Yeah, yeah, I know everyone is using Dodonna these days (how can you not?) but here is my newest 150 I've been trying out. As a San Hill player, I've basically done a piece for piece switch from San Hill to Dodonna with the New Republic having a few more tricks up it's sleeve (and one situational yet very cool trick with a GONK):
Han, GH 50 Mara Jade, Jedi 45 Lando, DS 18 Dodonna 9 Lobot 27 Reinforcements: gambit/activation fodder, and/or a GONK, more on this in a second ~ up to 11 activations.
Map: Deathstar, Mustafar, maybe even Geonosis Total: 149
Han for Boba, Mara for Aurra, Dodonna for San, Lobot as always. Same strategy as before but with Han's NTMTO and Disruptive, you have the ultimate counter piece with the ultimate activation control piece. Mara is a beast meant for protection and for killing big guns if they get too close (and shooting with cunning if you get the opportunity). Lobot brings in the fodder that will not only give you the activations, but will allow you to run out a free gran or uggy to grab a round of gambit or two. He, as always, is key. Then we have Lando. Lando, who is usually brought in as a bonus with San Hill, is in here permanently, as I like the idea of having the extra shooter always there with the option to bring in a lot of activations rather than the other way around. The decision to relegate him to a reinforcement option over the static build I guess is personal preference. I'd like to hear thoughts on this one. In games I've played, I've been bringing in grans and ugnaughts on maps where I can get into gambit and a bodyguard and ugs vs. Boba, BH.
Now, here is the little gimmick of this squad. In games where I already had my opponent outactivated, I bring in a GONK to use with Han. Assuming Greater Mobile Attack works with Extra Attack like I think it does, the GONK can activate next to Han, and he can mobile out at the end of the round and triple attack. Then if you win initiative, you can do it again with cunning for a potential 90 damage to lead off the round. This is very cool if you can pull it off, again assuming it works like I think it would (I don't see why it wouldn't). There is also the option of putting the GONK and two ugs in the main build in place of Lando so you always have that option, but you can really only really pull it off effectively on some maps which is why I had the GONK as reinforcements.
So I know it's not the most original squad and there are a million Dodonna builds out there now, but I feel the no drawback clause on Dodonna plus the countering of Han gives this squad a small advantage over the traditional San Hill. And of course if you can pull off the GONK with Greater Mobile, that is just priceless. Let me hear your thoughts.
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