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 Post subject: Madine's Magic Missiles
PostPosted: Tue Apr 17, 2012 11:23 am 
One of The Ones
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Joined: Mon Oct 08, 2007 8:01 pm
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Location: Chicago, IL
A small twist on Weeks squad he posted a while back.

--Madine's Magic Missiles--
27 Luke Skywalker, Rebel Commando
102 SpecForce Vanguard x6
32 Elite Rebel Commando x2
16 General Crix Madine
14 General Rieekan
9 General Dodonna

(200pts. 12 activations)

Crushed a republic squad. It was fun, but I think it would be hard to finish games with 3 pt wins. Lots of tools to use though.

The ERCs are your double override, and your big sluggers. They can hit for 60 at the top of the round (100 vs mounted weapons and droids!) Luke can strike for 80 from 8 squares away, and has DjemSo. Levitate gets the pieces where you need them quickly. Crix has disruptive, and Rieekan gives everyone mobile and evade. Dodanna helps you outactivate. You have mines galore vs strafe and melee, and missles 20 x 6. Jake had great saves and so it took a while to wear him down, but I did eventually.


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 Post subject: Re: Madine's Magic Missiles
PostPosted: Thu Apr 19, 2012 8:28 am 
Unnamed Wookiee
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Joined: Sun Dec 12, 2010 10:10 pm
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Location: Elgin, Il
now that would be an interesting squad to face off with...

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 Post subject: Re: Madine's Magic Missiles
PostPosted: Thu Apr 19, 2012 11:58 am 
One of The Ones
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Jake asked me with this squad, but what would you do vs Lancer or Yodabuck.

I said, "Ummmm . . . The vanguards all have mines"

He said - "Oh crap, Wow!"


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 Post subject: Re: Madine's Magic Missiles
PostPosted: Thu Apr 19, 2012 5:13 pm 
Really Cool Alien from a Cantina
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Yeah, mines plus lancer is about the worst combo in the whole game (aside of Jar Jar Binks plus being on the table). I have to make how many saves to get to strafe you?!

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