 Jagged Fel
9 General Dodonna
8 Cloud Car Pilot

Preferred Reinforcements:
(Lobot) Activations/Door Control (e.g. R7/2Ugnaughts/2Mice)


(199pts. 14 activations)
Weeks
Posted: Monday, May 3, 2010 5:02:05 AM
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Well the cloud car pilot is a fun idea id say for a tourney put in a mouse and 2 uggs in that last spot. It free's up Lobot to be able to bring in Literally anything. An r4 droid is what id say should be in your autoinclude from lobot. Targetting is a very underused ability that you really only get once but is super powerfull, Target something at the begining of the round and Dash can pretty much stick 80 on it at the end.

You are lacking a melee presence in it so you will have to be carefull, I'd say use Leia/Ganner to bait a melee piece in then move han's disruptive on top of them so they cant escape. I like the czerka Idea for Han/Jagged to get Jolt and Twin i think that wokrs out pretty well but id prob build something else into the squad and use that only if i needed to.
Eroschilles
Posted: Monday, May 3, 2010 9:23:02 AM
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Joined: 8/24/2008
Posts: 812
Location: Parkville, MD
I guess I should have mentioned this in my initial post, but I was going for Han with greater mobile accurate jolt from the czerka. That was so I could potentially activate meaningful/dangerous targets, up to two a phase with Han. I found that to be useful at the tournament, especially when I went up against GMLS. I faced two GMLS squads, and one key initiative let me seal the game essentially as I was able to activate both my opponent's GMLS and his Kyp with Han on the first activation. Jolt is essentially luck based, but with Han I am getting two chances to do it. And then use Dash's opportunist on the activated piece to be effective. If Han doesn't jolt them, then Dodonna tries to slow it down enough to get opportunist.

The reason I had put the TBSV in this squad was not only give Jarael GM, but he is a decent shooter in his own right with the +13 attack for 60 with opportunist and twin from the czerka. I had lobot bring him in because the tbsv was often in danger as he was useful and potentially dangerous to my opponents and if killed wouldn't count towards victory points. Jarael was in there because I made this squad awhile ago and didn't know what to put in her place at the time, but she makes a good combination with Leia with the double evade/parry. I had success using her against melee, especially when facing GMLS.

I do like FlyingArrow's build with Ganner as a movement breaker. I just feel like with that squad a good melee build might run it over a little. That's why I liked how Jarael did well with her double saves from leia.
LoboStele
Posted: Tuesday, May 4, 2010 12:34:17 AM
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Location: Cincinnati, OH
I think I would drop the Czerka and the R7 and put the Vigo and a 4 pointer in the squad to start with. Keeps your starting activations the same. Then you can bring in the Czerka and Ugos/Mice as needed. You probably don't need double-Override unless you're facing a Rebel Commando squad, and if you have enough activations (which you could now get 17 total if necessary), then the Override isn't that harmful.

Definitely looks like a solid build. I really like your use of Leia in this squad too.
Demosthenes
Posted: Tuesday, May 4, 2010 1:16:12 AM
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Joined: 12/23/2009
Posts: 1,399
Location: MD
Trust me, double Override was necessary. =)
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