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 Post subject: Re: The Amazing Zuckster!
PostPosted: Thu Jan 21, 2010 4:35 pm 
Droid Army Commander
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I think Padme found someone to successfully partner with and her instant shot CE.


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 Post subject: Re: The Amazing Zuckster!
PostPosted: Thu Jan 21, 2010 5:09 pm 
One of the Sith on Malgus' Shuttle
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Ooh, hadn't thought of that! I had thought of using him with a Bothan Noble but Padme actually makes sense...


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 Post subject: Re: The Amazing Zuckster!
PostPosted: Fri Jan 22, 2010 12:16 pm 
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Markedman247 wrote:
I think Padme found someone to successfully partner with and her instant shot CE.

Hey, excellent idea! Locking down two pieces in a single round could be game-changing in some situations.

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 Post subject: Re: The Amazing Zuckster!
PostPosted: Fri Jan 22, 2010 1:30 pm 
Third Jedi from the Left
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better would be to use General Windu and Flobi with Zukuss, triple with snare gun

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 Post subject: Re: The Amazing Zuckster!
PostPosted: Sun Jan 31, 2010 2:29 pm 
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Dark Times insert is up: http://www.wizards.com/starwars/downloads/SWM_PPP_The%20Dark%20Times_Checklist%20&%20Addendum.pdf

Snare Rifle: A character hit by this character’s attacks cannot voluntarily move until the end of the round. If this special ability was triggered by an attack of opportunity, the target stops in the space it currently occupies or in the closest legal space if the current space is an illegal position. The target is still subject to abilities and Force powers that cause involuntary movement, such as Force Push.

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 Post subject: Re: The Amazing Zuckster!
PostPosted: Sun Jan 31, 2010 7:56 pm 
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I see swap squads becoming increasingly popular in the face of Stuck-us squads.

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 Post subject: Re: The Amazing Zuckster!
PostPosted: Sun Jan 31, 2010 8:32 pm 
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Stuck-uss :lol:
good one.

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 Post subject: Re: The Amazing Zuckster!
PostPosted: Sun Jan 31, 2010 9:13 pm 
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This thread is just making me more and more excited since I just bought Zuckuss. :mrgreen:


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 Post subject: Re: The Amazing Zuckster!
PostPosted: Sun Jan 31, 2010 10:11 pm 
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Tirade wrote:
thereisnotry wrote:
Wedge772 wrote:
LoboStele wrote:
Most smart Melee players keep their pieces well out of LOS until they are ready to pounce, so I don't really think this will have as much effect on them.


But what happens when the piece has "pounced"? That's where Zuckuss gets in. If the melee piece doesn't kill its target initially, you can take an AoO to get away and then use Zuckuss to pin that piece for the rest of the skirmish. Works even better with pieces with Flight. I can imagine a deadly combo of Zuckuss/Cad Bane; so long as Bane survives the initial hit, you can run and Anticipation/Snare Gun a melee beater.

Zuckuss + Obi Wan Ghost is going to become one of my favourite combos I suspect :)

Love abilities that ignore Evade.

Good point. And I agree about the Zuckuss/ObiGhost, or even Zuckuss/LukeGhost. As long as you can hit reliably with him, he'll be worth his points...therefore it's nice to have an option to fprr with Mettle.


But can the Force Ghosts keep up with Zuckuss? Their speed works against his Intuition. I like the idea of using Zuckuss with the Ghosts, but I fear he's not going to be in range for a Mettle re-roll.



Trust me, I played Zuckuss with Luke tonight. It is a very, very nice combo when you play it right. I found I didn't have to even use Luke's full speed most of the time. Careful placement is key, but Zuckuss with Mettle and plenty of extra Force for Anticipation.

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 Post subject: Re: The Amazing Zuckster!
PostPosted: Sun Jan 31, 2010 11:10 pm 
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I see the way everyone is reading it, "cannot move until the end of the round" they can still activate, they just can't move from that spot, I could see him really working well in a few squads, oh boy, he's cleverly good. SUre beats spending those points on Calo Nord ever again.

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 Post subject: Re: The Amazing Zuckster!
PostPosted: Tue Feb 02, 2010 10:32 pm 
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I think Levitation will be more popular now. :D

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 Post subject: Re: The Amazing Zuckster!
PostPosted: Tue Feb 02, 2010 11:07 pm 
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Partof1 wrote:
I think Levitation will be more popular now. :D


Levitation, Lift, Heavy Lift, and Tow Cable do not work, as they are all considered voluntary movement.

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 Post subject: Re: The Amazing Zuckster!
PostPosted: Wed Feb 03, 2010 9:27 am 
One of The Ones
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Are you sure? Those are movement occurring on another piece's turn. If Zuckuss shoots Lord Vader, Thrawn can still Swap him (though, admittedly, that's not considered movement...). OK, maybe I'm understanding it better now that I think about it.

Did NickName specifically rule that Tow Cable, Lift, and Levitation don't work?

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 Post subject: Re: The Amazing Zuckster!
PostPosted: Wed Feb 03, 2010 9:30 am 
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http://community.wizards.com/go/thread/ ... _Tow_Cable

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 Post subject: Re: The Amazing Zuckster!
PostPosted: Wed Feb 03, 2010 7:45 pm 
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Aww. I suppose I'll just have to soldier on and use Luke for his Double Cunning GM without planning to use Levitate. :P

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 Post subject: Re: The Amazing Zuckster!
PostPosted: Sat Feb 06, 2010 6:31 pm 
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Zuckuss makes an amazing second attacker for a thrawn swap team. MT + Snare Gun = one stuck piece per round guarenteed. If your opponent has 2 main attackers you can turn them into a statue. Played LV + Zuckuss the other day used snare gun to lock down shaak-ti while LV took on GMY. The no save thing is amazing on this piece.

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 Post subject: Re: The Amazing Zuckster!
PostPosted: Sat Feb 06, 2010 9:55 pm 
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My experiences with Zuckuss have been largely negative so far, but hopefully I'll find a squad that uses Snare Rifle to its full potential. He was the only piece I really wanted out of Dark Times (and Dengar, to a lesser extent), so I'll keep trying. :mrgreen:


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 Post subject: Re: The Amazing Zuckster!
PostPosted: Sat Feb 06, 2010 10:18 pm 
One of the Sith on Malgus' Shuttle
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I went up against him only once in the release tourney and he could hit me worth a crap with Zuckuss, lol.


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