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Can he be played competitively in 100?
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 Post subject: Boba, Merc in 100 points
PostPosted: Wed Dec 05, 2007 9:28 pm 
Warmaster
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This is an open thread about the possibilities of using Boba Fett, Mercenary in 100 points.

Is this even a viable option? There doesn't seem to be enough support for him that I can see. Han, RH seems good, but that leaves you with 7 points, Luke, HPU might be good, but then you don't have any melee protection. Lobot might do well, possibly with San Hill if you wanted to...(idea incoming!)

Thoughts?

EDIT:Oh, squad.
Boba, Merc 58
Han, RH 35
uggyx2

The obvious choice, decent activations and good damage output.


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PostPosted: Thu Dec 06, 2007 4:55 am 
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I think it's better than the boba BH and han RH version, because there is an extra 10 damage per shot if you win initative. San hill with this boba really doesn't fit at this point level IMO, but perhaps others would say different. I just think starting to build a san squad at 68 points for 2 activaitons is bad.


This version probably will replace the BH one.

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PostPosted: Thu Dec 06, 2007 8:16 am 
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I voted 'yes' because I'm sure that somebody will figure it out eventually. :P Your squad there with Han RH might be the answer, but it's hard to tell. The cool thing is that in a mirror match against Han RH and Boba BH, even if Boba BH shoots twice and flies away, Boba Merc can use Intuition to be right back on top of him again. It's a very interesting difference. Probably has some promise.

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PostPosted: Thu Dec 06, 2007 8:51 am 
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LoboStele wrote:
I voted 'yes' because I'm sure that somebody will figure it out eventually. :P Your squad there with Han RH might be the answer, but it's hard to tell. The cool thing is that in a mirror match against Han RH and Boba BH, even if Boba BH shoots twice and flies away, Boba Merc can use Intuition to be right back on top of him again. It's a very interesting difference. Probably has some promise.


It relies heavily on initiative, though. If I lose a key init I might lose Han, and there goes half of my squad. Too bad a Rebel on TaunTaun isn't cheaper...


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PostPosted: Thu Dec 06, 2007 12:01 pm 
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Boba Fett, Mercenary [58]
Grand Admiral Thrawn [37]
Caamasi Noble [5]
[100pts.]

Less damage output, but you get (almost) guaranteed init and Force Immunity against all the new Double Push squads that are going to dominate 100, in my opinion. Caamasi Noble for Gambit and/or swapping.


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PostPosted: Fri Dec 07, 2007 2:25 am 
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You know....this could work o.0 but what happens if they lock the door? you dont have blasters.

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PostPosted: Fri Dec 07, 2007 10:04 am 
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I think he definitely can be. I have a couple squads that I've used with him. I beat a Mara Jade, Jedi/Jaina/Karrde squad with my Boba on a Rope, and Boba was not even touched! The key is to control initiative. His damage output is great then.

I like your squad too.

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 Post subject: Re:
PostPosted: Tue Jan 29, 2008 11:20 pm 
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shinja wrote:
Boba Fett, Mercenary [58]
Grand Admiral Thrawn [37]
Caamasi Noble [5]
[100pts.]

Less damage output, but you get (almost) guaranteed init and Force Immunity against all the new Double Push squads that are going to dominate 100, in my opinion. Caamasi Noble for Gambit and/or swapping.



I just played this... I did not give it enough credit! This one is going to be tough to beat in todays game, however I worry about 3x JWM when playing it.

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 Post subject: Re:
PostPosted: Wed Jan 30, 2008 8:16 am 
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shinja wrote:
Boba Fett, Mercenary [58]
Grand Admiral Thrawn [37]
Caamasi Noble [5]
[100pts.]

Less damage output, but you get (almost) guaranteed init and Force Immunity against all the new Double Push squads that are going to dominate 100, in my opinion. Caamasi Noble for Gambit and/or swapping.


This is not ideal.

Its
Thawn
Boba Merc
Ugnaught.

You cant play 100 without door control.

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 Post subject: Re: Re:
PostPosted: Wed Jan 30, 2008 8:17 am 
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thejumpingflea wrote:
I just played this... I did not give it enough credit! This one is going to be tough to beat in todays game, however I worry about 3x JWM when playing it.


Why? When you're nearly auto-winning Initiative, and you can fly away with Intuition with no penalty. Once you factor in Thrawn's Ysalimiri Bubble, you shouldn't have much trouble at all taking down 3 JWM. A really closed in map like Bespin might be a problem I guess.

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 Post subject: Re: Re:
PostPosted: Wed Jan 30, 2008 8:20 am 
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LoboStele wrote:
thejumpingflea wrote:
I just played this... I did not give it enough credit! This one is going to be tough to beat in todays game, however I worry about 3x JWM when playing it.


Why? When you're nearly auto-winning Initiative, and you can fly away with Intuition with no penalty. Once you factor in Thrawn's Ysalimiri Bubble, you shouldn't have much trouble at all taking down 3 JWM. A really closed in map like Bespin might be a problem I guess.


Yep, JWMs without their fps are nothing to fear. Very easy to beat with Boba and Thrawn actually.

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 Post subject: Re: Boba, Merc in 100 points
PostPosted: Wed Jan 30, 2008 3:35 pm 
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Without a doubt, intuition is a crazy good ability and the damage output is right with a bit of init control.

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 Post subject: Re: Boba, Merc in 100 points
PostPosted: Fri Feb 08, 2008 9:28 am 
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With the thrawn squad I think that a skillful player will go for thrawn, and quickly. You have to keep Thrawn near to utilize the force bubble. And (especially against 3x JWM) Thrawn will get based and killed. Against other squads, Boba is your Only offensive threat. I don't know if one serious threat can justify the lack of any other offense in the squad 60 damage per round. 110 hp: Good? sure. Teir 1? I don't know. He seems a little squishy to me.

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 Post subject: Re: Boba, Merc in 100 points
PostPosted: Fri Feb 08, 2008 9:32 am 
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Nah...3x JWM shouldn't be able to kill Thrawn that easily. Boba stays in Thrawn's bubble, so the JWMs can never use Lightsaber Deflect. Then, Thrawn stays non-adjacent to the JWMs as much as possible, forcing them to either run up and get only 1 attack, or run up and wait for the next initiative. One of those JWMs will die at the beginning of the next round, when Boba Cunning/Doubles them for 60, as long as he or Thrawn has hit them once before. It'd definitely be tough for them to take him down.

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 Post subject: Re: Boba, Merc in 100 points
PostPosted: Fri Feb 08, 2008 10:09 am 
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How does this deal with NomCor?

Nom Anor
Felucian on Rancor (Ooglithed)
Wicket
Ugnaught x2

I don't think the Thrawn/Boba squad can win, nor can Han/Boba.

EDIT: The correct answer is "bring Bespin," but you better win the map roll. :P

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 Post subject: Re: Boba, Merc in 100 points
PostPosted: Fri Feb 08, 2008 10:21 am 
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Eh....bring any map that makes it hard for huges to move around. Even if you lose map roll on Bespin, sit in gambit on the outside of the door, and force the Felcor to come to you. There's plenty of places where there are either one-square doors to cause problems, or areas to get the Felcor out of cover completely. Especially since Nom will only be able to do 10 dmg per round to Boba or Thrawn, I'm pretty sure it would be easy to get ahead in points, and camp gambit.

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 Post subject: Re: Boba, Merc in 100 points
PostPosted: Fri Feb 08, 2008 10:47 am 
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LoboStele wrote:
Eh....bring any map that makes it hard for huges to move around. Even if you lose map roll on Bespin, sit in gambit on the outside of the door, and force the Felcor to come to you. There's plenty of places where there are either one-square doors to cause problems, or areas to get the Felcor out of cover completely. Especially since Nom will only be able to do 10 dmg per round to Boba or Thrawn, I'm pretty sure it would be easy to get ahead in points, and camp gambit.


There are other squads out there that can best this, and be competitive in general. Off the top of my head:

Rebel
30 Han, Rogue
13 Princess Leia, Senator
13 Rebel Trooper on Tauntaun
28 Luke HPU
15 Ugnaught x5

*Takes away Master Tactician, and Leia gives Mobility + Door control to the squad. Rauntaun has Recon + Spotter.

Separatist (But Barely)
10 San Hill
62 Boba BH
18 Lando Dashing Scoundrel
09 Ugnaught x3

*Always losing init isn't so bad. San and an Ug can go first, and then Thrawn team is out-activated. Getting the Merc disintegrated is chancy as well. Not a guarantee obviously, but it can happen, and when it does, game over.

Qui-Gon JM
R2, Astromech
JWM x2
Ugnaught x1

*Arguably among the top tier of squads even today, this can really pack some punch against the Thrawn team. Let Qui-Gon die after dishing out some early damage, then finish up with JWMs.

Boba Merc's weakness is his lack of Evade. If he had that, even if he cost more, he would be the very best piece in the game, and a hard choice over his BH counterpart. As it is, Mobile + Evade + Twin is just better all around, more versatile IMO.

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 Post subject: Re: Boba, Merc in 100 points
PostPosted: Fri Feb 08, 2008 10:58 am 
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Quote:
Rebel
30 Han, Rogue
13 Princess Leia, Senator
13 Rebel Trooper on Tauntaun
28 Luke HPU
15 Ugnaught x5


If you put the Rauntaun anywhere to get Recon, it will be dead on the next round. Thrawn's Bubble completely nerfs Luke HPU. Perhaps a harder fight for the Thrawn team, since you don't get guaranteed initiative, but on rounds where Thrawn wins initiative anyways....Look out.

Quote:
Separatist (But Barely)
10 San Hill
62 Boba BH
18 Lando Dashing Scoundrel
09 Ugnaught x3


Simple....Use Intuition and Master Tactician to rush Boba BH. Pretend like he doesn't have Disintegration. If you're afraid of the Big D, you've already lost. Rush Merc in to base Boba BH at the beginning of a round. Double for 60 on him. Boba and Lando combined do 70 at most. Next round, rinse and repeat. Can Kill Boba BH and Lando in 3 rounds of that, as long as you roll anything but 1's.
Quote:
Qui-Gon JM
R2, Astromech
JWM x2
Ugnaught x1


If you're really lucky, you get one tow-cable with R2, and then he's toast. Qui-Gon and the JWMs can't use FPs against Thrawn or Boba, so Force Spirit 6 is wasted. Come to think of it, if Qui-Gon dies while in the Ysalimiri bubble, can he even use Force Spirit? Even if you do kill Thrawn, good luck killing Boba while he's flying away over top of rough terrain or cover.

I agree, his lack of Evade really hurts him, but it's honestly one of the tougher 100 point builds out there right now. I've played Merc enough now to know, he's a flippin' beast when used right. Not saying that none of the above squads can't beat it, but I just don't think it's as easy as you may think.

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