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Post by Jm419 on Dec 24, 2009 19:40:53 GMT -5
Geez. That's quite a lot. I would have picked that up for sure. Lol. But you got a good deal, too, especially in today's market.
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Post by bountyhunter9 on Dec 25, 2009 10:13:32 GMT -5
Yeah. The big lots are almost always good deals. I think I "only" have 31/60, as you can see I have only one Clone Wars ship (GG's Starfighter). I want to get the Invisible Hand, Droid Control Ship, a couple TF Battleship, and a ton of Droid Starfighters, along with the two Jedi Interceptors. That'll probably run my between $25 and $35.
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Post by Jm419 on Dec 25, 2009 10:30:20 GMT -5
The Invisible Hand alone is spendy. But I got some decently sized fleets for all "four" factions, so I'm all set. Lol.
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Post by bountyhunter9 on Dec 25, 2009 10:52:32 GMT -5
I found the IH for about $7, less expensive than a Trade Federation Battleship from the same seller (who has 50/60 of the ships.
Lol. Yeah, back when ISDs weren't $30. I hate that the TIE Fighters are like $5 each, I'll probably only buy one more (so I have four of them).
Have you found the "four" factions to be balanced? I could see the Rebel and Imperial fleets being a bit stronger than the Republic and Separatist ones.
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Post by Jm419 on Dec 25, 2009 12:27:09 GMT -5
Huh. Not bad. But more spendy than I'm in for, considering I don't generally use my starships much.
Seriously? That's ridiculous. I got mine for like 90 cents. And ISDs are still $30.00? How? The set has been out forever!
Generally, that's true. The Clone Wars are slightly less powerful than the Civil War Fleets. But that makes sense...technology, etc. Of course, the Clone Wars don't have any Class 1s.
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Post by bountyhunter9 on Dec 25, 2009 22:12:31 GMT -5
Yeah, I use them a fair bit.
Lol. I've only seen them once on eBay, and it was $29 and change. It is pretty amazing, considering that they are uncommons.
That makes sense. Not that you would ever have the Separatists fighting the Rebels. Are the factions, as in Separatists vs Republic and Rebels vs Imperials balanced too?
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Post by Jm419 on Dec 26, 2009 16:35:22 GMT -5
Well, you understand why people want ISDs and TIEs - they want to build massive Imperial fleets, because they're a fan favorite. The Republic fleets were larger, I don't know why people don't want to build those...oh well...
Basically. Don't use Interdictors, though, they hurt the Imperials more than the Rebels. ISDs destroy anything, if you use a point formation with three or more.
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Post by bountyhunter9 on Dec 27, 2009 13:48:19 GMT -5
Yeah. I just want more of the Infinite fighters, they're a lot of fun to play and with a Droid Control Ship and its Fighter Launch 4 you can just keep sending them out.
Lol. The Interdictor is horrible with any kind of range limit in the house rules.
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Post by Jm419 on Dec 28, 2009 11:21:47 GMT -5
FL4? I don't own that one...but yes, Infinite is a cool, if overpowered ability.
Just don't use it. It's Inderdict ability hurts the Imps - it reduces the Executor to FL1, while the Viscount can still have FL2.
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Post by bountyhunter9 on Dec 28, 2009 12:37:41 GMT -5
I don't either, but I hope to. I find that the TIE Fighters are very effective, more so than the Light Side fighters, but I only have three Dark Side ships with FL (the Executor and two ISDs), so I can only launch so many TIEs at a time.
Yeah, it's horrible unless you have ships with FL1.
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Post by Jm419 on Dec 30, 2009 1:33:00 GMT -5
Exactly. Imperial strategy; keep ISDs alive. Rebel strategy: ignore TIEs, destroy ISDs.
Don't they then lose FL1? I believe they do.
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Post by bountyhunter9 on Dec 30, 2009 11:53:23 GMT -5
Lol. Not too many Light Side ships can stand up to an ISD either, making it fearsome when combined with the TIE Fighters and TIE Bombers.
No, they keep it. Glossary text for Interdict:
Enemy fleets automatically lose initiative in the first round of the battle (initiative rerolls are not allowed). In addition, all ships (enemies and allies alike) can launch fighters at only half their normal rate (rounded up) while this ship is in play. This represents blocking the arrival of hyperspace-capable fighters.
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Post by Jm419 on Dec 30, 2009 12:57:04 GMT -5
The bombers don't have Infinite, fortunately, otherwise they'd be way too powerful.
Lol. Guess that's what I get for not just looking it up.
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Post by bountyhunter9 on Dec 30, 2009 13:21:12 GMT -5
Lol. They would have to cost like 10 points if they were. That would be insane.
Lol. It's still useless. The halving fighter launch is really stupid, I mean the Empire doesn't often use hyperspace capable fighters when they can just carry them aboard the Star Destroyers. And any ships with FL have HANGARS, they don't call for reinforcements. Lol. I changed the Interdict ability so you can CHOOSE a single enemy init roll where they automatically fail. I didn't even try to include the fighter angle, but even if the Empire only used hyperspace-capable fighters, the Interdictor could just shut off its gravity wells for a split second to allow the ships in, then fire them up again. Or they could redirect the gravity wells to another location, etc. It should not have affected allied ships. Lol.
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Post by Jm419 on Dec 30, 2009 19:57:01 GMT -5
I know - two TIEs. That's unbelievable.
The worst part is that in the old days of the game, before they updated the glossary, the Interdict ability was rounded down. As a result, no one ever played it - the Rebels got FL2 from the Viscount, while the Executor only had FR1. As is today, it's more playable, but still stupid.
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