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 Post subject: Intuitive Charging Fire!?
PostPosted: Thu Dec 13, 2007 8:55 am 
Black Sun Thug
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Joined: Fri Dec 07, 2007 8:40 am
Posts: 90
Location: Lexington, KY
I'm trying to build around this idea at 150, however it may be that it's going to fare better at 200, not sure; you guys can tell me what you think.

My thought is that Han's charging fire CE with intuitive pieces makes for an incredibly mobile squad, capable of moving far/fast, accurately sniping, and then getting out again with intuitive move before the next round.

The core of the build will be:

25 Han, ST
22 Zuckuss
58 Boba, Merc

This leaves me 45 points for backup/activations, etc. I'm not 100% sure what to do with the rest. One of my thoughts is that since Z & B (hey, there's my squad name!) can move 18 squares (and still shoot!) in a turn, perhaps 21-B sitting somewhere safe might help; it should be easy for Z & B to get back to him for a recharge.

Another thought is that this squad won't finish battles particularly quickly, so having a backup figure with force renewal might help me in the late game. One thought is Luke, HPU.

Of course the Rauntaun is pretty good choice as well, but one thing I like about the squad is that it won't require initiative to work well: if I lose it, I should always be in a position to intuition back to safety. SO, I don't know if the rauntaun's recon is worth 4 activations.

Any thoughts would be greatly appreciated.
(Sorry, that was a long post!)


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PostPosted: Thu Dec 13, 2007 11:22 am 
Warmaster
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Location: LFP, WA
Wow, 18 squares? That's crazy.

I would suggest filling in your activations as much as you can, because your only damage dealers can't move after they've attacked I would suggest massive amounts of fodder to give them cover and to outactivate and out maneuver an opponent.

Great idea. :D


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PostPosted: Thu Dec 13, 2007 12:49 pm 
Master of the Order
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Luke HPU and filler might not be bad at all. Luke can still move 12 and shoot as well.

Against a Thrawn or Trooper swarm type squad you could really pounce on the Commanders pretty easily.

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PostPosted: Fri Dec 14, 2007 8:35 am 
Imperial Dignitaries
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This could be really fun to play against Thrawn. A sudden rush right from the start could throw your opponent off right from the start. Unless they have door control as well.

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PostPosted: Fri Dec 14, 2007 10:41 am 
Sith Apprentice
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Joined: Mon Sep 03, 2007 12:13 pm
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I would add Lobot and Lando, DS. You get another shooter, override, and you can bring in activations.

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PostPosted: Fri Dec 14, 2007 12:52 pm 
Master of the Order
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Going back to the Luke idea, I'm thinking Luke HPU, R2, and 3 Ugos would round it out nicely. A little bit light on the activations, but probably decently solid. Might consider dropping Zuckuss for Lando though. Or Zuckuss and 2 of the Ugos for Lobot. Zuckuss is a good piece, but compared to Lando, I'm not sure if the Intuition alone is worth keeping Zuckuss in the squad. Definitely for keeping the theme, but not sure otherwise.

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PostPosted: Sun Dec 16, 2007 4:50 pm 
Grand Admiral
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I like the idea, 18 squares for movement and still be able to attack is insane.


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