logo

All times are UTC - 6 hours

Mark forums read


Post new topic Reply to topic  [ 6 posts ] 

Author Message
Offline
 Post subject: Boba and Mandos
PostPosted: Fri Jun 20, 2008 1:21 pm 
Name Calling Internet Bully
Name Calling Internet Bully
User avatar

Joined: Sat Sep 01, 2007 10:10 pm
Posts: 6172
Location: Gurnee, IL
Squad number 2 of my favorite Hoth Echo Base abusers:

57 Boba Fett, Mercenary Commander
46 Mandalorian Supercommando x2
34 Mandalorian Gunslinger x2
4 Gran Raider
9 Ugnaught Demolitionist x3
(150pts. 9 activations)

This one is better than it looks. Boba is a beast. Missiles provides a nice anti-MTB ability on the Hoth map. Boba's Penetration and the SCs can take out the Snowspeeder in one round, and lots of accurate/cunning attackers to take advantage of the long range shots that develop on this map in the first few rounds. Good defensive abilities like evade and mobile help a lot also. Low activations so hiding is easier, and no force users to nerf JH abilities such as the Vong and Aurra JH.

Off my map, not quite as good (same as most squads), but this one holds up pretty well. With all the accurate shot, forcing me to go second doesn't really hurt my cunning attackers a whole lot. Alternately, you can turn one SC into a Blademaster for a more melee protection, but I prefer the shooters most of the time at 150.

You will also notice a lack of Lobot and no MTB option for this one. I am counting on playing this squad in a meta that contains lots of MTB counters and Lobot is just a big liability on the Hoth map. I also really don't care about tempo control squads because I am just not going to give them a lot of end of round shots. Want to set up end of round with the MTB against me? Go ahead. After I survive the strike, you will lose your big figure from all the powerful shooters unless I roll really poorly. SCs are a +10 and GSs are +9/13. Boba is +13/17. And there are a lot of dmg boosters with the Mandos.

And just to be clear, Lou won a tournament in K-zoo last weekend with this squad, minus one SC and adding Lando DS instead (which I have no issue with). And this was without its best map being legal. Try it out, Mandos are competitive with the best out there right now.

_________________
Image

http://www.bloomilk.com/Squads/Search.aspx?UserID=29


Top
 Profile  
Reply with quote  

Offline
 Post subject: Re: Boba and Mandos
PostPosted: Fri Jun 20, 2008 2:58 pm 
Jedi Council
Jedi Council
User avatar

Joined: Sun Sep 02, 2007 4:03 pm
Posts: 1861
Location: Springfield
I played almost this exact squad (4th Ug instead of the gran) last week. I went 1-1 with it. First game was a blow out vs a NR squad. The accurate shooting just chewed them up. The loss was vs an Imp SS squad with Vader added in. That one I lost by points (34/39) when time ran out just after I'd finally managed to chase down and kill the Moff. If I'd had warning that time was getting close I wouldn't have wasted shots on Vader (I knocked off about 90 from him) and instead gone for small stuff just for points I'd have won. Fun squad to play though.

_________________
Slinky + Escalator = Endless Fun


Top
 Profile  
Reply with quote  

Offline
 Post subject: Re: Boba and Mandos
PostPosted: Fri Jun 20, 2008 3:44 pm 
Death Star Designers
Death Star Designers

Joined: Sun Sep 02, 2007 1:07 pm
Posts: 811
That looks like the optimum build right now. I have faced Boba/gunslingers and they lack a punch, and Boba/SCs that lack survivability. This is pretty much what i have advised them to go for. I usually tell them to add a commander for mobile but that is a play style choice.

_________________
The Wookiee Master

Check us out over at Pojo.com

"It appears the Bothans have rooked us again."
-Obi wan


Top
 Profile  
Reply with quote  

Offline
 Post subject: Re: Boba and Mandos
PostPosted: Sat Jun 21, 2008 2:53 pm 
Sith Infiltrator
Sith Infiltrator
User avatar

Joined: Sat Sep 01, 2007 10:41 pm
Posts: 1683
Location: Aboard the Anakin Solo, NJ
The only thing is that SuperCommandos can't mobile, so they shoot once and just sit there for the counter attack. I'd maybe take 1 out for a few more activations.

_________________
Image


Top
 Profile  
Reply with quote  

Offline
 Post subject: Re: Boba and Mandos
PostPosted: Sat Jun 21, 2008 3:43 pm 
Sith Infiltrator
Sith Infiltrator
User avatar

Joined: Sat Sep 01, 2007 10:41 pm
Posts: 1683
Location: Aboard the Anakin Solo, NJ
Oh, and then we can give them a commander who makes it so you only activate 1, and then a commander with master tactician, and then never tell me the odds, oh and don't neglect your piece with disintegration... :mrgreen:
I hope they give give them superstealth, just give all them sheilds 2. (As the ones during the Mandalorian Wars uses power shields.)

_________________
Image


Top
 Profile  
Reply with quote  

Offline
 Post subject: Re: Boba and Mandos
PostPosted: Mon Jun 23, 2008 4:50 am 
Warmaster
Warmaster
User avatar

Joined: Fri Aug 31, 2007 1:20 pm
Posts: 660
you forgot a non-unique peice that has rapport for mando peices and drop them 1 point to add.

_________________
Image

[spoiler="crap"]
Quote:
MediocreMind
Support bacteria - it's the only culture some people have!

Code:
DCI Ranking
Star Wars Miniatures Constructed (as of 2008-09-15)
1826 rating   64 matches   21 events   
    37  All   33  North America   7  Canada   1  CA-Ontario   
[/spoiler]


Top
 Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 6 posts ] 

All times are UTC - 6 hours

Mark forums read

Who is online

Users browsing this forum: No registered users and 2 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Jump to:  
cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
Jedi Knights style by Scott Stubblefield