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 Post subject: Rebel Commando Squads
PostPosted: Sat Mar 14, 2009 1:47 pm 
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I have this as an idea for a commando squad but I don't know what would work best. :lsfight: Luke can deal with melee threats, Grenades and Strafe deal with swarms. Plus, I can also handle nonliving squads while staying relatively hidden

-Hit and Run--
27 Luke Skywalker, Rebel Commando
21 Commando on Speeder Bike
18 Rebel Commando Strike Leader
32 Elite Rebel Commando x2
16 General Crix Madine
11 Rebel Commando Pathfinder
11 Human Bodyguard
8 Wicket
5 Caamasi Noble
(149pts. 10 activations)

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 Post subject: Re: Rebel Commando Squads
PostPosted: Sat Mar 14, 2009 1:55 pm 
One of the Sith on Malgus' Shuttle
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I really don't know about the Commando on Speeder Bike. With only 30HP you'll have to hide him, especially with a majority of your squad with SS thanks to the RCSL. So people will easily be able to target the Speeder Bike. I'm gonna guess that is the reason you have the HBG, so the Speeder Bike can survive more than 1 round. But still, the Speed 6 really kills the Speeder Bike since you can only move 12 and Strafe, you'll have to keep him pretty close to the HBG to return to it.

I'm trying to decide whether I like having the Noble in there instead of 2 Ugs. The Noble is great to use for Luke's movement (unless you run into someone with Sniper, then watch out!)


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 Post subject: Re: Rebel Commando Squads
PostPosted: Sat Mar 14, 2009 2:02 pm 
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actually, the bodyguard was more to keep wicket alive from accurate shooters. The Speeder does seem out of place but a 40 damage strafe Plus a ranged attack for +13 each on an unactivated carachter sounds really nice.

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 Post subject: Re: Rebel Commando Squads
PostPosted: Sat Mar 14, 2009 3:14 pm 
One of the Sith on Malgus' Shuttle
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I do agree that the 40damage would be great, definitely requires a lot of strategizing. You probably would Accelerate at the end of round 1 to near where the enemies pieces are, and if you win init (hopefully you do) you get the Strafe off...and then the Speeder is dead cause its so close to enemy, lol. Its more of a one-trick pony, and I'd really only use it in a 200pt game. If I were playing the squad I'd probably throw in Chewbacca of Hoth instead since he can get off 30 with Deadeye (and Luke can Levitate him away if need be).

I am interested to hear how well your squad goes. Hopefully you don't hit the snags (I tend to always look on the worst side of things, lol)...


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 Post subject: Re: Rebel Commando Squads
PostPosted: Thu Mar 26, 2009 11:07 pm 
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Ok, Update on this squad, I decided to add Han Stormie instead to give the guys a lot of mobility.

--Hit and Run--
27 Luke Skywalker, Rebel Commando
25 Han Solo in Stormtrooper Armor
18 Rebel Commando Strike Leader
16 General Crix Madine
32 Elite Rebel Commando x2
11 Rebel Commando Pathfinder
10 Twi'lek Bodyguard
8 Wicket
3 Ewok
(150pts. 10 activations)

Consistent steady Damage output, the only problem I see is no Initiative Control.

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 Post subject: Re: Rebel Commando Squads
PostPosted: Fri Mar 27, 2009 6:24 am 
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Deadpool wrote:
Ok, Update on this squad, I decided to add Han Stormie instead to give the guys a lot of mobility.

--Hit and Run--
27 Luke Skywalker, Rebel Commando
25 Han Solo in Stormtrooper Armor
18 Rebel Commando Strike Leader
16 General Crix Madine
32 Elite Rebel Commando x2
11 Rebel Commando Pathfinder
10 Twi'lek Bodyguard
8 Wicket
3 Ewok
(150pts. 10 activations)

Consistent steady Damage output, the only problem I see is no Initiative Control.


How about droping 1 ERC for a VRC. This leaves you with 2 pts so you can change Wicket to R2-ES for Recon and keep Override. Then, change the TBG with the Human BG to Combine Fire. Drop the Ewok for a Mouse due to a higher D in cover for door opening.


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 Post subject: Re: Rebel Commando Squads
PostPosted: Fri Mar 27, 2009 7:22 am 
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Wicket actually is a must in this squad :Ewok: because of the low attack values of the pieces. Still, it's an interesting idea cept I don't have R2ES. :saber:

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 Post subject: Re: Rebel Commando Squads
PostPosted: Fri Mar 27, 2009 7:33 am 
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I ran this Tuesday
Elite Rebel Commando x4
Golan Tower
Commando Strike Leader
Crix
Reikeen
Dodona
Ugy

My buddy and I thought it woudl do well. However it lost 2 of 3 games. The big problem I see with Rebel commandoes is they have a hard time hitting folks. Sure they can hit an ugy, but hit a high defense, say 20 or greater is pretty rough. Even with cunning Elites are only attacking and an 11. One could argue that they can have a high damage out put against droids. They are right, however you still have to hit them. IG86 with cover and GGDAC is 26 vs 11. Rolling a 15 just make for a long game.

I am trying to figure out how to tweek the squad. Reikeen frees up som points and I know I could take out the turrent. I will see what I can come up with.

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 Post subject: Re: Rebel Commando Squads
PostPosted: Fri Mar 27, 2009 7:56 am 
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Rebs suffer from CE-envy when it comes to attack boosts. You have Ackbar for his +4 on activated characters. You have Madine for his Cunning Attack 20. You have the Rebel Officer for his +2 bonus. Or you have to go and outsource for Jolee Bindo for Valor. Of course, there's TScout for Rangefinder. The Rebs, outside of their uniques, have to pretty much rely on combined fire to hit on a consistant basis.


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 Post subject: Re: Rebel Commando Squads
PostPosted: Fri Mar 27, 2009 7:59 am 
One of The Ones
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Deadpool wrote:
Wicket actually is a must in this squad :Ewok: because of the low attack values of the pieces. Still, it's an interesting idea cept I don't have R2ES. :saber:

I agree Wicket would help here, but he'll have to be within 6, so it had better be around a corner or he'll likely be toasted by an accurate shooter at the first opportunity...


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 Post subject: Re: Rebel Commando Squads
PostPosted: Fri Mar 27, 2009 8:13 am 
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LESHIPPY wrote:
I ran this Tuesday
Elite Rebel Commando x4
Golan Tower
Commando Strike Leader
Crix
Reikeen
Dodona
Ugy

My buddy and I thought it woudl do well. However it lost 2 of 3 games. The big problem I see with Rebel commandoes is they have a hard time hitting folks. Sure they can hit an ugy, but hit a high defense, say 20 or greater is pretty rough. Even with cunning Elites are only attacking and an 11. One could argue that they can have a high damage out put against droids. They are right, however you still have to hit them. IG86 with cover and GGDAC is 26 vs 11. Rolling a 15 just make for a long game.

I am trying to figure out how to tweek the squad. Reikeen frees up som points and I know I could take out the turrent. I will see what I can come up with.


Well, the nice thing with the Elites + Crix though, against a Lancer Droid, you only need to hit one attack to kill it (10 base +20 Cunning +20 Ion Gun). So, needing a 14 or better (if it's in cover) to do 50 damage and kill it. And with Twin, those odds are fairly decent. However, as Lackey found out at the LGS last night, even with Combine Fire, needing a 10 or better, you can still miss twice in a row. Poor guy. He really should've won his game against the guy playing GGDAC/Droids, but he couldn't roll above a 6 to save his life. I watched him roll a 2, 3, 5, 7 all in a row. He even had Han RH and tried to take an Accurate/Cunning shot at Lobot CLO at one point and rolled back to back 2's even after spending the FP. :(

One of the other guys at the LGS was running a Rebel Leader. I think with the right support (perhaps some Mon Cal Tech Specialists?), that could work pretty well for the Commando squads, as it can boost the ERCs to a +17 attack, and if spotter is in play, you're looking at 50-70 damage! So that's not too bad.

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 Post subject: Re: Rebel Commando Squads
PostPosted: Fri Mar 27, 2009 8:27 am 
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Gunslinger wrote:
Deadpool wrote:
Wicket actually is a must in this squad :Ewok: because of the low attack values of the pieces. Still, it's an interesting idea cept I don't have R2ES. :saber:

I agree Wicket would help here, but he'll have to be within 6, so it had better be around a corner or he'll likely be toasted by an accurate shooter at the first opportunity...

Well yeah but that's why the Bodyguard is there. Heh, I'm glad this is turning into a discussion of different commando Squads for the rebellion

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 Post subject: Re: Rebel Commando Squads
PostPosted: Fri Mar 27, 2009 8:30 am 
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LoboStele wrote:
LESHIPPY wrote:
I ran this Tuesday
Elite Rebel Commando x4
Golan Tower
Commando Strike Leader
Crix
Reikeen
Dodona
Ugy

My buddy and I thought it woudl do well. However it lost 2 of 3 games. The big problem I see with Rebel commandoes is they have a hard time hitting folks. Sure they can hit an ugy, but hit a high defense, say 20 or greater is pretty rough. Even with cunning Elites are only attacking and an 11. One could argue that they can have a high damage out put against droids. They are right, however you still have to hit them. IG86 with cover and GGDAC is 26 vs 11. Rolling a 15 just make for a long game.

I am trying to figure out how to tweek the squad. Reikeen frees up som points and I know I could take out the turrent. I will see what I can come up with.


Well, the nice thing with the Elites + Crix though, against a Lancer Droid, you only need to hit one attack to kill it (10 base +20 Cunning +20 Ion Gun). So, needing a 14 or better (if it's in cover) to do 50 damage and kill it. And with Twin, those odds are fairly decent. However, as Lackey found out at the LGS last night, even with Combine Fire, needing a 10 or better, you can still miss twice in a row. Poor guy. He really should've won his game against the guy playing GGDAC/Droids, but he couldn't roll above a 6 to save his life. I watched him roll a 2, 3, 5, 7 all in a row. He even had Han RH and tried to take an Accurate/Cunning shot at Lobot CLO at one point and rolled back to back 2's even after spending the FP. :(

One of the other guys at the LGS was running a Rebel Leader. I think with the right support (perhaps some Mon Cal Tech Specialists?), that could work pretty well for the Commando squads, as it can boost the ERCs to a +17 attack, and if spotter is in play, you're looking at 50-70 damage! So that's not too bad.


Ouch about the saves. I had thought about having a Rebel Leader Plus ERCs a while ago but at the time I though the leader would be out of place in a commando squad.

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 Post subject: Re: Rebel Commando Squads
PostPosted: Sun Mar 29, 2009 12:25 pm 
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Darth_Jim wrote:
Personally I'd go with the Twilek Scout. He has stealth, so only accurate shot will hit him if he's in cover and further than 6. If he parks himself between 2 ERC's they can both get +4's on all of their attacks on that turn. With Madine that's a respectable +15/30 twins.


Hmmm still, I like my guys to be mobile.

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 Post subject: Re: Rebel Commando Squads
PostPosted: Mon Mar 30, 2009 6:10 am 
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It may seem like a waste, but Princess Leia may be a very good candidate for addition. Since she seems to be only paired with Rebel Uniques, people forget she can benefit Rebel Non-uniques as well. If you need that crucial initial hit, then she would be a very good candidate for helping boost the attack to +14/40-60 on the first burst of fire. That would be 11s (don't have the cards with me so I can't be completely accurate) on a IG-Lancer in cover? Also, gives a nice boost to Luke oing Commando on an initial hit for 50.


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 Post subject: Re: Rebel Commando Squads
PostPosted: Mon Mar 30, 2009 7:13 am 
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Markedman247 wrote:
It may seem like a waste, but Princess Leia may be a very good candidate for addition. Since she seems to be only paired with Rebel Uniques, people forget she can benefit Rebel Non-uniques as well. If you need that crucial initial hit, then she would be a very good candidate for helping boost the attack to +14/40-60 on the first burst of fire. That would be 11s (don't have the cards with me so I can't be completely accurate) on a IG-Lancer in cover? Also, gives a nice boost to Luke oing Commando on an initial hit for 50.


Cool idea, but including her means one less commando though.

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