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Jarael Rocks
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Author:  Zalkrie [ Thu Nov 05, 2009 11:56 am ]
Post subject:  Jarael Rocks

I am loving Jarael and General Whorm in the same squads.....

Durge Jedi Hunter
Jarael
General Whorm Loathsom
Lando Dashing Scoundral
Twilek Black Sun Vigo
R7
Mouse Droid X 3
Uggi

What do you think?

Author:  Grand Moff Boris [ Thu Nov 05, 2009 12:13 pm ]
Post subject:  Re: Jarael Rocks

Nout enough damage output.

Author:  jedispyder [ Thu Nov 05, 2009 1:12 pm ]
Post subject:  Re: Jarael Rocks

I kinda disagree with not enough damage output. Sure, it's not an extravagant amount but it can still a lot. Taking into effect that all pieces will be within 6 of a MD, you can get:

Durge Jedi Hunter = 6 attacks @ 20-30 = 120-180 or 2 attacks @ 20-30 = 40-60
Jarael = 6 attacks @ 10 = 60
Lando Dashing Scoundral = 2 attacks @ 20-30 = 40-60
Twilek Black Sun Vigo = 2 attacks @ 10-30 = 20-60

So if you're lucky you can get 360 Damage off in a round. If you're not lucky, you can get off 160 in a round (not counting Whorm, but I'm guessing you'll probably keep him back). So it does depend on luck, but you can get a lot of damage out if you get lucky.

But how would you change the squad, Boris? To give it "more damage output".

Author:  Grand Moff Boris [ Thu Nov 05, 2009 4:02 pm ]
Post subject:  Re: Jarael Rocks

jedispyder wrote:
I kinda disagree with not enough damage output. Sure, it's not an extravagant amount but it can still a lot. Taking into effect that all pieces will be within 6 of a MD, you can get:

Durge Jedi Hunter = 6 attacks @ 20-30 = 120-180 or 2 attacks @ 20-30 = 40-60
Jarael = 6 attacks @ 10 = 60
Lando Dashing Scoundral = 2 attacks @ 20-30 = 40-60
Twilek Black Sun Vigo = 2 attacks @ 10-30 = 20-60

So if you're lucky you can get 360 Damage off in a round. If you're not lucky, you can get off 160 in a round (not counting Whorm, but I'm guessing you'll probably keep him back). So it does depend on luck, but you can get a lot of damage out if you get lucky.

But how would you change the squad, Boris? To give it "more damage output".


Phrases like "if your'e lucky" and "you can get a lot of damage out if you get lucky" are said less to the point but are basically evidence of the same conclusion I reached in my one-liner. :)

The damage output is low because the odds of hitting are low, and requires a great deal of positioning and movement to pull off correctly, something that won't happen more than once or twice against any given opponent of equal or greater skill.

How would I change it? I would drop Durge. I really like Whorm and Darth Maul from CotF. LS Assault + Twin or Quad + Twin + Rage. And +13 is not too shabby (as opposed to +9 situational or +10).

Author:  barzillai [ Thu Nov 05, 2009 4:30 pm ]
Post subject:  Re: Jarael Rocks

How about dropping Lando and a mouse for a T-1? He can help lift Durge or Jarael to line up the big 6x attacks, and that twin for 40 makes everyone think twice about getting close to him, even though it's only at a +8.

Author:  jonnyb815 [ Thu Nov 05, 2009 4:44 pm ]
Post subject:  Re: Jarael Rocks

That is what I was thinking. I think the 140 hps and twin might help keep durge alive a little more. You lose lando as a shooter but gain a big tank.

Author:  Zalkrie [ Fri Nov 06, 2009 5:32 am ]
Post subject:  Re: Jarael Rocks

I really like the T1 idea guys....I just may drop Lando and a mouse to put him in. It makes for a better opportunity to get Durges triple tiwn off. I have to disagree about the damage output though. Durge is only a +9 to hit, but he also has +4 for bounty hunter and +4 for Jedi hunter. So if you are attacking a force user, you are getting to attack at a +17. I think I am going to hit with most of my attacks at +17. I have a squad like this at 100 points that I played last week, and durge had no trouble hitting anyone. Hit Rex in cover three out of six times, and that is because I rolled two ones and a two. The bigger problem was making sure durge got his six attacks off, and that is why I am liking the T1 idea.

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