Home Miniatures Guest Article: Squad Building - Part 1
Guest Article: Squad Building - Part 1
Written by Michael Fryda   
Thursday, 26 March 2009 08:00

Micheal 'klecser' FrydaI'm very happy to present Part 1 in a 3 part series focusing on Squad Construction from guest columnist Michael 'klecser' Fryda.

Michael Fryda is a 9th and 10th grade high school science teacher from central Omaha, NE.

Michael has been posting to the Star Wars Miniatures message boards since January 2005.  He has been very active in his local Star Wars communities working to encourage and support new players through modeling good sportsmanship. He has also worked to  support the tournament scene.  He encourages people to seriously improve at the game but also try to maintain a light and fun tournament environment to encourage people to want to come back.

His contributions to the online community are many. He has posted advice in the general, rules, and squad critique forums for over four years. He participated in the Lost Twenty set fan project. He has posted almost 30 articles on the message boards, including articles on Gambit, Growing the Game in Your Area, the long running unofficial and official Star Wars Miniatures Strategy Showcases (with Ironlightsaber), Screening Strategies (Knowledge Arcana), and a resource article about Nom Bombs.

Other than Star Wars Miniatures, he also enjoys board games like Arkham Horror, A Game of Thrones, Settlers of Cataan, Troll Cave, and Zombies.

Michael can be found playing Star Wars Miniatures at Coliseum Hobbies and Games in LaVista, NE with the Omaha area competitive players. He has also played for several years at Hobbytown South in Lincoln, NE.  He and his wife of nearly four years, Laura, share their home with two cats, a lizard, and two snakes.

I'd like to thank Michael for taking on this task and contributing this article and I look forward to the next 2 installments.

- Chuck

So, without further adieu...

Squad Building in Star Wars Miniatures: Beginning to Advanced, Part 1


Introduction
 
This three-article series focuses on squad building concepts for Star Wars Miniatures. I will divide the articles into beginning (one article) and advanced play (two articles) and I do not intend them to be mutually exclusive. You will see some topics that would appear to be more advanced in the “beginning” article and vice versa. Different people pick up different aspects of squad construction at different times in their experience. I would like to say there is a defined progression that players go through in their ability to construct squads. There is not. The first article will use the construction of an example squad to talk about squad building basics. The second and third articles will focus more on advanced squad building techniques. The second article will focus on specific squad execution issues to build for such as activation control, damage concentration, and choices between building ranged, melee, or a combination. The third article will focus on the big picture, including building to address your local meta-game, thinking through games ahead of time, and techniques that you can use to quickly fine-tune your squads.
 
These articles are also about building squads to win games, end of story. Whether you are just beginning with the game or a seasoned veteran, much of the fun for people comes from outlasting your opponent. All of the techniques that I will talk about focus on constructing to better put yourself in a position to have more points than your opponent at the end of the game. I won’t talk about adding Luke Skywalker to a squad that already has Han Solo and Princess Leia unless Luke is the best choice for increasing your chances of victory. Quite often players build squads based on a theme or because they simply want to try out a new character. Those are good things to do for fun. They often don’t help you win games.
 
The other perspective that I will write from is a DCI rules perspective. I have a vested interest in growing this game. The best way that we can grow it is to attract more people to the DCI play environment. That doesn’t mean that we need to make competitive players. It means that we need to have an official sanctioned presence for this game. So when I discuss squad building concepts, I will refer frequently to rules used in the DCI Floor Rules for Star Wars Miniatures. You will hear frequent references to Gambit scoring. The intent is not to alienate groups that don’t use Gambit, but rather to attract all players, casual or competitive, to officially sanctioned play. I will also assume playing with the rule of activating only one character when you go first in a round. That influences squad construction.
 
One last thing. Squad construction is only one aspect of the game. The tactical decisions you make while playing are the ultimate determinant of how well you do. Strategy articles abound for the game in the online community. However, a well-built squad can make your decisions more effective. Any strategy or tactic you try just won’t carry the same weight if you don’t first make a squad that can maximize those decisions.
 
Why Care About Building Squads?
 
I think that many players of games believe that a game is in the execution. The fun is there. If you aren’t playing the game, then what is the point? How can squad construction be a fun pursuit? To answer those questions I think we need to consider what game playing is about.
 
What do game players like? Whether we are talking about sports fantasy games, Chess, Starcraft, Magic the Gathering or Star Wars Miniatures, many game players share the same basic love. They like to work the numbers. They want to know the odds of victory and defeat. They want to say that they can (at least partially) predict the outcome of events and then see if they are right. Game players have a natural tendency to think critically. They are interested in cost/benefit analysis and statistics, often whether they realize it or not. Most players “work the numbers” and enjoy it, regardless of whether they know that that is what they are doing.
 
Many games, Star Wars Miniatures included, have a level of depth that exists outside of, but is very closely related to, the actual execution of the game. It is the “planning” phase in which a player can make choices before the actual game itself to increase the odds of victory. It is problem solving at its core. Your “problem” is that you need to achieve victory. The planning phase is the time in which you can equip yourself to do better once the time actually comes to do something about it.
 
Squad Construction in Star Wars Miniatures is not just about selecting characters up to a point total. It is about pre-selecting the available tactics and strategies that you will have available to you in the game. Fine-tuning the available choices allows for you to best prepare yourself to make good choices. It makes the choices easier. When you have a plan and stick to it, you are more likely to do what you rehearsed, and less likely to pick an option that is sub-optimal.
 
Once players delve deeply into squad construction many find that it can be just as rewarding as actually playing the game. I know several players that don’t play the game very much either by choice or because they simply don’t have the time to do so. They still build squads. They enjoy the challenge of simply finding the most optimal build for a concept. As you will see later, I don’t recommend just building if you really intend to improve at the game. There can be no pencil and paper substitute for in-game practice. My point is simply that squad construction adds a great deal of depth to this game that allows you to continue to enjoy it even when you are not sitting across from an opponent playing!
 
So, what are the basics of building a squad? What should a squad, at its very core, be prepared to do?
 
Beginning Squad Building

What is the Prime Directive of Squad Construction?

 
You build a squad to score points. If your squad isn't designed to do that, you won't win. There are two ways to score points in Star Wars Miniatures. You defeat enemy characters or you gain gambit points. Most of your points will come from defeating enemy characters. In close games gambit scores may result in victory. When you build squads you need to think about how you will score points and how you will stop your opponent from scoring points.
 
So how do you do that? You do more damage to your opponent than they can do to you. You build squads with the goal of damaging enemy characters and eliminating them. This can serve the dual purpose of minimizing damage to yourself. After all, if the enemy loses characters, they can’t use those characters to do damage to you. This leads many players to believe that the best way to build squads is offense, offense, offense. This would make perfect sense, if not for the fact that your characters are not the only characters that get to be moved in a game. Your opponent also has characters and you can’t eliminate all of their characters at once. They are trying to do the same thing to you! So it can’t be just about offense. You have to have enough defense that you can try to stop the enemy from doing to you what you are trying to do to them!  
 
Character Roles
 
So when we make decisions about characters to put in our squads, the primary thing in the back of our minds is what offense and defense that character can bring to the squad. But it doesn’t stop there. Star Wars Miniatures has several other concerns that a person has to keep in mind.  Some characters don’t just do damage or help others do damage. Some characters are put in squads to protect other characters. Some characters are put in squads to control the center of the board and collect gambit points. Other characters help with opening doors so that you can get your offensive characters in the right place to strike. Some characters contribute to your “activation” count, allowing you to concentrate your offense all at once at the end of the round.
 
In summary, within a squad, a certain character has a certain job to do. They do their job with the bigger picture of trying to do damage to the enemy while preventing damage to yourself. They contribute to you scoring points, or they stop the enemy from scoring points on you. What follows are some examples of roles that characters can play.
 
Central character(s) – our Primary Damage Dealer(s)
 
Every squad has one character or group of characters that are there for doing damage. They have many names. Big hitter, beatstick, and central character are just a few of the common names. They are selected because they are good at offense, but that may not be their only benefit. When you select your central character or characters, you have to be careful of a couple of things. Your central character or characters shouldn’t be so expensive that you can’t fit some good support into your squad. If you spend too much on a central character, you may find that you are missing points that could be used to make a less costly central character even more effective. Your central character also needs to be able to do enough damage quickly enough to score points. Doing a great deal of damage doesn’t matter if you can’t eliminate a character and score points.
 
How much damage is enough damage? The real answer to that question comes with experience in playing the game. You can approximate your answer with the general idea that you want to do as much damage as you can while spending as few points on it as you can. It also depends upon the build point total. You need to be able to do more damage in 200 than 150, for example.

Let's look at an example comparing Boba Fett, Bounty Hunter with Boba Fett, Mercenary. Both of these characters have defensive capabilities, so let's focus on damage alone. Bounty Hunter has Bounty Hunter +6, Twin Attack, and +12 attack for 20 damage. Mercenary has Bounty Hunter +4, Cunning Attack, Double Attack and +10 attack for 20 damage. They both have Accurate Shot, meaning that they can attack anyone they can get line of sight to in most circumstances. Why might we choose one over the other? Looking at the stats, Mercenary has more options for you to be able to accomplish your primary goal of scoring points. How so? Bounty Hunter is forced to attack a single target with Twin Attack during a round for 40 damage. The character has Disintegration, but it only happens on a natural 20. It normally does not happen in games so we can't count on it. Most of the time, Bounty Hunter has a great chance of hitting and doing 40 damage to a Unique character and a good chance of hitting a non-Unique character. What about Mercenary? Mercenary can split up its damage. I know that earlier we said that concentrating damage is important for scoring points, but that is only true of high hit point enemy characters. You are often better off killing two 30 hit point characters totaling 28 points than one 60 hit point character totaling 18 points. This is, of course, situation dependent, but that is a good general rule to consider. By doing that, you may also be eliminating key support of the enemy, making it easier for you to kill the enemy characters in subsequent rounds. You also can eliminate two activations of the enemy instead of one, helping you control the tempo of the game.

We're not done! What about the other offensive abilities on the cards? Bounty Hunter gives you the best option of hitting Unique characters with the best odds. Mercenary can get the same total attack bonus of +18 with Bounty Hunter and Cunning Attack. So, when we pick support later, we may pick a support character that can increase the chances of that happening. Mercenary also has the chance at a higher attack bonus on non-Uniques. With non-Uniques generally having fewer hit points than Uniques, Double Attack also benefits us because we have the option of killing two characters in Boba's activation instead of one, potentially scoring more points. We can't lose sight of our primary goals! Damage and points!

So, let's build a 150 point squad with some primary damage dealers. I'm going to pick Boba Fett, Mercenary partly because of the advantages I discussed above. That doesn't mean that Boba Fett, Bounty Hunter is a bad choice. I prefer those advantages over Bounty Hunter. That isn't the ONLY reason I am picking him though! He also has defensive abilities that are influencing my choice. Both characters have Flight, allowing them to move over pits, low objects, and difficult terrain. They can also move away from melee attackers without provoking attacks of opportunity. Bounty Hunter has Evade, a good defensive power, but looking ahead to the "support" section, I can add that to Mercenary quite easily. Mercenary has the big advantage of Intuition, allowing him to move his speed before any other character activates in a round. This is very useful for many reasons, including moving to set up a Double Attack or moving to control Gambit or lines of fire. Most importantly, Intuition is a good defensive measure to use to get Mercenary away from enemy line of sight or melee attacks before the start of a round.

All this just to choose between two characters! You bet. If you want to win games, whether casual or competitive, you need to know what your characters can do, and what other choices you might have available to you. On with the squad building.

Mercenary costs 58 points. So my squad looks like:

Boba Fett, Mercenary 58

We're not done with big hitters in this squad! From my experience, I know that I will need to do a lot more damage than that in a round to win a 150 point match. My opponent will also have big hitters with high hit points and I need to be able to deal with them!
 
I have lots of options now because Boba Fett, Mercenary is Fringe and he can go in with any faction. Now I need to pick a faction or just keep adding Fringe characters. This is a good opportunity to introduce the idea of support.

Support
 
Support characters are characters that may not be able to do a lot of damage on their own. They are there to do everything that your big hitters can't do but that still increase your chances of victory. Some examples include:

1) Making your big hitters better attackers (by increasing their attack value, damage or granting them additional offensive special abilities)
2) Protecting your big hitters (giving them Defense boosts, defensive special abilities or healing them)
3) Giving big hitters better movement options
4) Controlling doors
5) Controlling gambit scoring
6) Controlling the tempo of the game (through activations)
7) Controlling initiative
8) Increasing the synergy between characters, so that the whole does more than the sum of its parts

or anything else that your big hitters can't do.

Support characters are often called "tech" characters, because they can grant a wide variety of boosts to which your characters normally don't have access. "Synergy" means that characters work well together. When they do that we say that they "have synergy". In real life, you can experience a lot of success with working with other people and the same is true of Star Wars Miniatures. When your characters have abilities that make them work better together than alone, your squad becomes much more effective as a whole.

Big hitters sometimes have "support" options built into Commander Effects of their own, but they often cost a lot more as a result. Having separate characters for support gives you more characters that your opponent needs to deal with. They have to direct their damage to more characters and have more difficulty concentrating damage to eliminate your points. Separate support characters also have the advantage of you having more characters to activate in a round to control the tempo of the engagement and potentially allowing yourself to have more characters left to activate at the end of the round.

Back to the squad I am building. I'm skipping my second big hitter for now, because the faction that I plan on selecting is better at offering support than offering big hitters.

Remember earlier when I said that Bounty Hunter has the "Evade" advantage over Mercenary, but that we could deal with that later? The faction that we pick can give Mercenary access to Evade so that he has better defensive abilities. I can do this with Commander Effects from General Wedge Antilles from the New Republic faction, or General Rieekan from the Rebel Faction. Both Commander Effects are board-wide, meaning that I don't need to worry about them being near Boba Fett, Mercenary in order for them to be able to work. Rieekan's commander effect is better, because it affects allies and not just followers. Rieekan also has Recon, which could help with initiative. General Wedge costs more and has more special abilities on his card. He can serve as a better offensive character than Rieekan because he has Mobile Attack, Accurate Shot, and a +8 attack for 10 damage. This makes him a great "scrub" killer. He is great at eliminating low hit point support that your opponent will probably have. Ten damage doesn't seem like a lot, but it may be just enough for you to score enough points to win. Do not underestimate it. Most squads contain some low cost characters to help control tempo, so whom should I choose?

Building squads is all about finding characters that work well together, not just on their own. Rieekan and Wedge are great characters on their own, but I want to squeeze as much benefit out of the CE that I pick as I can with my plan. To do that, I have to put the choice on hold, and think about other key support characters for the strategy I'm thinking of using.

Boba Fett, Mercenary 58
General Wedge Antilles 23/General Rieekan 14?

So why didn't I choose yet? I'm thinking ahead. I don't want Boba Fett, Mercenary to have Evade just because it is a good defensive power and could help to prevent my opponent from eliminating my beatstick. I need Evade because it interacts with another Commander Effect that I was thinking about using. Remember how we said that Mercenary has Double Attack, allowing him to potentially attack and eliminate two low hit point characters in a round? Well, you can't do that if you move. And, even with Evade, Boba still doesn't want to be taking fire from the enemy if he stands still. The Twi'lek Black Sun Vigo can help me get around this. The TBSV's Commander Effect grants Greater Mobile Attack to followers with Evade. This would allow Boba to move, make both attacks and move, up to six squares total. It could also allow him to just move a full six squares and still attack twice. This is a huge advantage because it helps me to guarantee that Boba will do his maximum possible damage each round. This character doesn't just contribute the Commander Effect though. It has a good attack at +9 for 10 damage, and the possibility of +13 for 30 damage with Opportunist+20. It can be a primary damage dealer as well! It has Evade, so it doesn't need to rely on the other Commander Effect we were planning for, and it also has Jolt, allowing you to activate a big enemy character. So the Twi'lek can be useful whether it attacks an enemy that has activated or one that has not. Options make for better squads. Building in characters that can fill multiple roles is always a good idea.

Boba Fett, Mercenary 58
Twi'lek Black Sun Vigo 18
General Wedge Antilles 23/General Rieekan 14?

Now our squad is shaping up. The primary support we have is a character to give characters with Evade Greater Mobile Attack. Now we just have to choose which character we will select to give Evade so they are eligible for the TBSV. In what way could the TBSV benefit from either of those two commanders? The TBSV can only benefit from Rieekan because his CE specifies allies. But, it doesn't really matter if it can benefit because it already has Greater Mobile Attack and Evade on it's card.

So, in this case, it is really a matter of what characters you want to work with in the faction you choose. There are good options for either faction. Rebels will be more focused on support. New Republic has more options for damage dealers. I'm going to focus more on New Republic. I chose them because I'm concerned right now that there are not enough damage dealers in the squad. Boba Fett is powerful, but he isn't going to carry the whole squad on his own. By picking New Republic, I also take more advantage of Wedge's attack power and defensive abilities in conjunction with the TBSV. The TBSV doesn't have Accurate Shot, and if I want to get the most out of Opportunist as a damage possibility, I want someone to be able to gun down an Ugnaught who is in the way, preventing a bigger character from being a legal target. Would Rebels have been a good choice instead? Sure. In this case I think the damage prospects are better for characters in the New Republic faction.

Boba Fett, Mercenary 58
Twi'lek Black Sun Vigo 18
General Wedge Antilles 23
 
Finishing it Off

That leaves me with 51 points left. This is where you really have to be strong and think about how to make the best compromises between damage, defense and even theme. What characters will work best here? You need to select ones that will really increase the options you have in the game and can really play off of your support well. My gut instinct and experience tells me that we need at least one more damage dealer here and then to round out the squad with support of door control and maybe Relay Orders.  Who should be doing that damage and providing the last support?
 
This squad so far has me questioning whether the remaining characters should even be from the New Republic faction! If there are better choices from the Fringe faction, you should take the better choices instead. Let's look at New Republic.
 
characters like Mara Jade, Jedi and Han Solo, Galactic Hero would fit in this build, but they are really just too expensive. You want to be able to do a lot of damage, but you always want to balance that with defense and support. Han doesn't leave any room for additional characters and an enemy squad with more than four characters will have an advantage in being able to go with more characters at the end of a round. More on this in the second article. Mara Jade, Jedi has high damage potential and she benefits greatly from General Wedge. Evade is useful on a shooter as defense and Mobile Attack would let her move out, twin from range, and then mobile back. With only one activation at the beginning of a round, you will most likely spend that on Boba Fett, but that isn't a lock. With both Mara and Boba Fett, you can hit with a big assault with Mara and then after this use Accurate Shot to potentially get Cunning on another enemy within line of sight of Boba. Your opponent will likely consider this and make sure that any characters within line of sight have activated when Boba gets to go, but with Intuition you can make that harder for them. Its certainly a lot to think about and I'll talk more about this technique in the third article.
 
What about cheaper New Republic characters? Some examples of high quality characters that could be damage dealers would be Kyp Durron, Jaina Solo, Corran Horn, and Wolf Sazen. Each has their pros and cons. I won't work through them here because beginning players should take the time to work through the logic of what they think is best.
 
What about Fringe? Just because you have a "New Republic" squad, that doesn't mean that you need to fill it with "New Republic" characters. If there are better options from the Fringe faction, you should always consider those. What are some of the choices? There are over 70 Fringe characters that could work here. Let's narrow it down to some common choices that would work well with this squad. Some examples of popular Fringe damage dealers are the Genoharadan Assassin, Aurra Sing, Dash Rendar, Renegade Smuggler, Bossk, Bounty Hunter, Jarael, and Jolee Bindo. Ahhhhh! Who do I choose? The point is that one of the great things about this game is that there are so many choices that quite often you can try many different ones and any one of them could be the correct choice! When you get stuck, you really should always do one of two things: 1) Play to your squads strengths and 2) Have a plan for addressing weaknesses. What is this squad about? Right now, this squad is really about hitting hard with Boba Fett without him being vulnerable. So some choices may be to increase Boba's offense or defense, or try to address other weaknesses. What could give this squad problems? Super Stealth could be a problem. Being outactivated could be a problem. I don't have anything to deal with doors (yet). I don't have anything that is an onvious Gambit getter without taking some risks. So, I'm going to pick some characters from my pool of contenders that deal with these issues.
 
I can address Super Stealth by simply playing some melee characters or ranged characters that don't mind being close up. I think that Corran Horn and Kyp are probably the best choices from my pool, although Aurra Sing or a Genoharadan Assassin also wouldn't be bad. Corran costs 39, has a way to prevent damage from range (but that isn't that much different from Evade), and with Melee Reach 2 he doesn't need to be next to characters that have Super Stealth or Cloaked. Kyp is cheaper, has about the same damage potential, and has the big auto damage threats of Force Lightning and Force Push 5. Kyp probably won't get to use Force Push 5. We want to preserve Boba and Wedge as long as possible. Kyp can also double as a Gambit getter under the right circumstances since he needs to be close to do damage anyway. So, my choice is Kyp Durron. That gives me plenty of points to deal with my other two weaknesses of activations and door control.
 
Boba Fett, Mercenary 58
Twi'lek Black Sun Vigo 18
General Wedge Antilles 23
Kyp Durron 26
 
Twenty-five points left! What will I spend it on? There are two routes we could go that sound good. Here's what I'm thinking.
 
Option 1-A Little Bit of Extra Defense and Offense
 
Luke Skywalker, Force Spirit 10
 
This gives Kyp Force Renewal and Mettle. Mettle is very useful on characters with Evade. It greatly increases the chance that they will prevent the damage. It also opens up Force Push 5 as a big threat for the enemy. I wouldn't go with this option if not for the fact that Kyp already has Evade from the TBSV. It also has the drawback that we want to make sure that Kyp gets the Evade at all times so he can use it with Mettle and really prevent some damage.
 
Option 2-Ranged Offense Extreme
 
Czerka Scientist 13
 
That would give Boba Fett, Mercenary Jolt from Blaster Rifle Upgrade and the TBSV and Wedge Twin Attack from Blaster Pistol Upgrade. Boba can now also Jolt enemy unactivated characters and his Accurate Shot gives him a much wider number of targets for doing so. If Kyp can get close to engaging the enemy, they may choose to spend two activations to eliminate Kyp, setting up Boba for some nice Jolt shots on other characters. The Twi'lek becomes capable of 60 damage on activated characters, giving me a possible third big hitter. The only drawback is that the Czerka needs to be kept within six of these characters, but that isn't too difficult since they are ranged and will likely stay close together and as far away from the enemy as possible. Or will they? ;) Boba's Intuition grants him a good range to get some nice lines to enemies to move forward. There are times in which being aggressive with Boba is a good plan.
 
The key to both options is that I want my characters to be doing as much for me as possible at all times.  I'm going to go with the Czerka Scientist because I'm thinking about how I want the squad to play out. It depends upon what I face, but I feel most comfortable with Kyp in a protection role, hanging back to protect my shooters and commanders. I can play him aggressive if I choose. The Czerka also gives a big boost in ranged offense to everyone but Kyp.
 
Boba Fett, Mercenary 58
Twi'lek Black Sun Vigo 18
General Wedge Antilles 23
Kyp Durron 26
Czerka Scientist 13
 
That leaves me with 12 points and lower-than-desired activations and no door control. The Twi'lek's Commander Effect is also within a range of six so I'd like to get a Mouse Droid or two in there for Relay Orders for Kyp and a fodder shield if necessary. I'll go with just one since the plan is to use Kyp for more protection anyway. The last nine points will go to three Ugnaught Demolitionists which serve as activations, door control and potential fodder shields. I'm erring on the side of more Ugnaughts here because they will get Evade and Mobile Attack from Wedge, making them a little harder to kill and easier to move around than the Mouse. Every character serves multiple roles, where possible.

Boba Fett, Mercenary 58
Twi'lek Black Sun Vigo 18
General Wedge Antilles 23
Kyp Durron 26
Czerka Scientist 13
Mouse Droid 3
Ugnaught Demolitionist X3 9
 
150 points, 9 activations

That looks good, but I'll finish up here with two more quick points. Notice that I hit the mark exactly on the points. It doesn't always work out that way. If I had four points left unspent at the end, would I pick a four-point character? Maybe. It all depends upon how it fits the synergy of the squad. If it works out and gives me an advantage, I'll do it. If I find myself short of the build total but need a character for synergy purposes or to meet a specific need I don't ever feel weird about building short. If winning is your goal, you need to always do what is best for your chances of victory before filling in points just because you can.
 
You may have also noticed that I seemed to start with the big hitter first, went to support, went back to a big hitter, and then finished with lower cost support. It doesn't always work out that way. As you get more experience you organize thoughts in your own way. One of the things that happens is that experienced players tend to work through all of these ideas much more rapidly. They may start with a support base that they are interested in rather than a damage dealing base. This is what squad building tends to be like as new sets are released when people want to use new commanders. There is not one right way to organize or order your thoughts if it gets you to a sound squad.
 
Summary
 
Some very basic tips to follow when thinking about squad building:
 
1. Build to score points.
2. Build to maximize and concentrate damage dealt and minimize damage taken.
3. Select a compromise of some heavy hitters and some support. More damage output than support.
4. Build with characters that have synergy so your whole squad is better than the sum of its parts.
5. Play to your squad's strengths.
6. Have a plan for addressing weaknesses.
7. The more options you have, the more ways you can achieve victory.
8. Don't waste points, but be ok with going under the limit if that choice gives you better options.
 
I hope you enjoyed this first article about beginning squad building and I invite you to stay tuned for the next two! In the next article we'll talk about more advanced topics, including building with activations in mind, concentrating damage, and choosing between ranged, melee and mixed squads.

 

 
Comments (1)
1 Sunday, 29 March 2009 16:13
Nathan
Nice Article. Boba Fett Merc is my favorite piece BTW.
Please register or login to add your comments to this article.