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 Post subject: Sith Swarm
PostPosted: Fri May 18, 2012 12:29 am 
Warmaster
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This is something I've been pondering for a while and with all the talk of a Rebel swarm I figured Id post it and see what everyone thinks.

Felucian x6
Felucian Shaman x2
Darth Sidious Hologram
Freedon Nadd
Sith Alchemist
Jawa Scavenger
Uggie x2
Mouse Droid x4

16 activations 200pts

Map: Most likely Bothan Spy net to slow down the advance of Mace in your face

The idea is to keep force points on the Felucians so that they can effectively never die. With Freedon Nadd they are hitting at a +13 and if they are Alchemisted for 30 damage. The Jawa scout is in the squad main for the sole purpose of nailing Momar before he can get to the Felucians.

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 Post subject: Re: Sith Swarm
PostPosted: Fri May 18, 2012 4:59 am 
Unnamed Wookiee
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Nice! I think this would stand up to a lot of good squads. I give it a 19/20 ;)

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 Post subject: Re: Sith Swarm
PostPosted: Fri May 18, 2012 6:02 am 
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The problem is that the Shaman's Force power that grants the felucians near imortality is a replaces turn. That makes it really hard to advance your swarm and without some way to ferry them around and keep them safe, the squad will suffer. Cool concept though! I like the Alchemist granting the +10 damage.

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 Post subject: Re: Sith Swarm
PostPosted: Fri May 18, 2012 8:51 am 
Imperial Dignitaries
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I'm not sure what Freedon Nadd is there for, since his CE affects allies withOUT a force rating.

If you want a +4 attack boost, you might consider Darth Malak, DLotS...he's 6pts cheaper too. He lacks Sith Sorcery, but has Lightning, which can be just as useful, though different.

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 Post subject: Re: Sith Swarm
PostPosted: Fri May 18, 2012 9:10 am 
Death Star Designers
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With two Felucians alternating aura your first objective is get to the place in the map you want to engage at and then stage your shamans there.

I played something like 15 felcians with Jaq and Exar Kun as backup. Force blasting dudes 15 times per turn is so funny. They run in thinking they can just chop you up then they die horrible deaths.

I think you would benefit from more Felucians then Nadd. Your not getting his ce at all. Your main power is the hellish amounts of force blast you can put out each round so you should build that up some more. I think their swarm +2 is good enough of an attack boost for a swarm. You shouldn't be rolling dice except to make AOO's anyway with Felucians.

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 Post subject: Re: Sith Swarm
PostPosted: Fri May 18, 2012 9:36 am 
Warmaster
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So its Malak and not Nadd LOL. My fault for building squads at 2am right?

I would be afraid of Force blasting every turn because it would use the force powers I need for saves.

Another I had was to replace Malak with the Talz Chief that grants +4 attack and +10 damage and some more Felucians and maybe another Shaman to be on the safe side.

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 Post subject: Re: Sith Swarm
PostPosted: Fri May 18, 2012 12:25 pm 
Death Star Designers
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audrisampson wrote:
So its Malak and not Nadd LOL. My fault for building squads at 2am right?

I would be afraid of Force blasting every turn because it would use the force powers I need for saves.

Another I had was to replace Malak with the Talz Chief that grants +4 attack and +10 damage and some more Felucians and maybe another Shaman to be on the safe side.


Well, your not going to even have any targets till round 2, maybe round 3. By then you will have 2-3 force points per felucian and you get one per turn. You force blast with your renewal point and have 2-3 shots on rerolls.

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 Post subject: Re: Sith Swarm
PostPosted: Fri May 18, 2012 12:30 pm 
Warmaster
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That is true, I wasn't assessing how long it would take me to set things up. That would make some amazing shooting walls.

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 Post subject: Re: Sith Swarm
PostPosted: Fri May 18, 2012 6:41 pm 
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Well, any strafe/gallop would hurt a lot as shaman aura only effects followers...vong would be a near instant loss...a good repulse or burst or anything would cause problems as the opponent choose the order of who is effected...accurate shooters can pick off the shamans easily...and flight can get by the walls.

If it is played well it can cause people a lot of problems but I am not a fan of squads where one unit can cause an instant loss.

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 Post subject: Re: Sith Swarm
PostPosted: Sat May 19, 2012 6:07 am 
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I'm not sure how you say it would be a near instant loss against vong. The force ability is not affecting them, it's affecting the felucians. It depends on how the squad is built as to who can do the damage back to the vong. Vong bombs would more than likely lose to a squad like this.

I don't see 3 pnt wins with this squad.

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