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 Post subject: Missle's away
PostPosted: Tue Feb 26, 2008 8:33 pm 
Lancer Nation
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Boba enforcer
2 rebel vangurds
Garm bel iblis
Leia senator
here is the rough draft Garm brings in the vanguards leia gives them the two moves after they missile they move around a cornor same with Boba. what else do yall think this needs?

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 Post subject: Re: Missle's away
PostPosted: Tue Feb 26, 2008 8:57 pm 
Warmaster
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Millertime wrote:
here is the rough draft Garm brings in the vanguards leia gives them the two moves after they missile they move around a cornor same with Boba. what else do yall think this needs?

A double attacker to take full advantage of Garm's effect.

Boba, Merc comes to mind, possibly Bossk, BH or Chewie with C3P0.

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 Post subject: Re: Missle's away
PostPosted: Wed Feb 27, 2008 8:13 am 
Lancer Nation
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how about a good beat to take up the middle maybe luke champion of the force? or bring in Aura Sing for the garm effect

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 Post subject: Re: Missle's away
PostPosted: Wed Feb 27, 2008 9:13 am 
Warmaster
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Millertime wrote:
how about a good beat to take up the middle maybe luke champion of the force? or bring in Aura Sing for the garm effect

If you think that Jedi are big at your venue I would use Aurra, but Luke isn't worth it. Possibly Han of Hoth if you really wanted to get creative.

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 Post subject: Re: Missle's away
PostPosted: Wed Feb 27, 2008 11:59 am 
Lancer Nation
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well the only real beat I run into is either Vader IC or Vader JH because everyone pretty much runs Imps and its all stormie opportunist squads so thats what the missles are for. and I need something that can stand up to Vader

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 Post subject: Re: Missle's away
PostPosted: Wed Feb 27, 2008 7:19 pm 
Warmaster
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Millertime wrote:
well the only real beat I run into is either Vader IC or Vader JH because everyone pretty much runs Imps and its all stormie opportunist squads so thats what the missles are for. and I need something that can stand up to Vader

In that case Aurra is your best bet.

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 Post subject: Re: Missle's away
PostPosted: Thu Feb 28, 2008 9:01 am 
Master of the Order
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How many points are you trying to build to? 100? 150? Oh wait...duh...200 probably.

I ran a crazy 200 point squad using Boba Enforcer and Vanguards once. I only played one game with it, and that was against a Master Kota with two Felucian Rancors, and one regular Rancor. It was brutal, with 2 Rancors dead by my first phase in Round 3.

My squad was Boba Enforcer, Lando HOT, Leia Senator, K-3PO, and a slew of Vanguards. Might've been a couple other things as well.

Not sure Garm really helps you at all, other than getting 2 free Vanguards. Definitely need to utilize his CE to make him worth while.

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 Post subject: Re: Missle's away
PostPosted: Thu Feb 28, 2008 1:29 pm 
Lancer Nation
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What do you think about adding in Jango BH to use with garm that will give me two JH peices to work on vader/jedi

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 Post subject: Re: Missle's away
PostPosted: Thu Feb 28, 2008 1:48 pm 
Master of the Order
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With Garm and Leia Senator, Jango is ALWAYS a decent choice.

Honestly, Jedi are the biggest problem when it comes to your missle pieces, as they can re-roll those failed saves. So, having a piece like Jango BH in there to slow down the Jedi should help a bunch.

How about:

Garm
Jango BH
Boba Enforcer
Leia Senator
Vanguard x4
Ugo Demo

199 Points, plus another 30 for Reinforcements. I'd recommend in some situations going with a Golan (semi-Jango Sniper Tower type build), or 2 more Vanguards, or possibly a Rauntan and Vanguard, or two Rauntauns. The Rauntauns are wicked with Jango at the end game.

Map choice will be crucial on this. Gotta find spots where you can hide the commanders, and pop your Vanguards in and out. 150+ in potential Missle Damage per round is absolutely brutal.

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 Post subject: Re: Missle's away
PostPosted: Thu Feb 28, 2008 2:29 pm 
Lancer Nation
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Ok I just built a version so I'll post it in 200 tell me what you think

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