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Snow Speeder
Set: Bounty Hunters
#12/60

Date Reviewed: December 22, 2006


Image from Wizards.com

Ratings:  Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.

100 pt: 3
200 pt: 4

 

 

 
Ten-Eyed
Man

 
The Rebel Snowspeeder is sort of the direct opposite of the Hoth Trooper with Atgar Cannon (reviewed earlier this week). Where the Atgar is ungainly and nearly immobile, the Snowspeeder is easily the fastest piece in the game, able to get to the opponent's starting area on the first activation. Combine this insane speed with Mobile and Twin Attack, and you've got a piece that can really frustrate your opponent.

60 hit points for a 38-point piece is normally unforgivable, even for a piece with Damage Reduction like this one. The reason it's not is that the piece in question can move 16 squares, making two attacks along the way, and has Flight, so even if some determined opponent manages to base the thing, it can just leave without getting an attack of opportunity.

Besides blazing speed, the Snowspeeder's one other trick is Harpoon Gun, an extremely situational ability. Generally, you won't bother using it in a tournament situation, but if you're up against the AT-AT (as you might very well be in the scenario play that that monster encourages), you'll enjoy the ability to keep it from Stomping those brave souls who are chopping at it with their lightsabers or just taking advantage of Weak Points by standing next to it.

While I'm extremely impressed with the Snowspeeder, it does have some weaknesses, notably its fairly low Attack value. This can be partially mitigated by the mobility, since you can frequently line up a clear shot, even if that means getting adjacent to the target and flying away afterwards, but you still need to roll a '15' to hit the best Vaders or Exar Kun. You could theoretically improve these chances with a good commander (such as Admiral Ackbar or the Rebel Officer), except that needing to attack within the six-square bubble of those Commander Effects nullifies a big part of your mobility advantage. I recommend instead playing cautiously with the Snowspeeder. Activate it as late in the round as you can manage, minimizing the chances of an enemy piece sneaking up on it. Since it does get two attacks every time it attacks, the dice will eventually be kind, but you have to play it patiently against a high Defense target. The factor that works for you here is that most of those very high Defense targets are Melee Attack pieces, so you can usually stay out of their reach indefinitely (and Damage Reduction keeps you safe from Force Grip and the like).

Overall rating in 100: 3
Overall rating in 200: 4
 


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