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 Post subject: Doomku and the Mavericks
PostPosted: Fri Nov 14, 2008 2:22 am 
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Joined: Mon Dec 17, 2007 5:07 pm
Posts: 237
Location: Indianapolis, IN
Wmhaha, I think I've finally found a way to make Count Dooku of Serenno useful and competitive!

--Doomku and the Mavericks--
51 Count Dooku of Serenno
36 Darth Sidious
39 Kel Dor Bounty Hunter x3
10 San Hill
5 Caamasi Noble
9 Ugnaught Demolitionist x3
(150pts. 10 activations)

I feel like I've got a pretty good damage output, tempo control, door control and the ability to deal with the "top" squads on the competitive scene.

Darth Sidous is the piece that really makes this whole squad work; giving force points to Dooku and pawning the Kel Dor's down to 30 HP (or less) to increase the damage when Count Dooku uses his lightning!

The Count can deal with GOWK, Yobuck and any other melee characters I face, as well the Kel Dors taking pot-shots at enemy pieces from the safety of cover!

This isn't the best squad by a long shot (Can you say Accurate Shot?), but it really tears a lot of the top squads from the post-CW meta to shreds!

Any suggestions would be fantastic!

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<Joruus> - (its VASSAL, so you'll crit or roll a 1)
*** 1d20B = 1 *** <Yodarulz>


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 Post subject: Re: Doomku and the Mavericks
PostPosted: Wed Jan 14, 2009 7:37 pm 
Third Jedi from the Left
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Joined: Sun Oct 19, 2008 9:48 pm
Posts: 115
This reminds me of a squad I played in a 150 event at my lgs and I went 3-1. I actually lost to yobuck due to some bad positioning on my part and jarjar.

http://bloomilk.com/Squads/ViewSquad.aspx?SquadID=22586

--Sidious and Dooku--
51 Count Dooku of Serenno
36 Darth Sidious
34 IG-86 Assassin Droid x2
11 Human Bodyguard
9 Battle Droid Officer
9 Ugnaught Demolitionist x3
(150pts. 9 activations)

I do like your take with the keldors. But I am not sold on san hill with this squad design. The duo of activations can be key. Out activating doesn;t always help against yobuck. Sometimes yobuck leaves the squad in safety at the end of the round and there is a single key round somewhere in the middle (usually right after an r2 tow and a yobuck gallop) that you have a shot at yobuck before jarjar gets swaped in.

After thinking about your design I want to try and work a keldor in, but I am not sure how.


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