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 Post subject: Shaaking Green Ti
PostPosted: Sun Nov 25, 2007 11:21 pm 
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Shaaking Green Ti
-----
Shaak Ti [47]
Yoda of Dagobah [36]
Han Solo Rogue [30]
Rebel Trooper on Taun [13]
Juno Eclipse [8] (Or Obi FG for Han)
R2-D2 [8]
Mon Cal Merc x2 [8]
-----
Total: 150 with 8 activations

The variation of my 100 point Green Ti squad.

Shaak is a beast. Play her conservatively and allow Han to take his shots down field. Because of Yoda he will be a force user and that will allow him to be a decent shooter. (With Obi, even more so!) Yoda and Shaak will collect force in gambit and the Taun will follow. Force your opponent to come to them. Then when the timing is right you get Shaak into base and win the init with Han and the Taun. Han does 50 damage with the Taun at a +15 (19 with Mettle) and then Shaak doubles at a minimum of a +17 (I have gotten it up to 23) for 60 damage. That is enough to cripple any squad. Yoda gives me the Force Control to deal with many FU characters and R2 gives me door control.

All in all I think this can beat many Thrawn builds out there because of Shaak's durability and Han's NTMTO.

What do you think? I think it can compete with the best.

Whadd'ya think?

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Last edited by thejumpingflea on Sun Dec 02, 2007 6:47 pm, edited 1 time in total.

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PostPosted: Mon Nov 26, 2007 9:45 am 
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It's a really good squad, Flea. My only concern with it is that it is a little dependant on winning initiative. And with all the initiative control out there...

Fun looking squad, though.

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PostPosted: Mon Nov 26, 2007 9:53 am 
Jedi Knight
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This looks just as good as Green T at 100, but it is even more initiative dependent. If you could get recon in there, I think it would be much more playable.

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PostPosted: Mon Nov 26, 2007 10:37 am 
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I can't believe you're actually using Wedge.

Looks good, my only suggestion is to drop him for a Rebel on TaunTaun, initiative control is a must these days.


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PostPosted: Mon Nov 26, 2007 11:54 am 
Moff Disra
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adder wrote:
I can't believe you're actually using Wedge.

Looks good, my only suggestion is to drop him for a Rebel on TaunTaun, initiative control is a must these days.

The Rauntaun recon is helpful and every once and a while you get to use the spotter 20 on those melee figs.


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PostPosted: Mon Nov 26, 2007 2:06 pm 
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I like the squad. It looks better at 150, but so do a lot of squads. B&B will be a problem I think. Yoda will hold Vader at bay with force defense, but he can't be everywhere at once. Cool build though. I love my Ti!

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PostPosted: Tue Nov 27, 2007 12:01 am 
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adder wrote:
I can't believe you're actually using Wedge.


Why? For 13 points he is one of the best pieces out there. He is so durable and gives any non-accurate shooters complete hell. He is truly a SC's worst nightmare, especially when Yoda gives him FP's!

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PostPosted: Tue Nov 27, 2007 10:27 am 
Jedi Knight
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thejumpingflea wrote:
adder wrote:
I can't believe you're actually using Wedge.


Why? For 13 points he is one of the best pieces out there. He is so durable and gives any non-accurate shooters complete hell. He is truly a SC's worst nightmare, especially when Yoda gives him FP's!


I agree, wedge is a very good mini for his points 13 points with evade, avoid defeat, and mobile, with a +8 attack. In my opinion that is pretty good.

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PostPosted: Sun Dec 02, 2007 6:41 pm 
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Changed the entire squad and name. Critique it here!

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PostPosted: Sun Dec 02, 2007 7:00 pm 
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thejumpingflea wrote:
Changed the entire squad and name. Critique it here!

I was wondering where that thread went...

Your activations are one lower than optimum, but with your damage output and initiative control I don't think that matters.

Only one suggestion: Take out the Mon Cals and put in Uggys, with all the Override flying around sometimes it's best to permanently open a door.


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PostPosted: Sun Dec 02, 2007 7:02 pm 
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adder wrote:
thejumpingflea wrote:
Changed the entire squad and name. Critique it here!

I was wondering where that thread went...

Your activations are one lower than optimum, but with your damage output and initiative control I don't think that matters.

Only one suggestion: Take out the Mon Cals and put in Uggys, with all the Override flying around sometimes it's best to permanently open a door.


Han has a +7 attack. 2 Mon Cals could make all the difference in the world for him. That also puts me 2 points shy of 150, never a good idea.

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PostPosted: Sun Dec 02, 2007 7:06 pm 
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thejumpingflea wrote:
Han has a +7 attack. 2 Mon Cals could make all the difference in the world for him. That also puts me 2 points shy of 150, never a good idea.


You can't shoot at something through a door.


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PostPosted: Sun Dec 02, 2007 7:13 pm 
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adder wrote:
thejumpingflea wrote:
Han has a +7 attack. 2 Mon Cals could make all the difference in the world for him. That also puts me 2 points shy of 150, never a good idea.


You can't shoot at something through a door.


That has nothing to do with anything. I have R2. 2 Uggs in a squad like this will not do a whole lot for me.

It is pointless to argue about, whenever you'd like to play this squad then go ahead and play the 2 point less version.

Could we critique the other 94.666667% of the squad? :D

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PostPosted: Sun Dec 02, 2007 7:53 pm 
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Looks like a good squad and with the recon addition it should be more competitive.

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