Sith_Asassyn wrote:
I'm guessing that in all your games Ferus was picked as the primary target for your opponents attacks, or you used him earlier in the round than you should have, or possibly bad placement.
You guessed wrong. You should read the tournament report I linked instead of guessing. In game 2, he was the primary target and he dropped in a single phase. In the other games, he did okay but I think the Jedi Weapon Master would have been a better fit.
I wasn't aware there was a tourney report up.. Nor did I bother looking.
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...but I feel he needs to stay hidden most of the game to truly make him useful.
Actually this is how I played him, and in game 2 he was still the key target. I suppose it could be said he took the pressure of GOWK for one round as a result, but not even being able to do so much as Riposte to get some damage in, well I've already covered this.
I would rather have pressure on GOWK.. unless its melee pressure of course.. I'd much rather have a chance to make the save, than to just have no chance to mitigate any of the damage.
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I agree with Bill on maximizing your force users to truly reap the benefits of jedi bodyguard.
I actually only want him bodyguarding in the event I am facing something like Boba BH or against melee enemies with the capability to kill GOWK via damage. That said, I think I am fine with Panaka playing that role.
So you are dropping Ferus then?
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I agree on using the Dark Woman here to give Light Tutor on Dash.
So he can reroll a single Evade? Seriously? So he can be susceptible to Jedi Hunter? Seriously? No thank you. In addition, I think you should take a hard look at the squad in terms of points. It's very tight. GOWK + Zuckuss + Dash = 126 pts. R2 is a must, that brings it to 135. If you are planning for the competitve meta correctly, or at least at my venue - I realize all metas are different - you better have a bodyguard. Maybe not every week, maybe not even every month at this point, but Boba BH is still in the carry case for quite a few people, especially where I play.
If Dash is getting beat up then you are not using him correctly.. Greater Mobile Attack is about moving out, doing damage and hiding behind cover... I realize there will be times where you will go for shots to take out a key piece. But, Jedi Hunter shouldn't even be a factor.. Once you let your opponents melee beats get in range of dash hes already dead.
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Also you aren't really doing much swapping as you dont have Mas to maximizie the range.
No offense, but this part of your post made me chuckle. It's a smug statement, even if you didn't mean it to be, and while it appears to be a disadvantage, it's actually something that worked in my favor quite a few times. Mas is a crutch. It's about knowing effective placement of the Mouse Droid. Basically I had Panaka run with 1/2 the squad and the Mouse Droid with the other. There was never a single round where I didn't have swap targets, nor a single round where a piece was out of positon to be swapped. Mas is a crutch in this squad because Panaka is the only piece with range 6 CE. And I'm sorry you may disagree, but it is a mistake to drop Panaka. It may not have been crucial yesterday, but that's only because the power level of what Zuckuss can do hasn't been realized yet. The worst thing that could happen to this squad is to have Dash sitting out of position and unable to be moved into a position where he can still shoot something during all of the crucial combat rounds
Again I still dont think panaka is a necessity in this squad.. then again what do i know. Obviously not alot since you think all my advice is terrible. But then again I have a completely differrent play style than you.
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So personally I would drop Panaka, Brutes, and Caamasi... After swapping Panaka out for the Dark Woman, use the 16pts on Jax Pavan. Who is a good fodder killer in his own right. Also they will help fix the low damage out put by adding extra support to take out the fodder, and they also fill your ranks with more jedi, making Ferus much more useable in your squad.
Nor would I use Jax Pavan, either. He's already in EBoD. It's worth noting that by dumping the fooder, you've also removed:
A. the cheap gambit option.
B. the counter to tempo control.
C. the ability to protect key pieces.
I don't know what kind of venue you play at, but there are 5 things I have to think about all the time when I build my squad:
1. Dodonna/Ozzel/San Hill (tempo control)
2. Boba Fett Bounty Hunter
3. Rebels, particularly Luke's Snowspeeder
4. Thrawn
5. Disruptive
Those things may not all appear all the time, but they are the most likely to do so, from my experience. As demonstrated yesterday.
I have no idea what EBoD is.. I Don't really care whats going to show up, I just play a squad that does enough damage to take out whatever I face. I'm not saying that activation control isn't a pain in the ass, but If you are worried about it that much, then you should be running Lancer pawn or Kybuck. If you are worried about running into Boba, BH then you should always run Lobot for the option to bring in a human BG to help. Rebels are 3rd in 200. Granted they are still a pain with their 2 crutch pieces.. Dodonna and Rieekan, but they aren't as strong as the imperials and republic, so they shouldn't even be an issue. Thrawn is a huge problem which you will just have to outplay, or kill their swap fodder as fast as you can. Disruptive is a pain in the butt, but Zuckuss/Jolt can stop Kyle in his tracks, and Juno is never going to show her face unless your not running accurate.. they can be played around as well.
Not saying that I'm a great player, but I do understand how squads work, and how to beat them.. My placement is my biggest fault and I recognize that. maybe you just need to take a step back and think about your games, and see what your biggest mistakes were.