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 Post subject: 150 points of Non-Unique Mandos
PostPosted: Thu Aug 28, 2008 11:31 am 
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Joined: Mon Jul 28, 2008 8:14 pm
Posts: 411
Location: St. Albert,AB, Canada
Mando Quartermaster-26
Mando Captain-23
3 Mando Scouts-57
2 Mando Marauders-30
4 Uggs-12
148 pts, 11 acts.

This squad can afford to stay mobile and advance on the enemy as opposed to most Mando squads and their pseudo emplacement making 6 attacks with a cannon.

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 Post subject: Re: 150 points of Non-Unique Mandos
PostPosted: Sun Aug 31, 2008 1:23 pm 
Black Sun Thug
Black Sun Thug
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Joined: Wed Jul 09, 2008 7:36 pm
Posts: 55
Location: Maryland
I used a similar thing.

I ran this squad at our LGS 150 Constructed and won this week.

T3-M4
Mando Captain
Mando Quartermaster
Czerka Scientist
Mando Commando
Mando Scout x3

My goal was a competitive squad made up of all KotOR pieces. I knew it was a little short on activations and offered no real gambit gaining, but with the right map and enough cover it can be deadly.


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 Post subject: Re: 150 points of Non-Unique Mandos
PostPosted: Sun Aug 31, 2008 6:40 pm 
Black Sun Thug
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Joined: Mon Aug 25, 2008 3:51 pm
Posts: 60
Location: Maryland
^^ Team above beat me soundly. Made me learn some hard lessons: I'm not very good with Zayne, and Mando Scouts are generally better than Mando Marauders. They don't have to base to do damage, are harder to hit with Cloaked, and can be more mobile.

That stupid Wall'E kept locking the door on me too. Stupid me for not having door control...


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