Aurra
Sing
Hit Points: 130
Defense: 21
Attack: +11
Damage: 20
Cost: 37
General description:
Aurra Sing makes a good door stop against huge characters. Beyond that,
this is a character that cries out for double attack.
Uses:
Reeks and other huge characters can be a real problem, or they can be
effectively immobilized. By placing a character one square away from a
door, you can effectively block that door, since the huge character can
open the door, but cant pass through
as they will have to
step on your character. Normally your opponents will then try to shoot
the door block and kill it, allowing the huge character to squeeze through.
What you need is a single character with lots of hit points that is really
hard to hit
and with the cover provided by a huge character, nigh
impossible to hit. Enter Aurra Sing. At a defense of 21 (plus four for
cover) shes extremely difficult to hit. Even if you do manage to
hit her, she can take a good half-dozen whacks and still be there. And
when she shoots back, shes going to hit.
Strategies and game play:
Use this character to tie up your opponents troops. If your opponent likes
to use huge characters, place Aurra Sing one square away from a door you
dont want the huge character to go through. If that character is
a Rancor or an Acklay, place Aurra two squares away
out of Melee
2 range. If your opponent sends other characters to try to kill you through
the huge character, kill them off. Ignore the huge blocked beastie. This
forces your opponent to keep dispatching reinforcements to kill Aurra.
Take advantage of this with the rest of your squad to crush the remainder
of your opponents forces.
Combos with other miniatures:
If you team Aurra Sing with Lando Calrissian, Hero of Taanab you have
a door sniper. Move Aurra up to a door near Lando. Open it.
Shoot. Move back, closing the door. One of the highest complements your
opponent can give you is: I hate when you do that.
Ways to counteract it:
If Aurra Sing is being used as a door block, your best bet is to go around
her. Find another door. If you cant, back away from the door, send
in a group of troopers, clones, mercenaries, etc. to pick her off. She
can only shoot one character at a time. Dont send in a Jedi
no use giving her the Jedi Hunter plusses.
Strengths/Pros:
Very high hit points, attack and defense. Plus, shes Fringe, so
you can put her in any squad.
Weaknesses/Cons:
37 point cost. Ouch. She only fires once a turn thats a real
weakness. I think we need an FAQ that says: Oops, Aurra Sing gets
Double Attack. It was a misprint. Then wed have a Jedi Hunter.
Artwork and aesthetics:
Ever notice that there is a limited number of female characters in the
game? This is a nice figure in that respect. In fact, shes the only
female in the game with more that 100 hit points.
Overall rating (1-10):
I give this miniature a rating of 6. Limited uses and high cost keep its
rating lower than you might think..
     
Utapaun
Soldier
Hit Points: 20
Defense: 16
Attack: +5
Damage: 20
Cost: 10
General description:
The troopers in the regular factions (Empire, Rebel, etc.) almost always
overpower the fringe characters
that is until you get to Utapau.
Utapaun Soldiers have armor as good as your average Snowtrooper and they
have as many hit points. But then they shoot better and cause more damage.
Only Elite Stormtroopers do better, but they cost more. But the best part
of Utapauns is their leader quality. Shooting for 20 damage is really
good for a Fringe character, but add double attack to that and now youre
talking. These guys are my mercenaries of choice.
Uses:
Troopers. Use this characters in any squad where you would normally have
mercenary troopers. A 100-Point team of Tion Medon and seven Utapaun Soldiers
is quite powerful. This team can do about 90 points of damage a turn.
That puts them on a par with most 150-point teams.
Strategies and game play:
Keep these troops under cover, but feel free to charge the enemy in larger
numbers. In other words, if you outnumber your opponent, attack. If he
outnumbers you, defend behind cover. Dont forget to use combined
fire on those pesky highly armored types. Youll need the bonus plusses.
Combos with other miniatures:
You absolutely should have Tion Medon in any squad that contains more
than one Utapaun Soldier. Having Tion means that your Utapauns do twice
as much damage. Tion doesnt give plusses to attack, so it can also
be useful to put the whole mix in a squad that has a good leader like
Admiral Ackbar, whose plusses are given to followers, not a specific troop
type. In fact, Utapauns make good Rebel troops. They are cheaper than
Elite Hoth Troopers and with Tion they get to fire twice as often. The
Tion/Utapaun combo even makes Lobot/Jabba useful. In a 150-Point team
you can buy Jabba, use him to get three more Utapauns and then dont
worry about him. Played right, ten Utapauns and Tion are more than a match
for many other 150-Point teams.
Ways to counteract it:
Make them come after you. If they have to move, they dont get the
double attack from Tion. Youll also want to get them out in the
open or charge them. The 16 defense will be hard enough to hit without
bonuses from cover. If Tion is present, you absolutely must kill him first.
When he dies its like the Utapauns are cut in half.
Strengths/Pros:
Double attack at 20 points of damage per shot
you have to like that.
Weaknesses/Cons:
They really require their leader and his bonus does not include any attack
plusses.
Artwork and aesthetics:
The spear looks like a melee weapon so the figure is a bit confusing,
but the armor has a distinct cool factor to it.
Overall rating (1-10):
With Tion this figure is a 7, without him a 4.
     
Vornskr
Hit Points: 70
Defense: 18
Attack: +10
Damage: 10
Cost: 27
General description:
These are mean little buggers I normally refer to as the rats
due to their appearance. If your opponents like to always include
one monster force-user, this is the character for you. For example, if
you have an opponent who constantly picks Luke Skywalker, Jedi Master,
you can send two rats after him. For a lower price they have
more hit points than Luke (140 to 130) and can not only do some damage,
but if you are lucky they can keep a opponent from engaging with that
high level character at all.
Uses:
Stop single high level Jedi/Sith. Destroy them or keep them impotent.
There is also something deeply unnerving and morale shaking about having
your Jedi eaten by rats.
Strategies and game play:
Use these in teams of two when you know a high level Jedi/Sith will be
in use
as is the case with players youve played several times
and they always play Darth Vader. (Sometimes, you can tell these players
even before you play them!) Use stealth to keep your Vornskrs out of the
line of fire until they get to their target. If the Jedi/Sith gets sent
off by himself, send the rats in. If you win initiative and
the Vornskrs are in range, always move the rats first on your
turn. You want to get a chance to attack the Jedi/Sith before he gets
to activate. They get +14 to hit and theyll do 20 points of damage
when they hit. They also have a 50/50 chance of forcing the target to
activate
rendering it useless for the round. If youre having
a really good day they will poison the Jedi/Sith as well
possible
60 points of damage in a single round. Roll a natural 20 with one of these
and youll be able to hear even the most stoic opponent moan. After
the main force-user is dead, send them after any other force-user. If
none are present, look for low level troops to mop up.
Combos with other miniatures:
Nobody much likes the rats, so they pretty much work on their
own. You actually want to use the other characters in your force to concentrate
on the rest of the enemy team. Let the Vornskrs have their fun. Dont
use with characters that have Dominate. The natural targets of the Vornskrs
are the exact characters youll want to dominate and turn against
their owners.
Ways to counteract it:
Do not engage, especially with Jedi/Sith. Let your support troopers handle
these guys. Your main job is to keep them away from your force-users.
Fortunately you will always know who their targets are. Shoot them from
a distance if possible, though their stealth will make this difficult.
If you have droids, send them in. Destroyer Droids make perfect rat
catchers.
Strengths/Pros:
Nice hit points and just the type of special skills that one needs to
stop a high level force-user. Fair defense and attack plusses for use
against Jedi/Sith.
Weaknesses/Cons:
No force immunity. If they had that, wed be talking real Jedi killers
and
possibly unbalanced game.
Artwork and aesthetics:
These figures could also be used for giant rats in any D and D Miniature
game.
Overall rating (1-10):
I give this miniature a rating of 9.
     
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Seen
in the Republic
Chagrian Mercenary Commander
Medical Droid
Suggested special rule: All Noble
characters (See SWRPG) get one as a reinforcement
Sly Moore
[All expense, no value]
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Assassins
and Guards
Jango Fett
[Technically a Separatist, but a bounty
hunter seems more Fringe, don't you think?]
Zam Wesell
[Has some of the best special abilities
in the game]
Gamorrean Guard
[They may be dumb, but they're cost
effective... must be why Jabba had'em]
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Seen
on Tatooine
Twl'lek Scoundrel
[Highly cost effective]
Rodian Mercenary
[Han fired first... there I said it]
Tusken Raider
[Excellent value, possibly the best
in the game]
Suggested special rule: Anakin Skywalker
gets +6 attack vs. these
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Savage
Fringe
Rancor
[Not good at moving through doors]
Ackley
Reek
[Small tank]
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Big
Tank
X-1 Viper Droid
[Go ahead, shot at this one. I dare
ya]
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Prince
Xizor's Court
B'omaar Monk
Prince Xizor
Guri
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| Sienar Fleet Systems Guardian-class Light
Cruiser VIMA SUNRIDER Version:
Episode VI Best Viewed at 1024 X 768
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