billiv15 wrote:
I just don't see it. You get just as many mice without Gha in most cases. The only difference is the ability to bring 10 instead of 6 when you want to. But for the cost, you can do exactly the same thing, by putting 4 in your base squad, which costs exactly the same as inserting Gha. I just don't think it's nearly as powerful of a trick as you all make it out to be. Yoda and the Lancer kill Gha just as easy as the 4 mice you'd have in your base squad, but you still get 4 more activations to start the game.
for reference, Gha/Lobot = 39pts, or nearly 1/4 of a 200pt squad, and can give you 12 activations.
Lobot/4X Mice = 39pts, and can give you 11 activations, with the difference being that the last one can be a 5 pt figure more useful in game than Gha (like a Caamasi or Salcious Crumb). I much prefer not using Gha just for activations, it's a waste. It also despite what some thing, actually reduces your reserve options. Most people replace the 4 mice/ugs with gha so they can "max out" if they want to. But that also reduces base squad activations by 3, which in turn means they need at least 3 mice just to catch up, which leaves some of the really useful Lobot figures unavailable. For the advantage of 1 total activation, in squads that tend to have 23-25 anyways, I will always leave Gha out. Bringing in a TBSV or Lando is worth that loss when you need him. Outside of droid squads, Gha is overused, and doesn't really offer anything other than a person's perception of something they really don't have.
+1
This debate is currently going on in another thread as well, but you articulated it best, I think. Nice post, Bill.
At its core, the real problem isn't so much about the mouse droids themselves, as it is about squads which are designed to out-activate the opponent every round by strategically spinning scores of fodder pieces before getting back to playing the game. I think it's funny that people are always saying, "X squad would be good, but Yobuck and Lancer would eat it for breakfast"...but the very reason that Yobuck and Lancer are so dominant in the meta is because of the prevalence of mass-activation squads. Without the mass-act, fodder-spinning "strategy", Yobuck and Lancer would lose a lot of their value in the meta. Yes, their movement-breaking capabilities are significant...but the real significance comes from their ability to
attack while making that movement.