Well, with the German Nationals looming over my head and having a 150 pts. tournament next weekend I wondered what I should do: play something I might want to use at the Nationals or play something completely different to confuse my opponents at the Nationals. Well, I decided on the first to get some practise, so here is the "Storm Swarm":
Lobot - 27 (Reinforcements: Czerka Scientist & 2 Ugs)
Jolee Bindo - 23
Admiral Piett - 20
Admiral Ozzel - 11
Mas Amedda - 8
Wicket - 8
9 Stormtroopers - 45
1 Raxus Prime Trooper (only have 1, but I could get some more) - 5
1 Ugnaught Demolitionist - 3
20 activations
Chancellor's Starship (aka Throne Room)
The idea is very simple: outactivate the opponent (also those nasty Han-Leia/Bothan engines) and rain them with twin opportunist blaster fire. The Stormtroopers shoot at +10 for 20 dmg at activated minis and Wicket can make things even better. With Twin I can afford a few misses, too.
Should I roll the blessed 6 for init I would probably use two RA-7s and a Scout against Stealthers. Should my opponent play without Stealth (on the important minis) I would probably consider playing a Dewback for a whooping +14 Twin attack, dishing out 30 dmg a pop with Momentum.
![Smile :)](./images/smilies/icon_smile.gif)
Especially with the Nationals being AFTER the Clone Wars release and the init change I think that Override will become even more powerful because my opponent can't win init, open the door and kill Lobot in phase 1 of the new round. Another version excludes Lobot and a Stormtrooper, but includes the Czerka, an Ug and the Felucian Stormtrooper Officer instead. I decided on Override instead of the additional +4 defense because of the mentioned init change.
What do you guys think? Can it compete with the top squads? What would you change without changing the squad theme?
And please don't tell me to use Thrawn! I don't have the Smurf.
![Wink ;)](./images/smilies/icon_wink.gif)