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Intuitive Charging Fire!? https://www.swmgamers.com/forums/viewtopic.php?f=12&t=1778 |
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Author: | Case [ Thu Dec 13, 2007 8:55 am ] |
Post subject: | Intuitive Charging Fire!? |
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!) |
Author: | adder [ Thu Dec 13, 2007 11:22 am ] |
Post subject: | |
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. |
Author: | LoboStele [ Thu Dec 13, 2007 12:49 pm ] |
Post subject: | |
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. |
Author: | punxnbutter [ Fri Dec 14, 2007 8:35 am ] |
Post subject: | |
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. |
Author: | sixfootoneder [ Fri Dec 14, 2007 10:41 am ] |
Post subject: | |
I would add Lobot and Lando, DS. You get another shooter, override, and you can bring in activations. |
Author: | LoboStele [ Fri Dec 14, 2007 12:52 pm ] |
Post subject: | |
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. |
Author: | Xanthan [ Sun Dec 16, 2007 4:50 pm ] |
Post subject: | |
I like the idea, 18 squares for movement and still be able to attack is insane. |
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