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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/23/2010 Posts: 3,562 Location: The Hutt, New Zealand
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A4-Series Lab Droid, from Galaxy at War Quote:16 points, Separatist Hit Points: 30 Defense: 15 Attack: 0 Damage: 10
Special Abilities Droid (Immune to critical hits; not subject to commander effects) Melee Attack (Can attack only adjacent enemies) Repair 30 (Replaces attacks: touch; remove 30 damage from 1 Droid character) After covering a bunch of terrible Heal 10 and Repair 10 pieces, Repair 30 on the A4-Series Lab Droid looks a lot more useful. You can make a fun casual squad with hard to kill droids - like B3s getting Advanced Shields from Sev'rance Tann - where the A4-Series Lab Droid repairs any damage that gets through. Despite this, repair strategies are gimmicky - it's often easier to take down the repairer before trying to chip your way through crazy Damage Reduction and Shields. The A4-Series Lab Droid is an efficient Repair 30 piece - since it does nothing else but Repair 30, it's quite reasonably costed - it's just that Repair 30 often doesn't fit into competitive strategies, 5/10.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/29/2008 Posts: 1,786 Location: Canada
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TheHutts wrote:Darth Maul on Swoop Bike, from Vehicles of War Quote:59 points, Separatist Hit Points: 130 Defense: 21 Attack: 14 Damage: 20
Special Abilities Unique Speed 8 (Can move up to 8 squares and attack, or 16 squares without attacking) Melee Attack (Can attack only adjacent enemies) Twin Attack (Whenever this character attacks, he makes 1 extra attack against the same target) Charging Assault +10 (Replaces turn: Can move up to double speed, then make an attack at +10 Damage against an adjacent enemy) Deadly Attack (Scores a critical hit on an attack roll of natural 19 or 20) Vehicle (At the end of his turn, you may replace this character with a Medium character of equal or lesser cost who counts as Darth Maul. The replacement character starts with damage equal to the damage currently on this character and is considered activated this round.)
Force Powers Force 4 Knight Speed (Force 1: This character can move 4 extra squares on his turn as part of his move) Sith Rage (Force 1: +10 Damage on all attacks this turn) While the other Separatist vehicles in the Vehicles of War mini-set are strafers and gallopers, Darth Maul on Swoop Bike is primarily a delivery system for another Maul. Maul on Swoop Bike can fly (along the ground....) 20 squares with Knight Speed, Charging Assault something, then use the Vehicle mechanic to change into another Maul. Usually the Maul of choice is Darth Maul Sith Infiltrator, who can drop 160 damage on something with Ambush and Sith Rage 2, or who can use Force Leap with Ambush to drop damage on a piece hiding in the back. The Swoop Bike does have limitations - a large base without Flight means that you'll be limited in who you can get to, and it makes the piece a lot slower on some maps, dealing with terrain. But on the other hand, it does synergise very well with the usual Separatist engine of Geonosian Drones for high activations and the Muun Tactics Broker for intiatiative control - you should be able to outactivate most builds, and set Maul up for a huge start of round strike. Maul Sith Infiltrator is one of the scariest hitters in the game, but before the Swoop Bike he was much more effective in Sith than with the Separatists. Maul on Swoop Bike hasn't received a whole lot of competitive play yet, but I think there's an effective squad with him somewhere - Maul on Swoop Bike + Drones + Poggle + Lobot + San Hill + some shooters should be an effective squad. 8/10. This Maul is one of my favorite pieces in the game. For just 2 additional points you basically get the equivalent of Tow Cable for your Darth Maul, and you can even do damage on the way in! I'll never use a (non-epic) Darth Maul in a squad without considering this piece first...it's just that good of an option.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/23/2010 Posts: 3,562 Location: The Hutt, New Zealand
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Felucian Warrior on Rancor, from The Force Unleashed Quote:52 points, Fringe Hit Points: 140 Defense: 20 Attack: 11 Damage: 20
Special Abilities Melee Attack (Can attack only adjacent enemies) Triple Attack (On its turn, this character can make 2 extra attacks instead of moving) Melee Reach 2 (When attacking, this character treats enemies up to 2 squares away as adjacent) Parry (When hit by a melee attack, this character takes no damage with a save of 11) Penetration 10 (Enemies' Damage Reduction is reduced by 10 against this character's attacks) Regeneration 10 (If this character doesn't move on its turn, remove 10 damage from it at the end of that turn) Speed 8 (Can move up to 8 squares and attack, or 16 squares without attacking)
Force Powers Force 2 There's no denying that the Felucian Warrior on Rancor (colloquially known as the FelCor) is a noteworthy piece - as a Very Rare non-unique, it's very collectible, and it's got a bunch of useful Special Abilities. The Felcor also looks impressive - Sharron from our New Zealand group always used to sit his FelCor at the side of his map to observe his games. With Parry, 140 hit points, good stats, as well as Regeneration and Speed 8, the FelCor has plenty of positive attributes. Of course, with a Huge base, melee, and no flight, the FelCor's usefulness in actual gameplay is limited, and you're very unlikely to see it at a competitive tournament. But it's got a lot of interesting interactions, with all its Special Abilities - you can do all sorts of fun casual squads with it, like this effort from Darth O: Quote:--The Felcors That Just Don't Die...-- 104 Felucian Warrior on Rancor x2 20 Yoda, Force Spirit 19 Princess Leia, Hoth Commander 15 Jabba, Crime Lord 14 General Rieekan 12 Anakin Skywalker, Force Spirit 8 R7 Astromech Droid 5 Jawa 3 Mouse Droid (200pts. 10 activations)
Once a Felcor dies ( pretty hard to do with Evade and Parry with Regen), it may make a save of 16, which it can reroll with Mettle. It may keep on doing this until it dies, because of Yoda. The Felucian Warrior on Rancor is not a competitive piece, but it's an iconic one that you can have a lot of fun building around. 6/10.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/9/2008 Posts: 4,729 Location: Chicago
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thereisnotry wrote:TheHutts wrote:Darth Maul on Swoop Bike, from Vehicles of War Quote:59 points, Separatist Hit Points: 130 Defense: 21 Attack: 14 Damage: 20
Special Abilities Unique Speed 8 (Can move up to 8 squares and attack, or 16 squares without attacking) Melee Attack (Can attack only adjacent enemies) Twin Attack (Whenever this character attacks, he makes 1 extra attack against the same target) Charging Assault +10 (Replaces turn: Can move up to double speed, then make an attack at +10 Damage against an adjacent enemy) Deadly Attack (Scores a critical hit on an attack roll of natural 19 or 20) Vehicle (At the end of his turn, you may replace this character with a Medium character of equal or lesser cost who counts as Darth Maul. The replacement character starts with damage equal to the damage currently on this character and is considered activated this round.)
Force Powers Force 4 Knight Speed (Force 1: This character can move 4 extra squares on his turn as part of his move) Sith Rage (Force 1: +10 Damage on all attacks this turn) While the other Separatist vehicles in the Vehicles of War mini-set are strafers and gallopers, Darth Maul on Swoop Bike is primarily a delivery system for another Maul. Maul on Swoop Bike can fly (along the ground....) 20 squares with Knight Speed, Charging Assault something, then use the Vehicle mechanic to change into another Maul. Usually the Maul of choice is Darth Maul Sith Infiltrator, who can drop 160 damage on something with Ambush and Sith Rage 2, or who can use Force Leap with Ambush to drop damage on a piece hiding in the back. The Swoop Bike does have limitations - a large base without Flight means that you'll be limited in who you can get to, and it makes the piece a lot slower on some maps, dealing with terrain. But on the other hand, it does synergise very well with the usual Separatist engine of Geonosian Drones for high activations and the Muun Tactics Broker for intiatiative control - you should be able to outactivate most builds, and set Maul up for a huge start of round strike. Maul Sith Infiltrator is one of the scariest hitters in the game, but before the Swoop Bike he was much more effective in Sith than with the Separatists. Maul on Swoop Bike hasn't received a whole lot of competitive play yet, but I think there's an effective squad with him somewhere - Maul on Swoop Bike + Drones + Poggle + Lobot + San Hill + some shooters should be an effective squad. 8/10. This Maul is one of my favorite pieces in the game. For just 2 additional points you basically get the equivalent of Tow Cable for your Darth Maul, and you can even do damage on the way in! I'll never use a (non-epic) Darth Maul in a squad without considering this piece first...it's just that good of an option. I agree, but that is also testament to how bad most of the other Mauls are. The original from clone strike was the man back in the day (and a great sculpt!), but by today's standards he just doesn't cut it.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/23/2010 Posts: 3,562 Location: The Hutt, New Zealand
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Elite Gunner, from Renegades and Rogues Quote:23 points, Old Republic Hit Points: 60 Defense: 17 Attack: 7 Damage: 20
Special Abilities Soldier (Counts as a character named Old Republic Soldier or Sith Soldier) Trooper (Counts as a character named Old Republic Trooper or Sith Trooper) Affinity (May be in a Sith squad) Careful Shot +4 (On this character's turn, if he doesn't move, he gets +4 Attack) Disintegration (If this character rolls a natural 20 on an attack, the target is defeated) Opportunist (+4 Attack and +10 Damage against an enemy who has activated this round) Penetration 10 (Enemies' Damage Reduction is reduced by 10 against this character's attacks) The Elite Gunner's a solid shooter for Old Republic and Sith squads - they both have cheap commanders who can give him double, and in Old Republic he has access to Prideful and GMA from the Arkanian Jedi General. But at the same time, he's not the strongest Trooper option for either faction - in Sith, the Gloom Walker Sniper with Stealth is the go-to piece in that price range, while the Old Republic Trooper with triple attack is the Old Republic's strongest mid-cost option. Compared to those two options, the Elite Gunner is obviously paying for his disintegration - it's significant if you can pull it off against a big piece, but without accurate it's unlikely to happen often. The Elite Gunner is a competent enough shooter, but is overshadowed by stronger options. 6/10.
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Rank: Moderator Groups: Member
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Joined: 8/9/2009 Posts: 1,935
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I'm a fan of the Elite Gunner, I played him a lot when he first game out especially paired with Admiral Saul Karath who helps them a lot. He gives them a damage boost and sniper he can pick at foes a little easier, and hits pretty hard especially while standing still. (And they can pick up Double Attack.) But other, more recent boosts fit other pieces a lot better and as such It probably isn't as good now as when I first made it, but it certainly was fun.
Can they go into the Imperials with GARY? I'm never 100% on how certain squad building CEs/affinity interact
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Rank: Advanced Bloo Milk Member Groups: Member
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Oops, you're right about that, since they're an Old Republic piece to start with.... I'll update above.
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Rank: Advanced Bloo Milk Member Groups: Member
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Elite Hoth Trooper, from Rebel Storm Quote:12 points, Rebel Hit Points: 30 Defense: 16 Attack: 6 Damage: 20 Troopers aren't the Rebel's strong suit. While the Elite Hoth Trooper can pick up a bunch of boosts - Twin from a Rebel Captain, Mobile and Evade from Rieekan, +2 attack from a Rebel Officer, and deadeye from a Hoth Trooper Officer, the final result is Tier 6, fragile, popgun, and underwhelming compared to the trooper squads that other factions can put together. Which makes sense, given how the Battle of Hoth unfolded. 3/10.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/23/2010 Posts: 3,562 Location: The Hutt, New Zealand
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Khem Val, from The Old Republic Quote:26 points, Sith Hit Points: 140 Defense: 14 Attack: 8 Damage: 30
Special Abilities Unique Melee Attack (Can attack only adjacent enemies) Sith Mutant (Counts as a character whose name contains Sith Mutant) Absorb Life Energy (When a living enemy is defeated by this character, remove 10 damage and this character gets +1 Attack and +1 Defense. These bonuses are cumulative.) Force Immunity (Enemies cannot affect this character with Force powers, or spend Force points to reroll attacks against this character or to respond to this character's attacks and abilities) Jedi Hunter (+4 Attack and +10 Damage against enemies with Force ratings) Rapport (Costs 1 less when in the same squad as a character named Sith Inquisitor) With 140 hit points, Khem Val has a lot to chew through for a 26 point piece. But despite this, he's more of a casual fun piece - there's not a lot going for him except his high hit points - he has low stats, he's melee, and Absorb Life Energy is often overrated, since he's unlikely to defeat more than a couple of enemies in a skirmish. He could be an interesting damage soak in some squads - Force Immunity means that he can't be targeted by force powers as well - but the Sith have plenty of better options in the price range. 5/10.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/23/2010 Posts: 3,562 Location: The Hutt, New Zealand
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Master Thon, from Renegades and Rogues Quote:64 points, Old Republic Hit Points: 150 Defense: 20 Attack: 15 Damage: 20
Special Abilities Unique Melee Attack (Can attack only adjacent enemies) Twin Attack (Whenever this character attacks, he makes 1 extra attack against the same target) Charging Assault +10 (Replaces turn: Can move up to double speed, then make an attack at +10 Damage against an adjacent enemy) Light Tutor (At the start of the skirmish, choose an ally. If that ally does not have a Force rating, it gains Force 1 and can spend this Force point normally; it is considered to have a Force rating for the rest of the skirmish. If that ally already has a Force rating, it gains 1 Force point.) Mount (This character can transport 1 Small or Medium ally who ends their move adjacent to it. Remove that ally from the battle grid; they move simultaneously with this character, have cover, and are considered adjacent to it. They can make attacks, counting distance from this character. A transported ally can return to the battle grid immediately before your first activation of the round. If this character is defeated, the transported ally is also defeated; save 6.)
Force Powers Force 2 Force Renewal 2 (This character gets 2 Force points each time he activates) Master of the Force 2 (May spend Force points up to 2 times in a single turn) Force Defense (Force 3: Cancel a Force power used by a character within 6 squares) Force Repulse 4 (Force 4, replaces attacks: 40 damage to all characters within 4 squares; push back Huge or smaller characters to 5 squares from this character) Lightsaber Defense (Force 1: When hit by an attack, this character takes no damage with a save of 11) Everyone's favourite quadruped Jedi, Master Thon has a vast array of useful force powers and abilities, as well as some very strong in-faction synergy. Light Tutor helps Bastila Jedi Master to Advance Battle Meditate for longer, while Twin makes Thon a great recipient for the Old Republic Senator's extra attack CE. With Charging Assault he can do his damage from 12 squares away, he's defensively stout with 150 hit points, lightsaber defense, and master of the force 2, while he has Force Defense and Force Repulse 4 for crowd control, two great force powers. Additionally, he has perhaps the Old Republic's strongest movement breaker, with Mount, where he can carry another piece on his back. There are plenty of interesting things you can do with Mount, like an another attacker or a Kel Dor to make Force Repulse 4 really nasty, although the most proven method is using a Mouse Droid on his back so that he can access the Old Republic Senator's CE immediately. That's a lot of amazing stuff, even on a 64 point piece, but it is kept under control with Thon's large base - it means that he has to deal with difficult terrain and low objects as he moves, and it's easier to block up hallways against him. But he's still a strong piece, and he enjoyed a moment of glory at the 2013 GenCon Championships, where this build took 3rd place: Quote:--The Thon Song-- 64 Master Thon 36 Atton "Jaq" Rand 33 Bastila Shan, Jedi Master 29 Carth Onasi, Old Republic Soldier 18 Klatooinian Captain 14 Old Republic Senator 3 Mouse Droid 3 Ugnaught Demolitionist (200pts. 8 activations) Master Thon is stacked with great abilities and force powers - even though he's costly and has a large base, the synergy with Bastila and the OR Senator still means that he's a very competitive option for the Old Republic, especially in a low activation meta. 9/10.
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Rank: Moderator Groups: Member
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Joined: 8/9/2009 Posts: 1,935
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TheHutts wrote:Khem Val, from The Old Republic Quote:26 points, Sith Hit Points: 140 Defense: 14 Attack: 8 Damage: 30
Special Abilities Unique Melee Attack (Can attack only adjacent enemies) Sith Mutant (Counts as a character whose name contains Sith Mutant) Absorb Life Energy (When a living enemy is defeated by this character, remove 10 damage and this character gets +1 Attack and +1 Defense. These bonuses are cumulative.) Force Immunity (Enemies cannot affect this character with Force powers, or spend Force points to reroll attacks against this character or to respond to this character's attacks and abilities) Jedi Hunter (+4 Attack and +10 Damage against enemies with Force ratings) Rapport (Costs 1 less when in the same squad as a character named Sith Inquisitor) With 140 hit points, Khem Val has a lot to chew through for a 26 point piece. But despite this, he's more of a casual fun piece - there's not a lot going for him except his high hit points - he has low stats, he's melee, and Absorb Life Energy is often overrated, since he's unlikely to defeat more than a couple of enemies in a skirmish. He could be an interesting damage soak in some squads - Force Immunity means that he can't be targeted by force powers as well - but the Sith have plenty of better options in the price range. 5/10. He is obviously built to play with a Sith Inquistor...and he helps, giving him +2/+2 and +10 damage, but I don't think it is enough, I remember one of the playtest versions being CRAZY good (like able to heal himself to full and might have had base 40 damage.) I think this one is like you said, a fun piece. (Bonus Since he counts as name containing Sith Mutant if Epic Exar uses his alchemy you can pick Khem as one of your mutants I think and that's kinda neat.)
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Rank: Advanced Bloo Milk Member Groups: Member
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Elite Rebel Trooper, from Rebel Storm Quote:7 points, Rebel Hit Points: 20 Defense: 13 Attack: 7 Damage: 10 Troopers aren't the Rebel's strong suit. While the Elite Rebel Trooper can pick up a bunch of boosts - Twin from a Rebel Captain, Mobile and Evade from Rieekan, and +2 attack from a Rebel Officer, the final result is Tier 7, fragile, popgun, and underwhelming compared to the trooper squads that other factions can put together. Which makes sense, given how Luke, Leia, Han, Chewbacca, Lando, and R2 did most of the important stuff in the movies, while the Rebel troopers were cannon fodder. 3/10.
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Rank: Moderator Groups: Member
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Joined: 8/9/2009 Posts: 1,935
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TheHutts wrote:Elite Rebel Trooper, from Rebel Storm Quote:7 points, Rebel Hit Points: 20 Defense: 13 Attack: 7 Damage: 10 Troopers aren't the Rebel's strong suit. While the Elite Rebel Trooper can pick up a bunch of boosts - Twin from a Rebel Captain, Mobile and Evade from Rieekan, and +2 attack from a Rebel Officer, the final result is Tier 7, fragile, popgun, and underwhelming compared to the trooper squads that other factions can put together. Which makes sense, given how Luke, Leia, Han, Chewbacca, Lando, and R2 did most of the important stuff in the movies, while the Rebel troopers were cannon fodder. 3/10. WHAT?! They were real good at dragging their buddy down the hallway and surrendering on the Tantive IV, that HAS to be something you can put on a resume.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/23/2010 Posts: 3,562 Location: The Hutt, New Zealand
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ISP Speeder, from Bounty Hunters Quote:42 points, Republic Hit Points: 70 Defense: 15 Attack: 9 Damage: 20
Special Abilities Order 66 Flight (Ignores difficult terrain, enemy characters, low objects, and pits when moving) Double Attack (On its turn, this character can make 1 extra attack instead of moving) Mounted Weapon (Only allies with Mounted Weapon or adjacent allies with Gunner can combine fire with this character) Rigid (Can't squeeze) Twin Attack (Whenever this character attacks, it makes 1 extra attack against the same target) For 33 points, the Republic can get Captain Rex who has very similar stats and hit points, apart from a noticeably higher +12 attack, Greater Mobile Attack, a useful CE, and who doesn't have a huge base. It's also telling that this ISP Speeder has been replaced by the Infantry Support Platform from the Vehicles of War subset, which is similar, but is cheaper and with Speed 12. With the ISP Speeder around, there's no reason to play this ever - it's been replaced, and that's fine, since it was already overcosted and overlooked, 1/10.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/23/2010 Posts: 3,562 Location: The Hutt, New Zealand
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Major Bren Derlin, from Command of the Galaxy Quote:18 points, Rebel Hit Points: 60 Defense: 17 Attack: 7 Damage: 20
Special Abilities Unique Advantageous Cover (+8 Defense from cover instead of +4) Stable Footing (Not slowed by difficult terrain or low objects) Survival Expert (+4 to this character’s save rolls)
Commander Effect Allied characters are treated as having the same name as each other, only for purposes of special abilities whose name contains Squad.
Non-Unique allies whose names contain SpecForce, Hoth, or Commando gain Squad Assault and Squad Cover. Command of the Galaxy was so packed with strong pieces that some haven't been explored fully; Major Bren Derlin is a good example. Squad abilities are often difficult to utilise, but Derlin's CE that Allied characters are treated as having the same name helps with this, and he provides a very rare attack boost for the Rebels in the form of Squad Assault. It is limited to specific non-uniques, but it's certainly interesting for Elite Rebel Commandos, as well as SpecForce pieces like the Infiltrator, the Wilderness Fighter, and the Marine. As well as his Commander Effect, Major Bren Derlin is robust for a commander - he's not going to last long against an adjacent melee piece, but with access to Rieekan's CE, Advantageous Cover, 60 hit points, and Survival Expert, he's tough against shooters, so he's able to participate in combat to some extent. Major Bren Derlin is well worth considering for Rebel SpecForce builds - Squad Assault is a big help for them, and he's also defensively tough for a commander. 7/10.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/23/2010 Posts: 3,562 Location: The Hutt, New Zealand
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Noghri, from Universe Quote:16 points, Imperial Hit Points: 40 Defense: 16 Attack: 7 Damage: 10
Special Abilities Cunning Attack (+4 Attack and +10 Damage against an enemy who has not activated this round) Melee Attack (Can attack only adjacent enemies) Mighty Swing (On his turn, if this character doesn't move, he gets +10 Damage against adjacent enemies) Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets) Thrawn's Bodyguard (If Grand Admiral Thrawn is an adjacent ally and would take damage from an attack, this character can take the damage instead) The Noghri is simply an underwhelming piece from an early set. With melee attack, low stats, and 10 base damage, he just isn't worth it for 16 points - while Stealth is helpful, you can't get enough damage out of him to justify putting him in a squad. Thrawn's Bodyguard is helpful, but there are more efficient Fringe bodyguards out there - you can get a Gamorrean Bodyguard for 3 points less. The Noghri isn't quite bottom of the heap, but there's no good reason to ever use one - it'd be good to see some new Noghri pieces from the v-sets sometime. 2/10.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/23/2010 Posts: 3,562 Location: The Hutt, New Zealand
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Yun-Harla Fanatic, from Armed and Operational Quote:12 points, Yuuzhan Vong Hit Points: 30 Defense: 13 Attack: 4 Damage: 10
Special Abilities Melee Attack (Can attack only adjacent enemies) Agile (This character can move 2 extra squares at the end of his turn) Force Immunity (Enemies cannot affect this character with Force powers, or spend Force points to reroll attacks against this character or to respond to this character's attacks and abilities) Furious Razorbug Assault (Replaces turn: Move up to double speed, then deal 10 damage to each legal target; save 11) Yun-Harla Devotion (If this character would take damage from a nonadjacent attack, you may choose to roll a save of 11. On a success, select a Yuuzhan Vong ally within 6 squares to take the damage instead.) The Yun-Harla Fanatic's big trick is to work in tandem with the Shaper Adept so that it can Furious Razorbug Assault with Droid Seeker, decimating Mouse walls or droid swarms. It's primarily a reinforcement choice, since squads with Prefect de'Gara and Quorreal can bring in both with reinforcements. Beyond that, I don't know that the Yun-Harla Fanatic will see much play - I don't think Furious Razorbug Assault is especially strong without Droid Seeker to augment it, and the Vong can get much better attackers for the same cost. The Yun-Harla Fanatic seems mostly like a role player - it's occasionally going to be invaluable, but most of the time it's going to sit in the reinforcements box. 5/10.
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Rank: Advanced Bloo Milk Member Groups: Member
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Jawa Scavenger, from Imperial Entanglements Quote:13 points, Fringe Hit Points: 10 Defense: 15 Attack: 4 Damage: 10
Special Abilities Accurate Shot (Can attack an enemy with cover even if it's not the nearest enemy) Cunning Attack +20 (+4 Attack and +20 Damage against an enemy who has not activated this round) Ion Gun +20 (+20 Damage against nonliving enemies) Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets) Like the Yun-Harla Fanatic above, the Jawa Scavenger is another droid killing specialist which is primarily used as a reinforcement. But since it's a Fringe shooter, and self contained, it has a much wider application than the Vong piece. Without any support it's already +8 for 50 damage (!) against an unactivated droid, with Accurate Shot. There are obviously a lot of commander effects the Jawa Scavenger can pick up - among the notable ones, they can get Twin from Whorm or a Czerka, they can get a stat and damage boost from Talon Karrde Information Broker, and they can pick up Super Stealth and Self Destruct 20 from Nom Anor. Obviously 10 hit points is very fragile for a 13 point piece, but with Stealth and their damage potential, they're well worth the risk; in a Talon Karrde squad, a Jawa can one-shot R2-D2/C3PO Galactic Heroes or an IG-86. You need a Jawa Scavenger for your Lobot reinforcements box, 9/10.
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Rank: Advanced Bloo Milk Member Groups: Member
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Darth Bandon, from Destiny of the Force Quote:27 points, Sith Hit Points: 110 Defense: 19 Attack: 11 Damage: 20
Special Abilities Unique Melee Attack (Can attack only adjacent enemies) Double Attack (On his turn, this character can make 1 extra attack instead of moving)
Force Powers Force 4 Force Grip 2 (Force 2, replaces attacks: sight; 20 damage) Lightsaber Riposte (Force 1: When hit by a melee attack, this character can make an immediate attack against that attacker) Sith Rage (Force 1: +10 Damage on all attacks this turn)
Commander Effect Allies within 6 squares get +10 Damage against adjacent enemies. Darth Bandon offers a great CE for 27 points, while he's also a reasonably robust melee piece. His CE of +10 damage for allies against adjacent enemies is great for the Sith who like to fight up close, although the limitation in range means that you need to either use Mouse Droids, Wyyrlok, or have Bandon up near the action. As well as his CE, Bandon also has some very useful Force Powers; Riposte is always great as Lancer defense, while Force Grip 2 is amazing on him as it means he can contribute to the skirmish without being right in the firing line. With Holosid or another Force Spirit he can sit near the action throwing out Force Grips 2 - it's a very ability for a fighter/commander. Despite all his attributes, Bandon hasn't really found his way into many top squads, although I like this one, which utilises Wyyrlok to broadcast the Sith's two most significant cheap ranged CEs: Quote:--Blades of Destiny-- 90 Sith Blademaster x3 27 Darth Bandon 20 Darth Wyyrlok III 16 Dr. Evazan, Galactic Criminal 14 Young Anakin Skywalker 11 Darth Sidious Hologram 8 R7 Astromech Droid 8 Sith Recruit x2 6 Ugnaught Demolitionist x2 (200pts. 13 activations)
Bandon's really good for his points - since he's relatively cheap, there are plenty of builds that can utilise him, and it wouldn't surprise me to see him pop up in a top level squad sometime, 9/10.
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Wuher, from Cantina Brawl Quote:9 points, Fringe Hit Points: 20 Defense: 15 Attack: 6 Damage: 10
Special Abilities Unique Melee Attack (Can attack only adjacent enemies) No Blasters! (Does not count as the nearest target for characters without Melee Attack) We Don't Serve Their Kind Here (Droids brought in through enemy or ally reinforcements or reserves cost 2 more) One issue that existed at the end of WOTC's production of SWM (I just realised that Single White Male and Star Wars Miniatures have the same acronym - is that a coincidence?) was that the Mouse Wall was a very successful strategy. Costing just 2 points with Gha Nachkt, and with a 20 defense, it was easy to block hallways, surround your shooters, and use them as blockers, and the strategy was included in the GenCon winner from 2010, which included Lobot and Gha Nachkt to bring in 10 Mouse Droids when needed. The Cantina Brawl set provided a couple of solutions to the Mouse Wall problem - Momaw Nadon is a tier 1 piece that I've never heard a bad word about, while Wuher is a less successful solution. His We Don't Serve Their Kind Here makes lots of sense from a flavour perspective, but it's still a big call to mainline him into a squad to prevent a Mouse Drop. He is used effectively in this Slthrd2 squad - Quote:--Stealth-N-Gouls-- 51 Celeste Morne 32 Thrawn (Mitth'raw'nuruodo) 31 Arica 27 Lobot 16 Admiral Gilad Pellaeon 11 Admiral Ozzel 9 Wuher 8 Mas Amedda 8 R7 Astromech Droid 4 Gran Raider 3 Rodian Brute (200pts. 11 activations) - where the idea is that Wuher helps the Imperial squad not get outactivated too badly by discouraging a Mouse dump, and encouraging living reinforcements which can be made into Rakghouls. With No Blasters he's also an interesting swap piece - he can't be targeted by non-adjacent melee pieces, so he can help an out-activated Imperial squad with a mid-round swap. Wuher also shines as a counter to a droid reserve squad - if your opponent is playing Kazdan, Wat Tambor, Dooku Separatist Leader, or whatever, Wuher is a great Lobot reinforcement choice, especially against squads with San Hill where the Muun Tactics Broker doesn't work. Wuher isn't a blatantly powerful piece, but he does have some interesting uses, and it's worth considering him where you want to prevent Mouse dumps or counter droid reserve squads, 8/10.
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