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Madine's Magic Missiles https://www.swmgamers.com/forums/viewtopic.php?f=10&t=15355 |
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Author: | TimmerB123 [ Tue Apr 17, 2012 11:23 am ] |
Post subject: | Madine's Magic Missiles |
A small twist on Weeks squad he posted a while back. --Madine's Magic Missiles-- 27 Luke Skywalker, Rebel Commando 102 SpecForce Vanguard x6 32 Elite Rebel Commando x2 16 General Crix Madine 14 General Rieekan 9 General Dodonna (200pts. 12 activations) Crushed a republic squad. It was fun, but I think it would be hard to finish games with 3 pt wins. Lots of tools to use though. The ERCs are your double override, and your big sluggers. They can hit for 60 at the top of the round (100 vs mounted weapons and droids!) Luke can strike for 80 from 8 squares away, and has DjemSo. Levitate gets the pieces where you need them quickly. Crix has disruptive, and Rieekan gives everyone mobile and evade. Dodanna helps you outactivate. You have mines galore vs strafe and melee, and missles 20 x 6. Jake had great saves and so it took a while to wear him down, but I did eventually. |
Author: | DarthMandalore [ Thu Apr 19, 2012 8:28 am ] |
Post subject: | Re: Madine's Magic Missiles |
now that would be an interesting squad to face off with... |
Author: | TimmerB123 [ Thu Apr 19, 2012 11:58 am ] |
Post subject: | Re: Madine's Magic Missiles |
Jake asked me with this squad, but what would you do vs Lancer or Yodabuck. I said, "Ummmm . . . The vanguards all have mines" He said - "Oh crap, Wow!" |
Author: | greentime [ Thu Apr 19, 2012 5:13 pm ] |
Post subject: | Re: Madine's Magic Missiles |
Yeah, mines plus lancer is about the worst combo in the whole game (aside of Jar Jar Binks plus being on the table). I have to make how many saves to get to strafe you?! |
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