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 Post subject: 2007 Starter Set
PostPosted: Mon Jun 16, 2008 4:19 pm 
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The Star Wars Miniatures Starter Set contains everything you need to play your first head-to-head Star Wars battles. Then, pick up Star Wars Miniatures Booster Packs to expand your options and create more powerful squads

Starter Set components:

6 nonrandom, fully painted, plastic miniatures
full-color game stat cards
Rulecook
Double-sided, full-color battle map
20-sided die
Damage counters

Product line features:

Miniatures are pre-painted plastic.
Miniatures can be used to play skirmish-level or mass-battle combat scenarios or to add dimension to Star Wars roleplaying games.

Release Date: July 2007
Pricing: 18.99
SKU: 215410000
ISBN: 978-0-7869-4739-3


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 Post subject: Re: 2007 Starter Set
PostPosted: Wed Jun 18, 2008 8:33 pm 
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2007 Starter Set List

1. Obi-Wan Kenobi
2. Rebel Captain
3. Rebel Heavy Trooper
4. Darth Vader
5. Elite Stormtrooper
6. Heavy Stormtrooper


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 Post subject: Re: 2007 Starter Set
PostPosted: Wed Jun 18, 2008 8:34 pm 
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Chancelllor’s Starship (a.k.a. Throne Room or Imperial Base) – Found in Revenge of the Sith Ultimate Missions book, 2007 Starter Pack, and 2007 RPG Saga Edition book

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Map Review
Courtesy: LoboStele

This map is often considered one of the most well-balanced maps. It has many nice options for squads centered around shooters or melee pieces, and there is plenty of ways to advance across the board and minimize the Lines of Sight to your characters. Neither side of the map is really considered the best side, although the left side can allow for characters to reach the ‘gambit’ zone without any special movement. The right side requires you to have pieces or combinations that allow movement of 15 or more squares, and some of that through difficult terrain, in order to reach the ‘gambit’ zone. However, with the vast combination of Force Powers, characters with Flight, and other combinations of abilities, it’s not too difficult to find something that can work in that scenario. The doors and the room near the center of the map are typically where much of the action occurs on this map, though the long hallway on the left, and the large rooms throughout the map offer plenty of spaces for ranged pieces to stay farther back from the action. The nice thing is that even if those shooters stay farther back, it is easy to advance melee pieces across the board, and still keep them completely hidden from those shooters until you are ready to pounce on them.

This map is DCI legal for 100, 150, and 200 point games. However, only the version of the map found in the Ultimate Missions book or the 2007 Starter Pack is legal, as the version from the 2007 RPG Saga Edition book is missing terrain markings.


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 Post subject: Re: 2007 Starter Set
PostPosted: Wed Jun 18, 2008 8:35 pm 
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Korriban – Found through Distributors and some game stores in September 2006 when the Bounty Hunters set was released, and included in the 2007 Starter Pack

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Map Review
Courtesy: LoboStele

This map is a lot of fun to play on, and great for recreating some iconic battles between the Jedi and Sith of the Old Republic era. Unfortunately, this map suffers from an extreme unbalance in favor of non-melee squads, and especially those with Accurate Shot. There are no places where you can safely set up weak pieces on either side, and keep them completely safe from being picked off early in the game. If you lose initiative on the first round, it often means you are going to lose at least one piece to an enemy shooter. If you are lucky enough to win the first initiative, you might be able to rush a couple key pieces into the alcoves on the sides of the map, where they will be safe for at least a few rounds. Even with that, though, melee-centered squads have a really tough time on this map as there is no place safe to hide and still advance. Even more frustrating on this map are squads with Stealth or those with abilities to completely ignore cover, as they can really wreak havoc on the enemy forces.

This map is not DCI legal at any point level, though many players have suggested that if the low cover lines were to be treated as solid walls, then this map would be suited for play at the 100 and 150 point levels.


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