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 Post subject: Lets Activate 'Em v.200
PostPosted: Fri Aug 28, 2009 4:52 pm 
Hand of the Sith
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Joined: Fri Sep 05, 2008 9:04 pm
Posts: 332
Heres are the 200 pt versions of the squad.

Squad 1

64 Naga Sadow
49 Sith Heavy Assault Droid
54 Twilek Vigo x3
27 Lobot
3 Mouse
3 Ug Demo

R:

13 Czerka Scientist
7 Ugnaught Tech

or

17 T3-M4
3 Ug Demo


Squad 2

64 Naga Sadow
48 Mistryl Shadow Guard x2
23 Jarael
36 Twilek Black Sun Vigo x2
11 Sid Holo
3 Mouse Droid
5 Caamasi Noble
9 Ug Demo x3

Squad 3

64 Naga
23 Jolee Bindo
11 Sid Holo
27 Lobot
23 Jarael
18 Twilek Vigo
28 Dash RS
3 Mouse
3 Ug Demo

R:

18 Twilek Vigo

or

17 T3-M4
3 ug demo.

or

13 Czerka
6 ug demo x2

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 Post subject: Re: Lets Activate 'Em v.200
PostPosted: Fri Aug 28, 2009 4:59 pm 
Mandalore
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Location: Aboard the Exocarrier Resalute, waiting to free all SWMer's from Tyrnany
I have a number of very similiar squads on Bloomilk, and they are very good, espically if you can up the attack score of the Vigo, to help him have a better chance to hit.

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 Post subject: Re: Lets Activate 'Em v.200
PostPosted: Wed Sep 02, 2009 6:27 pm 
Mandalore
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I like the Idea of stunning your opponents so that they do not get the chance to hurt you, but in practice I often find it difficult to pull it off. You can really only get one or two of theirs activated after an initiative that you won, and I think that you definitely need some form or fashion of Initiative control to give it any shot at all. Consider this:

Captain Rex 33
Quinlan Vos JI (34) 67
Qui-Gon, Jedi Master (35) 102
R2- Astromech 9 (111)
Czerka 13 (124)
HBG 11 (135)

Fill in with another solid damage piece and some more support, and you see where this is going, Between Recon and the ability to re-roll your initiative you have a really good shot at getting the initiative win, which would allow for rex to get off 4 shots with the stun ability.

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 Post subject: Re: Lets Activate 'Em v.200
PostPosted: Thu Sep 03, 2009 6:11 pm 
Hand of the Sith
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Luke_Skywalker wrote:
I like the Idea of stunning your opponents so that they do not get the chance to hurt you, but in practice I often find it difficult to pull it off. You can really only get one or two of theirs activated after an initiative that you won, and I think that you definitely need some form or fashion of Initiative control to give it any shot at all. Consider this:

Captain Rex 33
Quinlan Vos JI (34) 67
Qui-Gon, Jedi Master (35) 102
R2- Astromech 9 (111)
Czerka 13 (124)
HBG 11 (135)

Fill in with another solid damage piece and some more support, and you see where this is going, Between Recon and the ability to re-roll your initiative you have a really good shot at getting the initiative win, which would allow for rex to get off 4 shots with the stun ability.


Nice Squad.. i dont play Republic unless its through Palpatine Sith Lord... decided i needed to cut out a few factions lol. Id like to keep this as a Naga/Sith squad if possible.. I Do Appreciate the feedback however.

I playtested this and it faired fairly well, i just played like an idiot lol... Could have killed Shaak, JM and Cade if i had based them.. but they made their saves lol. Naga did fairly well.. but his Shaak was just a beast that day lol.

I Ran this squad

64 Naga
36 Twilek Vigo x2
11 Sid Holo
28 Dash RS
27 Lobot
30 Xizor
3 Ug. Demo

R:

13 Czerka
3 Mouse
3 Ug. Demo

somehow i left an ug out of the build when i played.

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