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 Post subject: Running Power Hitters
PostPosted: Mon Apr 26, 2010 9:50 pm 
Black Sun Thug
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I must give Dean credit for planting the seed of this idea in my head.

66 Obi-Wan Kenobi, Jedi General
47 General Skywalker
23 Jarael
23 Captain Panaka
18 Twilek Black Sun Vigo
9 R2 Doombot
8 Mas Amedda
6 Ugnaught Demolitionist x2

So, it's not complicated. Jarael can run 10 and Quad for 80 (120 vs non living), and Skywalker can run 10 and triple for 90. Flobi is great vs shooters, and with Surprise Move, he is also quite mobile. Thoughts?

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 Post subject: Re: Running Power Hitters
PostPosted: Tue Apr 27, 2010 8:48 am 
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With the kind of range you have with your melee pieces, I'm not really sure you need Panaka. I would consider another threat piece instead. You only have 9 activations, so perhaps go with something 20 points or less so that you can squeeze in another piece or two. Panaka's not a terrible choice, but I just don't think he adds all that much to this build.

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 Post subject: Re: Running Power Hitters
PostPosted: Tue Apr 27, 2010 9:01 am 
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LoboStele wrote:
With the kind of range you have with your melee pieces, I'm not really sure you need Panaka. I would consider another threat piece instead. You only have 9 activations, so perhaps go with something 20 points or less so that you can squeeze in another piece or two. Panaka's not a terrible choice, but I just don't think he adds all that much to this build.


On reflection, I think you're right. Maybe another TBSV? or Bomo? Or Lando, Dashing Scoundrel...

Something to tinker with.

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 Post subject: Re: Running Power Hitters
PostPosted: Tue Apr 27, 2010 9:17 am 
Master of the Order
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TBSV over Lando if you're thinking that route. The TBSV has GMA to start with, so would always be able to use his Double whereas Lando will have trouble with that. Bomo isn't a bad idea, since he'd get Double/Twin after Ani or Jarael go down. A Sev might also be a decent idea. Double/Deadeye with Accurate could be helpful.

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 Post subject: Re: Running Power Hitters
PostPosted: Tue Apr 27, 2010 9:38 am 
Dark Lord of the Sith
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Go with a Tusken Scout and wookiee SC.


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 Post subject: Re: Running Power Hitters
PostPosted: Tue Apr 27, 2010 9:41 am 
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jonnyb815 wrote:
Go with a Tusken Scout and wookiee SC.

why these?

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 Post subject: Re: Running Power Hitters
PostPosted: Tue Apr 27, 2010 10:00 am 
Dark Lord of the Sith
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tusken scout is 8 for 20 double gma mom. so they can be a 12 for 30 double gma. the wookiee sc is a good mini for 11 points. I guess you could go with another Scout.


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 Post subject: Re: Running Power Hitters
PostPosted: Tue Apr 27, 2010 10:40 am 
Imperial Dignitaries
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I'd also suggest dropping Panaka for either Lando DS or another TBSV. Lando would gain GMA from the original TBSV anyway, and his extra 10 hp allow him to survive a Lancer strafe. His attack is 1 less, however, and he can't jolt. I truly think either of them could be good for the squad; it just depends on what you prefer.

For the last 5 points, I strongly recommend a Rodian Diplomat. It can give Flobi mobile cover (which is good to help his FP last even longer because more attacks will miss), and more importantly, it can also make it harder for your opponent's melee beats to base Flobi. And furthermore, with 2 non-accurate shoothers (TBSV x2 or TBSV/Lando), the Diplomat's Its-A-Trap can be tremendously useful. Oh, and this Diplomat also gains Momentum, which is a very handy thing for knocking out fodder when the need arises.

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 Post subject: Re: Running Power Hitters
PostPosted: Tue Apr 27, 2010 3:59 pm 
Black Sun Thug
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OK, lots of awesome feedback, thanx guys.

After playtesting my build here's what I'm leaning towards:

66 Obi-Wan Kenobi, jedi General
47 General Skywalker
23 Jarael
18 Twilek Black Sun Vigo
16 Sev
9 R2 Doombot
8 Mas Amedda
8 R7 Astromech
5 Rodian Noble

It's still only 9 activations. Doombot can tow Sev for some accurate sniping. Using the Rodian as mobile cover for Flobi is a great idea. Double override is very useful. Thoughts?

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