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 Post subject: Mando Madness
PostPosted: Fri Dec 17, 2010 9:52 am 
Master of the Order
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Here's what I view as one of the top Mando squads in the post-DOTF era:

54 Jaster Mereel
27 Lobot
26 Mando Quartermaster
19 Mando Scout
19 Mando Scout
18 TBSV
17 Mando Gunslinger
13 Czerka Scientist
03 Mouse Droid
03 Ugnaught

10 base activations, but can have as many as 19 with all the Reinforcements, plus the CIO as an option, so about the only thing that will still out-activate you are mouse droid swarms or Sep/Nute Gunray swarm type squads. Still though, lots of firepower here, and so much versatility depending on the opponent. Typical Reinforcements with Jaster would probably be a CIO and either Gunsmith (against Droids) or Gunslinger. Tactician doesn't help a whole lot in this build, but is also an option with Jaster. With Lobot you can bring activations, or a 2nd Czerka, or a Bodyguard, or any number of options!

I'm personally not sold on whether the Quartermaster is the right fit here, and you can go with the Captain instead of the Czerka if you want, but I think the Czerka/TBSV combo is better overall. This squad plays tight anyways, in order to protect each other against things like Gallop/Strafe.

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 Post subject: Re: Mando Madness
PostPosted: Sun Dec 19, 2010 11:38 pm 
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I played with a similar squad which tim (timmerb123) created. It consisted of
jaster
lobot
captain
scouts x5
in all 3 games I've played I brought in salacious crumb and 5 mice with lobot and a gunsmith and a mando trooper with jaster. I enjoyed the way it played and seemed to match up well with a bunch of other squads. I played against a vong squad and 2 sith squads. It was more of a fun environment but I did win all 3. The point was that I did really enjoy this squad from tim and I think it can be really competative.

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 Post subject: Re: Mando Madness
PostPosted: Mon Dec 20, 2010 10:01 am 
Master of the Order
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I really think you need a better mix of Opportunist and Cunning though. Too heavily weighed on the end-of-round attacks, and the best you can hope for is to bring in the CIO with Jaster to counter an opponent's tempo control, but you'll never have tempo control of your own. You could have like 20 activations though, so maybe not too bad.

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 Post subject: Re: Mando Madness
PostPosted: Mon Dec 20, 2010 2:13 pm 
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I dont see why you need Lobot in this build (i know right i love lobot). Jaster builds are good when you die thats the whole point. I'd say go another Gunslinger and do all your fodder base. Jaster's Rienforcements will be enough to counter Lancer and Yobuck (which is the main reason to run Lobot) and you get a second early round shooter.

Another Option is to go with Gunsmiths over gunslingers, that build gets you an extra scout which is pretty sweet.

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 Post subject: Re: Mando Madness
PostPosted: Mon Dec 20, 2010 3:21 pm 
Dark Lord of the Sith
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I think there is too much going on. Jaster,Lobot and quartermaster. That over 100 pts in tech. Sorry but I have never been a fan of tech costing more than half the point cost.


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 Post subject: Re: Mando Madness
PostPosted: Mon Dec 20, 2010 3:22 pm 
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Well, sure, it's a 100 points, but you're getting half of that back in Reinforcements. And the Quartermaster holds his own as a Melee interference if necessary.

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 Post subject: Re: Mando Madness
PostPosted: Mon Dec 20, 2010 3:24 pm 
Big Bad Brad
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I have to agree with Lobostele, Mandalorian "tech" pieces are never truly just "tech".

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 Post subject: Re: Mando Madness
PostPosted: Mon Dec 20, 2010 3:28 pm 
Name Calling Internet Bully
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jonnyb815 wrote:
I think there is too much going on. Jaster,Lobot and quartermaster. That over 100 pts in tech. Sorry but I have never been a fan of tech costing more than half the point cost.


Lol Jonny.

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