Well, look at it this way. Compare Boba Merc Commander to Boba BH (which people have used at 150 points since he was released).
Both have: Flight Base 20 dmg Accurate Shot 2 attacks and Mobile (Twin/Mobile for BH, GMA/Double for MC) similar attack rating Same HP Same Def Anti-swarm ability (Flamethrower for BH, Missles 30 for MC)
So, they're both pretty similar in a lot of ways. IMO, the only advantage BH really has is Evade and Disintegration. But if you're playing him well, Evade shouldn't really come into play all that often anyways. On the other side, MC has the advantage of Cunning Attack, which is a huge boost, as he can then use that +17 attack against Uniques or non-Uniques. I also think Double vs. Twin is actually an advantage, because it allows MC to knock scrubs out faster, especially if you get them with Cunning. MC's Penetration 10 is pretty situational, but against the possibility of seeing Luke's Snowspeeder, that's pretty significant. Boba only needs 3 hits with Cunning to kill the SS. The fact that MC has the AWESOME CE is just icing on the cake, IMO, especially since he costs 5 points less than BH to begin with.
At 150 points, I personally like the Czerka Scientist MUCH better than the Mando Captain. I know the Mouse Droid makes it much easier to run the Captain now, but 150 points is all about maximizing potential. And when you can do the same thing for your Scouts for 10 points less, AND give Jolt to Boba at the same time, that's a big bonus in my book.
So, for me, this build (which is really the same as it was right after KOTOR) is still my favorite:
Boba MC Scout x3 Czerka Human BG Ugo/MD x4
You can drop the Human BG and run Wicket and another Ug/MD instead if you want, but the BG is helpful for protection against a Lancer or Yobuck, and gives your Czerka a bit of survivability.
I'm not convinced this squad can hold it's own against GOWK, but I haven't really played the matchup yet. The problem is the activations. A smart GOWK player will leave GOWK as your own target, if at all, and leave him till the very end to activate, forcing all your Scouts to shoot at something without the benefit of their Opportunist, which means they have to roll an 18 or higher to hit him. Even with Opportunist, they still have to roll a 14 or higher. Obviously, Boba's Accurate CE helps with this some, but in my experience, it's just too easy to stay completely out of LOS. And then, if Dash or Rex can get remotely close to the Scouts, you're in trouble, as they'll wipe them out pretty quick.
Mandos also end up struggling against other forms of Tempo control too, which has made them tough to run, since you end up depending on using a bunch of Ugos or Mouse Droids for activations, which are easily eliminated by Yobuck/Lancer. And other Tempo control squads will easily control gambit as well, out-activating you, then moving something cheap out at the end of a round. Pretty soon, you'll be forced to move Boba or your Scouts out into the gambit area, and then it starts to get dangerous.
_________________ -Aaron Mand'alor "You either die a hero, or you live to see yourself become the villain."
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