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 Post subject: Twin Dooku
PostPosted: Sun Nov 15, 2009 7:10 pm 
Mandalore
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--Twin Dooku--
51 Count Dooku of Serenno
41 PROXY
38 Boba Fett, Enforcer
20 General Whorm Loathsom
10 San Hill
16 R7 Astromech Droid x2
5 Caamasi Noble
9 Mouse Droid x3
9 Ugnaught Demolitionist x3

(199pts. 14 activations)

14 activations in 200 is usually more than sufficient to match up with your opponents in Tempo Control. This squad does have double over-ride for controlling doors, it also has the luxury of a pretty consistent 40 damage coming out of Boba Fett from the back of the party. The real strength however is in the melee brawlers, Who can each attack at +16 for 20 twice after moving 6 or 4 times each if they stand still. This leads to great melee advantages. Anyhow tell me what you think.

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 Post subject: Re: Twin Dooku
PostPosted: Tue Nov 17, 2009 12:49 pm 
One of The Ones
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Only thing is that I'm not really that certain you need San Hill. You don't have any Opportunist or Cunning Attackers, so there's no need to activate last for attacking or for setting up big shots for the following round. I think you'd find that San would hurt more than help in this build. Otherwise, I like it.

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 Post subject: Re: Twin Dooku
PostPosted: Tue Nov 17, 2009 3:15 pm 
Third Jedi from the Left
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Why not use Marr Tuk instead, then you can choos about the activations

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