thereisnotry wrote:
Actually, if you come up against Mace, an R4 and/or Wicket might be better Reinforcement choices than a HFA; just keep your guys spread out enough so that Mace can't make use of his flurry after a crit. If you drop his Defense down to 14 (lol) or 18 in cover, then he won't last the round anyway. If you kept Fi in the squad somehow, you would have more freedom because you'd already have Traps. Personally, I'd rather lose Boss than either Fi or Rex.
And if you face GOWK/Mace, then there is no other option: you must take the R4 along with Traps. Either way, I think Lobot is a very important choice for a squad like this, because he helps so much to fill in some of the squad's weakspots.
Yeah, Traps is really nice to have. But so is Boss. That flexibility you have to fire twice with Atin or Sev is just to good to pass up. In the game I played, Atin got to fire off two accuarate sniper shots in a row during that round. I love Sev and Atin with Boss. Boss gives the squad range, which it lacks without Rex giving GMA. I think I'll drop Darman and having Fi in there again. That way you have Overide and Advanced Door Gimmick. I like Darmans Grendaes 40 and Satchel Charge (always nice to have a Satchel Charge that won't die to Yobuck), but probably in the long run, having Traps is more usefull.
--Omega Squad 2.1--
30 Republic Commando Training Sergeant
27 Lobot
25 Republic Commando Niner
24 Republic Commando Atin
24 Republic Commando Fi
21 Admiral Yularen
19 Republic Commando - Boss
16 Republic Commando - Sev
10 Spaarti Clone Trooper Demolitionist x2
4 Peace Brigade Thug
(200pts. 11 activations)
I'm thinking this might be better than 2.0. I think it could handle a GOWK/Mace squad. I like the idea of adding a R4 into the squad to lower Mace's defense even more. I think the HFA is probably the cheapest best counter to Mace, aside from spreading your forces out to avoid his flurry's. I think making him reroll crits with Force Alter should lower his effectiveness greatly, as Sheilds 2 should soak up most damage he does normally. Thanks for all the input guys! Anymore suggestions would be great to fix any weaknesses the squad has.
[edited: per ruling on Final Shot being used only on the characters turn]