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--plo/Rex and his 501st troopers-- Options
Jonnyb815
Posted: Friday, May 7, 2010 7:32:35 AM
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Joined: 10/28/2008
Posts: 606
--plo/Rex and his 501st troopers--
40 Plo Koon, Jedi Master
33 Captain Rex
21 Admiral Yularen
15 501st Legion Clone Commander
52 501st Clone Trooper x4
9 R2-D2, Astromech Droid
16 501st Legion Clone Trooper x2
8 Mas Amedda
6 Ugnaught Demolitionist x2

I could go 5 501st troopers but i think 4 and 2 legions are fine.
Well if they have opp they are 16 for 40 double gma. If they die they can hit back for 30/40 damage to force users. I could go mon over plo but then i lose a melee attacker.
imyurhukaberry
Posted: Friday, May 7, 2010 7:45:30 AM
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Joined: 5/8/2008
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I would go with 5 501s CTs over the 2 Legions. You have the same number of attacks either way (GMA)...and you gain another 5CT for Squad Assault. If you lose 1 of the 4, then you are out of luck for SqA. On top of that, the Legions gain nothing for SqA. With the 3pts, you can add another Ug or a Rodian Brute to keep the same activations.

Anywho...that's how I see it. Oh...and keep Plo over Mon. ;)
imyurhukaberry
Posted: Friday, May 7, 2010 7:46:50 AM
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Another option would be to drop the 501st Commander for a Czerka. The Jolt gained for Rex alone would help with getting the CTs their Opp shots.
Just a thought...maybe try it and see how it does.
PhageLab
Posted: Friday, May 7, 2010 9:31:35 AM
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Definitely keep Plo. As for the CT vs Legion thing, I'm not sure, I'd probably keep the Legions, but I do see Huk's point. Maybe try both and see which is more effective.
Jonnyb815
Posted: Friday, May 7, 2010 3:06:08 PM
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I understand the other squad was better overall but this one could be annoying
Side not all the 501st clone troopers are 501st clone troopers if they arent 501 CT they have a SA called trooper letting them count as them. Thats the reason for the the mix.

--plo and his 501st troopers--
40 Plo Koon, Jedi Master
23 Mon Mothma
21 Admiral Yularen
16 Queen Amidala
9 R2-D2, Astromech Droid
77 501st Legion Clone Trooper x11
8 Mas Amedda
6 Ugnaught Demolitionist x2

(200pts. 19 activations)
imyurhukaberry
Posted: Friday, May 7, 2010 5:39:37 PM
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Oops...after all that I forgot about their SA! I guess my post is moot...
PhageLab
Posted: Saturday, May 8, 2010 12:29:00 AM
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Good call sir.
Jonnyb815
Posted: Sunday, May 9, 2010 2:55:36 PM
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ok do I drop the commander and a 501 the 8 pt for mon mothma. That would be 30 on the first death blow and 40 on the second with Mon Monthma that would a possible 70 damage on a death blow.
nerfherderpictures
Posted: Monday, May 10, 2010 12:53:54 AM
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i made a squad similar to this but its with one of the new lost twenty virtual set peices
here he is
CAPTAIN FORDO
31 POINTS
16 DEF
10 ATK
20 DMG
SPECIAL ABILITIES
UNIQUE
ARC TROOPER
TWIN ATTACK
ORDER 66
ACCURATE SHOT
COMMANDER EFFECT
ALLIED CHARACTERS WITH ARC TROOPER IN THERE NAME GAIN TWIN ATTACK AND EVADE
nerfherderpictures
Posted: Monday, May 10, 2010 12:57:28 AM
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THE SQUAD CONSTSITED OF
CAPTAIN REX
CAPTAIN FORDO
R2 DOOMBOT
3 ARC SNIPERS
MAS AMEEDA
PLO KOON JEDI MASTER
ADMIRAL YULAREN
3 UGGIES
WHEN ARCS DIE THEY CAN DO 80 DAMAGE WITH ACCURATE SHOT
Jonnyb815
Posted: Monday, May 10, 2010 3:36:06 AM
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no they do 60 since you dont get deadeye on the death blow shots but giving me stats to custom minis and using caps really doesnt help the squad since I dont use custom stats. Thanks for helping though.
nerfherderpictures
Posted: Monday, May 10, 2010 3:22:08 PM
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the judge here in spokane ruled that you would get dedeye on deathshots
billiv15
Posted: Monday, May 10, 2010 4:14:02 PM
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nerfherderpictures wrote:
the judge here in spokane ruled that you would get dedeye on deathshots


That could have been correct, or incorrect depending on the situation.

Deadeye has very specific requirements in order to use it - and it says so right in the glossary.

"On its turn, if this character doesn't move any distance, it gets a +10 bonus to Damage. This special ability doesn't help with attacks of opportunity."

I highlighted the important two. If you managed to kill off your own character, on it's turn, and it did not move, you would get Deadeye on the death shot. It could happen, but somehow I doubt that this was the case in your game :)

Either way, I suggest you show the judge the glossary, and remind him/her to check it when making rulings. Making an incorrect ruling that's crystal clear in the glossary is not acceptable for a judge (obviously there can be circumstances that justify it in some cases). But in general, as both a player and judge, when making rulings, consult the glossary first. It will answer about 85-90% of all rules questions in a very clear manner, and doesn't leave the "I got screwed" feeling in someone's stomach when they find out the judge ruled incorrectly.
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