mrmikedrum wrote:
--Forced Betrayal--
37 Supreme Chancellor Palpatine
26 Jedi Weapon Master
18 Jar Jar Binks
18 Gungan Shieldbearer
50 Human Force Adept x5
(149pts. 9 activations)
Move your whole squad to gambit, have everyone BG Palpatine, and have the Gungan provide shielding to everyone. Then, no matter what your opponent tries to attack, Jar Jar will make them attack Palpatine. And Palpatine and his adepts Alter attacks until they roll a betrayal! Just don't expect to have any friends at the end of the game!
Hilarious. Though I think people are still putting entirely too much faith in people "save 11" for Jar Jar's effects. You have to hope that they fail the Draw Fire save. Then you have to hope that you don't fail Jar Jar's Bombad Gungan save. Then, after all that, you have to hope that they roll a 1. Granted, there's a lot of rolls in there, so it's bound to happen eventually. As long as you can keep the Shieldbearer adjacent to Jar Jar, you should be OK for the most part. But any melee pieces, or anything with SAs that are not attacks will really give you a headache. Unfortunately, with Jar Jar only having 60 HP, one set of failed saves could mean a dead Jar Jar.
In many cases though, you'd only need one solid Betrayal to win the game, which would end up being quite hilarious.