SteveSpikes wrote:
Sith_Asassyn wrote:
11 Acts
24 Mercenary Commander
21 General Veers
8 Mas Ameeda
32 Thrawn
42 Chiss Mercenary x3
13 Gotal Mercenary (intuition out of LOS so i can swap a Chiss in for furious)
9 Ug Demo x3
i think this would work better in 200 but lmk what u think... also i think i need ozzel in here as well. thoughts on that?
i would beef up the attack score if i had the pts but the +2 from Jolee wouldnt really help.. depending more on the amount of shots i take at 30-50 dmg. If the Chiss have to stay still they get deadeye and hopefully opportunist to put them at 10's but without ozzel thats rather hopeful.
As a 200-point squad, you should add
Nym -- Unique, Disruptive (Suppresses enemy commander effects within 6 squares), Double Attack (On his turn, this character can make 1 extra attack instead of moving), Grenades 40 (Replaces attacks: range 6; 40 damage to target and to each character adjacent to that target; save 11), Rapport (Characters with Mercenary cost 1 less when in the same squad as this character), Recon (Roll twice for initiative once per round, choosing either roll, if any character with Recon in the same squad has line of sight to an enemy).
Commander Effect:
Non-Unique followers with Mercenary within 6 squares gain Double Attack.
I know he's costly (that's why I put in a 200-point variant), but with his rapport for mercs, he's worth it. Also, with the additional 4 points, you should drop in a Mouse Droid (or another Uggie).
Hmm, Idk if id run him or not honestly... The Double can help if i get stuck standing still, and the rapport could help me get in an extra activation or 2 depending how i tweaked the build. But hes kind of a glass cannon imo.. i ran him once n he died rather quickly.
but thx for the suggestion ill keep it in mind.