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Figure Reviews
Heavy
Stormtrooper
Hit Points: 20
Defense: 16
Attack: +6
Damage: 30
Cost: 12
General description:
For the Imperial faction, only the tanks (AT-ST, AT-AT Imperial Walker)
do more damage than a Heavy Stormtrooper.
Uses:
Every team needs some heavy hitters that are low cost. Heavy Stormtroopers
can be extremely effective. I put at least one Heavy Stormtrooper in almost
all of my Imperial infantry squads especially using indoor maps.
Strategies and game play:
Heavy Stormtroopers work well in combination with Imperial Officers and
make an effective team. This team can make a rush against your opponent.
If you have to move in the open, first move the Heavy Stormtrooper forward.
He cant move and fire, so your done. Now move an Imperial Officer
in front of this character (this works best if you move the Heavy Stormtrooper
less than six squares). This provides cover for the Heavy Stormtrooper.
Fire with the Officer (if it is able), then use the Imperial Officers
Commander ability to have the Heavy Stormtrooper fire. Very nasty. Chances
are that your opponent will try to attack your Heavy Stormtrooper and
ignore the Imperial Officer because the Stormtrooper does more damage.
Thus the Imperial Officer survives and the Heavy Stormtrooper has a better
defense (with cover from the Imperial Officer). If there is natural cover,
be sure to use it instead, as the Imperial Officer also provides cover
for your target!
Combos with other miniatures:
The Heavy Stormtrooper is a natural to combine with the Imperial Officer.
Some people use two Officers for each Heavy Stormtrooper and make the
trooper fire twice. Id use this tactic with some care. It works
well only with less experienced opponents or in 200-point or larger squads.
Add a Stormtrooper Officer in the mix and you can increase the striking
power of the Heavy, but at a cost of some of its mobility, since
the Stormtrooper Officers commander effect cannot be used while
the Heavy is moving.
Ways to counteract it:
Massed fire from other non-melee characters or Jedi. Jedi with a lot of
hit points can be an effective way to survive this characters attack.
However, you can reduce the effectiveness of the one, two Officer, Heavy
Stormtrooper punch by killing the officers first.
Strengths/Pros:
30 point attack at only 12 cost. Nice natural defense of 16 and the +6
attack is not bad either. This character is also the best attack on any
map with doors (As AT-STs an AT-AT Imperial Walkers dont move well
inside).
Weaknesses/Cons:
20 Hit points. Concentrated fire and or a good Jedi attack and this character
is toast.
Artwork and aesthetics:
Not the most exciting figure in the collection, but you can tell who they
are.
Overall rating (1-10):
I give this figure a rating of 8
     
Grand
Admiral Thrawn
Hit Points: 80
Defense: 18
Attack: +12
Damage: 10
Cost: 37
General description:
For the Imperial faction, this character is the true Jedi hunter. This
character also fills in a hole that has always bothered me
I dislike
losing initiative rolls. If you dont like to lose those rolls as
well, than Grand Admiral Thrawn is the character for you. If this character
has a flaw, its that he has fairly weak bodyguards.
Uses:
First I use this character if I always want to go first
or if I
always want to decide who gets to go first (occasionally I want my opponent
to go first. This is often true for the first turn when I want to know
if he is going to charge me on mass or divide his forces and hit me from
two directions. Once were in contact, I always want to go first)
I also like to use this character if my opponent likes to use Jedi. In
larger squads Thrawns ability to switch characters can be useful.
Often times I get a Jedi who just pounds on a useful character that I
have, but I cant withdrawn that character without suffering an attack
of opportunity. In this case, I use the Grand Admiral to swap out my useful
character for a Stormtrooper that I can afford to loose.
Strategies and game play:
Thrawn is an expensive leader, but hes worth it. Darth Vader or
the Emperor are good on their own, but if you want to boost a group of
Stormtroopers, the Grand Admiral is your man. I tend to put Thrawn in
a squad of Stormtroopers (regular Stormtroopers in 100-Point games and
Elite and Heavy Stormtroopers in a 150 to 200-Point game. Stormtroopers
last longer and hit harder with Thrawn around, not to mention the fact
that you cant use Force powers near Thrawn. Two of the most deadly
Jedi powers vs. troopers are Lightsaber Sweep and Lightsaber Deflect.
But with Thrawn around those powers are moot. The real tactic here is
to keep Thrawn alive and use the troopers as the killers
. Which
makes him truly evil, as he just sits back and lets his minions do the
killing.
Combos with other miniatures:
Since Thrawn works best with the troopers, Baron Fel is a good addition
in larger squads. His bonus to Combine Fire works exceptionally well with
the Grand Admiral. If you have Heavy Stormtroopers, dont forget
to put in an Imperial Officer or two. Dont use Darth Vader or the
Emperor in your squad though
they wont be able to use force
powers either. Dont use Stormtrooper Officers either
its
wasted points spent, besides youll get better plusses with Thrawn
any way.
Ways to counteract it:
If youre on the other side, kill Thrawn as fast as possible. He
should be your number one target. Your best way to counteract Thrawn's
effectiveness in a squad is to kill him. One of the useful weapons against
Thrawn are grenades, Thrawn tends to be surrounded by minions
perfect
grenade bait.
Strengths/Pros:
No Force use within six squares of the Grand Admiral. +3 attack and +3
defense. You get to decide who goes first. Switching position can also
be a powerful tool and can easily be overlooked (its essential if
your using the Noghri).
Weaknesses/Cons:
Thrawns a unique. That makes him a target
since there is only
one of him. He is pricey (at 37) but hes worth the cost. The Noghri
just dont cut it as bodyguards. If they were 80 hit points, maybe,
but at 40 and a cost of 16 they just dont quite work. If they cost
10 or 12, I could buy it. Also whats the stealth for? The bodyguards
are going to hide? That just doesnt seem right. My last suggestion
is that Noghri should be Fringe, since in the later stories they also
protect Princess Leia as Lord Vaders Daughter.
Artwork and aesthetics:
Its a nice looking figure and is well done considering that he only
exists as art work in various books and comics.
Overall rating (10):
My rating -- 10.
     
AT-ST
Hit Points: 120
Defense: 14
Attack: +8
Damage: 40
Cost: 54
General description:
This is my favorite Imperial weapon. Sure, sure the AT-AT Imperial Walker
has more weapons, but at the price, Ill take three AT-STs any day.
The AT-ST has all the features Id want in a tank. Full movement
and fire. Heavy damage. Good armor. One of this units best features
is the 10-Point damage reduction. Yeah, the X-1 Viper Droid is cheaper
and has some nice shields, but with the 10-Point damage reduction, I can
just ignore half the characters in the game. Those ten point shooters
can attack me all they want
before I kill them. When I play in tournaments
that allow you to use only one character, this is my choice.
Uses:
Hey, its a tank. Roll it up and shoot. Then watch people die. Best
used outside, but it can be used on some of the inside maps very effectively.
Unlike other huge characters, a single character cannot be used to block
doors to keep it at bay. You just advance up to the door and kill whoever
is on the other side trying to block the door.
Strategies and game play:
Fire last. Just having the AT-ST around can force your opponent to keep
his distance. And if he is wondering when you are going to fire, itll
keep him from being too aggressive.
Combos with other miniatures:
Team it with a Dark Side Marauder to keep melee attackers at bay. Also
the AT-ST works well with a couple of Scout Troopers on Speeder Bikes.
Its like having an armored division with air support. Dont
buy expensive characters to team with the AT-ST. Teaming it with Darth
Vader sounds cool, but you end up with too few attacks and you get overwhelmed
by numbers.
Ways to counteract it:
Stay away from it. Kill everyone else first to cut out its support
troops. Even if you have other killer droids, kill the support troops
first. Then gang up on it. The only other tactic is to send multiple Jedi
after it, but beware lurking Jedi killers.
Strengths/Pros:
Double Attack with a 40 point weapon
and you always get the double
attack, because the driver is moving, the gunner just shoots. Ten point
damage reduction. The plus eight attack also means you are most likely
to hit whatever you fire at.
Weaknesses/Cons:
Below average defense (probably because of its size.) But this is offset
by the damage reduction.
Artwork and aesthetics:
Nice battle damage and it looks imposing
what else can you ask for
in a tank? Overall this is a cool figure.
Overall rating (1-10):
I give this miniature a rating of 10.
     
Dark
Side Marauder
Hit Points: 90
Defense: 18
Attack: +10
Damage: 20
Cost: 22
General description:
The Dark Side Marauder is essentially the Sith Knight. Think of these
characters in terms of raw staying power. In the Sith world you can have
one Darth Vader, Jedi Hunter at 140 hit points with a triple attack or
three Dark Side Marauders with three attacks at 270 hit points. Makes
you think doesnt it? It should, the Dark Side Marauder can be a
very powerful offensive weapon. Not to mention a lot of fun to play.
Uses:
Think of the Dark Side Marauder as an evil Ninja on steroids. You use
this character to sneak up on your opponent and then swing away madly
usually
while screaming.
Strategies and game play:
Dark Side Marauders and Nightsister Sith Witches make a nice little sub-team
of killers. Pick a character on your opponents force that you want
to eliminate. Send in the sub-team, keeping them behind cover for as long
as possible. When you cant keep them behind cover any more, charge.
Send in the Sith Witches and start out with a round of lightning
especially if your target is surrounded by supporters. Now send in one
or two Dark Side Marauders and start the hacking. Sith rage immediately.
Nothing like doing 30 points of damage with a lightsaber. You can kill
a large number of single characters this way. Once your target dies, clean
up the survivors and select a second target. Send the Dark Side Marauders
in first, since the Witches have expended their firepower. Use the Witches
as supporting melee fighters to remove troopers or other support characters
near the target. At some point your Dark Side Marauders are likely to
be killed (as your opponent is going to find them annoying) but if everything
works right, by the time they are gone theyve done enough damage
to turn the tide in your favor.
Combos with other miniatures:
In large teams, Emperor Palpatine can be a useful addition, because it
can be used to recharge your attackers. In smaller teams, regular Stormtroopers
become handy. They will either distract your enemy or you can get some
very good fire in as your opponent attempts to deal with your attacking
sub-team.
Ways to counteract it:
Distance attack. Dont let these characters get close, but dont
bunch your characters together
making targets for the Sith Witches.
If possible, take out the Sith Witches before they fire. If they have
already fired, ignore them and kill the Dark Side Marauders first.
Strengths/Pros:
Dark Side Marauders are hard to hit (18 defense) and they have a fair
number of hit points (90). The Sith Rage is a nice plus and the character
has a good attack plus.
Weaknesses/Cons:
Limited force points (only two.) No double attack or Lightsaber Sweep.
Artwork and aesthetics:
They actually look like Sith ninjas. Some of the Dark Side Marauders even
have a raised lightsaber
a nice collectors variation.
Overall rating (1-10):
I give this miniature a rating of 8.
     
Sandtrooper
on Dewback
Hit Points: 60
Defense: 17
Attack: +4
Damage: 10
Cost: 15
General description:
What were looking at here is a Stormtrooper with six times the hit
points of a regular Stormtrooper at three times the cost
a bargain
to be sure. Although this large character is capable of squeezing through
doors and small hallways, he will also provide cover for enemy troops
for units behind him. Cheaper that the Dark Trooper, Phase III, this character
has less hit points and will need more help to hit targets that the Dark
Trooper.
Uses:
This characters best uses are as a shock weapon and as a live shield
for more important characters. I would use this character more often to
protect Thrawn than the more expensive Noghri. Although they lack the
bodyguard ability, their large size provides Thrawn with cover. Although
this unit has high hit points, dont try to use it as a tank
its more like a halftrack, providing some protection, but ineffective
against strong attacks.
Strategies and game play:
This unit can get extra attack pluses and damage by moving, so keep thus
unit moving as long as you dont provoke attacks of opportunity.
Dont forget that moving a square away from your opponent also counts
as moving the character, granting it the Momentum bonus. Use whatever
help you can get from additional Stormtroopers, such as combined fire
(Remember that a Stormtrooper unit behind this character can provide combined
fire bonus
yet by itself it would have no bonus to attack.) A Sandtrooper,
a Stormtrooper and a Stormtrooper Commander can make an effect shock team.
Assign the extra damage to the Sandtrooper from the Stormtrooper Commander.
Move the Sandtrooper at least one square, fire. Use the Stormtrooper to
combine fire from behind. This should give your Sandtrooper +12 to hit
(+4 base, +4 Combined Fire, +4 Momentum) and good odds to score 30 points
of damage. Not to shabby. In a pinch, the Commander can also provide the
combined fire.
Combos with other miniatures:
Keep at least one regular Stormtrooper with this unit to combine fire,
it needs the combined fire plusses to hit more difficult targets. Nearby
Stormtrooper Officers can also be useful for added additional attack pluses
(Dont bother with the officer if you are using the Sandtrooper to
protect Thrawn, he has better pluses.) Stormtrooper Commanders are always
valuable, as the Sandtrooper can use the extra damage.
Ways to counteract it:
Close with this figure and attack it from an adjacent square, dont
let it get the plusses for momentum without incurring an attack of opportunity.
Youll need about 6 to 1 odds to defeat this character
enough
to deal three 20 damage hits. Jedi are overkill for this character, massed
troopers are effective and can reduce the target in one round. Jedi would
take at least two rounds, one attack on approach, double/triple attack
on round two. Remember they will provide cover for you from fire coming
from behind it. After its gone, however, if your troops are not
under cover, the troops you used to destroy it will be vulnerable.
Strengths/Pros:
High hit points and slightly better armor than your average Stormtrooper.
Weaknesses/Cons:
No additional speed. Low damage. Needs support to be effective, increasing
its total cost (Sandtrooper, Stormtrooper, Stormtrooper Commander
combo costs 35 points)
Artwork and aesthetics:
Nice looking unit. Impressive. Fierce. Although its odd to see Imperials
using non-technological mounts, this one works.
Overall rating (1-10):
I give this miniature a rating of 6.
     
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Imperial
Officer Corps
Imperial Officer
Grand Muff Tarkin
Suggested special rule: Fear factor,
Rebels within 6 get -1 attack
General Maximilian Veers
Suggested special rule: Personal
vehicle, on any attack roll of 1 Scout AT arrives as reinforcement
(Use once only)
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Grand
Admiral's Staff
Sandtrooper with Dewback
Grand Admiral Thrawn
This character was made to fight
Jedi
Dark Trooper Phase III
Baron Fel
Needs a bunch of stromtroopers to
really get going
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AT-ST
This is my favorite Imperial Weapon
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Dark
Character's
Nightsister Sith Witch
This character is best paired with
savage characters and makes the savage characters useful.
Stormtrooper Commander
Not as useful as Stormtrooper Officer
Dark Maurader
Needs lightsaber Sweep or double
attack. have you noticed that some of the Maurader's lightsabers
point up?
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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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