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 Post subject: Holo Veers B&B Idea
PostPosted: Thu May 27, 2010 4:02 pm 
Death Star Designers
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--Veers Covers for Cad--
54 Cad Bane
32 Thrawn (Mitth'raw'nuruodo)
27 Lobot
25 Imperial Sovereign Protector
17 General Veers, Hologram
11 Admiral Ozzel
8 Mas Amedda
10 Raxus Prime Trooper x2
6 Rodian Brute x2
9 Ugnaught Demolitionist x3

(199pts. 14 activations)

Ok so its Cad Bane swap with Holo-veers to clear out trash thats in your way (looking at you 28D mouse droid). ISP for when you hit gowk his +16 double for 60 damage will be plenty, and his force sence could be huge in some match-ups. Im not sold on Ozzel in this but i think he could work out pretty well. Any thoughts?

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 Post subject: Re: Holo Veers B&B Idea
PostPosted: Thu May 27, 2010 4:13 pm 
Master of the Order
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Ozzel will hose you against any well run Rebel/NR squads. You have to be able to swap in and attack in the same phase. I'm not convinced that 2 RPTs is worth trying to run Veers though either. If you really want to play Veers (which I admit, is a ton of fun), then I would suggest going for more of an all out Trooper build. If you work in some of the nifty Evo Troopers, then that gives you some protection from Yobuck.

I played a really fun Veers trooper build back in the day with the old GA Thrawn, with Adm Piett, Holo Veers, Lando HOT, and a bunch of different types of troopers. Was a fairly solid build back then, especially when using Ysalimiri on a Veers-boosted Trooper to keep my opponent from being able to re-roll FSM save. :)

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 Post subject: Re: Holo Veers B&B Idea
PostPosted: Thu May 27, 2010 4:16 pm 
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Well i firgued using the troopers to kill all the trash in way would be worth it with veers. Cad's weakness is not being able to hit non-unique screeners so i figured id at least test it out. Maybe drop ozzel for 2 more RPT's get 15 acts + lobots stuff

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 Post subject: Re: Holo Veers B&B Idea
PostPosted: Thu May 27, 2010 4:25 pm 
Dark Lord of the Sith
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Thats where Arica comes into play.

I think the holo veers Idea can work but it has to be Without ozzel and with a lot of troopers not just 2.


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 Post subject: Re: Holo Veers B&B Idea
PostPosted: Thu May 27, 2010 4:32 pm 
Master of the Order
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Oh, I didn't see Lobot there before. So you're looking at 20 activations max right now. So yeah, I'd drop Ozzel probably (though maybe not 100% needed) and go with some more Troopers.

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 Post subject: Re: Holo Veers B&B Idea
PostPosted: Thu May 27, 2010 4:56 pm 
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Just trying something outside the box.......maybe too far lol

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 Post subject: Re: Holo Veers B&B Idea
PostPosted: Fri May 28, 2010 10:46 am 
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i think there is some merit here but as others have said you need to get more troopers.

As far as i can see the ISP seems to be a throw in so i would remove him and really work up your trooper numbers (at least double them).

Perhaps you can up the trooper count to 4 and drop the ISP and somehow work in Arden Lynn for the stoic swapper. You won't lose too much power either as Lynn can still do 40 dmg eith opportunist

i.e.

54 Cad Bane
32 Thrawn (Mitth'raw'nuruodo)
27 Lobot
18 Arden Lynn
17 General Veers, Hologram
11 Admiral Ozzel
8 Mas Amedda
10 Raxus Prime Trooper x4
3 Rodian Brute
9 Ugnaught Demolitionist x3

(199pts. 15 activations)

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 Post subject: Re: Holo Veers B&B Idea
PostPosted: Fri May 28, 2010 11:02 am 
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I'd suggest to maybe trade one of the Raxus Troopers and an Uggie out for a Scout trooper, so that he has the stealth and won't get completely murdered after he uses the FSM. Otherwise it's a fun idea, and it also cover's up Cad's other weakness of no accurate shot, as with the FSM, they have to play with much more caution in their positioning then they normally would.


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 Post subject: Re: Holo Veers B&B Idea
PostPosted: Fri May 28, 2010 11:06 am 
Name Calling Internet Bully
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fingersandteeth wrote:
54 Cad Bane
32 Thrawn (Mitth'raw'nuruodo)
27 Lobot
18 Arden Lynn
17 General Veers, Hologram
11 Admiral Ozzel
8 Mas Amedda
10 Raxus Prime Trooper x4
3 Rodian Brute
9 Ugnaught Demolitionist x3

(199pts. 15 activations)


I'd take this build, drop Ozzel and the brute and insert either 3 more troopers, or upgrade to better troopers (Evo/Scout). Ozzel will hurt you as much as help, and in some matchups (those with activation control who can match your activations) will slaughter you - and oddly, in those matchups having the swap/attack options makes all the difference.

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 Post subject: Re: Holo Veers B&B Idea
PostPosted: Fri May 28, 2010 11:07 am 
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The reason for the ISP was for when/if i hit GOWK, i want to be ready. I like the Idea of Arden as my main swapper, and i guess cad hitting every attack on gowk every round for 30 damage he will die sooner on latter. I do like the power that veers gives you for auto mice/ugg killers he makes cad much better IMO.

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 Post subject: Re: Holo Veers B&B Idea
PostPosted: Fri May 28, 2010 12:33 pm 
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billiv15 wrote:
fingersandteeth wrote:
54 Cad Bane
32 Thrawn (Mitth'raw'nuruodo)
27 Lobot
18 Arden Lynn
17 General Veers, Hologram
11 Admiral Ozzel
8 Mas Amedda
10 Raxus Prime Trooper x4
3 Rodian Brute
9 Ugnaught Demolitionist x3

(199pts. 15 activations)


I'd take this build, drop Ozzel and the brute and insert either 3 more troopers, or upgrade to better troopers (Evo/Scout). Ozzel will hurt you as much as help, and in some matchups (those with activation control who can match your activations) will slaughter you - and oddly, in those matchups having the swap/attack options makes all the difference.


I agree with this train of thought.

With ozzel, you either make sure you out activate (impossible ve some seperatist builds i.e. Erics Nute build) or you don't play him.

In general in this meta, Imperials suffer against NR and republic a bit too much to be t1. I think they are t1.5 being able to beat seperatist and rebels but have difficulty with Han GH and Yobuck builds.

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