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Figure Reviews

ARC Trooper

Hit Points: 40
Defense: 16
Attack: +10
Damage: 20
Cost: 18

General description:
Somewhere along the line the Stormtroopers, who were once Clone Troopers, lost the ability to shoot straight. In the days of the Clone Wars, there were ARC Troopers. Hard to kill they shoot better then any Stormtrooper and they have the one thing that every soldier should have… grenades.

Uses:
In almost all teams I try to have heavy troops, units that can survive more than one slice from a lightsaber and I also try to have a grenadier; someone who can attack more that one character at a time. This can become difficult in a low point squad to be able to afford all these character. Enter the ARC Trooper. He’s the perfect character for basic firepower in a 100-Point Republic squad. A couple of ARC Troopers throwing grenades at a mass of your opponents characters can cause all sorts of havoc. ARC Troopers can also be used as snipers, they don’t have the ability, but that plus ten to hit means that most times they are going to hit their target… and do 20 points of damage. I often use ARC troopers to beef up a squads ability to hit. If I want to add a bunch of special characters to a large team, my average number of hits per turn often goes down. But throw a few ARC Troopers back into the mix and the hit probability for your squad goes right back up.

Strategies and game play:
The ARC Trooper Charge: Use R2-D2, Astromech Droid’s tow cable to drag a ARC Trooper forward 12 squares (Since he gains flight he can fly right over opponents and not draw attacks of opportunity). Since that was R2-D2’s turn the ARC Trooper still hasn’t moved. Now move the ARC Trooper forward up to six spaces. Now fire. You just moved forward 18 spaces and fired! (Warning: you’ll most likely lose R2 here, but that’s OK if he draws fire from your ARC Trooper… it’s the ARC Trooper that’s the attacker here. R2 is just the air transport. Now you ask how can R2 draw fire, he doesn’t have that ability. Well, most players can’t resist an easy target like R2, who can’t shoot back. They see him doing something useful, like dragging around a ARC trooper and they’ll want to kill him. So he often draws fire without the ability.)

ARC Trooper as Heavy Un-Mounted Weapon: Team an ARC Trooper with a Aerial Clone Trooper Captain in close quarters where the enemy is within 6 squares. Attack with the ARC Trooper, use the Captain to Combine Fire. Chances are you’re going to hit (+14 attack, 10 base for the ARC Trooper and 4 for the combined fire) … then do 40 points of damage. Even a Reek would say ouch.

ARC Trooper Double Attack: Team an ARC Trooper with a Aerial Clone Trooper Captain at long range where the enemy is greater than 6 squares away. Attack with the ARC Trooper, you have good odds to hit. Attack with the Captain , he’s got a nice plus ten to hit too. Now attack with the same ARC Trooper as before (Using the Captain’s Commander Effect that allows you to give a non-unique character a free attack)… Possible 60 points of damage to any one target. This is almost as good as a hit from an AT-AT Imperial Walker’s Heavy Blaster Cannon! You can also spread the damage around.

Combos with other miniatures:
The ARC Trooper and the Aerial Clone Trooper Commander were made for each other. In big squads, Clone Trooper Commanders can also be useful (adding three to the attack roll) as well as the Clone Trooper Sergeant (Critical hits on 19 or 20…Just imagine rolling a 19 on a ARC Trooper Double Attack…80 points. You could take some of the lower level Jedi out in one strike.)

Ways to counteract it:
Kill them, plain and simple. If an ARC trooper is alive and in striking distance, he is dangerous. If your opponent is using ARC Trooper and Aerial Clone Trooper Captain teams, you might want to kill the Captain first, he’ll be easier to hit. At close range, spread out. No use giving the ARC Trooper a grenade target.

Strengths/Pros:
Plus 10 to hit… not even the Stormtrooper Leaders shoot that well (makes you wonder what happen to Clone training, doesn’t it?) Nice armor, that 16 is as good as any Stormtrooper. 40 Hit points, very nice. Don’t forget the grenade attack.

Weaknesses/Cons:
Cost 18.

Artwork and aesthetics:
This is a very nice looking figure. Colorful, nicely made and you wont have the ‘bent blaster syndrome’ you’ll get with some of the clone figures. This is a solid figure… and it looks tough too.

Overall rating (1-10):
I rate this figure a 9.

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Elite Clone Trooper

Hit Points: 20
Defense: 14
Attack: +8
Damage: 20
Cost: 11

General description:
Clone Troopers always seemed just little bit weak to me. Oh, they’re good against Battle Droids mind you, but against other opponents you needed tougher forces. ARC Troopers are great, except they’re expensive. Elite Clone Troopers fill in the middle ground perfectly. In fact, they almost effectively replace the Clone Trooper. Elite Clone Troopers are better in at least three categories: Hit Points. Defense and Attack… all with a cost increase of only two points.

Uses:
Use these troopers wherever you would normally use standard troopers in a Republican squad… especially where you would normally have used Clone Troopers.

Strategies and game play:
Elite Clone Troopers still need cover to operate effectively. Their 14 defense, although better that the standard Clone Troopers, is still slightly below average. Elite Clone Troopers are also designed for distance attacks. Keep them out of melee attack range as they simply will not survive even a single swipe of a lightsaber. If you need to attack with them, attack en mass. You’ll need the numbers…and expect to take some casualties. So don’t launch attacks with Elite Clones when you can’t afford to lose them. Like chess, when behind risk Troopers, not heavy or unique troops. When ahead, risk the unique figures and the heavies, but not the troopers.

Combos with other miniatures:
Clone Trooper Sergeants and Commanders of course… as well as Aerial Clone Trooper Captains. Elite Clones also work well in teams with Senate Guards for the extra fire power. Use the Elites to protect the Guards… it sounds backwards, but it works.

Ways to counteract it:
Get in close and attack. Send in a melee attacker with lightsaber sweep if there are a large number of them bunched together, or use pairs of Grenadiers and lob a few grenades into their ranks.

Strengths/Pros:
Improved damage, Hit Points and Attack. For overall power, they are a better price deal than regular Clone Troopers.

Weaknesses/Cons:
Below average defense and low hit points. What they really needed was to be worth 30 hit points.

Artwork and aesthetics:
Very distinctive look… and they look like they are taking cover…which they need to do.

Overall rating (1-10):
I give this miniature a rating of 5.

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Senate Guard

Hit Points: 20
Defense: 16
Attack: +6
Damage: 30
Cost: 13

General description:
I think that guard is a misnomer with this character. It’s appearance also gives you the impression that it’s similar to the Royal Guard, but it has much more in common with the Heavy Stormtrooper than the Royal Guard. This figure is also another case where the Republic guard figure is much better that the Imperial figure. The Emperor should never have disbanded the Senate… these guards are too good to lose.

Uses:
Senate Guards are heavy weapons troops for indoor use. Use them to blast away at troublesome characters and figures that you need to inflict a lot of damage on in order to kill them.

Strategies and game play:
In general, keep the Senate Guard under cover and protected by one or more troopers. Its got Stormtrooper class armor, but it lacks hit points. Do not engage Force-users in hand-to-hand combat. Keep your distance. Let your opponent come to you.

Senate Guard as Machine Gun: Team a guard with a Aerial Clone Trooper Captain in close quarters where the enemy is within 6 squares. Attack with the guard, use the Captain to Combine Fire. You have a fair chance to score a hit (+10 attack, 6 base for the guard and 4 for the combined fire) … then do 50 points of damage. If you’re firing at Force-users, after shooting, run away six squares. You don’t want to let the Force-users close. Put a few troopers between you and that Force-user… and shoot him again. Repeat until he dies.

Senate Guard Double Attack: Team a guard with a Aerial Clone Trooper Captain at long range where the enemy is greater than 6 squares away. Attack with the guard, you’ll probably hit. Then attack with the Captain, you’ll do 20 points of damage here most of the time. Now attack with the same guard as before (Using the Captain’s Commander Effect that allows you to give a non-unique character a free attack)… Possible 80 points of damage to any one target. Spread the damage around as needed or just blast away at your target until it dies. I try to take my targets down to 10 or 20 hit points and then let the protecting troopers clean them up.

Combos with other miniatures:
One or two Elite Clone Troopers as cover and an Aerial Clone Trooper Captain make a great machine gun nest.

Ways to counteract it:
Direct assault. Close with this character to eliminate all cover and then attack. Chances are he will not survive the hit, so if you can hit him, he dies. So get up to where you can hit him fast. If you can get him to come out in the open, he’s dead meat.

Strengths/Pros:
30 point attack and above average defense.

Weaknesses/Cons:
Only 20 hit points, so if you let people hit you, you die. 13 point cost is a little high for this character. Mostly because you are paying for the bodyguard special ability that only a fool would use with a character that can do this much damage.

Artwork and aesthetics:
Nice looking and without the tall lance, you don’t get the bent weapon look you get with the Royal Guard.

Overall rating (1-10):
I give this miniature a rating of 7.

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Agen Kolar

Hit Points: 120
Defense: 19
Attack: +13
Damage: 20
Cost: 29

General description:
Jedi, despite their protestations to the contrary, are killing machines. When I look for a Jedi killing machine, I want a Jedi with the right mix of combat skills, one that is hard to hit and doesn’t cost 60 or more points. Agen Kolar is just that kind of Jedi. He is capable of blocking both melee and non-melee attacks. He hits hard and is hard to hit. On top of this, he’s also one of the few Jedi who can give himself hit points. In almost all respects (Hit points, Attack, Defense), he’s better than Anakin Skywalker, Jedi Knight…except for the single flaw that he doesn’t have a double attack. In that respect, you have to decide if you want the extra attack or the self healing ability for the same cost.

Uses:
Agen Kolar is not a good Jedi for fighting Sith (Maul, Dooku, etc.) But what he is good at is destroying mid-level troops and large numbers of low-level troops. He has enough defense to survive making direct attacks against such opponents. And when he delivers a blow, it’s likely to hit. This version of Agen Kolar is primarily defensive, with some offensive capability. For a more attack oriented version, three more points gets you the Jedi Master version.

Strategies and game play:
Agen Kolar makes a good standard door block. Put him just behind a door you don’t want troops to rush through. If they do, unsupported, he’ll have a good time cutting them up. Hold on to your force points to recover from damage when you get below 50 or to fend off attacks of high level Sith. Saving your force points for recovery means that you effectively have 200 hit points. If you are attacked by high level Sith, bring up your troopers quickly and start giving Agen Kolar support fire…in a head to head battle, he’ll lose without support. You can also use Agen Kolar offensively against troublesome mid- and low-level characters.

Combos with other miniatures:
Agen Kolar tends to be a good ARC Trooper leader. Team him with a set of ARC Troopers and have them go to town on troop concentrations or mid-range problems like Dark Troopers, Phase III or Sith Witches.

Ways to counteract it:
Higher level force users with double/triple attack. Just move up and engage in a direct lightsaber match. Warmaster Tsavong Lah is also the perfect Agen Kolar killing machine.

Strengths/Pros:
High hit points, damage and attack for low cost. Four force points.

Weaknesses/Cons:
Needs a double attack.

Artwork and aesthetics:
Nice looking old-school Jedi.

Overall rating (1-10):
I give this miniature a rating of 7.

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AT-RT

Hit Points: 60
Defense: 18
Attack: +10
Damage: 40
Cost: 35

General description:
If you were to break up the AT-ST into two separate units, you’d have the AT-RT. Only being smaller, the unit has better defense. This is offset by the fact that it has no damage reduction, so then people hit it, it’s going to be hurt. Still it has enough defense to act as a light tank. In WWII there was a saying that four Sherman tanks could defeat any tank the Germans could put in the field…provided you were willing to lose three. In this sense, the AT-RT is the Republic’s Sherman. Used in numbers you can defeat almost anything.

Uses:
Raw firepower. Aid and shoot. Take care with this unit however; it is not an indestructible tank. This character is best used in numbers. Two is good, but three is better in larger teams.

Strategies and game play:
Select a target (anybody but Emperor Palpatine, Sith Lord) with high hit points and start firing. If the Emperor is around, concentrate on his support troops… then, if all you have left are Clone Troopers for help… run away.

Combos with other miniatures:
Team each AT-RT with a Clone Trooper Gunner. Gunners are low cost and the added bonus can be just what you need to hit those pesky defense 23 types. An Aerial Clone Captain can also be useful here. Use them to fire your AT-RT twice, using the captain’s commander effect. If you have enough points add a Clone Trooper Commander to grant your attack even more plusses (Possible +17 attack). Don’t worry about Sergeants, you are a critical hit.

Ways to counteract it:
Stay out of its way and spray it with whatever firepower you can muster. At only 60 hit points it does not do well against massed attack (Three successful 20 damage strikes will do it… that means a successful strike will normally require six characters with 20 damage ability.) Emperor Palpatine, Sith Lord is the perfect AT-RT killer.

Strengths/Pros:
High damage, good defense. Good speed.

Weaknesses/Cons:
Below average hit points for a tank. No damage reduction. Rigid. Can’t hit Emperor Palpatine, Sith Lord at all… due to order 66.

Artwork and aesthetics:
Nice looking, but the figure tends to be a bit on the wobbly side and it can be hard to place other characters next to it.

Overall rating (1-10):
I give this miniature a rating of 9. This is the ultimate Clone Trooper weapon.

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Clone Trooper Gunner

Hit Points: 10
Defense: 15
Attack: +6
Damage: 10
Cost: 8

General description:
Clone troopers are difficult troops because, despite their appearance, they lack effective armor. Consider Clone Trooper Gunners then as an alternative. They have better armor and they cost less than a Clone Trooper. Their only flaw is that they do less damage than your average Clone Trooper. However, if your Clone Troopers don’t survive, then they can’t deliver that extra firepower either.

Uses:
Perhaps the best use of this figure is to mix them equally with Clone Troopers. This gives you a nice mix of defense and attack. Don’t use this character in teams where your firepower is already low… they will not add enough effective support.

Strategies and game play:
Keep your Gunners next to the AT-RTs, if you have any. Without the AT-RTs, use the Gunners to lead rushes and counterattacks, using their extra armor to protect the weaker Clone Troopers. Watch out for Emperor Palpatine, Sith Lord. Gunners are subject to Order 66.

Combos with other miniatures:
Gunners are the natural buddies of AT-RTs. Clone Trooper Commanders are also effective, adding attack pluses to the Gunner character.

Ways to counteract it:
Engage and destroy. Gunners only have 10 hit points, so if they are hit, they die.

Strengths/Pros:
Average armor, but definitely better that most other Clone Troopers. Lowest cost Clone Trooper.

Weaknesses/Cons:
Low hit points, low damage

Artwork and aesthetics:
Are these guys carrying a hold-out blaster? Interesting.

Overall rating (1-10):
I give this miniature a rating of 5.

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R2-D2, Anakin, C-3PO


RepublicNaboo Natives

R2-D2, Astromech Droid
    – Suggested special rule: Roll on table for special device (add roll to cost):

1
Jet Exhaust: Damage +10
2
Buzz Cutter: Melee Weapon Attack: 10, Damage: 10
3
Open/Close all doors
4
Lock one door per round. Six rounds required to open
5
Mirror. Line of sight to 1 other non-melee figure
6
5x5 Shield generator. Blocks attacks, save 11

Anakin Skywalker, Jedi Knight

C-3PO

Gungan, Ewok, Naboo Security


RepublicNaboo and Endor

Jar Jar Binks (Gungan Infantry)
   – Probably the most cost effective (per damage) Republican figure

Ewok [technically fringe]
    – Suggested special rule: +4 attack in 6 spaces of C-3PO (they think he's their god)

Naboo Security





Wookies


RepublicWookies of Kashyyyk

Scout

Soldier

Berserker
    – Suggested special rule: Intimidating Roar, all droids get -2 to their attack rolls with 6 of this figure






Aayla, Shaak Ti, Kit


RepublicJedi Generals

Aayla Secura

Shaak Ti

Kit Fisto
    – Suggested special rule: Smile Action, +1 attack vs. droids





Kenobi, Qui-Gon, Yoda


RepublicOld Jedi

General Kenobi

Qui-Gon Jinn
[Second most expensive Jedi after Yoda]

Yoda, Jedi Master
    – Suggested special rule: +2 attack when defending other Jedi







Agen, Stass Allie, Bail


RepublicTemple Jedi

Agen Kolar

Stass Allie

Bail Organa
    – Suggested special rule: +2 attack when defending other Jedi
[This is one of the most expensive Republican figures]




Kit, Agen, Jedi Knight


RepublicJedi

Kit Fisto

Agen Kolar
     [Best all around unique Jedi for the cost]

Jedi Knight
     [Best Jedi per cost, second best Republican figure after Gungan]



 

Flash Speeder


RepublicNaboo Fast Attack Boat

Flash Speeder

 

 

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Sienar Fleet Systems Guardian-class Light Cruiser VIMA SUNRIDER      Version: Episode VI     Best Viewed at 1024 X 768