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 Post subject: Mara & Wedge
PostPosted: Mon Aug 25, 2008 4:19 pm 
Black Sun Thug
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45 Mara Jade, Jedi
23 General Wedge Antilles
13 Czerka Scientist
10 Luke Skywalker, Force Spirit
9 General Dodonna
(100pts. 5 activations)

I tried to give Mara as much as possible in a 100pt match - evade, mobile, renewal, and mettle. Dodonna is there to slow it down for me, and the Czerka Scientist is there to give Wedge and Dodonna twin, mostly wedge.


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 Post subject: Re: Mara & Wedge
PostPosted: Mon Aug 25, 2008 6:51 pm 
Grand Admiral
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I think that 3 ugnaughts could do better than dodanna. Other than that, the squad is great as is.

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 Post subject: Re: Mara & Wedge
PostPosted: Tue Aug 26, 2008 11:11 am 
Black Sun Thug
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If I take out Dodonna, then only 1 person benefits from the Czerka Scientist. Is she worth the 13 points then, just to give Wedgde twin?


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 Post subject: Re: Mara & Wedge
PostPosted: Tue Aug 26, 2008 1:40 pm 
Master of the Order
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I personally don't think she is worth the 13 points to give Dodonna and Wedge the Twin attack period. If you put Dodonna out somewhere to take a Twin attack on something, with only his +3 attack, you are both planning to not hit much (still need 13's to hit an Ugo in cover!) and planning to let Dodonna be killed very soon. Wedge isn't so bad since he has a +8 attack, Accurate, and Mobile, but I still think it's likely a waste. Personally, having played Mara Jedi many times in 100 point games, you're going to need some more damage output to back her up, not to mention that you have no door control there. I would drop the Czerka and Dodonna, and probably run something like Lando and an Ugo, or perhaps a Quarren Assassin and several Ugs.

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 Post subject: Re: Mara & Wedge
PostPosted: Tue Aug 26, 2008 2:56 pm 
Imperial Dignitaries
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You could drop the Czerka for a Kel Dor, theres guys are good enough but hey why not add mobile, and evade to the equation :D

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 Post subject: Re: Mara & Wedge
PostPosted: Wed Aug 27, 2008 1:50 pm 
Black Sun Thug
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Thanks, gonna take those two out and fiddle around with it a bit more.


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 Post subject: Re: Mara & Wedge
PostPosted: Wed Sep 03, 2008 9:10 am 
Really Cool Alien from a Cantina
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I have been working with a variant of this, only with a Human BG and 3 ugs instead of Dodonna and the Czerka. The BG really helps out with Mara's survivability on top of the stealth and evade, making here even harder to take out until she does her thing. Furthermore, the BG and ugs get evade which is classic. Squad seems to work good but is kind of a one trick pony.


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 Post subject: Re: Mara & Wedge
PostPosted: Mon Sep 08, 2008 6:55 pm 
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Ace, I think that's probably the current ideal mara build at 100. Great job. Mara really needs a BG so she can survive against Bane.

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 Post subject: Re: Mara & Wedge
PostPosted: Tue Sep 09, 2008 6:34 pm 
Jedi Battlemaster
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I've always had this crazy idea about Mara:

Mara Jade, Jedi
Garm Bel Iblis
3x Ugo

Reinforcements:
Bothan Noble
Rebel Trooper on Tauntaun

Make sure the tauntaun is within 6 if Bane..and then win init using recon! :D

1st act Mara LS Assaults, and CFs on one attacks
120+20 =140
2nd act in Noble giving her a twin
60 more

200 == dead Bane.

The bothan's heal can be used earlier in case Bane LS throws before you can get close. I've never had a chance to try it out though..

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 Post subject: Re: Mara & Wedge
PostPosted: Fri Sep 12, 2008 1:07 pm 
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Ruhk, you squad is great too. Your squad or Ace's are great at 100.

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 Post subject: Re: Mara & Wedge
PostPosted: Fri Sep 12, 2008 2:55 pm 
Master of the Order
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Ruhk wrote:
I've always had this crazy idea about Mara:

Mara Jade, Jedi
Garm Bel Iblis
3x Ugo

Reinforcements:
Bothan Noble
Rebel Trooper on Tauntaun

Make sure the tauntaun is within 6 if Bane..and then win init using recon! :D

1st act Mara LS Assaults, and CFs on one attacks
120+20 =140
2nd act in Noble giving her a twin
60 more

200 == dead Bane.

The bothan's heal can be used earlier in case Bane LS throws before you can get close. I've never had a chance to try it out though..


This is exactly what I played in the 100 pt tourney at GenCon. I've run it numerous times over the summer, and it's worked great. Have to be careful to protect the Tauntaun though, as a few times I've made bone-headed moves and got it killed unnecessarily, in which case it made it tough to pull off the big attacks later in the game.

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