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 Post subject: GenoHardens under Imperial Control
PostPosted: Thu Nov 12, 2009 9:29 pm 
Mandalore
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Joined: Mon May 19, 2008 6:06 pm
Posts: 1209
Location: Aboard the Exocarrier Resalute, waiting to free all SWMer's from Tyrnany
Okay so my son designed this squad and it was nasty, I mean flat out nasty. So we played with a few ideas for it, and this was the two best. We tested about 4 varients, 2 on Tatooine, and 2 in Muun Plaza. They played against 1 Vong squad, and 1 Rebel Cannon Squad.

So the Bare bones of the squad
Thrawn (IE)
Genoharden Assasins x3
Uggies x2

Varient A; Varient B;
Annie Sith Apprentice Geno Harden Assasin
Gran Raider Mas Ammeda
Mouse Droid x2 Treadwell Droid

Varient B struggled against the Vong due to SD 20 and SD 40 on the Kel Dors, but otherwise both have some very brutal DO. And it's relitively consistant, especially in when in base contact





Any comments or thoughts would be great.

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 Post subject: Re: GenoHardens under Imperial Control
PostPosted: Fri Nov 13, 2009 8:08 am 
One of The Ones
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Location: West Chester, OH (near Cincinnati)
I would definitely try to run Mas in whatever build you decide to use, as getting the Geno's their Loner is really helpful. What about working in a Czerka somehow to give them Twin when they aren't based? That would be my only concern. Once they are based against an opponent, they only get one attack. Sure, they can't be hit till the opponent is right on top of them, but you could struggle against some builds like a Speedy Cannon or something that can run up, base, and hit you enough times to kill one before you can respond.

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 Post subject: Re: GenoHardens under Imperial Control
PostPosted: Fri Nov 13, 2009 10:09 am 
Mandalore
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Location: Aboard the Exocarrier Resalute, waiting to free all SWMer's from Tyrnany
We had a build with a Czerka in it, and it did well, she helped, but with her being the only legal target hurts her. she has to be used while the opponent is on approach because while the geno is nasty she makes them worse and becomes a priority targt that has no defense other then hiding, which in turn hurts the usability

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 Post subject: Re: GenoHardens under Imperial Control
PostPosted: Thu Dec 03, 2009 8:43 pm 
Sith Apprentice
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Joined: Wed Aug 26, 2009 12:10 pm
Posts: 231
I played around with three builds similar to this one. You're right, this squad can be pretty nasty! Against the right builds it is also weak, but it does perform pretty well. My variations all consisted of Genoharadin Assassins, Disciples of Ragnos, and Czerka Scientist. In the end, I also prefered to go without the Czerka for the same reasons you stated, and I decided to go with the following:

--Imperial Assassins--
32 Thrawn (Mitth'raw'nuruodo)
27 Lobot
42 GenoHaradan Assassin x2
40 Disciple of Ragnos x2
8 Mas Amedda

Preferred Reinforcements:
(Lobot) 5 Camaasi Noble
(Lobot) 6 Mouse Droid x2
(Lobot) 9 Ugnaught Demolitionist x3

(149pts. 13 activations)


I found I liked the variety of using the combo of Disciples of Ragnos due to it giving the squad some extra variety. That seemed to help in adjusting to some opponents. Lobot was also very useful in adjusting to builds to either max out activations or throw in some extra door control,a body guard or whatever else may have been needed.


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