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 Post subject: JM Kit Fisto & GOWK
PostPosted: Tue Feb 09, 2010 10:05 am 
Unnamed Wookiee
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I've been trying to come up with a JM Kit Fisto squad that might be fun/semi-competitive and here's the result:

--The General's Fisto--
60 Jedi Master Kit Fisto
55 General Obi-Wan Kenobi
28 Dash Rendar, Renegade Smuggler
23 Clone Commander Bacara
11 ARF Trooper
9 R2-D2, Astromech Droid
5 Caamasi Noble
3 Rodian Brute
6 Ugnaught Demolitionist x2

(200pts. 10 activations)

GOWK shores up both of Kit's key weaknesses, providing 24 base DEF (28 in cover) and +15 ATK while within 6 of an ally (which will be GOWK). Purpose of the squad is to win initiative with the SS ARF and use Kit's suprise move to quad for 90 DAM with LSP. R2AM tows and provides Dash with +4ATK/+4DEF thanks to GOWK's CE, whose job is to go after figs who have decided to take on the Jedi. The CN provides mobile cover for the ARF and the Brute becomes 22 DEF while within 6 of an ally & in cover.

Its light on activations for 200, so any suggestions that might improve the squad without losing its primary focus is much appreciated.


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 Post subject: Re: JM Kit Fisto & GOWK
PostPosted: Tue Feb 09, 2010 10:09 am 
One of The Ones
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Bacara seems slightly out of place here, though I understand why you're using him (to protect the ARF). However, I think you'll find that in many situations, the best way to use Surprise Move is to set up your opponent where it doesn't matter if you win init or not. To use a Chess term, you try to 'fork' them. At the end of the round, you move Kit in such a way that it causes the opponent to lose a key piece whether you get to go first or not. With Kit having a natural 24 defense, you should be in decent shape to keep him alive for at least one good 90 damage quad.

I might consider dropping Bacara, ARF, and the Caamasi and running Panaka/Mas instead and then some swap filler. Also, if you really feel like you need Dash for the back-up shooter, that's great, but you might also consider Ferus Olin to help protect Kit, since he doesn't have Deflect/Block/etc.

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 Post subject: Re: JM Kit Fisto & GOWK
PostPosted: Tue Feb 09, 2010 2:22 pm 
Unnamed Wookiee
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LoboStele wrote:
However, I think you'll find that in many situations, the best way to use Surprise Move is to set up your opponent where it doesn't matter if you win init or not. To use a Chess term, you try to 'fork' them. At the end of the round, you move Kit in such a way that it causes the opponent to lose a key piece whether you get to go first or not. With Kit having a natural 24 defense, you should be in decent shape to keep him alive for at least one good 90 damage quad.


First, thanks for the suggestions. Second, could you please give me an example of this end of round maneuver you speak of? I'm having some trouble wrapping my mind around using surprise move where initiative doesn't matter. Thanks in advance.


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 Post subject: Re: JM Kit Fisto & GOWK
PostPosted: Tue Feb 09, 2010 2:44 pm 
Black Sun Thug
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It would be like where you are within six squares of two different important pieces on your opponents squad, so even if he wins init you still get surprise move to base one of them and kill them since he cannot move both.


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 Post subject: Re: JM Kit Fisto & GOWK
PostPosted: Tue Feb 09, 2010 2:44 pm 
One of The Ones
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At the end of a round, you move Kit such that he's within 6 of two different key pieces on your opponent's squad. Then after you roll init, and decide who goes first, then you can decide how you want to move Kit.

For instance, let's say Kit is in between Mara Jade Jedi (who's been hit at least once, so is down to 70-90 hp), and General Wedge Antilles. Those two pieces are roughly 10-12 squares apart or so. If you win init, it might be best to use Surprise Move to base Mara, and wipe her out. But if the other guy wins init, you might want to go base Wedge instead. If you based Mara, she'd just wail on you with Assault/Cunning. But if you go after Wedge, and hopefully put Mara at 7 squares away, or farther, than she can only do 40 damage to you with Twin (if she hits, depending on cover, etc.). But Wedge is now completely stuck. If the player tries to move Wedge away, you could put 50 damage on him with a Precision/Twin. If he doesn't move Wedge, he's certainly going to die. But not moving Wedge would also mean that Mara doesn't get to activate first. If he choose to move Wedge, then you'd get to activate Kit and do something with him, and then likely get to activate something else as well, like maybe GOWK to go base Mara and keep her in one place (since SSM would lock her down nicely).

The basic idea for the Surprise Move ability is to use it in situations where your opponent doesn't have any good options at all regardless of who wins initiative. You put yourself in position, and sometimes, maybe you lose the init, and you use Surprise Move just to make sure Kit is out of reach from some big opposing beat stick. There's all sorts of ways you can use it.

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 Post subject: Re: JM Kit Fisto & GOWK
PostPosted: Tue Feb 09, 2010 3:50 pm 
Droid Army Commander
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You could work in zuckuss it would give you the change to reroll init but still give you good shooter.


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 Post subject: Re: JM Kit Fisto & GOWK
PostPosted: Tue Feb 09, 2010 5:31 pm 
Unnamed Wookiee
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LoboStele wrote:
At the end of a round, you move Kit such that he's within 6 of two different key pieces on your opponent's squad. Then after you roll init, and decide who goes first, then you can decide how you want to move Kit.

For instance, let's say Kit is in between Mara Jade Jedi (who's been hit at least once, so is down to 70-90 hp), and General Wedge Antilles. Those two pieces are roughly 10-12 squares apart or so. If you win init, it might be best to use Surprise Move to base Mara, and wipe her out. But if the other guy wins init, you might want to go base Wedge instead. If you based Mara, she'd just wail on you with Assault/Cunning. But if you go after Wedge, and hopefully put Mara at 7 squares away, or farther, than she can only do 40 damage to you with Twin (if she hits, depending on cover, etc.). But Wedge is now completely stuck. If the player tries to move Wedge away, you could put 50 damage on him with a Precision/Twin. If he doesn't move Wedge, he's certainly going to die. But not moving Wedge would also mean that Mara doesn't get to activate first. If he choose to move Wedge, then you'd get to activate Kit and do something with him, and then likely get to activate something else as well, like maybe GOWK to go base Mara and keep her in one place (since SSM would lock her down nicely).

The basic idea for the Surprise Move ability is to use it in situations where your opponent doesn't have any good options at all regardless of who wins initiative. You put yourself in position, and sometimes, maybe you lose the init, and you use Surprise Move just to make sure Kit is out of reach from some big opposing beat stick. There's all sorts of ways you can use it.


Very informative...I learned a great deal from this example. Thank you.


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 Post subject: Re: JM Kit Fisto & GOWK
PostPosted: Tue Feb 09, 2010 5:34 pm 
Unnamed Wookiee
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jonnyb815 wrote:
You could work in zuckuss it would give you the change to reroll init but still give you good shooter.


Perhaps in the place of Dash and fodder? He would give me some init control, an accurate shooter, and perhaps I can protect Kit/GOWK with a well timed Snare Rifle. Interesting, thanks.


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