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 Post subject: Shaak and Awe [Rebel w/FU]
PostPosted: Wed Nov 07, 2007 1:22 pm 
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Shaak Ti, Jedi Master [47]
Han Solo, Rogue [30]
Rebel Trooper on Tauntaun [13]
Twi'lek Bodyguard [10]
[100pts. 4 activations]

Rogue-con for initiative (Han Solo, Rogue and Recon) helps you get off Shaak and Han's Cunning Attacks for 90 damage/round. Between the Bodyguard and MotF2 Blocks and Ripostes, Shaak can stand up to the big beats at 100 for a couple rounds. Han and the Trooper can deal with lesser stuff. You might be able to get in a big Spotter +20 shot if you're willing to get the Tauntaun close to the action.


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PostPosted: Wed Nov 07, 2007 1:30 pm 
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Hmm....as an Anti-Bane squad, definitely. The more I look at things, the more I realize poor Bane is really getting knocked down a peg in the 100 pt realm with this new set.

Han Rogue will negate Thrawn in Swiss Army Knife, so that's cool. I'd almost be inclined to use Han ST though here. Shaak Ti JM really is incredible. :D

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PostPosted: Wed Nov 07, 2007 1:37 pm 
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I dig it. Good amount of activations, and good synergy. Bravo.

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PostPosted: Wed Nov 07, 2007 2:03 pm 
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I keep going back and forth between Han ST and HAn, Rogue for this.

You don't need Accurate as much in 100, but you also don't really need Furious.

Negating enemy Init SA is huge, especially because a lot of 100 point games come down to init. But Charging Assault +10 for Shaak is good also.

I think, though, that I'd prefer the Rogue. He can attack those pesky Storm Commandos.

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PostPosted: Wed Nov 07, 2007 2:10 pm 
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good build. Stick with Rogue, Shaak really shouldn't be running at anyone. Slow and steady building force.

Han gives you R2 counters. You might want to add in some door control though. Not sure if the BGD is worth it.

Shaak is tough.

Something must've happened to her after the Jedi Temple issue. Got a bit intense with her swordsman ship. Not bad for a Jedi that was supposed to be killed by Anakin.

I guess she'll be a beast in the videogame.


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PostPosted: Wed Nov 07, 2007 2:31 pm 
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I rarely run into door control problems at 100. Usually the only one the opponent has are UgDems, though I occassionally run into a Doombot.

This is my round-about, rambling way of saying I agree. 3 UgDems are probably better than the BG. If you don't need the Door Control, you at least have a couple extra activations.

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PostPosted: Wed Nov 07, 2007 2:48 pm 
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I also don't normally run into door control problems at 100. I feel like bodyguards are big in 100 not only for surviving an extra hit from Bane, but also providing a little Disintegration insurance.

My other thought for the 10 points was C-3PO and an Ugnaught for a little door control and Draw Fire to either base a beat like Bane or possibly draw a shot from Boba or another accurate shooter.

Three Ugnaughts is probably the smart choice though...


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PostPosted: Wed Nov 07, 2007 4:37 pm 
Really Cool Alien from a Cantina
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4 activations is pretty low actually and that is where I see the only real weakness in the squad.

I'd almost say drop the BG for some door control


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PostPosted: Wed Nov 07, 2007 4:44 pm 
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Lord_Nihl wrote:
4 activations is pretty low actually and that is where I see the only real weakness in the squad.

I'd almost say drop the BG for some door control


In this particular squad, against other 100 point squads, what benefit is there to having more activations? Ideally, I'll win initiative most rounds and have my two attackers (Shaak and Han) get their Cunning Attacks in. More activations just means I have a couple of phases to move Ugnaughts around at the end of the round--I don't see much benefit to that.

As it is, my opponent has to work to score any non-Gambit points, which I like.

If I switch the Bodyguard to 3 Ugnaughts, it won't be for activations, it will be for door control. Although I certainly am open to a convincing argument for more activations in this squad--just because I don't see the need, doesn't mean it's not there. :)


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PostPosted: Wed Nov 07, 2007 7:13 pm 
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dude.....this looks absolute beast. Bane would likely get stomped on with this squad. Nice job

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PostPosted: Thu Nov 08, 2007 10:29 am 
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shinja wrote:
More activations just means I have a couple of phases to move Ugnaughts around at the end of the round--I don't see much benefit to that.



Your only thinking about what happens after the initial strike.

An extra Phase gives you a much better chance of setting up that first strike.
If your opponent has 5-6 activations then you'll want to manuver so the last move of the round will be you running to base his beat with Shaak and moving the taun into LOS.

If you don't out activate (ie if you have BGD and you opponent comes in with 5-6 activations) then your last move will often be running next to a beat that is next to activate and exposing your Taun. The question is then do i protect Shaak or the Taun? You begin taking hits earlier with less activations.


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PostPosted: Fri Nov 09, 2007 8:21 am 
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The more activations the better. That's just a general rule, that is true in really any squad.

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