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 Post subject: MJ & Zux
PostPosted: Mon Feb 01, 2010 6:04 pm 
Warmaster
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Most of my squad building to this point has been at 100 points, so venturing into 150 points has proven a little tough. I'm building my 150s around Mara Jade, Jedi, and here are two shots I had at it. I have a bit of a limited collection, but any input you can give would be great. Thanks! :mrgreen:

--MJ & Zux 1--
45 Mara Jade, Jedi
35 Zuckuss, Bounty Hunter
26 Yuuzhan Vong Ossus Guardian
23 General Wedge Antilles
10 Luke Skywalker, Force Spirit
8 R7 Astromech Droid
3 Ugnaught Demolitionist

(150pts. 7 activations)

--MJ & Zux 2--
45 Mara Jade, Jedi
35 Zuckuss, Bounty Hunter
25 Leia Skywalker, Jedi Knight
23 General Wedge Antilles
10 Luke Skywalker, Force Spirit
3 Mouse Droid
9 Ugnaught Demolitionist x3

(150pts. 9 activations)

Basically what I want to run is MJJ, Zuckuss, Wedge, and Luke FS. Everything else is negotiable. But if you think that squad is fundamentally flawed, feel free to let me know, heh.


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 Post subject: Re: MJ & Zux
PostPosted: Mon Feb 01, 2010 8:24 pm 
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I think I like the first one better, even if it does have fewer activations. I like having a decent melee counter to Jedis in the form of the OG, who also benefits from Wedge's CE when Leia doesn't.


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 Post subject: Re: MJ & Zux
PostPosted: Mon Feb 01, 2010 8:57 pm 
Warmaster
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Yeah the first one is where I was leaning too. I primarily just wanted to adapt my MJJ/Luke FS/Gen. Wedge from 100 to 150 and also chuck Zux in there. He's just such an awesome piece!


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 Post subject: Re: MJ & Zux
PostPosted: Tue Feb 02, 2010 8:54 am 
Master of the Order
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I think you will generally find, that Leia Skywalker is wasted points in a squad like that. You have Evade, plus Force Points (+ Renewal with Luke for somebody). You shouldn't need to worry about free re-rolls all that often. The awesome thing about Mara and Zuckuss, honestly, is that they shouldn't get shot at all that much anyways, thanks to Stealth and Intuition. I would actually be tempted to run a squad like that without General Wedge even.

7 activations is a tad light for 150 points, especially if you're not running Dodonna. The 9 activation squad is better, but if you really want a Melee interference piece, then I suggest Jarael instead of Leia or the Vong OG.

Alternatively, here's the squad I was actually planning to play at GenCon last year, until I determined that it couldn't compete on the wide open maps:

--Unusual Allies--
45 Mara Jade, Jedi
28 Dash Rendar, Renegade Smuggler
27 Lobot
26 Yuuzhan Vong Ossus Guardian
10 Jagged Fel
9 General Dodonna
5 Caamasi Noble

(150pts. 7 activations)

Then, obviously, Lobot brings in more activations as necessary to fill out the squad. With Mara's Stealth and Dash's Mobile attack, you honestly don't need Wedge to be competitive.

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 Post subject: Re: MJ & Zux
PostPosted: Tue Feb 02, 2010 9:21 am 
Warmaster
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Yeah I wasn't sold on needing Leia either, which is why my original construct of the MJJ & Zux squad didn't contain her. After throwing in Wedge, Mara, Dead Luke and Zux, I wasn't sure what else to throw in the squad, which is why I came to a couple of different iterations. What would be the best pieces to add in at that point? And would it behoove me to drop Wedge? I figured Mobile would be helpful, but I'm new at this, so I could be missing something. :mrgreen:


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 Post subject: Re: MJ & Zux
PostPosted: Tue Feb 02, 2010 9:33 am 
Master of the Order
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Well, Zuckuss sort of already has Mobile thanks to Intuition, so Wedge doesn't really help him all that much. Mobile can be helpful for Mara, but honestly, you want her using her Cunning/Assault move as much as possible. So, 90% of the time, you'll be just wanting to advance Mara and get her into position.

Here's something I tossed together just now. Not sure how good it is, but it's another thought.

45 Mara Jade, Jedi
35 Zuckuss, Bounty Hunter
28 Dash Rendar, Renegade Smuggler
10 Jagged Fel
10 Luke Skywalker, Force Spirit
9 General Dodonna
3 Mouse Droid
9 Ugnaught Demolitionist x3

(149pts. 10 activations)

Again, Dash already has Mobile, and Zuckuss sort of does too. Jag is just for boosting Dash, and picking off the occasional Ugnaught or two. The thing I love about Mara, is that non-Accurate shooters are big right now (Rex, Dash, Cad, etc.), so Mara's Stealth often is very important. Granted, some Boba's and now Zuckuss will still be seen from time to time, but you just have to advance more carefully in those situations.

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 Post subject: Re: MJ & Zux
PostPosted: Tue Feb 02, 2010 12:59 pm 
Third Jedi from the Left
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I like the first one better, but maybe take out the r7 for some more uggies or mice!

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 Post subject: Re: MJ & Zux
PostPosted: Wed Feb 03, 2010 1:20 pm 
Third Jedi from the Left
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I played a version of this last night on Vassal, it worked wonders:

--Beat and Glue--
45 Mara Jade, Jedi
35 Zuckuss, Bounty Hunter
27 Lobot
23 General Wedge Antilles
10 Luke Skywalker, Force Spirit
9 General Dodonna

Preferred Reinforcements:
(Lobot) 8 R7 Astromech Droid
(Lobot) 3 Mouse Droid
(Lobot) 9 Ugnaught Demolitionist x3

(149pts. 11 activations)

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 Post subject: Re: MJ & Zux
PostPosted: Tue Feb 16, 2010 8:27 pm 
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I don't feel that the force spirit is necessary. I almost never run mara out of force points, either she kills her opponents in 4 or dies before she needs um all, just my opinion. Unless you were planning on buffing Zuckus with him, that I could see

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 Post subject: Re: MJ & Zux
PostPosted: Tue Feb 16, 2010 11:13 pm 
Third Jedi from the Left
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Luke_Skywalker wrote:
I don't feel that the force spirit is necessary. I almost never run mara out of force points, either she kills her opponents in 4 or dies before she needs um all, just my opinion. Unless you were planning on buffing Zuckus with him, that I could see


I imagine they'd be haunting Zuckuss, if only for the Mettle on his attack rolls.


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 Post subject: Re: MJ & Zux
PostPosted: Wed Feb 17, 2010 7:35 am 
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Luke's in there to haunt either Mara Jade or Zuckuss, as the case warrants.


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 Post subject: Re: MJ & Zux
PostPosted: Wed Feb 17, 2010 8:32 am 
Name Calling Internet Bully
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UggieDemo wrote:
I played a version of this last night on Vassal, it worked wonders:

--Beat and Glue--
45 Mara Jade, Jedi
35 Zuckuss, Bounty Hunter
27 Lobot
23 General Wedge Antilles
10 Luke Skywalker, Force Spirit
9 General Dodonna

Preferred Reinforcements:
(Lobot) 8 R7 Astromech Droid
(Lobot) 3 Mouse Droid
(Lobot) 9 Ugnaught Demolitionist x3

(149pts. 11 activations)


I really don't like this build at all for competitive play. Mara is the only threat for damage, the rest is tech and support. Good opponent's will recognize this, off Mara asap, and effectively end the game. They you will have a whopping 30dmg a round potencial between zuck and Mara. This just will not work well at 150. Take it up to 200.

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 Post subject: Re: MJ & Zux
PostPosted: Wed Feb 17, 2010 12:05 pm 
Master of the Order
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If you're going to insist on playing Wedge, then you could try a build like this:

--Zuckuss Stuckuss--
45 Mara Jade, Jedi
35 Zuckuss, Bounty Hunter
26 Yuuzhan Vong Ossus Guardian
23 General Wedge Antilles
10 Luke Skywalker, Force Spirit
5 Caamasi Noble
6 Ugnaught Demolitionist x2

(150pts. 8 activations)

Granted, it doesn't have many activations, and doesn't have Dodonna, so you have to play carefully, but with both Zuckuss and Mara being pieces that should activate early in a round, Dodonna doesn't help that much anyways. Or, if you really want Dodonna, you could drop Wedge + Caamasi, and then go with Dodonna, Lobot CLO, and a 4 point filler (Peace Brigade might be good here to help your YV a bit, lol).

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 Post subject: Re: MJ & Zux
PostPosted: Wed Feb 17, 2010 12:11 pm 
Name Calling Internet Bully
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I like Lobo's variant the best. It's less dependant on Zuckuss to actually do significant damage, and no Dodonna isn't really that big of a deal. I much prefer having 2 ugnaughts, but honestly, I think override might be better than Luke's FS. I know that was your goal, so I say take it to 200, instead of trying to squeeze it all into 150. I'm just not sure the base (Mara, Zuck, Wedge, Luke) really fits well in 150. Think of the alternative. Is this better than simply going with Mara and Han GH - which only costs 95pts to begin with. Or Mara and Kyle, at 99? I'm not sure that it is, and those have room to fill out the tech, and have higher damage potencials at 150.

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 Post subject: Re: MJ & Zux
PostPosted: Wed Feb 17, 2010 12:17 pm 
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Well I had a specific goal in mind with this squad, and that goal has changed, meaning I actually would like to turn it into a 200 squad. To be honest I know it's not a great squad, but I have tons of fun playing with Mara. What, then, would you suggest for a 200 squad?

Thanks for all the help, btw, it's really helping me learn about squad building, synergies, and the like. :mrgreen:


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 Post subject: Re: MJ & Zux
PostPosted: Wed Feb 17, 2010 12:47 pm 
Name Calling Internet Bully
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--New Republic Zucks--
45 Mara Jade, Jedi
35 Zuckuss, Bounty Hunter
26 Kyp Durron
24 Talon Karrde
23 General Wedge Antilles
10 Luke Skywalker, Force Spirit
9 General Dodonna
8 R7 Astromech Droid
7 Ugnaught Droid Destroyer
4 Peace Brigade Thug
9 Ugnaught Demolitionist x3

(200pts. 13 activations)

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