Okay folks, next weekend I will play in a 200 points tournament and I don't know what to play. I have built 3 squads so far that I all like but I prefer none. Here they go:
Squad 1: (NR; Map: Chancellor's Starship)
Boba Fett, Mercenary - 58
Han Solo, Galactic Hero - 50
Mara Jade, Jedi - 45
Lobot - 27 (MTB engine)
Wicket - 8
3 Ugs - 9 (only have 3)
1 Ewok - 3
Good:
- init control
- great dmg output potential
- Override
Bad:
- San Hill
- Echo Base
- no MTB killer
- fragile beatsticks
Squad 2: (Seps; Map: Rancor Pen or Chancellor's Starship)
Boba Fett Mercenary - 58
Darth Tyranus, Legacy of the Dark Side -49
Darth Sidious - 36
Lobot - 27 (MTB engine)
San Hill - 10
Wicket - 8
3 Ugs - 9
1 Ewok - 3
(possible substitute for Wicket, the Ewok and 1 Ug would be a Kel Dor to use Pawn of the Dark Side on, so he can move up to 24 squares and then booms through MTB)
Good:
- init control
- denies other MTBs
- activation control
- MTB can off San
- Sid can off MTB (Pawn of the Dark Side)
- Force battery for Tyranus
- Intuition to rush into gambit zone and force opponent to come towards you
- Override
Bad:
- low dmg output (at least to my taste)
- Echo Base
- few fighters
- Force Immunity (Vong, Thrawn)
Squad 3: (Seps; Map: Rancor Pen)
Boba Fett Mercenary - 58
Darth Tyranus, Legacy of the Dark Side -49
Aurra Sing, Jedi Hunter - 41
Darth Sidious - 36
San Hill - 10
2 Ugs - 6
Good:
- not too many minis can be targeted on Echo Base in round 1
- Force battery for Tyranus or Aurra (depends on opponent)
- Intuition to rush into gambit zone and force opponent to come towards you
- denies MTB
- possible San Reserves
- high dmg output potential
- an early loss of 1 character doesn't kill the whole squad
Bad:
- no init control
- activations
- no Override
Please, tell me which one you'd prefer!
Tell me what you'd change!
Tell me if you'd take another map!
Tell me... tell me!
Cheers,
IkG
EDIT:I just came up with a 3rd Sep squad:
Darth Sidious, Dark Lord of the Sith - 61
Darth Tyranus, Legacy of the Dark Side - 49
Aurra Sing, Jedi Hunter - 41
Zuckuss - 22
Human Bodyguard - 11
San Hill - 10
2 Ugs - 6
This gives me 1 more activation, Bodyguard vs BH and the like, a more potent Sid who can play battery for Aurra AND Tyranus and can also off San via Force Lightning. With Zuckuss I keep Intuition. Damage potential should be about the same as squad #3, but it subs greater fire power with a better Lightning and Triple Melee. Zuckuss himself isn't that good apart from his Intuition, but who knows, he could pick off weak Uniques and scrubs. Map will most likely be Rancor Pen again. Input welcome!