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 Post subject: 360 damage on a won init.
PostPosted: Fri Oct 23, 2009 5:09 pm 
Guardian of the Old Republic
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I know...this is entirely gimick but I just got to thinking what would happen if Sidious, Whorm, and Mar Tuuk were on a team with a FelCor?

Well, something like this:

--360 Damage if ya win init?--
52 Felucian Warrior on Rancor
36 Darth Sidious
27 Lobot
20 General Whorm Loathsom
15 Jabba, Crime Lord
14 Captain Mar Tuuk
10 Rodian Trader
10 San Hill
12 Mouse Droid x4
3 Ugnaught Demolitionist

Preferred Reinforcements:
(Lobot) 8 Muun Tactics Broker
(Lobot) 12 Ugnaught Demolitionist x4

(199pts. 18 activations)

http://www.bloomilk.com/squads/View.aspx?ID=62414



Now I know the vulnerabilities to NTMTO, Disruptive, and swarms is rough but this would be downright hilarious to suprise someone with in a tourney once if you felt like having fun.

Thoughts?


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 Post subject: Re: 360 damage on a won init.
PostPosted: Sat Oct 24, 2009 8:24 am 
Imperial Dignitaries
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Nice squad, and it would definitely be lots of fun. And a nice factor is that the Rancor's Regeneration 10 completely erases the dmg from Sidious pwning him.

However, the init rules have changed: now, the first person activates only 1 mini, then the players activate 2 per phase after that. So you'd do 180dmg on a won init, and then 180 more the next phase if you could still attack a character who hadn't activated yet. And for that reason, you might want to drop the MTB, perhaps for Wicket (to help the Felcor's +11/+15 hit more reliably on the big targets).

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 Post subject: Re: 360 damage on a won init.
PostPosted: Sat Oct 24, 2009 9:22 am 
One of the Sith on Malgus' Shuttle
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With Captain Mar Tuuk you're allowed to increase/decrease your activation by 1, so that means you can use the FelCor and Sidious (pawn FelCor) on first activation. You are likely to lose Captain Mar Tuuk when your opponent activates afterwards, but still it's worth it if you do the 360 damage.

From the GaW Mini-FAQ wrote:
Captain Mar Tuuk

Q: Can Captain Mar Tuuk's commander effect modify the 1 activation from San Hill's commander effect? In DCI play can you activate 2 rather than the standard 1 when you go first in the round?

A: Yes to both. (Note that the former question would not be applicable to the somewhat similar Grand Moff Tarkin and Admiral Ozzel interaction due to the difference in wording.)


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 Post subject: Re: 360 damage on a won init.
PostPosted: Sat Oct 24, 2009 2:49 pm 
Imperial Dignitaries
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Oh, right. Duh. I can't believe I missed that. Sorry. :oops:

And yep, if you can put out 360dmg with the Felcor, you probably won't be needing Mar Tuuk anymore anyway. One nice thing about this squad with the MTB is that, once combat is joined, you can sack San with the MTB so that you can continually do your Felcor/Sidious combo without being hindered by the restriction of activating only 1.

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 Post subject: Re: 360 damage on a won init.
PostPosted: Sat Oct 24, 2009 3:14 pm 
One of the Sith on Malgus' Shuttle
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Have to say it does look solid. You have a minimum of 11 rounds of won inits if you keep all fodder/San/Rodian in the background out of LoS. You can get it off at least once, and even FlObi can't do away with that much damage.

And I'm guessing you'd use the Rodian Trader to give Heal 10 to the MD/Uggies?


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 Post subject: Re: 360 damage on a won init.
PostPosted: Sat Oct 24, 2009 3:17 pm 
Mandalore
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Could be nasty, especially if you can take advantage of some pour positioning choices by your opponents

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 Post subject: Re: 360 damage on a won init.
PostPosted: Sun Oct 25, 2009 6:13 pm 
Guardian of the Old Republic
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jedispyder wrote:
Have to say it does look solid. You have a minimum of 11 rounds of won inits if you keep all fodder/San/Rodian in the background out of LoS. You can get it off at least once, and even FlObi can't do away with that much damage.

And I'm guessing you'd use the Rodian Trader to give Heal 10 to the MD/Uggies?


Yeah and give it to like San, Mar (like 1st init so he can move after the fact), Whorm, and Jabba as well. Even Sidious if you wanted to be funny with him dealing 10 damage with Pawn ansd then healing the Felcor later.

I really like the fact that you can pawn and move the FelCor 32 squares (or more with FPs) back to the awaiting healers. And there could be 2 or 3 in position easily by turn 3 or so.


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