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 Post subject: Need help deciding on 150 point build jolt/cloaked squad
PostPosted: Thu Jun 18, 2009 8:43 am 
Really Cool Alien from a Cantina
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Posts: 173
Here is my baseline build:

Echani Handmaiden
Echani Handmaiden
GenoHaradan Assassin
GenoHaradan Assassin
Verpine Tech
Ithorian Commander
Caamasi Noble

This is the base for the squad. Boosted Assassins and Jolting Handmaidens. But I have 3 options for the remaining points, and I cannot decide:

1) Extra movement and door control
---->Han Solo in Stormtrooper
---->R2-D2
Thic combo gives me door control, and the ability to move 12 and attack. Good at keeping the handmaidens out of melee, and giving the assassins greater threat range.

2) Flexibility and disruptive
---->Riekeen
---->Deena Shan
---->R2
Here I still have door control, Riekeen provides evade to everyone who doesn’t have it. Deena disrupts commander effects, weakening the opposing squad.


3) More jolt
---->2 elite rebel commandos
This takes all the tricks out of it. Door control and more jolt, but no movement breakers or disruptive.

What is y'alls opinion?

_________________
"All through our history the Black Company has suffered the ingratitude of our employers. Usually those blackguards received ample cause to regret their villainy."


Basic Studies: 397/540 [RS:51/60, CS:41/60, SITH:47/60, UNV:46/60, COTF:54/60, BH:51/60, AE:51/60, FU:51/60, LF:51/60]
Advanced: 47/102 [ATAT:1/1, ENDOR:4/4, R&I:5/24, SS2007:6/6, HBP:17/17; PROMOS 14/60]


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 Post subject: Re: Need help deciding on 150 point build jolt/cloaked squad
PostPosted: Thu Jun 18, 2009 8:54 am 
Master of the Order
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Well, first of all, the Ithorian Commander isn't doing anything for you here. When the GHA's use their Poisoned Blade attack, they are treated as having 20 base damage, so they can't benefit from the IC.

That IS a lot of Jolt, but I would be worried about the Attack stat for these pieces. Most of them will have a pretty tough time just hitting your opponent. So I'd look for options to boost your attack scores. Han Stormtrooper will just make it tough for you to stay within 6 of your Verpine. Rieekan will really only grant Evade to your GHAs, which shouldn't be getting hit much anyways, and your commanders. And the Verpine is fairly week, so I don't think Evade would even help him all that much anyways.

Not sure what sort of Meta you have to face usually, but this seems like a fairly weak build overall, IMO. Are you going for 150? Maybe work in Kota to boost the Attack/Defense of these guys? R2 is always a good option, and I'd go with the new one if you can, so you can get Recon on a key init where one or both of your GHAs are in position for a big Cunning/Poisoned Blade hit.

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Mand'alor
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 Post subject: Re: Need help deciding on 150 point build jolt/cloaked squad
PostPosted: Thu Jun 18, 2009 9:54 am 
Master of the Order
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lt_murgen wrote:
Here is my baseline build:

Echani Handmaiden
Echani Handmaiden
GenoHaradan Assassin
GenoHaradan Assassin
Verpine Tech
Ithorian Commander
Caamasi Noble


I'm not sure that the Ithorian Commander doesn't work as LoboStele said, but then again I have never used the piece either so I am not completely familiar with the wording.

Regardless, I would drop the IC anyway and use a different piece - Admiral Ozzel.

Here is what I recommend, using as much of your "baseline" as possible:

46 Echani Handmaiden x2
42 GeoHaradan Assassin x2
32 Thrawn
11 Admiral Ozzel
08 Mas Amedda
06 Ugnaught Demolitionist x2
05 Camaasi Noble

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 Post subject: Re: Need help deciding on 150 point build jolt/cloaked squad
PostPosted: Thu Jun 18, 2009 10:08 am 
Really Cool Alien from a Cantina
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I re-read the Poisoned Blade special ability, not that I doubted Lobo's words. Of course, he is correct. Poisoned blade specifically says it is a melee at 20. My Bad.

I still like the idea of throwing a whole lot of jolt out there, even if they cannot hit the broad side of a barn. I looked at Kota, and I think he is too expensive for this particular 150 build.

I think my leading contender is:
Han
R2 with extended sensor
2X Genohadrian
2X Echani
2X verpine
1 uggo.

If I let the Genos go off on their own, they are +12 to hit without jolt, or +8 with it, without cunning.

_________________
"All through our history the Black Company has suffered the ingratitude of our employers. Usually those blackguards received ample cause to regret their villainy."


Basic Studies: 397/540 [RS:51/60, CS:41/60, SITH:47/60, UNV:46/60, COTF:54/60, BH:51/60, AE:51/60, FU:51/60, LF:51/60]
Advanced: 47/102 [ATAT:1/1, ENDOR:4/4, R&I:5/24, SS2007:6/6, HBP:17/17; PROMOS 14/60]


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 Post subject: Re: Need help deciding on 150 point build jolt/cloaked squad
PostPosted: Thu Jun 18, 2009 10:44 am 
Imperial Dignitaries
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Posts: 5934
I like the Rebel squad. I know this isn't a rules thread, but I thought the IC DID work with the GHAs

So with that in mind here are my thoughts. I lose the Jolt possibilty to add more punch.

Han STA
IC
GHA X3
Czerka
Caamasi Noble
R2 w/ sensor
Lobot CLO
Dodonna

2 overrides, 3 Cloaks, Pace Control...I think the problem become damage output at range.

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 Post subject: Re: Need help deciding on 150 point build jolt/cloaked squad
PostPosted: Thu Jun 18, 2009 10:49 am 
Master of the Order
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LESHIPPY wrote:
I like the Rebel squad. I know this isn't a rules thread, but I thought the IC DID work with the GHAs


Per the KOTOR Mini-FAQ:

Quote:
Poisoned Blade
Q: If a character with Poisoned Blade gets a critical hit, would you double the 10 Damage from the card, or the 20 Damage from the ability?
A: Poisoned Blade changes the base Damage to 20 when adjacent, so that would be doubled to 40.


If the base Damage is changed to 20, then the IC doesn't work. ;)

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Mand'alor
"You either die a hero, or you live to see yourself become the villain."
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 Post subject: Re: Need help deciding on 150 point build jolt/cloaked squad
PostPosted: Thu Jun 18, 2009 12:33 pm 
Imperial Dignitaries
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Yeah I just read that as well. So my squad would not be nearly as good.

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