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 Post subject: CARTH FOR THE WIN
PostPosted: Wed May 26, 2010 7:43 pm 
Droid Army Commander
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37 Carth Onasi
28 Dash Rendar, Renegade Smuggler
81 Jedi Battlemaster x3
23 Jolee Bindo
8 Aqualish Technician
8 R7 Astromech Droid
6 Mouse Droid x3
6 Ugnaught Demolitionist x2

(200pts. 13 activations)
This is my first try at trying to make Carth playable. I have a Lord Hoth idea too. I just dont know how to get the points to work yet. Ok so the idea is to int carth then range finder him so he is a 13 attack.

44 Lord Hoth
37 Carth Onasi
28 Dash Rendar, Renegade Smuggler
54 Jedi Battlemaster x2
27 Lobot
8 Aqualish Technician

Preferred Reinforcements:
(Lobot) 8 Wicket
(Lobot) 6 Mouse Droid x2
(Lobot) 6 Ugnaught Demolitionist x2

(198pts. 12 activations)


Last edited by jonnyb815 on Thu May 27, 2010 10:24 am, edited 2 times in total.

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 Post subject: Re: CARTH FOR THE WIN
PostPosted: Wed May 26, 2010 8:55 pm 
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I like it Johnny, maybe take out 1 battlemaster for a watchman and ugh/mouse. I know not as good as the battlemasters but then you have some cloaked action going on and another activation. I also had a lord hoth, exile squad that worked ok. I'll tell you about it later as I have to get to bed, I have a couple of 16 hr shifts coming up. Oh and you still have my brute. Just a reminder.

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 Post subject: Re: CARTH FOR THE WIN
PostPosted: Wed May 26, 2010 9:37 pm 
Sith Apprentice
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jonnyb815 wrote:
37 Carth Onasi
28 Dash Rendar, Renegade Smuggler
81 Jedi Battlemaster x3
23 Jolee Bindo
10 Treadwell Droid
8 R7 Astromech Droid
6 Mouse Droid x2
6 Ugnaught Demolitionist x2

(199pts. 12 activations)
This is my first try at trying to make Carth playable. I have a Lord Hoth idea too. I just dont know how to get the points to work yet.

I would loose the Treadwell Droid for a R4 Astromech Droid and another Mouse Droid or Uggie, unless you really need It's a Trap!.

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 Post subject: Re: CARTH FOR THE WIN
PostPosted: Wed May 26, 2010 9:48 pm 
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or a Aqualish Technician. Range finder should work pretty well with Carth and I still keep its a trap. Its like Careful shot I just have to use two acts to do it in. But since carth has int and Rangefinder just replaces attacks I think it could really work.
Edit Carth with the Aqualish Combo is kind of fun. I might have to build a Hoth squad with the combo. I had trouble keeping my JBM live blocking for Carth so doubleoverride or more acts could help. I think maybe jarael for one of the JBM could work.


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 Post subject: Re: CARTH FOR THE WIN
PostPosted: Thu May 27, 2010 9:44 am 
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ok so to get him to attack for 80, he has to remain in LOS until you can target a piece which totally takes away from any use intuition has.
Carth can get his worst attribute (really, 7att on a 30 something piece is so stupid) boosted by few pieces but in order for his intuition quad to be useful there is only one piece to use.

49 Darth Malak, Dark Lord of the Sith
37 Carth Onasi
28 Dash Rendar, Renegade Smuggler
27 Jedi Battlemaster
23 Jedi Crusader
16 Juggernaut War Droid
8 R7 Astromech Droid
6 Mouse Droid x2
6 Ugnaught Demolitionist x2

(200pts. 11 activations)

you lose an activation but now Carth is always at +11 when he intuits for the Double deadeye rather than +9 to +13 on rare occasions. Dash is the same. The JBM is more fearsome with +15s. Malak and the juggie can stun to synergize with Dash more and the crusader has a FP2 or block.

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