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 Post subject: Cade & Rex with healing added for 200
PostPosted: Mon May 11, 2009 4:50 pm 
Jedi Council
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Something I threw together for this Friday. Basicly the 150 point Cade/Rex swap squad with healing and a Czerka thrown in. I'm very open to suggestions for changes.

61 Cade Skywalker, Bounty Hunter
33 Captain Rex
23 Captain Panaka
15 Bacta Tank
13 Czerka Scientist
18 Polis Massa Medic x2
9 R2-D2, Astromech Droid
8 Mas Amedda
8 Wicket
8 Gran Raider x2
3 Ugnaught Demolitionist
(199pts. 13 activations)

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Last edited by homer_sapien on Wed May 13, 2009 9:45 am, edited 1 time in total.

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 Post subject: Re: Cade & Rex with healing added for 200
PostPosted: Tue May 12, 2009 10:45 am 
Unnamed Wookiee
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Looks about as good as the concept can get, except I don't think you really need the 3 Polis Massa Medics there.
So the only thing I can recommend is dropping them and Rex for GOWK and a Caamasi. But that seems to take away a lot of the fun in the squad...

It looks like a very, very fun squad to play.

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 Post subject: Re: Cade & Rex with healing added for 200
PostPosted: Tue May 12, 2009 2:43 pm 
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Sith Slayer wrote:
Looks about as good as the concept can get, except I don't think you really need the 3 Polis Massa Medics there.
So the only thing I can recommend is dropping them and Rex for GOWK and a Caamasi. But that seems to take away a lot of the fun in the squad...

It looks like a very, very fun squad to play.


I originally had Barriss Offee as my healer, but I figured with force renewal 1 and Force Heal 20 she could only heal 40 every other round. I replaced her with the 3 medics (+ the Ug) figuring they could heal for 60 a round plus give me three more activations. I thought of dropping one of them, but I was too tired at that point to think about what to use instead if I did drop one. If I do change things I'll probably use Wicket instead since Rex could use some help hitting things.

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