Somehow I made it through, sleep or not.
First and foremost: Thanks to Les and Brian and all the other IN guys for hosting! It ran totally smooth, and was a lot of fun.
Not a huge turnout, but definitely some quality players.
Of what I remember of the top of my head:
Tim Ballard - 1st Jake K - 2nd (Vong - Nom, Cad Bane, Lobot, Yammosk, + tons of workers Chris P - 3rd (Imperial - Mitthrawn, Atris, Veers, 3 handmaidens, etc) Jason A - 4th (New Republic - Kyle Combat Instructor, Jacen JK, Ganner, Dash RS, Jag Fel, Ben Skywalker, Dodanna, R7)
My Squad: Gunray's Glatiators Darth Sidious IG Lancer Droid Nute Gunray Lobot General Whorm Loathsom IG-86 Assassin Droid (x2) Gha Nackt R7 Astromech Mouse Droid (x3)
Map: Rhen Var Citadel
Nute's typical reinforcements: Battle Droid Officer and 4 Battle Droids, or sub San Hill for the 4 Battle Droids if they have Dodanna, San or Ozzel.
Lobot's typical reinforcements: 6 mouse droids and an Muun Tactics Broker, or 2 treadwell droids and a mouse vs Nom Bombs
The squad's strength is adaptability. Pawned Lancer is better without San, but best when you out activate your opponent. So you can bring San when you need him, leave him out when you don't. Up to 27 activations possible without San. Of course I like out-activating, and getting the near auto init form the MTB. You have the "out" from the MTB by pawning him with Sidious (although I have never used it). I typically out-activate, pawn strafe, regular attack and strafe, win init, and strafe again. That's 60 damage to everyone and +20 to one target, WITHOUT TWIN. I typically count on the lancer not having twin until it gets down and dirty. I just safely mow down fodder and put some hits on everyone. Then the IG's start getting into the mix with 120 damage output (180 when you pawn one). Gha repairs, Battle Droids help take care of fodder, hit that last 10 pts off an enemy, or combine fire. Lancer isn't as scary as with Grievous, but having 2 IG-86's to back it up is not messing around.
Squads that give it trouble are death shot squads (Mando w/ Jaster Mareel or Republic with Mon Mothma and/or Plo Koon), self destruct squads (Nom Bombs, Kel-Dor BHs) and Riposte or Djem-So. I did face all of these, and it makes for a tough match, you just have to be very careful and meticulously work your way around it. Death Shot squads: Use the IG-86's to shoot, and have a mouse droid in front, so at worst they'll kill a mouse droid. Nom Bombs: 2 treadwell droids (w/ Lobot) help, but you have to take out the big threats. Cad Bane and Nom only have 80 hps each, so that's a strafe and a regular attack to kill either when you have a mouse droid in place. Gladly take the 20 damage to kill either of those two. Risposte and Djem-so you just have to avoid with the lancer. You can take one swat if you have to (you won't have the twin on deep strikes or vs Kyle), but kill everything else you can. IG-86s can take down that nasty Riposter/Djem-Soer.
It's almost an auto-win if played right vs squads without one of the above mentioned counters or uber-high activations.
I have been told it's one of the most frustrating squads to play against, because it seems to have an answer for everything. I clearly saw that it can be beaten (had a few close matches), but it is no doubt a tough squad.
Now it's back to the drawing board to think up new squads.
Last edited by TimmerB123 on Sun May 01, 2011 9:57 pm, edited 1 time in total.
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