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 Post subject: Palpatines Carpet Outlet
PostPosted: Tue Sep 11, 2007 10:45 pm 
Imperial Dignitaries
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So I have been toying with this idea a while but I was at the 150 level. I think that it really only works here in 200 though.

http://www.swshoebox.com/displaySquad.c ... &arg=74440

Palpatines Carpet Outlet
-----
Palpy SL 62
Thrawn/Mas 45
CC Gree 18
SC 17
WFF x4 52
Uggo x2 6
-----
Total: 200 with 11 activations


So the idea of this squad is the same as that of B&B only with a twist. Run in Wookiee, do 30 damage, switch with Palps, do 60 damage, win init, do another 60 and swap with a Wookiee. I also have a SC and Gree as a solid shooting source and 4 Wookiees is a total of 200 HP with their Charging Assault into swap range.

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PostPosted: Tue Sep 11, 2007 11:19 pm 
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Definitely viable. I have a close variant of this that I've used with success.

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PostPosted: Wed Sep 12, 2007 7:53 am 
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Heh....working in Grand Moff Tarkin somehow so you could get 3 activations would allow you at the beginning of a turn to attack with Palps, swap in Gree, and run him away 16 squares without taking an attack of opportunity. :P

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PostPosted: Wed Sep 12, 2007 3:24 pm 
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LoboStele wrote:
Heh....working in Grand Moff Tarkin somehow so you could get 3 activations would allow you at the beginning of a turn to attack with Palps, swap in Gree, and run him away 16 squares without taking an attack of opportunity. :P


I was actually thinking about Tarkin. Now you just mad it a must! Brilliant idea.

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 Post subject: carpet outlet
PostPosted: Tue Sep 18, 2007 7:57 am 
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brutal. Looks a little low on activations. A good amount of damage potential though. If you got tarkin in there his ability to activate 3 would help at bringing down big commanders as well as grunts.

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PostPosted: Tue Sep 18, 2007 8:19 am 
Name Calling Internet Bully
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Lol, I made that exact squad. Have yet to play it. Was thinking I might run it next time I run 200. :)

I called it Imperial Irony (Freedom Fighters helping the Imperials).

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 Post subject: name
PostPosted: Tue Sep 18, 2007 1:41 pm 
Jedi Knight
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no offense flea but Billiv has a better name for the squad.

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PostPosted: Tue Sep 18, 2007 4:35 pm 
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nice squad, its awesome that you can play rebel characters on an imperial squad.


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PostPosted: Wed Sep 19, 2007 1:41 pm 
Jedi Knight
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Xanthan wrote:
nice squad, its awesome that you can play rebel characters on an imperial squad.

yeah they fact that you can use rebels is just awesome.

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PostPosted: Fri Sep 28, 2007 4:14 pm 
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On the Tarkin thought... what about rotating in the OTHer tarkin, to allow palpy to quad? Lets Gree actually shoot decently also... just a thought :)

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PostPosted: Fri Sep 28, 2007 5:19 pm 
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Grambo wrote:
On the Tarkin thought... what about rotating in the OTHer tarkin, to allow palpy to quad? Lets Gree actually shoot decently also... just a thought :)


sheesh 80 damage a round from Palps and all those WFF? That's nasty too. I'm going to try running this variation.


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PostPosted: Mon Oct 08, 2007 8:27 pm 
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One more whacky variant...

Palp SL
Gree
Vader CotS
5 x WFF
Stormie

Not enough activations at only 9, but OH MY... Vader escorts the WFF in, they hit for 40 per charge (most likely, at +15)... and unlike usual, after contact they can hit harder with Vader behind.

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PostPosted: Thu Oct 11, 2007 12:56 pm 
Jedi Knight
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Grambo wrote:
One more whacky variant...

Palp SL
Gree
Vader CotS
5 x WFF
Stormie

Not enough activations at only 9, but OH MY... Vader escorts the WFF in, they hit for 40 per charge (most likely, at +15)... and unlike usual, after contact they can hit harder with Vader behind.

Not enough activations, but I like it.

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