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 Post subject: Mara + Kyp 150
PostPosted: Wed Apr 08, 2009 11:12 am 
Black Sun Thug
Black Sun Thug

Joined: Sun Oct 14, 2007 8:57 am
Posts: 53
--Mara + Kyp---
MJJ 45
Kyp Durron 26
General Wedge Antilles 23
Lobot 27
General Dodonna 9
Luke FS 10
3x Ugnaught 9

Total 149

The idea here is to get both Kyp and Mara coming in with Double Twin for a large amount of damage, and depending on who is using Luke, Force Push 5. The one thing I might change is Lobot for Talon Karrde, since he provides disruptive. But I went with this Lobot for a couple of reasons. 1 is so I can make a Muun Tactics Engine if I need to, and so I can bring in T3-M4 and another Ugnaught if I would rather use that. Of course I can also bring in a Kel-Dor and 7 points of something else (maybe an Aqualish Assassin).


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 Post subject: Re: Mara + Kyp 150
PostPosted: Wed Apr 08, 2009 1:02 pm 
One of The Ones
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Joined: Sun Sep 02, 2007 2:46 pm
Posts: 7960
Location: West Chester, OH (near Cincinnati)
I think this is the pretty basic Mara/Kyp NR squad that pretty much everyone of us put together in our heads right after Kyp's stats were spoiled. Part of me wonders if perhaps the squad would be better built with the new Lobot CLO, partly for his help with Recon to pull off Mara's Cunning more easily in that key situation. Either way though, the squad works about the same. I'd definitely consider bringing in Wicket with Lobot's reinforcements here, as Kyp will seriously need that help. Otherwise, there's not too much to add to this build.

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