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Fleets

Fleets

Postby _stu_ » Sun May 25, 2014 5:44 pm

What kind of collections do people have? Are there any rules that you follow when buying ships (eg 100pts worth of each maybe?) If Im honest, Im not very organised in what Ive collected and tend to stick to the 'one of each' philosophy to start with and take things from there....

So far, this has led me to:

Rebel
5 * Xwing
3 * Ywing
6 * Bwing (2 Aces)
5 * Awing (2 Aces)
1 * HWK-290
2 * Z-95
3 * EWing
1 * YT1300 (Falcon)
1 * YT2400
1 * Rebel Transport
1 * CR-90 (Tantive IV)

Empire
8 * Tie Fighter
2 * Tie Advanced
7 * Tie Interceptor (3 standard and 4 aces)
4 * Tie Bomber
2 * Tie Defender
4 * Tie Phantom
2 * Lambda Shuttle
1 * Firespray (Slave 1)
1 * VT-49 Decimator

Looking at picking up a 1 of each of wave 4 hopefully, and fleshing out the Imperials a bit to round both forces out to 5-600 points with upgrades. I'd really like a couple more A and B wings at some point too as I like the idea of 100pt squadrons of each fighter type (makes for some interesting multi player setups).

*updated to include wave 4, 4.5 and 5
Last edited by _stu_ on Mon Dec 29, 2014 4:31 pm, edited 2 times in total.
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Re: Fleets

Postby Stryder » Mon May 26, 2014 12:46 pm

Im going with the one of each but then thinking about 50 points of ships with standard and rookie pilots (no names) except in specialist cases (tie advanced) then it would be one per 'squad' to act as a leader for the imperials and a low named pilot for the rebels (only bringing out luke/darth in rare occasions)
As for the BIG ships, well i think ill pass for now but if they bring out star detroyers i may look at them
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Re: Fleets

Postby markb » Mon May 26, 2014 1:38 pm

Somehow I think it might be a bit too big for the board! Unless they do a similar game to the Star Trek one which uses capital ships.
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Re: Fleets

Postby skywalker » Mon May 26, 2014 5:57 pm

My current fleey list are as follows:
Rebel:
2 x X-Wing
1 x Y-Wing
1 x Falcon

Empire
2 x Tie
1 x Tie Advanced

I started with just the standard box set and are adding to it as funds/ birthdays/ christmas comes along :lol:
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Re: Fleets

Postby Red Devil » Mon May 26, 2014 7:25 pm

I went for a safe 2 sets, plus 1 more X-Wing and TIE Fighter (to get the pilots) to start. I have since added a TIE Bomber and a TIE Advanced. I thin got good prices for the Falcon and the Slave 1. I'm now thinking about what to add...
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Re: Fleets

Postby _stu_ » Mon May 26, 2014 9:24 pm

Two core is definitely the way to start off, and adding the tie and x expansions opens the game up to a good degree. Red Devil, I think your starting route seems pretty much the same as mine, although the Bomber was probably the last small ship I added. We played a 200pt game this afternoon and the Tantive really laid the smack down. I'm building a list around the bomber for the return match when I play Rebels. Should be fun, if it gets there......
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Re: Fleets

Postby Red Devil » Mon May 26, 2014 10:24 pm

Bombers are great, if you can get them close enough and survive the return fire. I nearly took out a Falcon with one in 2 turns...
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Re: Fleets

Postby _stu_ » Fri May 30, 2014 11:47 pm

Probably thinking something like this to take a few bombing runs at the Tantive.

Darth running wingman for Major Rhymer in a loaded up bomber. Opportunist should stack the odds in my favour when bombing the Tantive (as long as I can get behind it) Veteran instincts will let Darth get in behind Wedge if he shows up). Howlrunner and her Academy buddies to focus on any enemy fighters / provide cover. And Soontir to float / flank to pick off any strays (now that I've learned to stop playing interceptors like X Wings). The bomber is probably overloaded being just over 25% of my points in one ship, but given the beatings that the Tantive dished out last time, I want to be able to take it down quickly. I could probably drop an upgrade or two to squeeze in another ship - but I'm banking on the Rebels loading the Tantive with upgrades.

Darth Vader (29)
Veteran Instincts (1)
Cluster Missiles (4)
Engine Upgrade (4)

Soontir Fel (27)
Push the Limit (3)
Hull Upgrade (3)
Stealth Device (3)
Royal Guard TIE (0)

Major Rhymer (26)
Opportunist (4)
Advanced Proton Torpedoes (6)
Proton Torpedoes (4)
Cluster Missiles (4)
Cluster Missiles (4)
Proximity Mines (3)
Engine Upgrade (4)

"Howlrunner" (18)
Expert Handling (2)
Hull Upgrade (3)

Academy Pilot (12)
Academy Pilot (12)
Academy Pilot (12)
Academy Pilot (12)

Total: 200

Will post back on how it handles.....
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Re: Fleets

Postby DaBoss » Sat May 31, 2014 9:43 am

I started with 2 basic boxes so that me and my son could have a try and see if we liked it. Easy rules but even I got it wrong a few times, actions after movement.

We have now expanded our fleets (except for Imperial Aces which I'm finding hard to find).
So have:
4 x Tie fighter
2 x Tie Interceptor
2 x Tie Bomber
1 x Tie Advanced
1 x Bounty Hunter
1 x Shuttle

3 x Xwing
1 x Ywing
1 x Awing
1 x Bwing
1 x Moldy Crow
1 x Falcon
1 x Transport
1 x Tantive

Looking to play a large game this weekend, my son taking control of the Rebels.
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Re: Fleets

Postby Taumaul » Sat May 31, 2014 10:44 am

I started with 3 box sets. 2 of which I picked up from ASDA online for £20.00 and my fleet now stands at:

7 Tie fighter
1 Tie Advanced
1 Tie Bomber
Imperial Aces
1 Tie interceptor
1 Bounty Hunter
1 Shuttle

4 X wing
1 Y wing
1 A wing
1 B wing
1 Hawk
1 Falcon

Still deciding whether to get 2 big rebel ships as I have never played my rebels
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Re: Fleets

Postby _stu_ » Sat May 31, 2014 11:12 pm

@ DaBoss - big games can be a lot of fun, having the extra space really changes the dynamic of the dog fights :)

@Taumaul - Out of the two I'd probably say the Tantive was the better buy (if a little more expensive) as it gives both defensive and offensive options, and the linked scenarios in the box look like fun (not played em yet). They are the kind of thing that would be good to be able to try-before-you buy though.
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