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 Post subject: IG-86 Nute Gunray/Whorm
PostPosted: Sun May 09, 2010 8:22 am 
Moff Disra
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Posts: 1359
Location: Kalamazoo, MI
--IG-86 Nute Gunray/Whorm--
30 Nute Gunray
27 Lobot
20 General Whorm Loathsom
64 IG-86 Assassin Droid x4
12 Gha Nachkt
8 Battle Droid Officer
21 R7 Astromech Droid x3
9 Battle Droid x3
6 Mouse Droid x3
3 Ugnaught Demolitionist
(200pts. 19 activations)

Against Thrawn/Ozzel - San Hill/3x BD and IG-86/2x mouse
Against lots of melee guys - 6x BD and IG-86/2x mouse
Against evade/dodonna (rebel, not much accurate shot) - 6x BD and IG-86/2x mouse
If my opponent had lots of deflect - then maybe a T1 (with Lobot)

6-1 (lost to double pawned Lancer on the Rancor Pit)

It's fun and easy to play. Are swarms back? The swarm piece needs to have 60 HP minimum.


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 Post subject: Re: IG-86 Nute Gunray/Whorm
PostPosted: Sun May 09, 2010 1:23 pm 
Jedi Knight
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Awesome. Of course now you can take 5x BD and 1x Rocket Battle Droid for Nute's reinforcements, instead of 6x BD, if you're going for activations.

So I guess the main advantage of Nute is that you can bring in San Hill only if you need him, and he gives you a bunch of activations that aren't worth points to your opponent. It's really too bad the Seps don't have more cheap tech.

Would you ever bring Captain Mar Tuuk as Nute's reinforcements?


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 Post subject: Re: IG-86 Nute Gunray/Whorm
PostPosted: Sun May 09, 2010 7:25 pm 
Major Tierce
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After thinking about this squad some more, I am really not sure what it loses to besides Lancer (and then only on Rancor pit which isn't really the best map for Lancer anymore I don't think). Yobuck might be able to give it trouble but the AoOs to the IG-86 droids would be the death of it I think. It out activates any squad out there so not much you can do on that end. I guess maybe super stealth or even nom bombs could give it trouble but even then I am not sure.

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 Post subject: Re: IG-86 Nute Gunray/Whorm
PostPosted: Mon May 10, 2010 7:50 am 
One of The Ones
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urbanjedi wrote:
After thinking about this squad some more, I am really not sure what it loses to besides Lancer (and then only on Rancor pit which isn't really the best map for Lancer anymore I don't think). Yobuck might be able to give it trouble but the AoOs to the IG-86 droids would be the death of it I think. It out activates any squad out there so not much you can do on that end. I guess maybe super stealth or even nom bombs could give it trouble but even then I am not sure.


Well, if it's the General Skywalker variant of a Yobuck squad, then you just set up gallops that go in and hit an IG-86 with the Gallop + normal attack for 60, and then swap out. You don't take AoOs on Yoda. :P

It's certainly a nasty build though. Jake played 3 IG-86s and 2 EG-05s in Chicago with GGDAC, and it was a fairly tough game for my Rebel build to handle. Disruptive made a huge difference, and my ERC/Luke having Stealth helped, but with enough activations and such, I could see it being pretty tough. NR in particular might have trouble, especially if you do well with keeping your IG's spread out so Mara can't LS assault two at once.

I'd be interested to see what Eric's thoughts were on dealing with Evade, Stealth, and Disruptive. It would seem to me like those would be the toughest things to work around.

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 Post subject: Re: IG-86 Nute Gunray/Whorm
PostPosted: Mon May 10, 2010 7:53 am 
Death Star Designers
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I still kind of wanted to play him to see how many figs I could activate with Sith Sorcery.

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 Post subject: Re: IG-86 Nute Gunray/Whorm
PostPosted: Mon May 10, 2010 9:52 am 
Moff Disra
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Location: Kalamazoo, MI
LoboStele wrote:
I'd be interested to see what Eric's thoughts were on dealing with Evade, Stealth, and Disruptive. It would seem to me like those would be the toughest things to work around.

I even got to play this game.
Round 5 of the swiss, Ray was playing 3x ERC, Crix, Dodonna, Reeiken, Shaak JM, Luke RC

The map was bespin (great doors).
I would override a door open, move within 6 get lots of shots off and then override the door shut (all after his entire squad has gone, 11 activations to my 28 activations).

The ERC's need 15's to hit my IG-86's in cover. It's even worse because they first have to take out the mouse droid standing in front of the IG-86 (mouse is 24 in cover, 17 to hit from an ERC).

I don't think he ever got a cunning attack off (outside of Luke against a few BD's that were holding him in place).


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 Post subject: Re: IG-86 Nute Gunray/Whorm
PostPosted: Tue May 18, 2010 6:29 am 
Imperial Dignitaries
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For some reason, I just woke up this morning with a cool name for this squad:

"She Turned Me Into a Nute...I Got Better!" :D [From Monty Python's "Search for the Holy Grail"]

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 Post subject: Re: IG-86 Nute Gunray/Whorm
PostPosted: Tue May 18, 2010 8:06 am 
Warmaster
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Just bought the last Nute on CoolStuff. You've inspired me! :lol:


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