logo

All times are UTC - 6 hours

Mark forums read


Post new topic Reply to topic  [ 8 posts ] 

Author Message
Offline
 Post subject: Kel Door Doom V 1.50
PostPosted: Sat Apr 05, 2008 6:16 pm 
Grand Admiral
Grand Admiral
User avatar

Joined: Sun Sep 02, 2007 11:56 pm
Posts: 921
Location: the ghettos of NJ
A Kel Dor squad with Kota and Lobot as support.


Master Kota 55 pts.
Lobot 27 pts.
Kel Dor BH x3 33 pts.
R-2, Doombot 9 pts.
Mas Amedda 8 pts.
Ugnaught x4 12 pts.


Kota boosts the Kel Doors to amazing levels. ( Like they need it ) They now shoot at 15 base attack, and have a base defense of 18. Move Kota around via r-2 for double attacks or that game-changing repulse of doom. If you can, move the kel dors adjacent to an enemy, and unleash kota, causing 170 damage to all adjacent. Lobot brings in a bith vigo, more kel dors, or whatever.

_________________
The door in front shuts
Does another one open?
A trapdoor below...


http://www.swshoebox.com/userSquad.cfm?user=sirstevee

Image


Top
 Profile  
Reply with quote  

Offline
 Post subject: Re: Kel Door Doom V 1.50
PostPosted: Sat Apr 05, 2008 8:43 pm 
Death Star Designers
Death Star Designers

Joined: Sun Sep 02, 2007 1:07 pm
Posts: 811
While you will never pull the max damage, the sheer potential for big damage can really scare an opponent. Also with the possibility of bringing in an MTB for self detontation and init control it has some flex to it. I like it.

_________________
The Wookiee Master

Check us out over at Pojo.com

"It appears the Bothans have rooked us again."
-Obi wan


Top
 Profile  
Reply with quote  

Offline
 Post subject: Re: Kel Door Doom V 1.50
PostPosted: Sat Apr 05, 2008 9:05 pm 
Imperial Dignitaries
Imperial Dignitaries
User avatar

Joined: Sun Sep 02, 2007 10:36 pm
Posts: 1543
Location: Central CT
This squad is just nasty if you bring in MTB for self detontation. Without that it may not have the damage output since repulse takes a while to build up and your KDBH only ping for 10+ damage.

_________________
Bottoms up and spirits down


Archives of the Gamers Jedi
is designed to be your official source for in-game rules questions!


Top
 Profile  
Reply with quote  

Offline
 Post subject: Re: Kel Door Doom V 1.50
PostPosted: Mon Apr 07, 2008 6:40 pm 
Grand Admiral
Grand Admiral
User avatar

Joined: Sun Sep 02, 2007 11:56 pm
Posts: 921
Location: the ghettos of NJ
A MTB would be a great idea to bring in as reinforcements. You then have 8 activations to kill before you start consuming yourself. The MTB would allow Kota to get off repulse easily. The Kel-Dors do not do much damage, but they will almost never miss. 30 damage adds up after a while.

_________________
The door in front shuts
Does another one open?
A trapdoor below...


http://www.swshoebox.com/userSquad.cfm?user=sirstevee

Image


Top
 Profile  
Reply with quote  

Offline
 Post subject: Re: Kel Door Doom V 1.50
PostPosted: Wed Apr 09, 2008 2:33 am 
Third Jedi from the Left
Third Jedi from the Left

Joined: Sun Sep 02, 2007 11:54 pm
Posts: 118
SirStevee wrote:
A Kel Dor squad with Kota and Lobot as support.


Master Kota 55 pts.
Lobot 27 pts.
Kel Dor BH x3 33 pts.
R-2, Doombot 9 pts.
Mas Amedda 8 pts.
Ugnaught x4 12 pts.

Ulic pointed this out, Don't know if i belive it or ot but you won't have enought activation for a mtb. By the time you get in position to kill of a kel dor with the trade broker you would have already lost a few pieces and then your enemy can just sit back take pot shots at your figures and watch you kill your self. Also no good player will let you get close enough with kota or the kel dor to let you use there abilitys.


Top
 Profile  
Reply with quote  

Offline
 Post subject: Re: Kel Door Doom V 1.50
PostPosted: Wed Apr 09, 2008 7:00 am 
One of The Ones
One of The Ones
User avatar

Joined: Sun Sep 02, 2007 2:46 pm
Posts: 7960
Location: West Chester, OH (near Cincinnati)
Well, you bring an MTB and 4 Ugos for your reinforcements. You now have 4 free rounds of MTB engine, plus 4 more rounds of Ugnaughts, plus 3 rounds of Kel Dor's. I think that's more than enough for an MTB engine. Even if you kill all of those pieces, that's a total of 51 points. But you have 11 rounds of winning initiative, and you will likely be in gambit that whole time as well, so as long as you're gaining gambit, you are offsetting any points you're losing from the MTB. And, if your opponent closes in to enter the gambit zone, there is no way that Kota won't be able to move around through the gambit area and get within range for a Repulse on the next round.

The only thing that would worry me would be tempo control squads, because their heavy hitters would likely still be unactivated at the end of a round, and you'd have to take the chance of Kota getting hit a few times, and your opponent possibly running away out of Repulse range. But the option to kill the MTB either through a Kel Dor SD40 or Kota's Repulse is pretty nice.

_________________
-Aaron
Mand'alor
"You either die a hero, or you live to see yourself become the villain."
Image


Top
 Profile  
Reply with quote  

Offline
 Post subject: Re: Kel Door Doom V 1.50
PostPosted: Wed Apr 09, 2008 7:45 am 
Mandalore
Mandalore
User avatar

Joined: Mon Sep 03, 2007 12:15 pm
Posts: 1082
No worries about that last one. Tow in With r2 and Sac the doombot for massive detonation.

_________________
The Force will be with you, always.

ImageImage


Top
 Profile  
Reply with quote  

Offline
 Post subject: Re: Kel Door Doom V 1.50
PostPosted: Wed Apr 09, 2008 12:40 pm 
Grand Admiral
Grand Admiral
User avatar

Joined: Sun Sep 02, 2007 11:56 pm
Posts: 921
Location: the ghettos of NJ
dargo6998 wrote:
Ulic pointed this out, Don't know if i belive it or ot but you won't have enought activation for a mtb. By the time you get in position to kill of a kel dor with the trade broker you would have already lost a few pieces and then your enemy can just sit back take pot shots at your figures and watch you kill your self. Also no good player will let you get close enough with kota or the kel dor to let you use there abilitys.



The Kel Dors would allow you to stop the bleeding pertaining to killing yourself. And as far as getting close enough, moving r-2 last and then winning initative and moving again is 24 squares. Add in 5 more squares, and that's Kota's range for repulse. Granted this is harder to do, and leaves kota "behind enemy lines", but regardless, it's a lot of damage and hopefully your opponent will mostly be activated by repulse. Kota can very well hold his own after this.


I don't think the build is super-competative, but it would be a hassle to fight against.

_________________
The door in front shuts
Does another one open?
A trapdoor below...


http://www.swshoebox.com/userSquad.cfm?user=sirstevee

Image


Top
 Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 8 posts ] 

All times are UTC - 6 hours

Mark forums read

Who is online

Users browsing this forum: No registered users and 10 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
Jedi Knights style by Scott Stubblefield