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 Post subject: Bug Boost 150
PostPosted: Tue Dec 11, 2007 1:26 pm 
Death Star Designers
Death Star Designers

Joined: Sun Sep 02, 2007 1:07 pm
Posts: 811
I am trying to get something with the Verp tech and the biggest problem is that i end up with too many "within6" CEs. Here is what i have and why:

Garm
Verp
Biggs
Baby Boba
R2
x3 WFFs
150pts 8 base activations.

Boba is what i was trying to build around with Garm. He can use garm to jump out and has two shots to paralize any piece. Biggs can also jump out and double with Jolt. THe WFFs can use it but they are more my up front beef than anything. R2 is the door control if i need it. Garm can be the rauntaun, golan, activations, Rebel leader, ect. I am thinking ruined base for this one.

Any help would be appreciated.

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PostPosted: Tue Dec 11, 2007 2:14 pm 
One of The Ones
One of The Ones
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Location: West Chester, OH (near Cincinnati)
I think you're going to find you will be a bit short on damage potential. At least all those jolt shots will have your enemies burning Force Points for Re-rolls pretty frequently. And you'll have to be real careful with the WFFs if you want them to use Jolt too, since that means having the Verp near the action.

Oh, and without some Init control, this squad is going to have a tough time making those Jolts hit very often. :(

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PostPosted: Tue Dec 11, 2007 8:32 pm 
Death Star Designers
Death Star Designers

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Well, i could bring in the rauntaun in through garm for a bit of init help, but yeah...It seems to lack damage potential. I would really need some jolts to have a shot.

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