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 Post subject: Adm Piett's mobile troopers
PostPosted: Thu Dec 13, 2007 8:17 pm 
Moff Disra
Moff Disra

Joined: Sun Sep 02, 2007 1:06 pm
Posts: 1359
Location: Kalamazoo, MI
This was my squad tonight
Adm Piett
Mas
Lando HoT
4x Evo trooper
7x Raxius Prime trooper
4x Ugo

It was lots of fun to play.

I took apart:
Aurra Sing
Garindian
Mara Jade (see a NR squad)
Maris Brood
Tusken Raider
Ugo

in 5 turns (he was slow in moving up).
In my opponents defense, he did not think about combining fire (Evo + Raxius) to ensure that I hit for 40 damage on his activated figures. Aurra sing made one attack before being defeated (killed an unactivated Raxius).

My other two opponents were better prepared to face non-swarm squads.
Imp
RS Emp Pap
Vader's app
Sith Ani
RS Mara Jade
Ugo

Seps
2x Viper
SBDC
BDO
4-6 swoop gang members
1-2 Ugo
I had to base the Vipers to ensure kills (many troopers did in these attacks). :(

Imp (sort of) - 15 min game
Wookiee AT-ST
Uggernaut
Ugo Boss
16-17x Ugo
You have nothing to fear from the +6 twinning Uggernaut

I'm not sure if this squad can really be played in 150 DCI. The mobile is great and prevents damage (force attacks). The Ugo's and front line Raxius troopers can combine fire and no leave landing spots for Kota/Cart (R2 astromech/Kota is a huge issue). Once the Jedi get upon you the game is really over. If you miss the Evo shots (and you only have 4 of them) the game is over. One Jedi a turn is easy to handle, any more that this is a problem (spread out and keep falling back).


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