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 Post subject: Mando counter to Nute Gunray?
PostPosted: Thu Feb 10, 2011 7:16 pm 
Moff Disra
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Location: Kalamazoo, MI
--Mando lots of shots--
27 Lobot
26 Mandalorian Quartermaster
23 Mandalorian Captain
95 Mandalorian Scout x5
16 Mandalorian Gunsmith
12 Mandalorian Counter-Intelligence Officer

(199pts. 10 activations)

It's a lot of firepower (20 point shots instead of 30 with Nute).

What do you think?


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 Post subject: Re: Mando counter to Nute Gunray?
PostPosted: Fri Feb 11, 2011 11:43 am 
Imperial Dignitaries
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I think it's an excellent counter. Having Cloaked Scouts forces Nute's droids to advance, which makes them much weaker. The CIO and Lobot will allow you hold your own in the activation race, and they'll also help a lot vs other squads. Nice job!

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 Post subject: Re: Mando counter to Nute Gunray?
PostPosted: Fri Feb 11, 2011 12:12 pm 
Death Star Designers
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I don't see how it keeps up activation wise. The new version has a 17 base activation. Likely 20 with Lobot, and up to 8 more through Nute. It is going to be a real, real slow game, as both will be approaching very closely.

The Scouts aren't great, because of the activation disadvantage. More Gunsmiths would be more productive, as they can kill an 86 without Cunning. Cover screens will slow down both squads tremendously. The Mandos are going to be picking off Battle Droids and Mice while the 86's approach, while also picking off your activation base. It does not have nearly enough strengths in the match up to be a "counter". It is possible to win, but it won't all the time.

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 Post subject: Re: Mando counter to Nute Gunray?
PostPosted: Fri Feb 11, 2011 3:22 pm 
Imperial Dignitaries
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Sithborg wrote:
I don't see how it keeps up activation wise. The new version has a 17 base activation. Likely 20 with Lobot, and up to 8 more through Nute. It is going to be a real, real slow game, as both will be approaching very closely.

That's very true.

Sithborg wrote:
The Scouts aren't great, because of the activation disadvantage. More Gunsmiths would be more productive, as they can kill an 86 without Cunning. Cover screens will slow down both squads tremendously. The Mandos are going to be picking off Battle Droids and Mice while the 86's approach, while also picking off your activation base. It does not have nearly enough strengths in the match up to be a "counter". It is possible to win, but it won't all the time.

I think the Scouts are there more for the Cloaked ability than otherwise. I can definitely see trading a Scout for another Gunsmith, though.

I guess my main question is how the Seps will be picking off the Mandos' activation base at all. Why would the Mandos put anything out in LOS? If the Mando player were to place any of his pieces in a place where they can be shot, then I think he deserves to lose. That's why the Scouts are there...to shoot the Seps' activations without giving the Seps any target whatsoever. I just don't see how the Seps are going to shoot anything at all, without first basing the Mando Scouts...and by that time, the Sep will have already taken some losses and even some damage on the 86s. The activation lead will certainly be an issue worth considering, but even with an activation lead, the Seps still won't able to make an attack until they base the Scouts.

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