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 Post subject: Durge's flying gunship at 200 points
PostPosted: Sun Nov 01, 2009 12:40 am 
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Joined: Tue Nov 04, 2008 2:04 am
Posts: 400
I thought this would be hilarious to use

Nikto Gunner on Desert Skiff 23
Durge Jedi Hunter 51
General Whorm Loathsom
Darth sidious 36
IG Lancer Droid 31
Mistryl shawdow Guard 24
R7 astromech droid x2 =16
ugnaught demolitionist x2 =6
199 points

Idea is
use skiff to get durge in range to use his triple twin
Idea is run skiff forward if short enough distance it gets a twin attack also then have durge fire
BG on skiff also to give it some staying power or suck up pawn damage on skiff if need to get it out in a hurry.


The danger is if you can't get durge off the skiff fast enough.

other thing I was throwing around is dropping lancer and an ugg for deliah blue

or an r7 and an ugg for san hill.

Not sure though, but I do know this wouldn't last long against a higher act squad or one with activation control.

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 Post subject: Re: Durge's flying gunship at 200 points
PostPosted: Mon Nov 02, 2009 8:46 am 
One of The Ones
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Posts: 7960
Location: West Chester, OH (near Cincinnati)
Well, you can use Sidious' Dark Master ability on Durge, that way he can re-roll his save if the Skiff gets blown up.

Might want to squeeze in some Mouse Droids somehow though. Otherwise I think you'll have a tough time utilizing Whorm's CE successfully. If you wanted to, you could put Durge and a Mouse Droid on the Skiff, that way he'd automatically get the CE. :)

I think the Lancer Droid is also not really worth it in a build like this. Even with Mouse Droids, you'll have a tough time keeping Whorm's CE extended far enough to be useful with the Lancer. I'd go with a Human Bodyguard, and then some other sort of secondary piece, instead of the MSG and the Lancer. Maybe go with Deliah Blue, so she can Mobile/Twin/Cunning, and then also Repair the Skiff as necessary.

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