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 Post subject: A Merc's band
PostPosted: Fri Nov 30, 2007 8:24 am 
Third Jedi from the Left
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Posts: 105
Location: St. Albans, VT.
Boba Fett, Mercenary - 58
Han Solo, Scoundrel - 46
Garm Bel Iblis - 45
Princess Leia - 20
C-3PO and R2-D2 - 18
Obi-Wan FS - 8
Bespin Guard - 5

Total - 7 activations - 200 points

Garms Reinforcments: 5 Mon calamari Tech Specialists and 2 Rebel Troopers for a total of 14 activations.

---OR-----

Garms Reinforments: 1 Rebel Trooper on TaunTaun, 3 Mon Calamari Tech Specialists, and a Rebel Trooper for a total of 12 activations.

Thoughts? Suggestions? Rude inconsiderate comments?
__________________________________________________________
Playtest status 7-0

Played against This squad on Vassel, forgot who i played against.

Revan, Brood, Uggernaught, Lobot, Lando DS, and a bunch of Grans brought in, on the starship map, I won map roll and side roll, choose control room side. I set up outside control room. I brought in Reinforment option 1, sence the tauntaun one wouldnt be so hot.

This game goes fast. I start shooting his Uggernaught with han and Boba, and supprisingly miss it a few times. He then charges out with Brood and Revan. Brood gets there first because of Revan's CE. Han and Boba made short work of her and moved away from Revan. I threw a few of my techs/troopers in the way at key positions to keep Revan from being able to move 6-8 and atk/curruption Han, which he eventually did, thankfully for Han he made his saves and ran away. I took down his Uggernaught, then went to work on Revan. I threw Garm, C-3PO/R2-D2, and the Bespin in Revans way. He proceded to murder the droids as Lando took out the Bespin next init. Garm moved out of the way so Boba could shoot at Revan without cover and took an AOO. So then Boba and Han put everything they had into it, and Combined fire with most of my other guys, Juno, techs, troopers, ect, and brought Revan down slowly, Revan made almost all of his Dark armor saves. He said GG after Revan fell. I had only lost some techs, bespin guard, and C-3PO/R2-D2 and Han was down to 30. He had a lot of bad rolls though. His uggernaught rolled 2 3's in a row against my Leia without cover, missing both by 1 because of Revan's CE, her staying alive really helped. Also i used intuition after every single init, that ability is awsome, along with Garms ability to let him move 3 after/before. Move 9 away from a melee attack? Awsome, just try to chase him down.

Going to try to test out more soon.

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"Know that much may happen here, but above all, do not forget this—you may trust in me. We cradle each other's lives, and what threatens one of us, threatens us both. And if you find you cannot trust me, trust in your training. Trust in yourself. Never doubt what you have done." Kreia


Last edited by Waves_blade on Sat Dec 29, 2007 7:42 pm, edited 5 times in total.

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PostPosted: Fri Nov 30, 2007 8:33 am 
One of The Ones
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What do you mean no door control? You have 4 Ugos. That's fine. Especially since door control is not quite as crucial in 200 points as it is in 100/150. In the 200 point maps, there really aren't any places where you can lock a door with Override and keep opponents from the gambit area.
If you really want R2 in there though, then I'd say go with dropping the Mon Cal Tech Specialists.

Actually.....do you have Garm? If you took out the Vanguards, Tech Specialists, and three of the Ugos, you could put in Garm, and then bring some of those pieces back in with his Reinforcements. Then you also would not necessarily need Chewie, as Boba could Intuition out, then use Garm's CE to move back in after the Double Attack. Then, if you don't face someone with Master Tactician or Tactics Broker, you could use Garm to bring in a Trooper on Tauntaun for the Recon.

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PostPosted: Fri Nov 30, 2007 8:59 am 
Third Jedi from the Left
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I ment no overide. Also where we play, any map goes. I actually did have Garm before I traded him, now im regretting it though... i'v seen some pretty sweet squads i wouldn't mind trying out, I should really try to do a trade back with that kid....

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PostPosted: Sat Dec 01, 2007 8:37 am 
Third Jedi from the Left
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Okay so I took your suggestion for the squad idea. How does it look? (Just got to get a few things before the squad is ready to go but hey, doesnt hurt to have the squad all figured out....)

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"Know that much may happen here, but above all, do not forget this—you may trust in me. We cradle each other's lives, and what threatens one of us, threatens us both. And if you find you cannot trust me, trust in your training. Trust in yourself. Never doubt what you have done." Kreia


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PostPosted: Sat Dec 08, 2007 6:25 pm 
Third Jedi from the Left
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the squad seemed to do good for me last week, wasn't that much of a rigourous test though, 2 of the better players were not there, JML ^, and another guy that brings his kids to play. It was a small 4 person Tournament, me, a guy named Tim, a kid named Kyle, and a old person named Rodney. All of them were playing squads with Force Push 4... sigh....

Round one it's me Vs Rodney: now leme get this straight, Rodney is a good guy, who likes to play the game, and likes starwars, however, he is sort of "special", i dont mean any offense to him, nor to people like him, because that would be rather, extremly rude. He usualy has his people move through walls, amazingly leap across the map to attack my guys from behind, that sort of thing. We all go along with it to give him a good time. So he was playing a squad that Kyle built for him: Luke unleashed, 2 of those Talosion Tank droids, or whatever they are called, Han on TaunTaun, and Chewie RH, mabye a filler or 2 dont remember. So we start of with me testing out how much damage Han and boba can seriously do if they win init. 1st droid died fast. Then I leave han out in the open for Rodney to push/shoot, and advised Rodney about it. So Rodney uses FP4 and hurts Han. The rest of the game goes the same way, me giving Rodney tips, and helping him out, untill i only had Garm and Boba left, then decided to finish up so i didn't accidently lose incase of time.
I win 1st round, and so does Tim.

Me vs Tim: Tim is new at playing SWM, and was also using JML's figs to make a team. Boy was it annoying leme see if I can remember what it was: The speed 1 turrent thing, dont remember it's name, Luke unleashed, Leia, Hoth commander, The Hoth turrent thing, dont remember it's name either... C-3PO/R2-D2, Rebel Captin, Elite Hoth Trooper, and Hoth Trooper commander, Han on TaunTaun, and I dont remember the rest. So we play on the starship map, and I won side roll, I picked control room side, started outside the room however. I picked option 1 for Garm's reinforcments sence I dont have a TaunTaun in real life (g2 love vassel for letting you use figs' you dont have) anyway... He starts the turrent right where i can see it. Now here is why i thought that team was annoying. I murder the turrent right off with Han, Boba, and Leia/Her CE on Han, HOWEVER he makes the bloody Leia save and the turrent comes right back up at full health, boy what a way to start the game, wasting the powerhouses of my teams attacks on that.....

anyway, i through all of my Reinforcments in front of my main guys to make sure Luke has to target them and not Han who can only take 2 force push 4hits, I spaced the guys out as well so the turrent cant kill all of them that fast. Round one pretty much goes his way sence my main guys are already activated. Also, he put's han right behind the turrent where my Han and Boba can see it.... not the best of choices... I win init and murder his Han. He then starts picking off my guys with the turrent, Luke, and his other guys, while his speed 1 guy slowly starts coming forward. Also, he leaves Luke where Han and Boba could see him.... but I do belive his reasoning was, Luke had Deflect, and if he won init, it wouldnt matter. He won init, hit more fodder with luke, and ran Luke outa there. Then he used his Rebel captin to take out even more of my guys. I think i had 2 Mon cals, and a rebel trooper left for reinforcments at this point. However, he didn't activate his Hoth Turrent, so Han and Boba didn't pass up the opportunity. His next activations kill most of my fodder off. I used leia, and her CE on Han to finish the Turrent off, no succesful Leia save this time. Dont want to go over every single move that happened, it ends with a win for me.

Kyle wins, and I win.

Round 3:I end up playing Kyle who was running an interesting squad: Luke Unleashed, VAR, K-3PO, Obi-wan Kenobi (RS), the Heal 30 guy, I something, 3 Rebel Vanguards, and some other peices i think, dont remember what. Played on the starship map again, not on the command center side though.It ended up with me wining, most of his guys dead, and his VAR with A-LOT of force points, which made me glad that I had plenty of fodder in the way. Went to time.

Overall it did good, i didn't get to run it against any of the major squads, B&B, ect. But hey, got a pack, VR was however Darth Malak, so I took the JWM that was in the pack instead and pass the rest along.

Just some results on how the squad went.

_________________
"Know that much may happen here, but above all, do not forget this—you may trust in me. We cradle each other's lives, and what threatens one of us, threatens us both. And if you find you cannot trust me, trust in your training. Trust in yourself. Never doubt what you have done." Kreia


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PostPosted: Sat Dec 08, 2007 9:05 pm 
Moff Disra
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Waves_blade wrote:
I murder the turrent right off with Han, Boba, and Leia/Her CE on Han, HOWEVER he makes the bloody Leia save and the turrent comes right back up at full health, boy what a way to start the game, wasting the powerhouses of my teams attacks on that.....

LOL. That was so funny to read. The same thing happened to me in sealed against fingersandteeth. Leia, HC brought back a snowspeeder. I still won the game, but it was a lot closer.

This squad can be played on so many different maps (well done).

I'm not sure if Iblis is really needed. His effective cost of 15 points could easily just become a Rauntaun (once you own one).


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PostPosted: Sun Dec 09, 2007 3:27 pm 
Third Jedi from the Left
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Engineer wrote:
LOL. That was so funny to read. The same thing happened to me in sealed against fingersandteeth. Leia, HC brought back a snowspeeder. I still won the game, but it was a lot closer.

This squad can be played on so many different maps (well done).

I'm not sure if Iblis is really needed. His effective cost of 15 points could easily just become a Rauntaun (once you own one).


It's so annoying when Leia's save happens on pieces like that.

Thx.

Well garms CE on Boba is really nice... if i win init, intuition out a little bit, double cunning, then move Boba back 3 hopefully out of sight. It's also nice when Boba is based. I know that boba can intuition out of the problem anyway. However if i win init, I can double, and move another 3 squares, total of 9 squares (intuition) away from a based enemy. They would have to spend a good amount of force points to try to keep up with Boba with Garm still alive. Garm is also a decent scrub killer, another person to combine fire with, and if I get a Rauntaun I can just bring it in with reinforcments.

I would rather have it as Reinforcments anyway, if im playing against Master Tactition/MTB it is a waste.

_________________
"Know that much may happen here, but above all, do not forget this—you may trust in me. We cradle each other's lives, and what threatens one of us, threatens us both. And if you find you cannot trust me, trust in your training. Trust in yourself. Never doubt what you have done." Kreia


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 Post subject: Re: A Merc's band
PostPosted: Fri Dec 28, 2007 5:51 am 
Third Jedi from the Left
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Went 2-0 at yesterdays tourny. Was another small 4 ppl tourney. Me, Rodney, My lil-half brother Adam, and Alec(mabye spelling errors).

Me 1st: Squad is listed in 1st post.

Adam 2nd: Rebel Snowspeeder, the emplacment battery, Obi unleashed, 2 nobles, 2 wookie soilders (the 7 pt one), K-3PO, Han Solo of Hoth, all i can recall at the moment...

Alec 3rd: Luke (The highish costing rebel one(not Loda), COTF i think, or Hero of Yavin, had melee attack, knight speed, deflect, flurry, and a few other things,.), Obi Unleashed, Biggs Darklighter, Garm Bel Iblis, Vanguard, 2 ugnaught demolitionists, 4 Mon Cal Tech. 2 WFF i think, dont remember the rest or if this is exactly it(this is including Garms Reinforcments, he has his set out on what he wants, dont remember what was in main or not besides things costing over 30....)

Rodney 4th: Thrawn and his home boys (courscant guards) a shadow guard, Gov Tarkin (rs) and a bunch of variations of troopers and such, not sure if it was even 200 pts. NO Vader.

RD1: Me Vs Alec, won map roll, choose Korriban map (We play on any map at our LGS). Took the TaunTaun varient of reinforcment. His big guys didnt last verry long, all i have to say.

Adam won Vs Rodney by points, they had mabye 6 figs dead total by time... was a wait.....

RD2:Me Vs Adam. I won map roll again, choose Korriban. Same result as last time.

The squad is doing good so far. But I have yet to test it against Top Tier squads and such...

_________________
"Know that much may happen here, but above all, do not forget this—you may trust in me. We cradle each other's lives, and what threatens one of us, threatens us both. And if you find you cannot trust me, trust in your training. Trust in yourself. Never doubt what you have done." Kreia


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PostPosted: Fri Dec 28, 2007 2:44 pm 
Jedi Council
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Engineer wrote:
LOL. That was so funny to read. The same thing happened to me in sealed against fingersandteeth. Leia, HC brought back a snowspeeder. I still won the game, but it was a lot closer.


My first Disintigration with Boba, BH was against an Atgar that then came back thanks to Leia.

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 Post subject: Re: A Merc's band
PostPosted: Sat Dec 29, 2007 6:38 am 
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It's a solid squad. Of the squads I've seen posted that use the Boba Merc / Garm combo, I like this one the best so far. You can bring in Recon if you need it, or if your opponent brings a Muun you can forego the initiative control and take your time, building up force points and sniping scrubs with mobile attacks, until the Muun runs out of fodder to kill.

With all the accurate shot, you don't necessarily need to win initiative every turn.

Whenever I see a Scoundrel build I always ask myself whether the Landspeeder would work in its place - but there isn't enough room for Han Rebel Hero, or even for Han STA really, so I don't think it's an option here.

My only concern is how long this squad will last against a squad that uses the Muun, Revan or Thrawn to win inititiative, then hits hard and fast with melee brutes - Han Scoundrel won't last long.


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 Post subject: Re: A Merc's band
PostPosted: Sat Dec 29, 2007 7:40 pm 
Third Jedi from the Left
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Won twice in a row on Vassel VS

(Chancellers Starship map)
Vader, Unleashed - 50
Apprentice, Unleashed - 48
Felucian on Rancor - 52
Emperor Palpatine - 40
3x Ugnaught Dem. - 9
(TaunTaun reinforcments)

and
(Death Star Map)
scoundral
luke poliot
wedge
leia on a cloud
chewie/ c-3po
akbar
obi ghost
2-1b
jawa
jawa
ewok
(TaunTuan Reinforcments)

Both were good game, however the game against the 1st team was compleatly unfair for opponent, i rolled 5 crits, and won almost every single initiative, except for like the 1st i think.

I have yet to face thrawn with this, so im a little unsure of how it would handle. Depends on the vader. As for han, i would try to keep him away from the swap fodder. Cant really see what would actually happen untill i play somthing like that. Would be a tough match.

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"Know that much may happen here, but above all, do not forget this—you may trust in me. We cradle each other's lives, and what threatens one of us, threatens us both. And if you find you cannot trust me, trust in your training. Trust in yourself. Never doubt what you have done." Kreia


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