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 Post subject: The Do(o)rs
PostPosted: Mon Apr 21, 2008 11:58 am 
Grand Admiral
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Joined: Sun Sep 02, 2007 11:56 pm
Posts: 921
Location: the ghettos of NJ
Master Kota 55 pts.
Lobot 27 pts.
Jabba, Crime Lord 15 pts.
Kel Dor BH x5 65 pts.
R-2, Doombot 9 pts.
Mas Amedda 8 pts.
Ugnaught x7 21 pts.

200 pts. 17 minimum activations


The 200 version of my kel-dor bomb squad idea, with additional support. Jabba grants cunning, and kota grants +3/+3. This brings the kel-dors to amazing levels of offense and defense. A possible 22 defense, 23 attack, for 20 damage on a 13 point figure is unprecedented. The Kel-Dors snipe out, and can be used as bombs if you can manuever them to get close enough to the enemy. Kota can attack, or use repulse. Lobot should bring in a MTB and more fodder, lando DS, or a bith vigo for the kel-dors. With plenty of fodder, and powerful shooters, this squad could be trouble. Don't forget the ~DSBoom



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 Post subject: Re: The Do(o)rs
PostPosted: Mon Apr 21, 2008 12:03 pm 
Jedi Knight
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Joined: Sat Dec 01, 2007 10:12 pm
Posts: 387
Location: PA
haha lots of guys to blow up, and the MTB would just be mean in this squad.

To bad you couldnt put in republic SS. removing your repblic charachters would leave you one point short of being able to add rebel SS. But I think this way is better.

good squad Kel Dors going boom has been fun so far I have found.

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 Post subject: Re: The Do(o)rs
PostPosted: Tue Apr 22, 2008 8:13 am 
Mandalore
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Joined: Mon Sep 03, 2007 12:15 pm
Posts: 1082
OMG base with the Kel Dors then use MTB to detonate MULTIPLE Keldor's I had thought about a version of this without all the ugo's and adding Mon Mothma. But I think your idea might be better.

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