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 Post subject: Pawning the Uggernaut
PostPosted: Fri Dec 07, 2007 11:41 am 
Jedi Knight
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Joined: Sun Sep 02, 2007 2:04 pm
Posts: 326
1 Darth Sidious
1 Asajj Ventress
1 Uggernaut
1 Lobot
1 Jabba Crime Lord
1 San Hill
1 Wicket
1 Muun Tactics Broker
2 Caamasi Noble
6 Ugnaught Demolitionist

200 even, 16 activations + reinforcements.

Use Pawn to do a Furious Assault, then duck back into cover. The big power play is obvious: with San, you spin ugnaughts until the enemy squad is done activating, then the Uggernaut does its furious assault. Pawn it for another Furious Assault. Next turn, kill San Hill with the MTB, then get two consecutive Twin Cunning Deadly Flurry Furious Assaults.

I know the Uggernaut only has a +6 attack - up to +10 with cunning - but I think there will be a few critical hits with all those dice being rolled - in theory, 8 attacks against everything it can see. At the very least, this should make short work of all visible scrubs and blockers in the first 1-2 assaults, and put a solid dent in everything else.

Sidious can Pawn the MTB to kill him when the time is right.

Thoughts?


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PostPosted: Fri Dec 07, 2007 11:46 am 
Moff Disra
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Joined: Sun Sep 02, 2007 1:06 pm
Posts: 1359
Location: Kalamazoo, MI
I'm not sure if Jabba Crime Lord will ever get to give his CE to the Uggernaut. Speed 2 is so slow. Putting the slug on the skill seems too expensive but will get Jabba to where he needs to be.


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