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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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