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 Post subject: Darth Vadar's 501st
PostPosted: Wed Apr 21, 2010 10:35 am 
Black Sun Thug
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Location: Fort Worth, TX
MotF 21 46 Darth Vader, Sith Apprentice
GaW 26 41 Captain Rex, 501st Commander
IE 24 32 Thrawn (Mitth'raw'nuruodo)
AE 29 22 Imperial Governor Tarkin
DT 6 8 501st Legion Clone Trooper
DT 6 8 501st Legion Clone Trooper
DT 6 8 501st Legion Clone Trooper
DT 6 8 501st Legion Clone Trooper
DT 6 8 501st Legion Clone Trooper
CotF 30 8 Mas Amedda
GaW 37 8 R7 Astromech Droid
CotF 59 3 Ugnaught Demolitionist

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 Post subject: Re: Darth Vadar's 501st
PostPosted: Wed Apr 21, 2010 10:42 am 
Dark Lord of the Sith
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I like 2x 501st commanders over the clones. They have twin and more hits. My squad didnt have overide since I would with swappers but I like the commanders. They can get double twin cunning opp. if they just do one attack and move they can move 2 squares at the end of their turn.


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 Post subject: Re: Darth Vadar's 501st
PostPosted: Wed Apr 21, 2010 11:18 am 
Black Sun Thug
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As jonny said, go with the 501st commanders. Also, its just my preference, but I played a few games with Vader and 501st and decided to use Bossk, TH instead of Rex. Stun Mortar is really good, and I can swap him in for Double Claw/Rend/Oppurtunist. That also gives you a few more points to work with. The main thing however is to use Commanders over 501st clone troopers.


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 Post subject: Re: Darth Vadar's 501st
PostPosted: Wed Apr 21, 2010 2:40 pm 
Mandalore
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This will prolly be the new B&B style

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 Post subject: Re: Darth Vadar's 501st
PostPosted: Mon May 03, 2010 5:11 pm 
Black Sun Thug
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How does this look.

MotF 21 46 Darth Vader, Sith Apprentice
GaW 26 41 Captain Rex, 501st Commander
IE 24 32 Thrawn (Mitth'raw'nuruodo)
AE 29 22 Imperial Governor Tarkin
DT 5 15 501st Legion Clone Commander
DT 5 15 501st Legion Clone Commander
KotOR 42 10 Jawa Scout
CotF 30 8 Mas Amedda
GaW 37 8 R7 Astromech Droid
CotF 59 3 Ugnaught Demolitionist

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 Post subject: Re: Darth Vadar's 501st
PostPosted: Mon May 03, 2010 6:26 pm 
Jedi Battlemaster
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Personally I would drop the Jawa Scout for a few more activations/swap fodder.

Pretty solid squad.

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 Post subject: Re: Darth Vadar's 501st
PostPosted: Tue May 04, 2010 9:48 am 
Mandalore
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You are looking at 10 activations in a 200 point game with no Ozzel and all of your pieces have opportunist..... Need to up your activation count. You also need more swap fodder, pieces you can afford to lose personal favs: Gran Raiders, Rodian Brutes, Kel Dor BH and Camassi Noble.

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 Post subject: Re: Darth Vadar's 501st
PostPosted: Tue May 04, 2010 10:01 am 
Master of the Order
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Nah, the 501st Legion Clone Commanders get Cunning from Vader. Honestly, Ozzel is more of a death sentence than anything with most Thrawn squads. You have to be able to do mid-round swaps in order to fully compete.

IMO, the bigger problem with this squad is that a Momentum Yobuck can wipe out your Clone Commanders/Swap fodder with ease, and a NR build with either Ganner or Wedge will really give you a headache as well.

It's a fun build, but it's Tier 1.5 at best in the current meta, IMO, with or without Ozzel.

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 Post subject: Re: Darth Vadar's 501st
PostPosted: Tue May 04, 2010 10:16 am 
Dark Lord of the Sith
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yes I know
Take out the jawa and R7 for more swappers
I hate to say it but more swappers with this build might be better than override even with the restricted list. Ozzel is not needed with Thrawn yes I know OP you dont have Ozzel. The best part about Thrawn in this meta is to react to your opponent its hard to do with Ozzel.


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 Post subject: Re: Darth Vadar's 501st
PostPosted: Fri May 07, 2010 5:25 pm 
Mandalore
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Probably good advice to keep Ozzel out. And as for hte comment about 10 activatiosn and everyone havign oportunist, don;t forget all the 501rst get cunning so they have the bonus whenever they do their attacking.

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