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 Post subject: Fighting 501st!
PostPosted: Wed Mar 31, 2010 3:03 am 
Black Sun Thug
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Here's my first shot at making something with the new Vader. I love the synergy between Vader/Trawn/Tarkin/Rex. Rex Tripling for 120 damage is nasty. Even the non-unique commanders are nice in this build. But is it a competitive squad? Should I take out the 2 Grans for an R7? Are the Clone Commanders worth it? They can double/twin for +14/20 each time with 2 squares of movement afterward, I think they're nice, thoughts?

46 Darth Vader, Sith Apprentice
41 Captain Rex, 501st Commander
32 (Mith)Thrawn
28 501st Legion Clone Commander x2
22 Imperial Governor Tarkin
8 Mas Amedda
8 Gran Raider x2
15 Rodian Brute x5

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 Post subject: Re: Fighting 501st!
PostPosted: Wed Mar 31, 2010 8:41 am 
Master of the Order
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The Clone Commanders can only get the 2 extra squares of movement as long as they move at least 1 square during the rest of their turn. So, they can't use Double/Twin and then move 2. The best you could do is move out of hiding, shoot with Twin, then move 2 back into hiding. Not too bad though.

You definitely need some sort of door control. So, whether that means subbing out the Grans for an R7 or dropping 2-3 of the brutes for some Ugos.

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 Post subject: Re: Fighting 501st!
PostPosted: Wed Mar 31, 2010 10:13 am 
Death Star Designers
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This is almost identical to the squad I made for Vader right after he got spoiled, just different fodder choices. You have the 501st Commanders as 14 points, though; according to Bloo Milk, they're 15 points. I threw in 3 Brutes and 4 Ugnaughts in my version. Dropping 3 of the Ugnaughts (or 2 Ugnaughts and a Brute) for an R7 might be the way to go, though.

I really like the Clone Commanders in this squad. Use Rex's CE for a pseudo-Mobile with their Twin Attack, or swap them in for the Double/Twin. Or just get Vader up in your opponent's face and leave your Commanders out; if your opponent is attacking the Commanders, they aren't attacking Vader. This is definitely a squad I'll be trying out soon after the release.

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 Post subject: Re: Fighting 501st!
PostPosted: Thu Apr 01, 2010 2:41 pm 
Black Sun Thug
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Echo wrote:
This is almost identical to the squad I made for Vader right after he got spoiled, just different fodder choices. You have the 501st Commanders as 14 points, though; according to Bloo Milk, they're 15 points. I threw in 3 Brutes and 4 Ugnaughts in my version. Dropping 3 of the Ugnaughts (or 2 Ugnaughts and a Brute) for an R7 might be the way to go, though.

I really like the Clone Commanders in this squad. Use Rex's CE for a pseudo-Mobile with their Twin Attack, or swap them in for the Double/Twin. Or just get Vader up in your opponent's face and leave your Commanders out; if your opponent is attacking the Commanders, they aren't attacking Vader. This is definitely a squad I'll be trying out soon after the release.


Yeah, good catch, not sure how I got them to 14pts :) OK, here's a revised version

46 Darth Vader, Sith Apprentice
41 Captain Rex, 501st Commander
32 Thrawn
22 Imperial Governor Tarkin
15 501st Legion Clone Commander
15 501st Legion Clone Commander
8 Mas Amedda
8 R7
6 Rodian Brute x2
4 Gran Raider
3 Ugnaught Demolitionist

is 12 acts enough?

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 Post subject: Re: Fighting 501st!
PostPosted: Thu Apr 01, 2010 2:54 pm 
Master of the Order
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Since you've got both Cunning and Opportunist options in your squad, yeah, I'd say 12 activations is decent.

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