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Post by Dendrite on Mar 21, 2010 14:58:57 GMT -5
Seperatist - 200pts - 8 activatons
63 Grievous SOTJ 46 X-1 Viper Droid 21 Genoharadan 20 Whorm 16 Battle Droid Seargent 15 Lobot, CLO 10 San Hill 09 BDO
Atton and Dash would not be able to withstand much of their own firepower, and only Dash has any defensive abilities. X-1 would do most of the six-shooting at +16 for 40 damage each (very similar to Atton's firepwer rate). The Genoharadan would also help. One would have to avoid Jarael quite a bit as well.
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Post by bountyhunter9 on Mar 21, 2010 17:39:22 GMT -5
26 Atton Rand 23 Jolee Bindo 23 Jarael 13 Czerka Scientist 49 The Jedi Exile 3 Mouse Droid 3 Mouse Droid 28 Dash Rendar, Renegade Smuggler 8 R7 8 R7 15 Lobot, CLO ----------------- 11 acts, 199 total Your squad is actually quite easy to beat. Your main mistakes are: 1) You anticipate that Vader will be able to take on a wide host of targets, when he actually will have to target individual pieces, unless your opponent is playing one big beat, Vader's going to have to run around everywhere to get anyone. 2) Lack of swap fodder. Jolee and the Massiff are your only real swap pieces. The Massiff is an easy kill, and Jolee is semi-critical to your squad. Echani's are really too weak and expensive to risk. Use Rodian Brutes. 3) Lack of critical controls (door and tempo). With swap squads, you need tempo control. It's absolutely critical that you are able to outactivate your opponent, otherwise your recently swapped Vader can be pounded by the rest of my pieces. 2 Ug's is about the bare minimum. My squad packs triple override and door gimmick, which really lets me force you to a field of my choice. ---------------- The main layout of my counter is: Atton has Triple/Twin with Cunning+20 and JH. You'll win init with Thrawn, so you either sacrifice using Vader early in the round or getting hit for a whopping 40 damage six times. Jarael bases Vader as soon as possible, using Quad Shockstaff to stun Vader (or at least burn through his Force). Dash can easily take out your Massiff and will hunt the Echani's and commanders. The Exile herself is no slouch and can be used wherever needed. Counter that. Lol. I made that Empire squad a LONG time ago, before I ever really understood how swap worked effectively. Anyway, it's good to see this thread going again. Seperatist - 200pts - 8 activatons 63 Grievous SOTJ 46 X-1 Viper Droid 21 Genoharadan 20 Whorm 16 Battle Droid Seargent 15 Lobot, CLO 10 San Hill 09 BDO Atton and Dash would not be able to withstand much of their own firepower, and only Dash has any defensive abilities. X-1 would do most of the six-shooting at +16 for 40 damage each (very similar to Atton's firepwer rate). The Genoharadan would also help. One would have to avoid Jarael quite a bit as well. Tough squad against shooters, but I think I found a relatively effective counter: --Rushin' Rebels-- 25 Han Solo in Stormtrooper Armor 18 Twi'lek Black Sun Vigo 14 General Rieekan 11 Ithorian Commander 9 General Dodonna 9 R2-D2 with Extended Sensor 91 Aqualish Assassin x13 5 Caamasi Noble 12 Rodian Brute x4 6 Ugnaught Demolitionist x2 (200pts. 25 activations) With 25 acts and Dodonna, this squad will be able to easily out-activate your Seppies. Once in position, the Aqualish Assassins can charge 12 squares and hit the X-1 or whoever else is in the way at +15 for 30 (+4/+10 from Oppo, another +4/+10 from the Ithor Com). The X-1 and GG will go down after 5 attacks each from AAs, and the Geno from 2. The AAs can approach the shooters under cover, and if shots do get through they have Evade. They can also attack at a distance with Grenades 10 and Mobile Attack. TBSV for Jolt (mostly on Grievous) and to give the AAs their Grenades. The Brutes and Uggies can provide cover and also hit for some good damage if ignored. It will be very difficult to take out the AAs before they strike, and they should be able to take out the X-1 or Grievous, depeding on where they hit from. After that, the remainder of the squad will have a tough time dealing with the swarm of AAs and the pot-shots from the TBSV and Han.
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Post by Roque Saber on Mar 23, 2010 23:26:20 GMT -5
Seperatist - 200pts - 8 activatons 63 Grievous SOTJ 46 X-1 Viper Droid 21 Genoharadan 20 Whorm 16 Battle Droid Seargent 15 Lobot, CLO 10 San Hill 09 BDO Atton and Dash would not be able to withstand much of their own firepower, and only Dash has any defensive abilities. X-1 would do most of the six-shooting at +16 for 40 damage each (very similar to Atton's firepwer rate). The Genoharadan would also help. One would have to avoid Jarael quite a bit as well. So you're going to be keeping Greivous, Whorm, and the BDS within 6 squares of the Viper the whole game? That will 1) Keep Greivous from effectively fighting most of the time and 2) Allow me to easily pick off your commanders. Once those are down, the X-1 comes down easily. Additionally, you have 1 pieces with Override, I have 3. I can easily lock you out of anywhere I want, which gives me almost an auto win. A creative option, but not really a counter. This squad as well, though nasty against some squads, suffers from 1) Lack of reliable ranged damage. The Twi'lek can be good and Han will help against swarms, but besides that you're totally relying on melee damage to see you through. 2) Susceptible to splash and auto damage. (E.g. Force Repulse 3 ) With 13 AA's, it will be very hard to not clump. In the case that you fought my OR squad, I could reliably take down at least 6 AA's a round (assuming no multiple attacks are pulled off). You also suffer from lack of door control (though you do have some). 1 Override and 2 Satchel Charge is good, but you'll be hard pressed to keep your Uggies around long enough to be very useful. I still look forward to seeing a strong counter to the OR squad.
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Post by bountyhunter9 on Mar 24, 2010 15:11:03 GMT -5
This squad as well, though nasty against some squads, suffers from 1) Lack of reliable ranged damage. The Twi'lek can be good and Han will help against swarms, but besides that you're totally relying on melee damage to see you through. 2) Susceptible to splash and auto damage. (E.g. Force Repulse 3 ) With 13 AA's, it will be very hard to not clump. In the case that you fought my OR squad, I could reliably take down at least 6 AA's a round (assuming no multiple attacks are pulled off). You also suffer from lack of door control (though you do have some). 1 Override and 2 Satchel Charge is good, but you'll be hard pressed to keep your Uggies around long enough to be very useful. I still look forward to seeing a strong counter to the OR squad. Lol, this was designed as a counter to Dendrite's squad (thus the almost complete lack of ranged damage), not your OR squad. I'll see what I can come up with for that.
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Post by bountyhunter9 on Mar 24, 2010 15:27:11 GMT -5
Here we go, the typical Mando squad: Your squad has an insane amount of door control (3 Overrides and 1 Door Gimmick), so countering that would be difficult. However, your pieces (with the exception of Jarael), are very vulnerable to ranged damage, and most of your pieces (excluding Dash) need to sit in one spot to deal significant amounts of damage. The Czerka will be very difficult to use effectively with the 4 Scouts able to target anyone with Accurate Shot. Your squad has a lot of melee options, but they will have a hard time advancing against the supreme firepower of the Scouts and Boba without suffering major losses, and your melee pieces can't take out a Scout in one turn. With Cloaked, the Scouts should never be opened up to Atton or Dash until they can gun them down (or just score a points victory after time's up). I think I already know what will be used to counter this...
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Post by Roque Saber on Mar 24, 2010 23:21:31 GMT -5
Ah, good choice! The only effective option I have to take out the Scouts is Force Repulse, which wouldn't fully kill them. The one thing I would suggest it dropping a couple scouts with Gunslingers to offset Opportunist. You don't have a ton of acts, so you can't always rely on being able to pull of Opp. Prepare for a counter.
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Post by bountyhunter9 on Mar 25, 2010 12:31:14 GMT -5
I opted not to include the Gunslingers because I wouldn't want them dying to Atton or Dash. Their only defense is Evade, and without the TBSV their mobility is limited. But, including one or two would have made this squad less easy to counter.
I sense Dodonna in our future...
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Post by Roque Saber on Apr 2, 2010 15:11:42 GMT -5
K, here goes:
--Mando Counter-- 35 Anakin Skywalker on STAP 24 Qui-Gon Jinn, Jedi Trainer 23 Captain Panaka 23 Jarael 21 The Dark Woman 21 Admiral Yularen 18 Twi'lek Black Sun Vigo 9 R2-D2, Astromech Droid 8 Mas Amedda 39 Ugnaught Demolitionist x3
(200pts. 13 activations)
The main thought behind the squad is this: Dark Woman infiltrates to near your Mando squad (is highly dependent on the map), Anakin swaps in and guns down your Captain and Scouts (he is at a +15 for 30 w/ Twin). After that, things become quite simple. Jarael stuns Boba (or tries to) to keep him out of the way, and the rest of the squad gets taken out.
I would like to see a counter to a squad I made on Mini Manager, made to try out a few new pieces (Xixor and Jarael).
--Black Empire-- 30 Xizor 23 Jarael 22 Imperial Governor Tarkin 72 Twi'lek Black Sun Vigo x4 15 Lobot, Computer Liaison Officer 13 Czerka Scientist 11 Admiral Ozzel 8 Mas Amedda 6 Ugnaught Demolitionist x2
(200pts. 13 activations)
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Post by bountyhunter9 on Apr 2, 2010 17:06:45 GMT -5
Love the Black Sun theme squads. Here's a counter: 57 General Grievous, Droid Army Commander 36 Darth Sidious 30 IG Lancer Droid 16 IG-86 Assassin Droid 12 Gha Nachkt 10 San Hill 8 Battle Droid Officer 7 R7 Astromech Droid 12 Battle Droid x4 6 Mouse Droid x3 6 Ugnaught Demolitionist x2 Preferred Reserves: (San Hill) 5 Rocket Battle Droid (San Hill) 15 Battle Droid x5 (200pts. 17 activations) The biggest problem I've found with the TBSV is the 40 HP, which makes them vulnerable to IG strafes. This squad is pretty straight forward. With 17 acts and San, I'll be able to out activate your Vigos. Once that's done, I'll set up a double Strafe run with the Lancer, taking out your Vigos, Czerka, and any other pieces in the way. Gha can repair the pawn damage the Lancer takes. After most if not all of the Vigos are dead, more Strafes and Opportunist Twins from the IGs should be able to mop up the rest. Xizor has little defense against the Droid forces and shooters. Jarael could be a bit of a problem, but there should be enough Twin shots fired at her to get through her Evade and take her down before she can cause too much damage. Let's see a counter to that
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Post by Roque Saber on Apr 3, 2010 0:46:01 GMT -5
K, here goes: --IG Lancer Counter-- 115 Grand Master Luke Skywalker 20 Cade Skywalker, Padawan 16 Talz Chieftain 15 Jabba, Crime Lord 13 Czerka Scientist 14 Ugnaught Droid Destroyer x2 6 Mouse Droid x2 (200 pts. 9 activations) If the Lancer tries to strafe Luke, it dies. Besides the Lancer, the IG-86 is the only other real threat. Uggies are twining at +16 for 50 against unacted non-uniques. GMLS can take out Grievous and Palps without much difficulty.
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Post by bountyhunter9 on Apr 3, 2010 12:44:11 GMT -5
Here goes:
58 Boba Fett, Mercenary 51 Durge, Jedi Hunter 23 Jarael 20 General Whorm Loathsom 18 Twi'lek Black Sun Vigo 10 San Hill 8 R7 Astromech Droid 6 Mouse Droid x2 3 Rodian Brute 3 Ugnaught Demolitionist
Preferred Reserves: (San Hill) 8 Security Battle Droid (San Hill) 12 Battle Droid x3
(200pts. 11 activations)
More Seps. With 11 acts and San, it won't be difficult to out-activate GMLS' squad. Of the main combatants, GMLS can only kill the TBSV with one Master Speed deep strike. Once that hand is played, GMLS will be facing Durge attacking at +17 for 30 damage with Triple/Twin, Boba Merc attacking at +14 for 20 with Double/Twin (or +18 for 30 with Double/Twin in the next rounds), and the TBSV attacking at +13 for 30. Jarael can base GMLS and tie him up. If I win initiative, GMLS will face a Triple/Twin from Jarael and he will have a hard time staying unactivated. If GMLS wins init, he has a good chance of taking out Jarael, but he'll be using up his turn and will face the shooters again. If he moves away from Jarael, he takes a twinned AoO and won't be able to kill one of the big guns on the move. Once GMLS is down, the rest of the squad will be cleaned up easily.
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