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 Post subject: Charging Rancor
PostPosted: Fri Jan 04, 2008 8:26 am 
Death Star Designers
Death Star Designers

Joined: Sun Sep 02, 2007 1:07 pm
Posts: 811
Okay this is more which one do you like better:

Fire support:
Felcor
Fett Merc
Han ST
Garm
Wicket
x4 ugs
9 base activations/200pts

The rancor can charge out there to meet melee head on. If need be you can hold it back and let Fett (This has to be one of my favorite pieces in the game now) do his mobile madness. Garm not only allows for some reinforcements, but that being able to move 4 and MR2 could be big to still get its triple off.

Flying Claws
Felcor
Han st
Garm
x3 WFFs
wicket
x2 Caamasi
10 base activations/200pts
Reinforcements can either be x2 more WFFs (5 total) or rauntaun/filler or activations. Another thought i had was to use the verpine tech as well. I think they could work well with the WFFs.

Finally you get a bit of BGing going on:
Felcor
Garm
Han ST
chewie RH
CPD2
2-1B
Wicket
caamasi
8 base activations, but lots of healing BGing going on. Rancor is your only threat, but he wont go down fast.

So which one do you like best? Are they all viable?

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 Post subject: Re: Charging Rancor
PostPosted: Wed Jan 16, 2008 2:34 pm 
Unnamed Wookiee
Unnamed Wookiee
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Joined: Sun Dec 02, 2007 6:04 pm
Posts: 36
Location: Iowa State University
I like the BG squad the best.


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