Jump to content

boow

Members
  • Content Count

    41
  • Joined

  • Last visited

About boow

  • Rank
    Member

Contact Methods

  • AIM
    -
  • MSN
    -
  • Website URL
    -
  • ICQ
    -
  • Yahoo
    -
  • Skype
    -

Profile Information

  • Location
    Kensington, Maryland, United States

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Finally bought into all the 2.0 stuff, what with the new Droid/Republic stuff and sales. I've got all the conversion kits to cover all the 1.0 stuff I have. Question is which 2.0 packs do I need for new content? I believe I've read that all ships that had 1.0 versions are only packed with cards in the conversion kits, but is that only true for wave 1 or 2 of the Second Edition? I think I need to buy the Wave 2: RZ-2 A-Wing (cause its resistance, or new ship) Mining Guild TIE (cause I dont believe it was in Scum conversion kit) I don't think I need the Z-95 or TIE Striker cause their articles say the stuff is in the conversion kits.
  2. boow

    X-Wing sale

    Hmm.. if i were to buy a Servants of Strife pack, what should i get for the 50% off? (same price is the two 3-packs and Infiltrator) I mistakenly bought 3 individual vultures already, one Guardians pack, one Delta-7, and one Sith Infiltrator. Which ship should i get more dupes of...
  3. boow

    X-Wing sale

    I would double check your orders online. I made two orders yesterday and got two email notifications confirming shipping, but when I double checked what was shipped it was X-wing 1.0 or destiny stuff only. All my 2.0 stuff still says processing.
  4. boow

    X-Wing sale

    It's still BOGO 50%,. The servants pack was still out, but the Guardians of the Republic pack was available again. So i got that and a ARC-170 at 50%, plus the "APRILREADS" code for anther 10% off the whole order. I didn't think yesterday when I bought 3 vulture droid individual packs. Once i finally buy the Servants pack, i'll have 5 vulture droids... or 7 if i end up wanting two of the other ship! d'oh!
  5. boow

    X-Wing sale

    i have all of the conversion kits, except rebels... If I buy that online, i could pretty much get any other ship for free. are any of the 2.0 wave 1 or 2 ships worth getting if I have all the conversion kits? I think I've read where nothing in individual wave 1 or 2 packs was exclusive.
  6. boow

    X-Wing sale

    The physical stores have had the BOGO 50% off for a couple weeks now, but i think it is intended to clear out their 1.0 stock and Star Wars destiny (which i don't think they are going to continue to carry; haven't seen new sets there). They may have tried to extend that sale to the online x-wing stock, but got it wrong... quite a bit wrong since all the new stuff is sold out!
  7. boow

    X-Wing sale

    also, the deal in store and even their language online says "buy one get one 50%" but when you go to the cart it shows as BOGO free... i missed out on the squad packs too, but got 3 droid ships and a jedi fighter. and two of the 1.0 models. It's even finicky in stores, as I was in one yesterday to get the 50% deal and combined with a extra 20% one item coupon and membership 10% off... When i got to the register with resistance and first order conversion kits, they didnt give me 50%, presumably cause its 2.0. I still got it of course! haha.
  8. I've had fun with the below list. I give Vic-I Warlord some versatility. Still seems light on offense with only three activations, but it seems to hold its own... Next time I run it though, I will put Sloane on the Warlord, and really just push the Stronghold out there with squadrons. While they waste a turn or two blowing it up, hopefully my VSD/Demo are winning the day by then... Assault Objective: Close-Range Intel Scan Defense Objective: Fighter Ambush Navigation Objective: Superior Positions [ flagship ] Quasar Fire I-class Cruiser-Carrier (54 points) - Admiral Sloane ( 24 points) - Stronghold ( 5 points) - Disposable Capacitors ( 3 points) = 86 total ship cost Victory I-Class Star Destroyer (73 points) - Warlord ( 8 points) - Captain Needa ( 2 points) - Boarding Troopers ( 3 points) - Turbolaser Reroute Circuits ( 7 points) - Assault Proton Torpedoes ( 5 points) = 98 total ship cost Gladiator II-Class Star Destroyer (62 points) - Demolisher ( 10 points) - Ordnance Experts ( 4 points) - Engineering Team ( 5 points) - External Racks ( 3 points) = 84 total ship cost 1 "Howlrunner" ( 16 points) 1 Black Squadron ( 9 points) 1 Dengar ( 20 points) 3 TIE Fighter Squadrons ( 24 points) 1 Ciena Ree ( 17 points) 1 Saber Squadron ( 12 points) 1 Whisper ( 20 points) 1 TIE Phantom Squadron ( 14 points)
  9. I think in the comic, it actually was assigned to him. Palpatine dropped Vader off on some planet as Vader was embarking on his first adventure (to find his red lightsaber no less) after being transformed at the end of Revenge of the Sith. The Infiltrator was supposed to be there waiting for him, but some scavangers had found it. Vader didn't waste much time in making it clear to them that was a mistake... (and it is ugly... )
  10. I don't play a lot of competitive builds or tourneys, but I am going to a Store Championship this weekend. I haven't gotten to play the Quadjumper or Protectorates yet, so wanted to build around them. Since I don't play much, I'm not the best/most practiced at flying around, so thought Unkar might be fun to try an even the playing field by trying to block other ships and make them run into him. I've read a thread or two that says people like to put a Spacetug array on the Quads for tractor beam fun, but I went with a Intel Agent to see where a ship might fly so I can move and then barrel roll (if necessary) to the right spot. One less point, gets me some info that would help with other ship placement/actions. Overall just a different strategy of moving people after their activations, rather than before which the spacetug array provides. I could always combine the two I guess! The two protectorates are mostly to get in people's faces: Fenn does what Fenn does, and I threw Stay on Target on Kad because he doesn't mind red maneuvers. Finally, I threw in a PA 9 Serissu also with a tractor beam to mess with the opponent even more, take stress off a Quad or Kad and generally give close ships a defense bump if they can stay close. Any thoughts on the build or hints on how to fly or group them? The only other build I've considered is a Darth Vader and Black 1 and 2, and 2 Black Squadron TIEs to recreate a trench run. Tries to power up Vader with Swarm Leader, but I assume it would still get crushed in most games. ==================== Unkar And Protectors ==================== 100 points Pilots ------ Serissu (25) M3-A “Scyk” Interceptor (20), Wingman (2), “Heavy Scyk” Interceptor (2), Tractor beam (1) Kad Solus (27) Protectorate Starfighter (25), Stay on Target (2) Fenn Rau (30) Protectorate Starfighter (28), Fearlessness (1), Concord Dawn Protector (1) Unkar Plutt (18) Quadjumper (17), Intelligence Agent (1) ------
  11. Ah, sorry I hadn't seen a discussion thread, but am not the best at searching! Didn't mean to start the same conversation over!
  12. So the new boarding party shown in the preview today, boarding engineers, states "When you reveal a command, you may discard a “activate squadron” dial or token and this card to choose 1 enemy ship at close range. Look at its facedown damage cards and flip a number of them faceup up to your engineering value (one at a time)." What is the purpose of the "one at a time" phrase? Say i'm boarding a ship that has 3 face down cards and hull value of 6 or so. I see a "structural damage" card and flip that faceup. Do you resolve that card immediately by adding another damage card and then flipping the structural damage back facedown? If you still have cards to choose because your engineering value was greater than 1, do you add those cards back to the facedown pile to choose from? I cannot imagine they intended for a structural damage card to be flipped multiple times by Boarding Engineers, but I guess the "one at a time" phrasing got me thinking about it, as the only reason to include the phrase was to make sure you resolve the damage card...
  13. Well, in the comic where the Rebels stole a Star Destroyer (Marvel Star Wars #22, last year), the Rebels caused a reactor core overload by attacking the rear of the ship. Once one of the reactors went into overload, the Imperials on the ship evacuated/abandoned ship, while a small team of rebels moved in. They were then able to eject the single core that they had damaged, where it exploded while the skeleton crew of Rebels simultaneously jumped the ISD into hyperspace. The story implied that the Imperials believed the ship to be destroyed, but I don't remember how the lack of debris was explained... I'd have to reread the whole arc, but I believe they stole the ship only to load it with bombs and crash it into something else. Like most stories in Star Wars, they were probably successful with a bunch of hiccups in the plan along the way.
  14. Thanks for the feedback. I actually had planned to give some of the ships a squadron token during the first round or two.. so at anytime, one of them could send a single quadron out to be the spotter. And I assumed any squadron I sent out on its own would get torn to pieces, so that's why I've got quite a few on there. Also the VCX and YT1300 might last a while with their Hull value, the Z-95s are mostly there to give a counter punch to any opposing squadrons. What would the recommendation to replace a few squadrons with? Ordinance Experts? TRC on the Nebulon? Ahsoka was just there cause I didnt see anything else cheap I wanted to add, and pairing her with Sato is theme-y from the Rebels show...
  15. So Commander Sato is the last Rebel I haven't played yet, so trying to build around him. My current list is below, with the biggest key being two MC-30 Scouts with APT. I originally had the Assault Frigate with Gallant Haven, but figured my squadrons are primarily to send one in at a time to a capital ship to trigger Sato's ability. So didn't think I would be keeping them near the Frigate. That said, it may be worth it to drop the Nebulon-B and a fighter to put a bare Frigate back in since it has reds on all 4 sides. The Liberty with Gunnery team would make a lot of sense as well... Any ideas? Taking advice on everything, ships/squads/objectives! Thanks! BUILD = 399/400 Commander: Commander Sato Assault Objective: Targeting Beacons Defense Objective: Planetary Ion Cannon Navigation Objective: Dangerous Territory MC30c Scout Frigate (69 points) - Assault Concussion Missiles ( 7 points) = 76 total ship cost [ flagship ] Modified Pelta-class Assault Ship (56 points) - Commander Sato ( 32 points) - Ahsoka Tano ( 2 points) = 90 total ship cost MC30c Scout Frigate (69 points) - Assault Concussion Missiles ( 7 points) = 76 total ship cost Nebulon-B Escort Frigate (57 points) - Salvation ( 7 points) = 64 total ship cost 1 Tycho Celchu ( 16 points) 1 VCX-100 Freighter ( 15 points) 1 E-Wing Squadron ( 15 points) 2 YT-1300s ( 26 points) 1 Lietenant Blount ( 14 points) 1 Z-95 Headhunter Squadron ( 7 points)
×
×
  • Create New...