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harryg
Posted: Saturday, November 9, 2013 10:35:35 AM
Rank: Advanced Bloo Milk Member
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Joined: 3/11/2013
Posts: 758
Please don't comment here as it's just an archive of all my reviews.
I don't how many of you are aware, but I recently bounced around the idea for a weekly review of a miniature. Well I decided to go through with it. As the Bothan Spy is the first mini of the first set I thought it would be appropriate for the first review. Anyone else feel free to add your own reviews. (As a side note, I probably shouldn't be in charge of deciding what miniature is reviewed each week. If someone wants to do that they can.) anyway, on to the bothan spy.
Bothan Spy
Cost: 7 Rebel
HP: 10
Defense: 11
Attack: 4
Damage: 10
SA:
[Grenades 10]
OK, first lets look at stats. Right away it is obvious that this guy is not going to be living long once the fighting starts. With an 11 defense, even an uggie stands a good chance at taking him down. He also can't shoot very well at a 4 attack for 10 damage. It's not easy to boost that either, considering that attack boosts are fairly scarce in Rebels. He also is packing grenades 10, which could be useful for some crowd control but you shouldn't pay 7 points just for that. So, how do you use this guy? You might think that he could be a useful cheap combine-fire piece especially with ackbar, supreme commander in order to pull off concentrate all fire power, but that spot is locked in for the mon cal tech specialist, who is 3 points with Ackbar. Reeikan gives him evade and mobile attack. That let's him survive a one hit knockout, and pop in and out of cover while taking a shot. Mobile grenades is also a useful little trick in case your opponent starts clumping their pieces. But where this piece really shines is with Chief of State Mon Mothma and her Bothan Sacrifice ability. As the cheapest Bothan available, it could be very easy for him to run into the enemy, maybe get some grenades off, and then give your team the damage boost. If you don't want to do that, you can simply use a Muun Tactics Broker (with a defel as fallback of course) or todo 360 to kill him. Another perk Mothma gives him is the ability to bring up to four in with her reinforcements. If you bring him into the New Republic you get a whole new host of options. Ganner can levitate him in to a fight, general wedge can still give him evade/mobile, Cade, padawan lets him have essence of life and leia, Jedi knight lets him reroll evade saves. Overall, the Bothan Spy is a piece that can be boosted ok in either the rebels or the new republic with mon Mothma, but works best as a cheap trigger for Bothan Sacrifice. I rate him a 5/10.


Hey all, harryg here reviewing the Advanced Dwarf Spider Droid. Again, feel free to add your own opinions. Here are his stats:
A-DSD Advanced Dwarf Spider Droid
Cost: 21 Separatist Large Base Recommended Mini: Dwarf Spider Droid
HP: 60
Defense: 16
Attack: 10
Damage: 30
Special Abilities:

Droid (Immune to critical hits; not subject to commander effects)
Damage Reduction 10 (Whenever this character takes damage, reduce the damage dealt by 10. Attacks with lightsabers ignore this special ability.)
Improved Missiles 20 (Replaces attacks, sight: 20 damage to target and to each character adjacent to that target; save 16)
Ion Shielding (Can ignore special abilities that affect only nonliving targets.)
Self-Destruct 10 (When this character is defeated, each adjacent character takes 10 damage)
Single-Shot Blaster (This character cannot gain Twin Attack)
Splash 10 (If this character's attack hits, all characters adjacent to the target take 10 damage; save 11. If the attack misses, the target and all adjacent characters take 10 damage; save 11.)
Stable Footing (Not slowed by difficult terrain or low objects)

In terms of stats, pretty good all around, nothing really jumping out except for the Damage 30 which is awesome. Droid is obvious, and Damage Reduction 10 helps boost his survivability overall. Improved Missiles 20 is basically a harder to avoid Missiles 20, which is really good against any enemies that have high defenses, or a group of enemies. Ion Shielding, which makes him immune to Ion Gun, Droid Hunter and the like, is another nice touch. Self-Destruct 10 is kind of insignificant. If a melee piece kills you, it takes 10 damage. Whoopee. Splash 10 is another good crowd-control option. Stable Footing can help with charging into gambit and then using either missiles or splash damage to kill the opponents grunts sent into the gambit zone. Single-Shot Blaster is a pretty big detriment, making you think outside the box instead of turning to GGDAC or Whorm. But why think outside the box when you could say inside of it with, say, a B3? Well, with grievous scourge he is a 14 attack for 30 damage twice. With Gha Nackt, they are twenty points, allowing them to be brought in through wat tambour techno union foremans reserves. Severance tann doesn't reAlly help them, although if you're already running a squad with her and you hit reserves from maybe tambor, accurate shot improved missiles can be very handy. All in all, not being huge they aren't very helpful to sevrannce. But with the previously mentioned grievous scourge, battle droid officer and a super battle droid commander, they are a 22 for 30 twice standing still. With wat tambour and gha nackt, there is lots of repair to keep them alive and they can easily hold down a tight hallway or similar area. In conclusion, the A-DSD is a droid who has a lot of potential, even if it doesn't fall in the same boat as most Separatist droids. I rate it a 7/10.


As requested by darthbinks1, here's Clone Strike Maul. Again, please feel free to add your own reviews.
Here are his stats:
Darth Maul (Clone Strike) VR Cost: 55
HP: 140
Defense: 21
Attack: 14
Damage: 20
Special Abilities
Unique
Deadly Attack (Scores a critical hit on an attack roll of natural 19 or 20)
Melee Attack (Can attack only adjacent enemies)
Rolling Cleave (Once per turn, if this character defeats an adjacent enemy by making an attack, he can immediately move 1 square and then make 1 attack against another adjacent enemy without provoking an attack of opportunity)
Triple Attack (On his turn, this character can make 2 extra attacks instead of moving)
Force Powers
Force 3
Sith Rage (Force 1: +10 Damage on all attacks this turn)
Alright, in terms of stats, everything's looking on par for 55, no complaints there. Special Abilities. Unique (gasp!) and Melee (gasp!), Triple which is sweet, Deadly Attack which can't hurt but doesn't always help either, and then Rolling Cleave, which is a very rare but very good ability, because if you're in a fight with, say, an uggie and master windu, you can kill the uggie, and then move away from mace without attacking anyone, costing mace his triple. It gives maul some flexibility and some defense in Melee fights. Maul has force 3. No renewal Is a huge downer, but there's always Sidious supreme chancellor, or Darth Sidious if you're low on points. Maul also has Sith Rage, which lets him hit for a 14 for 30 three times. However, in order for this maul to be really worth it, you need whorm, who gives him twin. That's a total of 180 damage with Sith rage, not counting deadly! If you use maul on swoop bike, then use vehicle to swap him in adjacent to your target, that's a nasty setup! The only problem with that is that maul has no defensive abilitys, and there isn't really a way to get them. Overall, Darth Maul is an offensive beat who needs to move in aided by whorm and. Force battery in order to be effective. His lack of defense means that in order to not waste 55 points, you have to strike quickly, perhaps using maul on swoop bike to set up a triple-twin Sith rage. I rate him a 7/10


Hey all, my plans changed so here I am reviewing the Leviathan. Please feel free to add your insight and have a happy Halloween!
Leviathan Sith Cost: 60 Recommended Mini: Young Krayt Dragon
HP: 200
Defense: 17
Attack: 10
Damage: 30
Special Abilities:
Savage (This character must end its move next to an enemy if it can and does not benefit from commander effects)
Speed 10 (Can move up to 10 squares and attack, or 20 squares without attacking)
Melee Attack (Can attack only adjacent enemies)
Melee Reach 3 (When attacking, this character treats enemies up to 3 squares away as adjacent)
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.)
Charging Assault +10 (Replaces turn: Can move up to double speed, then make an attack at +10 Damage against an adjacent enemy)
Indiscriminate (When this character attacks an adjacent enemy, it ignores enemy abilities and commander effects that prevent targeting and attacking. These attacks cannot be redirected.)
Overwhelming Power (Damage from this character's attacks cannot be prevented or redirected)
Virulent Poison +20 (+20 Damage to living enemy; save 16)
In terms of stats, HP is amazing, defense and attack are a little to low but Ill get to that, and damage is good. Savage is ironically one of this beast's best attributes, allowing to benefit from Celeste Morne and Exar Kun. Melee Attack is expected, and Melee Reach 3 is good as well. Charging Assault is good, letting you attack anyone you're forced adjacent to by savage, and Speed 10 gives him an effective range of 23 squares.. Absorb Life Energy is the reason for his low attack and defense. This ability is the reason why the Leviathan is great when there are cheap characters like uggies around. This thing DECIMATES swarm squads. Indiscriminate and Overwhelming power are counters to people like GOWK who could otherwise shrug off big blows from this guy, and Virulent poison leads to even more hate against living characters. The most effective way to use this guy would probably have to be in a higher costing point squad. If you combine him with Celeste and exar you have a character who can move 20, then hit for a possible 22 for 90! Even though it's one attack, the damage is unavoidable. The biggest counter to the leviathan is droid squads. Against them, he would lose his poison and absorb life energy. Therefore you might want some varactyl wranglers In there just in case.
To conclude, the leviathan is an epic savage character that can be boosted a ton in higher point formats. I rate him a 9/10


Hey all! Harryg here first apologizing for not reviewing pieces the past week or so. Also guys, if you have a suggestion for another review, please Bloomail me. Anyway,
General Grievous, Scourge of the Jedi
Separatist Cost: 63
HP: 130
Defense: 19
Attack: 11
Damage: 20
SA:
Unique
Melee Attack (Can attack only adjacent enemies)
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
Cyborg (Counts as both a Droid and a non-Droid; living; subject to critical hits and commander effects)
Jedi Hunter (+4 Attack and +10 Damage against enemies with Force ratings)
Twin Attack (Whenever this character attacks, he makes 1 extra attack against the same target)
Commander Effect:
Droids are subject to this effect: Droid followers within 6 squares get +4 Attack and gain Extra Attack.
Alright stats are ok, attack is pretty low but that's ok. Melee and cyborg are obvious. Double/Twin give him some offensive capabilities, and Jedi Hunter gives him a 15 for 30 four times. His commander effect gives droid followers extra attack and a plus four. Ok, now let's get to the elephant in the room: why choose him over GGDAC? Well, it's situational: if you have a piece that can't get twin or already has it, scourge is a good option. Also, of you want double/twin, you also have Whorm loathsom. Combine that with the commando droid captain and you have triple twinning droids! Another boost is the BDO giving another attack boost of four. Now in higher point games, and Gha Nackt you have three point triple twinning battle droids with a 8 attack. Add a super battle droid commander for careful shot, and they have 12 attack. To summarize, Greivous scourge is a ok piece. He's relatively expensive and offers no defensive powers. However, when you want even more attacks than the usual droid squad or are running pieces who already have twin, he is a big asset. I rate him a 8/10.


Elite Commando Droid
Separatist Cost: 25 RM: Juggernaut War Droid
HP: 70
Defense: 18
Attack: 9
Damage: 20
SA:
Droid (Immune to critical hits; not subject to commander effects)
Melee Attack (Can attack only adjacent enemies)
Twin Attack (Whenever this character attacks, it makes 1 extra attack against the same target)
Evade (When hit by an attack from a nonadjacent enemy, this character takes no damage with a save of 11)
Grenades 30 (Replaces attacks: range 6; 30 damage to target and to each character adjacent to that target; save 11)
Satchel Charge (Replaces attacks: Designate 1 adjacent door as open; it remains open for the rest of the skirmish and cannot be closed)
Alright stats all looking balanced, and droid is there (duh). But then Melee?! Oh no! Don't worry he's still usable. Twin attack is nice, and right away makes him a candidate for Grievous scourge for double twin combo. Evade helps him survive as he closes in, grenades 30 gives him a range option, and satchel charge gives him door control. Right away the easiest way to use him is grievous scourge and a bdo for a 17 attack for 20 damage four times. a commando droid captain can give him triple twin. Another not as useful but still notable option is with durge on speeder. He can be good filler in those squads because he can get close quarters fighting. In conclusion, the elite commando droid is a decent separatist piece, but is usually overshadowed for non-Melee pieces with the same capabilities. I rate him a 7/10.


Hey all! Sorry there wasn't a review yesterday: i fractured my wrist and it took FOREVER to get x-rays, cast, etc. anyway on request here is chewbacca enraged wookiee!
Chewbacca, Enraged Wookiee Rebel Cost: 34
Hp: 160
Defense: 13
Attack: 10
Damage: 30
SA:
Unique
Savage (This character must end his move next to an enemy if he can and does not benefit from commander effects)
Charging Assault +10 (Replaces turn: Can move up to double speed, then make an attack at +10 Damage against an adjacent enemy)
Demolish (Ignores Damage Reduction of adjacent targets)
Alright, stats are all over the place! Hp is great, defense is terrible, attack is average and damage is very good. Demolish and Charging assault make him a close quarters beat, and savage makes it hard for him to stay back and shoot at the least. On his own, he can do some damage but will drop LIKE A ROCK. To counter this, the best defensive pairing is Han, rebel general. Giving Chewie evade lets him survive a lot longer. He also gains bodyguard, which paired with his high hp and evade can let him soak up damage like a sponge. Reeikan and a varactyl wrangler could also work, but is dependent on the placement of the wrangler. Another good pairing is Celeste morne, who makes him a 14 for 50 on a charge. He doesn't have any use in republic via merumeru except when paired with wranglers. Wranglers don't work as well with him because he'll be charging all Over, but if paired with meru and general Skywalker, he gains momentum, close quarters fighting, and mighty swing. You can also use chief tarful for speed 8. That's a 18 for 50 on a charge, and 14 for 40 standing still. All in all, Chewie enraged is a savage beast that works well with boosts that don't require placement of empathy pieces along his charge path. Han, rebel general and Celeste morne are the best combos he has. I rate him a 8/10

Hey all! Harryg here reviewing kreia
Kreia Fringe Cost: 43

Hit Points: 100
Defense: 20
Attack: 11
Damage: 20

SA:
Unique
Melee Attack (Can attack only adjacent enemies)
Triple Attack (On her turn, this character can make 2 extra attacks instead of moving)
Betrayal (On an attack roll of natural 1 against this character, the attacker joins this character's squad until the end of the skirmish)
Flurry Attack (Whenever this character scores a critical hit, she can make 1 immediate extra attack)
It's a Trap! (Enemies with Stealth within 6 squares lose Stealth)
Force Powers:
Force 4
Drain Life 3 (Force 3, usable only on this character's turn: range 6; 20 damage to target living enemy and to each living enemy adjacent to target, save 11. Remove damage from this character equal to the damage dealt.)
Force Cloak (Force 2, replaces turn: For the rest of the skirmish, this character gains Cloaked)
Alright stats are all ok, attack on the low side but it can be boosted. Triple is good, and so is flurry to add to her offense. It's a trap lets her support her team very well, and betrayal while only having a 5% chance of happening, could scare your opponent into backing off. Force 4 stinks, meaning she need a force battery to be worth her points. Force cloak gives her some defense, and drain life can be very nice when she is low on hp. Best combinations would be rieekan/tbsv for evade/GMA, republic for gowk/gen Skywalker , imperial for opportunist/swap/palps on throne, seps for twin, and even fringe for talon info broker. In conclusion, kreia is a decent beat stick available to every faction. She can become very powerful for her cost, but is only really worth it with a force battery. 8/10

Hey all! harryg here. I decided to review the old jacen and jaina as a pair. Here they are!
Jacen Solo New Republic Cost: 25
HP: 60
Defense: 18
Attack: 12
Damage: 20
SA:
Unique
Affinity (A character whose name contains Leia may be in your squad regardless of faction)
Melee Attack (Can attack only adjacent enemies)
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
Force Ascetic (Cannot spend Force points to reroll or move faster)
Force Empathic 10 (Takes 10 damage whenever an ally with a Force rating is defeated)
Protective +20 (+20 Damage while a wounded ally whose name contains Leia is within 6 squares)
Synergy (+4 Attack while an allied character named Jaina Solo is within 6 squares)
Force Powers:
Force 4
Unleash the Force 60 (Force 4, replaces attacks, usable only after an ally with a Force rating is defeated: 60 damage to all other characters within 6 squares; save 11 to reduce damage to 30)
Alright, stats are on the high side for 25, although he is still fragile so you have to be careful with how you play him. Affinity for leia is ok, nothing to game changing but a few nice options. Leia, senator can be a good trigger for his force power, being cheap. Princess Leia is nice if you have other rebels through garm, his sisters affinity, etc. double gives him some nice damage output, and synergy with jaina helps even more, protective makes him a BEAST, but the enemy might just stay away from leia so he can't pull it off.
That's why you can use evazan to wound her. That way you don't have to worry about what your rival will do. Force ascetic just stinks, and so does force empathic, because he really doesn't need to take more damage.
He only is able to use his unleash the force once, which means you either need to place him for a grand finale explosion or use a ghost and let him unleash lots of times. A good trigger is leia, senator or a felucian. Good combos are ganner to set him up for UTF, general wedge for some defense, and leia senator to trigger protective with evazan and stay alive with diplomat, and a felucian or leia to trigger UTF. His sister so works well to synergize with him, and bring in Han smuggler if he brings in Princess Leia. I rate him a 9/10 because even though Anakin solo is the cheapest UTF character, jacen can bring in any leia and has better damage output.

Jaina Solo New Republic Cost: 25
HP: 70
Defense: 19
Attack: 10
Damage: 20
SA:
Unique
Affinity (A character whose name contains Han Solo may be in your squad regardless of faction)
Cunning Attack (+4 Attack and +10 Damage against an enemy who has not activated this round)
Melee Attack (Can attack only adjacent enemies)
Double Attack (On her turn, this character can make 1 extra attack instead of moving)
Synergy (+4 Attack while an allied character named Jacen Solo is within 6 squares)
Force Powers:
Force 3
Lightsaber Deflect (Force 1: When hit by a nonmelee attack, this character takes no damage with a save of 11)
Stats are good, defense Is a little above average so that's good. Affinity for Han is good, meaning you can bring in smuggler, and hantrooper for charging fire. Cunning synergy and double are all good, making her a 18 for 30 twice. Force 3 is a little low, but is appropriate for the cost. Luke ghost or yoda ghost are good to give her more force and mettle. Deflect is good as it protects her from shooters. Good combos are a force spirit for renewal general wedge for evade and mobile. Han galactic hero and never tell me the odds and maybe an MTB lets her get off an early cunning strike as well. I give her an 8/10.

Hey all! harryg here reviewing Mandalore the Ultimate. Let's look at his stats
Mandalore the Ultimate Mandalorian Cost: 75
HP: 130
Defense: 19
Attack: 12
Damage: 30
SA:
Unique
Charging Fire (Replaces turn: Can move up to double speed, then attack)
Flurry Attack (Whenever this character scores a critical hit, he can make 1 immediate extra attack)
Mandalorian Conscription (All characters in your squad are considered Mandalorian for the rest of the skirmish)
Twin Attack (Whenever this character attacks, he makes 1 extra attack against the same target)
Commander Effect:
Mandalorian allies gain Charging Fire.
Alright, stats are kinda below average for 75, most noticeably the attack. That's a problem because he can't really get boosted much there, not being not subject to the Mandalorian quartermaster. Charging fire, twin and flurry make him an offensive beast, meaning he can either charge up 12 and smack someone for 60 or stay back and shoot. Mandalorian Conscription is nice because it can make some good fringes better by subjecting them to his ce, the quartermasters, the Mando captains, and maybe Mandalore the indomitable. His commander effect is also very good. He basically gives everyone on your team charging fire. Pair that with kelborn and you have lots of movement breaking. The Captain gives twin on the charge. Add in some scouts or gunslingers and you've got a scary squad.Indomitable can give out momentum if You're using a Melee piece such as jarael. That probably isn't the best option for jarael there unless she can't reach the target to pull of a greater mobile. Anyway, there aren't a lot of guys that can boost Mandalore. Indomitable gives him momentum. I can't stress enough that those two are very expensive together, but if you have the points, that's a 16 for 40 twice on a charge with flurry. He has no defensive abilitys, but Mandalore the preserver can give him beskargam. In conclusion, Mandalore the ultimate Is a big piece that can attack well On His own, but also helps out the Mando and fringe shooter on your team. Even though your squad can be very mobile and dangerous if you pair him with kelborn, he will go down like a rock on his own, and even if he gains beskargam, it can still be a risk to put him on the front lines. 8/10
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