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 Post subject: Kyle and the gang
PostPosted: Wed Apr 21, 2010 4:56 am 
Unnamed Wookiee
Unnamed Wookiee

Joined: Sat Jun 28, 2008 7:49 pm
Posts: 32
Hello,

This is an older build that I like a lot, any suggestions on how to modernize it?

--Kyle and the gang--
58 Boba Fett, Mercenary
54 Kyle Katarn, Jedi Battlemaster
23 General Wedge Antilles
23 Jarael
18 Twi'lek Black Sun Vigo
9 General Dodonna
6 Mouse Droid x2
9 Ugnaught Demolitionist x3

(200pts. 11 activations)

Thanks for looking,
Chiech


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 Post subject: Re: Kyle and the gang
PostPosted: Wed Apr 21, 2010 7:56 am 
Imperial Dignitaries
Imperial Dignitaries
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Joined: Sun Sep 02, 2007 12:42 pm
Posts: 4036
Location: Ontario
It's still pretty solid, but you might consider dropping 2 Ugs and a Mouse to fit in an R7 droid for override. The mouse can move with Kyle and Jarael, and the TBSV can be near Boba to grant him GMA. Having just 1 ug isn't usually all that big of a deal in NR Wedge squads, because the ug has mobile and never actually needs to be in LOS.

That's the only suggestion I would suggest, without really changing the core concept of the build. The only reason I suggest the R7 is that, until DT, the NR had a terrible time working override into their squads (thus heavy reliance on ugs)...but with Boba and the TBSV shooting, it's nice to be able to open or lock significant doors. Dropping 2 activations to gain override might not be worth it, though. It really depends on what you'd prefer. I kinda lead toward taking the R7, but the squad could really go either way.

Oh, and I don't think Ganner would add very much to this squad, since Kyle, Jarael, and Boba all have GMA anyway. Ganner works really well with Mara, and decently well with Kyle, but I'm not sure that Ganner would help this build at all.

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