logo

All times are UTC - 6 hours

Mark forums read


Post new topic Reply to topic  [ 10 posts ] 

Author Message
Offline
 Post subject: Thrawn's merc
PostPosted: Sat Nov 24, 2007 9:21 am 
Death Star Designers
Death Star Designers

Joined: Sun Sep 02, 2007 1:07 pm
Posts: 811
I was thinking about this and it just might work:

Thrawn
Boba merc
stormie/gran
99pts/3 activations.

It is a bit light on activations, but i really think this could hurt the 100pt jedi builds.

Bane: You have almost guaranteed init, so Boba can set up for 60 DAM pops and with Bane will never get to him. Make him take Thrawn out first. It will take a single attack and a turn of double attacks to kill thrawn. I figure you should ideally get in three attacks for 180 DAM most of the time.

Vader: A bit harder to hit, but same goes as Vader cannot deflect. Again by throwing Thrawn in the way, you can hopefully give Boba the breathing room he needs.

The problem may be against HAL/han, boba. You are out activated, but if they have to come to you at all, Boba's auto init can about drop any Han.

Again activations are the low point, but the auto init, intuition, and force immunity may help it out.

Any thoughts?

_________________
The Wookiee Master

Check us out over at Pojo.com

"It appears the Bothans have rooked us again."
-Obi wan


Top
 Profile  
Reply with quote  

Offline
 Post subject:
PostPosted: Sat Nov 24, 2007 1:10 pm 
Grand Admiral
Grand Admiral
User avatar

Joined: Mon Sep 10, 2007 1:00 pm
Posts: 710
Location: Sterling, Illinois
Looks good Dragon. Gonna be hard to overcome the lack of activations though, especially if you lose control over the init. Other good shooter squads could hurt it as well.

And where's the wookie? :D

_________________
Lady Luck is a fickle mistress.

She giveth, and she taketh away.

Image

Image


Top
 Profile  
Reply with quote  

Offline
 Post subject:
PostPosted: Sat Nov 24, 2007 1:31 pm 
Death Star Designers
Death Star Designers

Joined: Sun Sep 02, 2007 1:07 pm
Posts: 811
Boba killed them already. :D

_________________
The Wookiee Master

Check us out over at Pojo.com

"It appears the Bothans have rooked us again."
-Obi wan


Top
 Profile  
Reply with quote  

Offline
 Post subject:
PostPosted: Sat Nov 24, 2007 2:04 pm 
Jedi Knight
Jedi Knight

Joined: Wed Sep 12, 2007 1:21 pm
Posts: 321
Location: Lake Forest Park (The only cool Seattle suburb)
Looks good. Low on activations, though.
This squad does look like it stands a chance against beats, if you maneuver your minis right.

_________________
Aliit ori'shya taldin (mando'a for: family is more than blood)
Image


Top
 Profile  
Reply with quote  

Offline
 Post subject: Re: Thrawn's merc
PostPosted: Sat Nov 24, 2007 3:07 pm 
Imperial Dignitaries
Imperial Dignitaries

Joined: Mon Sep 03, 2007 12:15 am
Posts: 710
Sithdragon13 wrote:
I was thinking about this and it just might work:

Thrawn
Boba merc
stormie/gran
99pts/3 activations.

It is a bit light on activations, but i really think this could hurt the 100pt jedi builds.

Bane: You have almost guaranteed init, so Boba can set up for 60 DAM pops and with Bane will never get to him. Make him take Thrawn out first. It will take a single attack and a turn of double attacks to kill thrawn. I figure you should ideally get in three attacks for 180 DAM most of the time.

Vader: A bit harder to hit, but same goes as Vader cannot deflect. Again by throwing Thrawn in the way, you can hopefully give Boba the breathing room he needs.

The problem may be against HAL/han, boba. You are out activated, but if they have to come to you at all, Boba's auto init can about drop any Han.

Again activations are the low point, but the auto init, intuition, and force immunity may help it out.

Any thoughts?


I really don't think that this could handle many of the best 100 pointers out there.

60 damage is not enough for a max damage. JWM's, any override heavy squad and many different other builds (ewok swarm) will handle it easily.

Looks like a really fun squad though, I will play it one of these days!

_________________
www.thejumpingflea.com


Top
 Profile  
Reply with quote  

Offline
 Post subject:
PostPosted: Sat Nov 24, 2007 4:13 pm 
Death Star Designers
Death Star Designers

Joined: Sun Sep 02, 2007 1:07 pm
Posts: 811
Except keep in mind that the JWMs cant deflect with Thrawn out there. It would all come down to map and positioning.

Against JWMs i would leave Thrawn in back, so they cant assault and i automatically get the intuition to get away. It will be tight, especially with the low activations, but i would be interested to test this and see how it does.

_________________
The Wookiee Master

Check us out over at Pojo.com

"It appears the Bothans have rooked us again."
-Obi wan


Top
 Profile  
Reply with quote  

Offline
 Post subject:
PostPosted: Sat Nov 24, 2007 4:25 pm 
Imperial Dignitaries
Imperial Dignitaries

Joined: Mon Sep 03, 2007 12:15 am
Posts: 710
Sithdragon13 wrote:
Except keep in mind that the JWMs cant deflect with Thrawn out there. It would all come down to map and positioning.

Against JWMs i would leave Thrawn in back, so they cant assault and i automatically get the intuition to get away. It will be tight, especially with the low activations, but i would be interested to test this and see how it does.


So now Boba needs to roll 9's to hit the JWM's too. You are also outactivated and have no door control. As soon as those JWM's advance you are really gonna be in for a hurting. (Especially on a map that helps the JWM's be in gambit while hiding)

_________________
www.thejumpingflea.com


Top
 Profile  
Reply with quote  

Offline
 Post subject:
PostPosted: Sat Nov 24, 2007 8:00 pm 
Customizer Extrodinaire
Customizer Extrodinaire
User avatar

Joined: Mon Nov 12, 2007 7:30 pm
Posts: 596
In the hands of the experienced, this squad could work wonders

_________________
"The Force is like duct tape. It has a light side, a dark side, and it BINDS the galaxy together." -Anonymous

"Genius is 99% perspiration and 1% inspiration."
-Thomas Edison


Top
 Profile  
Reply with quote  

Offline
 Post subject:
PostPosted: Sat Nov 24, 2007 8:05 pm 
Imperial Dignitaries
Imperial Dignitaries

Joined: Mon Sep 03, 2007 12:15 am
Posts: 710
Roque Saber wrote:
In the hands of the experienced, this squad could work wonders


How so?

No door control, low damage output, and little activations. It seems that against a GOOD player it wouldn't to well, but against a newer player it would work very well.

_________________
www.thejumpingflea.com


Top
 Profile  
Reply with quote  

Offline
 Post subject:
PostPosted: Sat Nov 24, 2007 9:17 pm 
Grand Admiral
Grand Admiral
User avatar

Joined: Sun Sep 02, 2007 11:56 pm
Posts: 921
Location: the ghettos of NJ
I like the new Boba and all, but in a competative squad he can't do enough area-effect damage ( flamethrower, missles ect. ) or really high attack, high damage. He's not strong enough to be your #1 shooter guy I think. It looks fun to play, however.

_________________
The door in front shuts
Does another one open?
A trapdoor below...


http://www.swshoebox.com/userSquad.cfm?user=sirstevee

Image


Top
 Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 10 posts ] 

All times are UTC - 6 hours

Mark forums read

Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
Jedi Knights style by Scott Stubblefield