Squad Analysis: Clone Force 99 Squad Pack

Clone Force 99, better known as The Bad Batch, is an elite unit of the Grand Army of the Galactic Republic. This squad consists of clones with genetic mutations that would normally make them a failed production. But what seems like a weakness actually gives them unique strengths, setting them apart from the "Regs" (which is a slur for regular clone troopers but don't worry the Kaminoan HR is alteady informed) .

So today we will answer a question Michael once asked: Who’s Bad?


Clone Sergeant Hunter


Role: The name says it all. He’s a hunter specialized in melee combat and offering strong offensive buffs to other clones.



Strengths:

Great Mobility: Hunter lives up to his name thanks to his "Enhanced Tracker" reactive ability. When an enemy Primary completes a move action, he gets a free dash toward them. Out-of-activation mobility is always valuable, and the threat alone can deter opponents from moving their Primary too freely.


Excellent in Melee: His "Striking Distance" ability grants him an additional dash and a 5-dice melee attack. This makes him a real threat to Primaries and even capable of engaging two units in the right situation. 


Top-Tier Offensive Buff: His Identity "Leader of the Batch" allows clone units (including himself) to convert one fail into a hit during attack rolls. Over the course of a game, that’s a lot of added hits. For players who often feel unlucky with dice, Hunter is your saviour.


Surprisingly Tanky: With "It’s hard to compete against a Jedi", Hunter can reroll 2 defense fails or all dice if he’s Exposed. That’s a mini-immunity to Exposed right there. His defensive expertise also provides healing, helping him stay in the fight and avoid getting pinned (which he really doesn't like).


Strong Overall Stats: Hunter is a flexible all-rounder. Great in melee (Knife Fighter), solid at range (Huntsman), strong expertise, good combat trees and excellent overall stats.





Weaknesses:

No Vertical Mobility: Hunter lacks a Jetpack or Scale. That makes higher ground a challenge, and he’s vulnerable to being pushed off elevated positions. It kinda depends on the board set up but you usually play with a lot of elevation in Shatterpoint in general which Hunter doesn't like.


Force-Hungry: Once he’s wounded, using "Striking Distance" and "Enhanced Tracker" becomes much more expensive. That significantly reduces his offensive pressure.


Rating: A


Wrecker and Omega


Role: Again, the name fits. Wrecker (with Omega always assumed to be present) is a ranged damage dealer with a focus on conquering objectives.




Strengths:

Great Mini-DDP (Diceless Displacement): His "Bulldoze ability" lets him perform a dash and push a nearby enemy character away. In Shatterpoint, diceless displacement is gold, Jerry! It's gold. It’s simply reliable and doesn't depend on luck.


Top Damage Dealer: Wrecker has three attacks:

- A regular attack action.

- "Hahaha, yeah!" for an additional ranged attack. Which costs two force and an action BUT is not an attack action (yeah, that's Shatterpoint for you). The difference is that some attack actions trigger other effects like "coordinated fire". Wrecker’s ability is not an attack action and thus wouldn’t trigger "coordinated fire".

-"I wasn’t sneaking" gives you a 5-dice throw where every hit and crit deals 1 damage.

= It's a wild damage output but super Force-intensive.


Generates Momentum: If "I wasn’t sneaking" wounds an enemy contesting an objective, you gain an extra Momentum token. That’s two tokens in one go!


Strong Defensive Buff: Nearby Bad Batch units get Steadfast, and clones and scoundrels gain Protection. Units with both tags (Bad Batch and scoundrels) get both! Wrecker himself benefits as well, making him even harder to displace or kill.


Special Mechanic: Wrecker and Omega have two combat stances to represent who’s currently in control. "Tuning Out Distractions" is usually the better stance thanks to slightly stronger defense and the ability to access all conditions within 3 fields into the combat tree! 




Weaknesses:

Incredibly Force-Hungry: "Hahaha, yeah" costs 2 Force from the start, and "I wasn’t sneaking" costs 1 from the get go. Once wounded, both abilities become too expensive for casual use.


Weak Defense Expertise: Wrecker has 10 HP and Protection, which is great for a Secondary. But his defense expertise is poor. He melts quickly to high-volume fire (e.g., Battle Droids).


Slow: Outside of Bulldoze, Wrecker lacks some movement options.


Rating: A-


Crosshair



Role: What else? He’s a sniper. And a damn good one. One of the best in the game to be precise.




Strengths:

Excellent Damage Output: With 8 damage from his tree, plus 1 from expertise and 1 from "Trick Shot", Crosshair can hit for 10 damage. That’s enough to wound some Primaries. He ignores cover and can one-shot many Secondaries. Crazy strong!


Lots of Dice: Thanks to Sharpshooter 2 and easy access to Focus, he often rolls 10 attack dice. That’s huge for a Secondary. In Shatterpoint, damage output is usually built on: Great expertise (crits, damage, etc.), Frequent attacks, or simply lots of dice. Crosshair hits especially that third mark.


Support Fire: His tree includes healing results, which let you remove conditions from friendly units in melee. Great for melee-heavy strike teams who will often be engaged and appreciate the cleanup.




Weaknesses:

Poor Melee: Well, what did you expect?


One-Trick Pony: He’s a classic back-point or midline sitter. Find a safe spot and fire support from there. It’s predictable and limits his flexibility.


Rating: A


Echo and Tech 


Role: The flexible objective-players of the Bad Batch.



Strengths:

Great at Controlling Objectives: "Fight Smarter Not Harder" lets you remove an enemy control token from an objective for 1 Force and 1 Hunker. Shatterpoint is all about contesting and controlling objectives. This gives you a great edge.


Better with Hunker: Keep a Low Profile gives them consistent access to Hunker. As long as they have one, they get +1 die to attack and defense. It’s a passive but reliable stat boost.



Weaknesses:

No Coordinated Fire: Echo and Tech are the only clone Supports without this powerful keyword, a staple of Republic synergy.


Low HP: With only 7 health, they’re very squishy and like to stay close to Wrecker’s Protection bubble.


Rating: B


Strong Squad Combinations:

Bad Batch thrives with other clone synergies:


Obi-Wan / Rex / ARF Troopers

A meta combination in the Republic. Obi-Wan’s "Knowledge and Defense" helps the Bad Batch maintain their Hunker tokens, reducing the risk of being wounded or displaced. Healing even grants bonus movement! Rex brings more Hunker tokens and extra movement. Tons of synergy here. The Arfs provide extra movement but can be replaced by the Commandos for upwards mobility or the 212th for access to Pin.


Scoundrel Variant: The Mandalorian / Lobot / Lando & R2

Mando is a powerful Primary with strong offensive output. His Identity offers a revenge trigger that the Bad Batch can use. Lando and R2 serve as hard-to-kill back-line units thanks to Clever Disguise. "Forward Planning" helps remove conditions like Pin from Hunter.

Lobot is the real engine here: "Security Network" and "Battlefield Calculations" boost offense and give easy access to Focus actions. A deadly combo. With "Security Network" Wrecker can do an extra 5 dice attack. If you prefer Crosshair he can use "Battlefield Calculations" to get Focus for free.


Difficult Opponents:

Strike teams with high diceless displacement like Plo Koon, Ki-Adi-Mundi, Maul, Ventress, or Fifth Brother.


Strike teams focused on one-shot kills (Maul/Dathomiri, Grievous, Vader Jedi Hunter etc.) or sniper squads that remove Hunkers (e.g., Del Meeko/Inferno Squad, Gwarm, Cody etc.). 


Good Missions:

The Bad Batch is flexible enough for all missions.


Bad Missions:

None in particular. They’re adaptable.


Conclusion:

The Bad Batch excels thanks to strong clone synergies, with Hunter's hit conversion and Wrecker’s Protection enhancing their survivability. Each unit is uniquely specialized. Hunter the aggressor, Wrecker the bruiser, Crosshair the sniper, Tech and Echo the objective duo. They boast solid stats and adaptability in melee and ranged combat. The Scoundrel tag opens up tons of synergistic options outside the Republic faction, making them a rare case of true flexibility in the faction. However, they have weaknesses: limited vertical mobility (no jetpacks or Scale), poor displacement tools, and a heavy reliance on Force points. Bad resource management or frequent wounds can make the squad less efficient as the game drags on.



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