Luke_Skywalker wrote:
Cunning Attack is key. The ability to fire off 2 shots at +13 for 30 damage is pretty good, but you only get that if you get your cunning Bonus (+9 for 20 is not near as good). I say that to say this: Tarkin could be a wonderful asset to this squad because of the ability to use 3 activations to get all of your SC shots off early in the round. 180 damage is a lot to throw out there.
it will be tough to set up Tarkin and the 3 SCs against anyone who is paying attention or really worth their salt.
What tarkin does allow you to do is get the attack/swap/attack off much easier so you will get a strong phase much more frequently.
He also allows you to put together a move swap attack mid round which is big for phases where your swap fodder or the piece your swapping are likely to get killed before you get to unleash your dmg.
But i agree, Tarkin GM is a very cool fig for swap armies its just tough to fit him in in 150 without some seriuos thought as to where your main dmg will come from.
In this build i think you'd have to lose Wicket and a gran or something.
homer_sapien wrote:
Any advice on map? Last week 2 out of 3 people i faced didn't have a map so there's a chance I'll have auto-win on map choice in a game or two this time too.
Both the deathstar and tatooine are good maps for SS with a lot of central low cover and open gambit otherwise. They both are shooter maps so your SCs should have good reign until you need to unleash the noghri.
Tatooine is tougher with the central storage room which melee teams will try and control but then the deathstar has the reactor shaft which people will use for advancement cover.