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 Post subject: A 150 I am tinkering with
PostPosted: Thu Apr 10, 2008 4:03 pm 
One of The Ones
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54 Kyle Katarn, Jedi Battlemaster
27 Lobot
25 Han in Stormtrooper Armor
25 Jaina Solo
09 General Dodonna
09 Ugnaught Demolitionist x3

Default reinforcements: MTB, Ugnaught x4

I have to win 10 rounds or less.

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 Post subject: Re: A 150 I am tinkering with
PostPosted: Thu Apr 10, 2008 4:17 pm 
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I like it. The only thing I wish you could do with it is a good shooter... which is why I lean toward using Han, GH. You could roll the dice (literally!) and try to kill the MTB with katarn's grenades in the last few rounds... maybe if you get him up there a few rounds before you have to kill him, the opponent will do the honors for you anyway. :)


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 Post subject: Re: A 150 I am tinkering with
PostPosted: Thu Apr 10, 2008 6:21 pm 
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So using Dodonna, you activate last and charge Kyle and Jaina adjacent to your opponent, then you win init and pound on them. Interesting. 10 rounds seems like enough for most 150 games. It's not like you're playing a Mobile shooter squad that your opponent can just wait out. You'll have Kyle in their face by the 3rd round for sure.

Does Kyle provide enough damage output without a good shooter backing him up? Jaina *should* be able to get off one 60 damage Double Cunning Attack if everything works well, but she'll most likely die soon after that. The brunt of damage output is going to be on Kyle's shoulders.


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 Post subject: Re: A 150 I am tinkering with
PostPosted: Thu Apr 10, 2008 6:51 pm 
Warmaster
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shinja wrote:
The brunt of damage output is going to be on Kyle's shoulders.

That's my one concern, yeah. I think with renewal I'd be using grip and lightning a lot to allow him to retreat away from other melee figs and then close on them when they've been softened up


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 Post subject: Re: A 150 I am tinkering with
PostPosted: Fri Apr 11, 2008 7:10 am 
One of The Ones
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Except that Kyle doesn't have Renewal. This is defnitely something I want to tinker with as well once I get Kyle. Although, it will be very much dependent on how quickly your opponent plays. There were a couple games at the GenCon championships where we did play 10 rounds or so. Technically, as long as nobody else gets killed along the way, you'd have 11 rounds, and still be left with the MTB and one other pieces.

I would say though, if I faced a squad like this, I'd be very tempted to turtle and touch activate a LOT. Who cares if I don't get any gambit, as after the 4th round, I'd be getting points from the MTB every time.

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 Post subject: Re: A 150 I am tinkering with
PostPosted: Fri Apr 11, 2008 7:34 am 
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LoboStele wrote:
Except that Kyle doesn't have Renewal. This is defnitely something I want to tinker with as well once I get Kyle. Although, it will be very much dependent on how quickly your opponent plays. There were a couple games at the GenCon championships where we did play 10 rounds or so. Technically, as long as nobody else gets killed along the way, you'd have 11 rounds, and still be left with the MTB and one other pieces.

I would say though, if I faced a squad like this, I'd be very tempted to turtle and touch activate a LOT. Who cares if I don't get any gambit, as after the 4th round, I'd be getting points from the MTB every time.



Yeah I got carried away and was thinking about him with the 200 point game squad I played last weekend and forgot that Boris isn't using Luke. Even with his 4 force points, I would still be tempted to use them on lightnings and grips for guaranteed damage... but it all depends on what I am facing.


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 Post subject: Re: A 150 I am tinkering with
PostPosted: Thu Apr 17, 2008 9:48 pm 
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I don't think that 10 rounds or less will be an issue due to the constraints of time, but if you could squeeze in a few more activations to fodder kill I would. Can I ask Why Kyle instead of Mara?

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 Post subject: Re: A 150 I am tinkering with
PostPosted: Thu Apr 17, 2008 10:29 pm 
Sith Apprentice
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Luke_Skywalker wrote:
Can I ask Why Kyle instead of Mara?


Because Kyle kicks butt ;)
He can also use nades against SS bomb squads. Most SS squads include at least 1 Kel-Dor BH now. Disruptive can be a big advantage.


Looks like a fun squad to play, definately would make your opponent scared.


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 Post subject: Re: A 150 I am tinkering with
PostPosted: Fri Apr 18, 2008 6:15 am 
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While I understand the advantage of using Kyle instead of Mara, there is a 9 point difference (3 extra rounds of initiative fodder) and Mara deals double the damage per round, because you always have initiative. Of course Kyle is a little bit better if you choose to not bring in the MTB and switch your strategy to out activating your opponent, which this squad has the option to do.

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 Post subject: Re: A 150 I am tinkering with
PostPosted: Sat Apr 19, 2008 11:39 am 
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I agree with Lobo on this. If I had to play vs this, Id be very tempted to turtle and just wait you out. Make you come to me or make a mistake.

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 Post subject: Re: A 150 I am tinkering with
PostPosted: Sat Apr 19, 2008 1:12 pm 
Moff Disra
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LoboStele wrote:
Except that Kyle doesn't have Renewal. This is defnitely something I want to tinker with as well once I get Kyle. Although, it will be very much dependent on how quickly your opponent plays. There were a couple games at the GenCon championships where we did play 10 rounds or so. Technically, as long as nobody else gets killed along the way, you'd have 11 rounds, and still be left with the MTB and one other pieces.

I would say though, if I faced a squad like this, I'd be very tempted to turtle and touch activate a LOT. Who cares if I don't get any gambit, as after the 4th round, I'd be getting points from the MTB every time.

I think this might work. On Mustafar walk into the above rooms and take a nap with the door closed.

For casual play the "tempo" figs are okay, for DCI, I think they are a poor choice of units to be created.


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 Post subject: Re: A 150 I am tinkering with
PostPosted: Sun Apr 20, 2008 8:28 pm 
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Well with Kyle you could always run the MTB adjacent to some enemy figure and nade it early, or on Mustafar run it into the gambit zone, that is almost a guaranteed way of getting a figure killed.

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