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 Post subject: Coordinated Doubles
PostPosted: Wed Mar 12, 2008 11:09 am 
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Joined: Sun Sep 02, 2007 11:15 pm
Posts: 482
Location: Redmond, WA
(Also posted at WotC forums.)
I put this squad together to try to use some characters I'd never used before, but it ended up performing pretty well.

33 Han Solo of Hoth
31 Chewbacca with C-3PO
26 Biggs Darklighter
21 Admiral Ackbar
20 K-3PO
17 2-1B
13 Wedge Antilles, Red Two
8 Juno Eclipse
8 R2-D2
8 Wicket
4 Mon Calamari Tech Specialist
4 Mon Calamari Tech Specialist
4 Mon Calamari Tech Specialist
3 Ugnaught Demolitionist
(200pt. 14 activations)

K-3PO (the Coordinator) is really the star of the squad. He swaps Han and Biggs into position for their Double Attacks. Or he can swap Ackbar to get Recon/extend his CE range. Or he can swap Juno or Wicket into a key position for Disruptive/Traps. Or he can swap someone over near 2-1B for healing. Admiral Ackbar's commander effect is huge for the shooters. Han is always attacking at +12, Biggs is at +20 with Ackbar, and Chewie is +12 for a Double Attack or +16 for a Momentum. Chewie can soak up some damage (then get healed by 2-1B). Wedge is just useful swap fodder, because he's kind of a pain to kill. R2 can Repair K-3PO or 2-1B.

Some ideas I had to try to improve it:
  • Work in Princess Leia, so Han can potentially do 100 damage after I win init.
  • Add a Verpine Tech, so Biggs can be Jolting people with his super-accurate attack.
  • Maybe get Yoda of Dagobah and Obi-Wan, Jedi Spirit in too, so Han has Mettle-reroll Evades.
  • More Repair for K-3PO, since he's the key to actually getting off good shots with non-Accurate, stationary shooters.
  • Wedge Antilles to give Biggs more survivability through Evade?

I'd like to get some feedback about how I could possibly adjust it to be a bit more competitive (without just replacing all the non-meta characters with meta characters :) ).


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 Post subject: Re: Coordinated Doubles
PostPosted: Wed Mar 12, 2008 11:15 am 
One of The Ones
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Joined: Sun Sep 02, 2007 2:46 pm
Posts: 7960
Location: West Chester, OH (near Cincinnati)
Garm would mesh nicely with Han, Biggs, and Chewie/3PO. With Garm you could keep those pieces hidden and then move out, shoot twice, and then swap however you want to.

It's too bad that the Rebels don't have a piece like Grand Moff Tarkin to be able to get off 3 activations in one round. Perhaps General Dodonna will give them something like this.

Might also consider the original Wedge instead of Red-Two to give Biggs evade. Would make him better when swapping as well, and might allow you to swap him into the line of fire, and not have to worry about him getting blasted before he gets to activate (or if you lose init).

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"You either die a hero, or you live to see yourself become the villain."
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 Post subject: Re: Coordinated Doubles
PostPosted: Wed Mar 12, 2008 11:44 am 
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Joined: Sun Sep 02, 2007 11:15 pm
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Location: Redmond, WA
LoboStele wrote:
Garm would mesh nicely with Han, Biggs, and Chewie/3PO. With Garm you could keep those pieces hidden and then move out, shoot twice, and then swap however you want to.

It's too bad that the Rebels don't have a piece like Grand Moff Tarkin to be able to get off 3 activations in one round. Perhaps General Dodonna will give them something like this.

Might also consider the original Wedge instead of Red-Two to give Biggs evade. Would make him better when swapping as well, and might allow you to swap him into the line of fire, and not have to worry about him getting blasted before he gets to activate (or if you lose init).


Garm doesn't work well with Biggs, because he loses Careful Shot +4 and Deadeye if he moves. But he would definitely be nice with Han and especially Chewie. He's just a lot of points to try to work into the squad.

I like the idea of upgrading Wedge, but I'm not sure what to drop to do it. I could replace Wedge, Red Two, one of the 8 point pieces, and a Mon Cal with UH Wedge and an Ugnaught. That would drop my activations by one, but it might be worth it. The question then, is which 8 pointer to drop.


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 Post subject: Re: Coordinated Doubles
PostPosted: Wed Mar 12, 2008 11:57 am 
One of The Ones
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Yeah, Garm probably would cause you to lose too much, especially since most of your squad is Uniques, so you wouldn't be able to bring any those back in through Reinforcements. And I forgot about Bigg's Careful/Deadeye as well.

Losing 1 activation to gain UH Wedge wouldn't be too bad, since you've got a decent number of activations anyways. Seems to me that Wicket should be pretty helpful to your squad especially since some of them are lower attack values, and do best when standing still, which means you won't be advancing much in order to ignore cover. Juno could be good if you face disruptive problems, but she's always a tough call. I used her this past week and it was great, as she tends to get ignored a lot because of her low Attack bonus, and she ended up getting in some nice hits. R2 would probably be the one that I'd be most likely to drop if this is going to be used in a DCI situation. At 200 points, the 3 current maps just don't have enough doors to be worried about Override. Besides, if you make this change, you'd end up with 4 Ugos, which is more than enough to blow at least one door near the gambit zone on Throne Room (which is, IMO, the only 200 pt map where door control matters). Even if you're playing on 3rd party maps, or on Yavin Temple or Ruined Base, 4 Ugos should be enough to open up blow several doors before your opponent picks them off.

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 Post subject: Re: Coordinated Doubles
PostPosted: Wed Mar 12, 2008 12:27 pm 
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Joined: Sun Sep 02, 2007 11:15 pm
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Location: Redmond, WA
LoboStele wrote:
Yeah, Garm probably would cause you to lose too much, especially since most of your squad is Uniques, so you wouldn't be able to bring any those back in through Reinforcements. And I forgot about Bigg's Careful/Deadeye as well.

Losing 1 activation to gain UH Wedge wouldn't be too bad, since you've got a decent number of activations anyways. Seems to me that Wicket should be pretty helpful to your squad especially since some of them are lower attack values, and do best when standing still, which means you won't be advancing much in order to ignore cover. Juno could be good if you face disruptive problems, but she's always a tough call. I used her this past week and it was great, as she tends to get ignored a lot because of her low Attack bonus, and she ended up getting in some nice hits. R2 would probably be the one that I'd be most likely to drop if this is going to be used in a DCI situation. At 200 points, the 3 current maps just don't have enough doors to be worried about Override. Besides, if you make this change, you'd end up with 4 Ugos, which is more than enough to blow at least one door near the gambit zone on Throne Room (which is, IMO, the only 200 pt map where door control matters). Even if you're playing on 3rd party maps, or on Yavin Temple or Ruined Base, 4 Ugos should be enough to open up blow several doors before your opponent picks them off.


Well, that change would leave me with 2 Ugnaughts, not 4. Also, R2-D2 can Repair the other two droids, so he's not just there for Override. But yeah, he's probably the weakest 8 point piece in 200pts, I guess.

So then the squad looks like this:

33 Han Solo of Hoth
31 Chewbacca with C-3PO
26 Biggs Darklighter
22 Wedge Antilles
21 Admiral Ackbar
20 K-3PO
17 2-1B
8 Juno Eclipse
8 Wicket
4 Mon Calamari Tech Specialist
4 Mon Calamari Tech Specialist
3 Ugnaught Demolitionist
3 Ugnaught Demolitionist
(200pts. 13 activations)


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