logo

All times are UTC - 6 hours

Mark forums read


Post new topic Reply to topic  [ 11 posts ] 

Author Message
Offline
 Post subject: Mara & Wedge
PostPosted: Mon Aug 25, 2008 4:19 pm 
Black Sun Thug
Black Sun Thug
User avatar

Joined: Mon Aug 25, 2008 3:51 pm
Posts: 60
Location: Maryland
45 Mara Jade, Jedi
23 General Wedge Antilles
13 Czerka Scientist
10 Luke Skywalker, Force Spirit
9 General Dodonna
(100pts. 5 activations)

I tried to give Mara as much as possible in a 100pt match - evade, mobile, renewal, and mettle. Dodonna is there to slow it down for me, and the Czerka Scientist is there to give Wedge and Dodonna twin, mostly wedge.


Top
 Profile  
Reply with quote  

Offline
 Post subject: Re: Mara & Wedge
PostPosted: Mon Aug 25, 2008 6:51 pm 
Grand Admiral
Grand Admiral
User avatar

Joined: Sun Sep 02, 2007 11:56 pm
Posts: 921
Location: the ghettos of NJ
I think that 3 ugnaughts could do better than dodanna. Other than that, the squad is great as is.

_________________
The door in front shuts
Does another one open?
A trapdoor below...


http://www.swshoebox.com/userSquad.cfm?user=sirstevee

Image


Top
 Profile  
Reply with quote  

Offline
 Post subject: Re: Mara & Wedge
PostPosted: Tue Aug 26, 2008 11:11 am 
Black Sun Thug
Black Sun Thug
User avatar

Joined: Mon Aug 25, 2008 3:51 pm
Posts: 60
Location: Maryland
If I take out Dodonna, then only 1 person benefits from the Czerka Scientist. Is she worth the 13 points then, just to give Wedgde twin?


Top
 Profile  
Reply with quote  

Offline
 Post subject: Re: Mara & Wedge
PostPosted: Tue Aug 26, 2008 1:40 pm 
One of The Ones
One of The Ones
User avatar

Joined: Sun Sep 02, 2007 2:46 pm
Posts: 7960
Location: West Chester, OH (near Cincinnati)
I personally don't think she is worth the 13 points to give Dodonna and Wedge the Twin attack period. If you put Dodonna out somewhere to take a Twin attack on something, with only his +3 attack, you are both planning to not hit much (still need 13's to hit an Ugo in cover!) and planning to let Dodonna be killed very soon. Wedge isn't so bad since he has a +8 attack, Accurate, and Mobile, but I still think it's likely a waste. Personally, having played Mara Jedi many times in 100 point games, you're going to need some more damage output to back her up, not to mention that you have no door control there. I would drop the Czerka and Dodonna, and probably run something like Lando and an Ugo, or perhaps a Quarren Assassin and several Ugs.

_________________
-Aaron
Mand'alor
"You either die a hero, or you live to see yourself become the villain."
Image


Top
 Profile  
Reply with quote  

Offline
 Post subject: Re: Mara & Wedge
PostPosted: Tue Aug 26, 2008 2:56 pm 
Imperial Dignitaries
Imperial Dignitaries
User avatar

Joined: Sun Sep 02, 2007 12:31 pm
Posts: 329
Location: So. Cal.
You could drop the Czerka for a Kel Dor, theres guys are good enough but hey why not add mobile, and evade to the equation :D

_________________
Image


Top
 Profile  
Reply with quote  

Offline
 Post subject: Re: Mara & Wedge
PostPosted: Wed Aug 27, 2008 1:50 pm 
Black Sun Thug
Black Sun Thug
User avatar

Joined: Mon Aug 25, 2008 3:51 pm
Posts: 60
Location: Maryland
Thanks, gonna take those two out and fiddle around with it a bit more.


Top
 Profile  
Reply with quote  

Offline
 Post subject: Re: Mara & Wedge
PostPosted: Wed Sep 03, 2008 9:10 am 
Really Cool Alien from a Cantina
Really Cool Alien from a Cantina
User avatar

Joined: Thu Nov 15, 2007 2:09 pm
Posts: 154
Location: Boston, MA
I have been working with a variant of this, only with a Human BG and 3 ugs instead of Dodonna and the Czerka. The BG really helps out with Mara's survivability on top of the stealth and evade, making here even harder to take out until she does her thing. Furthermore, the BG and ugs get evade which is classic. Squad seems to work good but is kind of a one trick pony.


Top
 Profile  
Reply with quote  

Offline
 Post subject: Re: Mara & Wedge
PostPosted: Mon Sep 08, 2008 6:55 pm 
Grand Admiral
Grand Admiral
User avatar

Joined: Sun Sep 02, 2007 11:56 pm
Posts: 921
Location: the ghettos of NJ
Ace, I think that's probably the current ideal mara build at 100. Great job. Mara really needs a BG so she can survive against Bane.

_________________
The door in front shuts
Does another one open?
A trapdoor below...


http://www.swshoebox.com/userSquad.cfm?user=sirstevee

Image


Top
 Profile  
Reply with quote  

Offline
 Post subject: Re: Mara & Wedge
PostPosted: Tue Sep 09, 2008 6:34 pm 
Jedi Battlemaster
Jedi Battlemaster
User avatar

Joined: Sat Dec 08, 2007 8:46 pm
Posts: 3200
Location: Owen Sound, ON
I've always had this crazy idea about Mara:

Mara Jade, Jedi
Garm Bel Iblis
3x Ugo

Reinforcements:
Bothan Noble
Rebel Trooper on Tauntaun

Make sure the tauntaun is within 6 if Bane..and then win init using recon! :D

1st act Mara LS Assaults, and CFs on one attacks
120+20 =140
2nd act in Noble giving her a twin
60 more

200 == dead Bane.

The bothan's heal can be used earlier in case Bane LS throws before you can get close. I've never had a chance to try it out though..

_________________
Winner of the Knights of the SWMGamers Stats Contest
<Joruus (GFC)> - Sheesh, I swear you're like Fool 2.0 (and you can quote me on it xD)
Archives of the Gamers Jedi
Join the FOLLY! Online casual League, find out more here: FOLLY


Top
 Profile  
Reply with quote  

Offline
 Post subject: Re: Mara & Wedge
PostPosted: Fri Sep 12, 2008 1:07 pm 
Grand Admiral
Grand Admiral
User avatar

Joined: Sun Sep 02, 2007 11:56 pm
Posts: 921
Location: the ghettos of NJ
Ruhk, you squad is great too. Your squad or Ace's are great at 100.

_________________
The door in front shuts
Does another one open?
A trapdoor below...


http://www.swshoebox.com/userSquad.cfm?user=sirstevee

Image


Top
 Profile  
Reply with quote  

Offline
 Post subject: Re: Mara & Wedge
PostPosted: Fri Sep 12, 2008 2:55 pm 
One of The Ones
One of The Ones
User avatar

Joined: Sun Sep 02, 2007 2:46 pm
Posts: 7960
Location: West Chester, OH (near Cincinnati)
Ruhk wrote:
I've always had this crazy idea about Mara:

Mara Jade, Jedi
Garm Bel Iblis
3x Ugo

Reinforcements:
Bothan Noble
Rebel Trooper on Tauntaun

Make sure the tauntaun is within 6 if Bane..and then win init using recon! :D

1st act Mara LS Assaults, and CFs on one attacks
120+20 =140
2nd act in Noble giving her a twin
60 more

200 == dead Bane.

The bothan's heal can be used earlier in case Bane LS throws before you can get close. I've never had a chance to try it out though..


This is exactly what I played in the 100 pt tourney at GenCon. I've run it numerous times over the summer, and it's worked great. Have to be careful to protect the Tauntaun though, as a few times I've made bone-headed moves and got it killed unnecessarily, in which case it made it tough to pull off the big attacks later in the game.

_________________
-Aaron
Mand'alor
"You either die a hero, or you live to see yourself become the villain."
Image


Top
 Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 11 posts ] 

All times are UTC - 6 hours

Mark forums read

Who is online

Users browsing this forum: No registered users and 5 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
Jedi Knights style by Scott Stubblefield