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. Hes 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 dont 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 Droids 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-D2s turn the ARC Trooper still hasnt moved. Now move
the ARC Trooper forward up to six spaces. Now fire. You just moved forward
18 spaces and fired! (Warning: youll most likely lose R2 here, but
thats OK if he draws fire from your ARC Trooper
its
the ARC Trooper thats the attacker here. R2 is just the air transport.
Now you ask how can R2 draw fire, he doesnt have that ability. Well,
most players cant resist an easy target like R2, who cant
shoot back. They see him doing something useful, like dragging around
a ARC trooper and theyll 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 youre 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 , hes got a nice plus ten to hit too. Now attack with the
same ARC Trooper as before (Using the Captains 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 Walkers 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,
hell 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, doesnt it?) Nice
armor, that 16 is as good as any Stormtrooper. 40 Hit points, very nice.
Dont 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 youll 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.
     
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, theyre
good against Battle Droids mind you, but against other opponents you needed
tougher forces. ARC Troopers are great, except theyre 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. Youll need the numbers
and expect to take some casualties.
So dont launch attacks with Elite Clones when you cant 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.
     
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. Its appearance
also gives you the impression that its 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 youre firing at Force-users,
after shooting, run away six squares. You dont 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, youll probably hit. Then attack with the Captain, youll
do 20 points of damage here most of the time. Now attack with the same
guard as before (Using the Captains 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, hes 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 dont get the bent weapon
look you get with the Royal Guard.
Overall rating (1-10):
I give this miniature a rating of 7.
     
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 doesnt 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, hes also one of the few Jedi who can give himself hit
points. In almost all respects (Hit points, Attack, Defense), hes
better than Anakin Skywalker, Jedi Knight
except for the single flaw
that he doesnt 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, its 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 dont want troops to rush through. If they do, unsupported, hell
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, hell 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.
     
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, youd
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, its 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 Republics
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 captains commander effect. If you have
enough points add a Clone Trooper Commander to grant your attack even
more plusses (Possible +17 attack). Dont 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. Cant
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.
     
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 dont survive, then they cant
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. Dont
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.
     
|
|
Naboo
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
|
|
|
Naboo
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
of Kashyyyk
Scout
Soldier
Berserker
Suggested special rule: Intimidating
Roar, all droids get -2 to their attack rolls with 6 of this figure
|
|
|
Jedi
Generals
Aayla Secura
Shaak Ti
Kit Fisto
Suggested special rule: Smile Action,
+1 attack vs. droids
|
|
|
Old
Jedi
General Kenobi
Qui-Gon Jinn
[Second most expensive Jedi after Yoda]
Yoda, Jedi Master
Suggested special rule: +2 attack
when defending other Jedi
|
|
|
Temple
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]
|
|
|
Jedi
Kit Fisto
Agen Kolar
[Best all around unique Jedi for the
cost]
Jedi Knight
[Best Jedi per cost, second best Republican
figure after Gungan]
|
|
|
Naboo
Fast Attack Boat
Flash Speeder
|
     
| Sienar Fleet Systems Guardian-class Light
Cruiser VIMA SUNRIDER Version:
Episode VI Best Viewed at 1024 X 768
|
|