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 Post subject: 200 point Imp control squad
PostPosted: Thu Sep 13, 2007 8:28 am 
Unnamed Wookiee
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Location: Mos Eisley Space Port
Imp. Control - 200

Vader, JH 75
Stormtrooper X3 15
B’Omarr Monk 32
Sly Moore 28
GA Thrawn 37
Medical Droid 12

This squad uses JH Vader as the main damage dealer but also uses Thrawn, Sly and the Monk to help take control of the field. Keep the troopers close to Thrawn for support fire and draw your opponents in towards JH Vader.


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PostPosted: Thu Sep 13, 2007 9:53 am 
Death Star Designers
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I see three problems:
1) You are very low on activations and you dont have the beef to back it up.

2) Your bomarr is way too vulnerable. It will take a turn to get into position and with your low activations, it will be taken down quickly.

3) Vader is your only threat. If your opponent focuses on him, your squad is toast. There is a reason only Exar can successfully use domination.

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PostPosted: Thu Sep 13, 2007 10:00 am 
Imperial Dignitaries
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While I agree with your points Sith, I disagree that only Exar can use domination. Try this squad on for size...

Darth Sidious
Sly Moore
Darth Maul CotS
SBDC
BDO
Walking Droid Starfighter
Uggie x 2

Yes, still too few activations. However, you have two serious clubs that can dish, and the ability to charge in with Maul, base, pawn, and quad for 120 makes him a very lethal beatstick. Then, potentially, Sly dominates Sidious, and you pawn again. There isn't much that will be standing after a pair of quads by Maul. When he drops, you begin opening fire with the starfighter, pawning as you go.

Don't get me wrong, Exar is Godlike... but he's not the only legitimate domination target.

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PostPosted: Thu Sep 13, 2007 10:20 am 
Death Star Designers
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Maul cannot be pawned.

Again your squad is very light not only on threats but Hp as well.

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PostPosted: Thu Sep 13, 2007 10:52 am 
Black Sun Thug
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Pawn of the Dark Side Force 1, replaces attacks: sight; 1 non-Unique allied character takes an immediate turn, which does not count as one of your 2 activations this phase; at the end of that turn, it takes 10 damage.

Separatists would be a lot more commonly played if that were a viable strategy.

If you want to use the Dominate ability, I would suggest dropping the B'omarr Monk as you only need one dominator with the damage output of Vader, JH. Add in 2 Twi'lek BGs to tag along with Sly. Use the rest for Stormies/filler. You may also want to drop the Medical Droid as the whole Thrawn swap strategy allows Vader not to really take much damage.

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PostPosted: Thu Sep 13, 2007 11:15 am 
Imperial Dignitaries
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Well never mind then! Guess it only works on the droid... missed that, thanks guys :)

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PostPosted: Thu Sep 13, 2007 11:39 am 
Imperial Dignitaries
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nitrusuicide wrote:
Separatists would be a lot more commonly played if that were a viable strategy.


I actually do think dominating Sidious still works well. Used with a Starfighter or X-1, you still see tremendous damage output... and Sidious is just as pawnable as Exar (aka, Force Renews).

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PostPosted: Thu Sep 13, 2007 11:54 am 
Death Star Designers
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This is true, but the fighter is still pretty fragile. I tried to use that squad and sidious just couldnt keep up with his force points.

I still stand by my statement that Exar is the only one that effectively makes use of domination.

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PostPosted: Thu Sep 13, 2007 2:33 pm 
Unnamed Wookiee
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I do have to agree that the Monk is prolly overdoing it. Removing it and the droid would free up more points for shooters such as more troopers. I would not use the BGs, I think they are a waste of points.

I can't agree that Kun is the only dominator however, I've used this team with success as is. Freeing up some points for more activations should make it a killer.


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