LoboStele wrote:
Eh, it certainly has some potential, but the only real improvement I see for something like this over other 100 Pt Cade builds is that he now has Evade.
While I do appreciate the Republic version for its range (it's better against stealth and evade) and
slightly better damage output, I feel the advantage Terps' squad has over it is in fact the greater mobile rather than the evade. In this build, you are almost never exposed. For the Republic version to get off their max damage of 140 in a round (Cade 4 shots at 20, Padme 2 for 10, Cade 2 for 20), you have to leave Cade and maybe R2 completely exposed, and keep Padme close. You better make sure that you kill what you wanted to or Cade (or arguably even worse, R2) will get peppered. In the Rebel build, you have two mobile characters who can hit for 110 damage (Cade 4 for 20, Twi'lek 1 for 30) who then dissapear around the corner. Even if you have to expose them, you have evade on both for backup. And even then, an emergency heal or two late in the game if needed. All you have to do is pick off a few small pieces, and force the opponent to come at you, as they have no LOS for shooters and couldn't take away the evade even if they did (though admittedly, the Republic could do something similar with a shoot, tow away, and override shut type scenario).
I'm not arguing at all that one squad is necessarily better than the other, just that they have different advantages. Obviously, the Rebel version has a weakness against stealth and evade, which the Republic version can better deal with. But against shooter squads the Rebel version is superior, sacrificing range and damage output for a defensive strategy that I'd imagine would be very difficult to handle from afar. In the end I see the difference as being more of an argument between slightly better offense and slightly better defense. Certainly one of those circumstances where your local meta defines which squad you would find the most success with.
Thanks for posting Chris!