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FORMATS OF THE GAME - Part 1
Hello, and sorry I haven't done much for quite some time
now. I've been busy with school, work, working out, and
whatever else came up. However, I have been playing
Star Wars Miniatures all during that time, so I have not
rusted up, and I will sort of consider myself back.
But that is not what I'm here to talk about. Today, I
would like to talk about the squad construction of
the 100 PT format. This article will (I hope) help you
decide on what to build for tournaments, as the
construction of your squad is very important. So,
without further ado, we shall talk about the 100
PT format:
Now, I'll be truly honest with you, I haven't done these
for a while, but what I can tell you is this format has
a lot based on luck. Each initiative is gonna greatly
impact on the skirmish, a critical is a very big deal,
and you only need to lose one or two pieces before you
realize that you lost. However, in this format you get
to use large beatsticks as a "one man army" or a bunch
of units to outnumber the opponent. Here are a few
examples on what is used in the 100 PT format:
Imperial:
Darth Vader, Jedi Hunter - 75
Nightsister Sith Witch - 17
Probe Droid - 8
In this squad, you are revolving yourself around Vader
himself. Vader does the damage, Sith Witch does her one
shock to any threat, and the Probe Droid helps with
initiative. If you lose Vader, though, you lose the
match.
Republic:
Jedi Weapon Master - 26
Jedi Weapon Master - 26
R2-D2, Astromech Droid - 9
Aurra Sing - 37
OR
Jedi Weapon Master - 26
Boba Fett, Bounty Hunter - 62
R2-D2, Astromech Droid - 9
Ugnaught Demolitionist - 3
In this squad, you have a few pieces that can take on
the threats. In the first squad, you have the Jedi
Weapon Masters go adjascent against the opponent's
beatstick, while Tow Cabling Aurra Sing so she can deal
her 30 DMG each round. This was a squad I used before
Bounty Hunters that has yet to be defeated.
As for the second squad, you basically dropped Aurra and
a Weapon Master for a better shooter and an Ugnaught to
assist with Door Control. Both squads work great,
nevertheless.
Sith:
Darth Bane - 82
Ugnaught - 3
Ugnaught - 3
Ugnaught - 3
Ugnaught - 3
Ugnaught - 3
Ugnaught - 3
With this squad, you have tons of activations, and a
minion wall to protect Bane from shooters that don't
have Accurate Shot. As you can tell, Bane is the beast
of this squad, so if you lose him, you lost the game.
However, I've used him and he can shred the competition
with little problems.
Yuuzhan Vong:
Nom Anor - 34
Yomin Carr - 19
Wicket - 8
Advance Scout - 6
Advance Scout - 6
Advance Scout - 6
Advance Scout - 6
Advance Scout - 6
Advance Scout - 6
Ugnaught - 3
OR
Nom Anor - 34
Lobot - 27
Wicket - 8
Gran Raider - 4
Gran Raider - 4
Gran Raider - 4
Gran Raider - 4
Gran Raider - 4
Gran Raider - 4
Gran Raider - 4
Ugnaught Demolitionist - 3
Lobot's Reinforcements:
Gran Raider - 4
Gran Raider - 4
Gran Raider - 4
Gran Raider - 4
Gran Raider - 4
Either Nom Bomb squad will work fine, but as you can
tell, the objective is to let them explode on whatever
the threat is. On the first squad, it gives your
minions Spit Poison 20 and Poison +10 (which you
shouldn't really attack with them, anyway), and on the
second squad you have massive amounts of bombs. Either
one works, but it all depends on your metagame. Also,
with Nom Anor's Doglith Masquer ability, use it on your
Ugnaught so he may also become an untouchable bomb, as
he helps with Door Control. While using these squads,
though, watch out for characters with Disruptive and
anything that strips characters of their Stealth.
So, you have an idea on what to look for in the 100 PT
format. I know that there are a lot more squads out
there that are used, but naming them here would cause me
to be late for work (which I still have to shower -_-).
So, if anyone has questions, you may contact me with:
MasterNinjaDuelist@yahoo.com .
So, until next time...
-Robert
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