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8 years ago
"Maraxus;c-1161195" wrote:"JohnnySteelAlpha;c-1160856" wrote:
This seems really vulnerable to a Tarkin lead DT / DN / Thrawn +5th lead
Put +1 CD on them with DT aoe leading off, that eliminates Rex ten up and FOST taunt for a while and FOST is slow - fracture GK round 1 ... destroy Rex and use DN to +1 them at the end of round 1 / early round 2. Tarkin will have neg effects on all of them.
Could probably use the 5th as EP or DK - EP shock spam all over the place - or use DK aoe and target Rex once GK is fractured by Thrawn so that DT dazes him. Fractured GK, +2 CD on FOST, and a dazed Rex with +1 CDs and no tank protection seems a pretty easy squad. Thrawn should also be on +2 CD and unable to use abilities until his 3rd turn.
in theory u seem right, in practice a good whale will have moded it so that it doesn't depend only on first turn... and then the Rex mechanism make it catch up real fast (especially if u use dt that crits a lot) and it ends up being a much better combo than tarkin.
But yeah this setup efficiency is contingent on great modding ... so not a easy-to-use toolbox like Tca is
DT critting on opening move shouldn't matter as it will push people up in their turn 1 at best without the ability to use specials. Then in following turn 1 moves I have tarkin IT, Tarkin to then remove TM (he removes 50% TM with a low crit rate), Thrawn to fracture GK who's likely taunting, and DN to take CDs in round 2 - who also has a low crit rate - still have a 5th character to play with. Rex should be dead by the end of his 2nd turn or beginning of his third (he's still on CD) as there's nothing to protect him - if people aren't beating this team it's because it's just outmodding other players. On a relatively even speed mod basis against players with options on their roster it shouldn't be anything significant.
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