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Nikto Gunner on Desert Skiff
Set: Bounty Hunters
#43/60

Date Reviewed: February 09, 2007


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: 1
200 pt: 3.5

 

 

 
Sith Dragon

 

Nikto Gunner on Desert Skiff
Fringe
Cost: 23
HP: 60
DEF: 13
ATK: +5
DAM: 20

Desert Skiff- can transport 1 large or two small/medium allies; Mounted Weapon; Rapport (Jabba); Speed 8

Of all the pieces in the game, this is truly the one piece that i wish had not come into being. It has nothing to do with the sculpt or the playability of the piece. The rulebook on how this piece interacts with all of the different abilities and CEs reads like the US Tax Code, and is about the same thickness as a law book.

The stats, well, they just plain stink, but that is not why you are going to run it. This piece is great for moving a piece/pieces up into battle in a hurry - (AKA - R2's twin that didn't cut it as an astromech and was recycled to this). The problem with this is that with a measly 60HP and 13 DEF its going to die quickly, and if you get caught with a piece on it, you stand a chance of losing the riders as well. Since ranged abilities/CEs count from the base of the skiff, then it can balloon Thrawn's Ysalimari bubble to almost twice its normal size, and only accurate shooters can shoot at thrawn instead of the skiff; However, if he misses his save when the skiff dies - bye bye thrawny poo. Probably the best riders are a Jedi follower (mace-ish) and CS Yoda. Both pieces have 3 rolls to stay alive, but if all three fail you just lost a 55-65pt piece. Generally not worth the risk.

100/150pts: forget it. You cant get enough around it to help it, and the fact that its a huge rigid means you are going to have map issues as well.

200pts: Here if you build around it, it can not only be a very useful piece, but a very good one, but you must be very careful who you put on it, and where you position it. You don't want to lose any key pieces through something stupid like going down with the skiff.

Great sculpt, and fun piece, but know the rules very well as it can be a complicated piece to use.


"Dude, the fat guy totally just blew up!" -Pink 5
 

~The Jumping Flea
Yay, it is friday! Our final mini to sum up our Huge Week is the VR Nikto Gunner on Skiff.

Here are it's stats FYI

Cost: 23
Hit Points: 60
Defense: 13
Attack: +5
Damage: 20

Special Abilities:
Desert Skiff This character can transport up to one large ally or two small or medium allies.
Mounted Weapon Only allies with Mounted Weapon or adjacent allies with Gunner can combine fire with this character.
Rapport This character costs 1 less when in the same squad as a character named Jabba the Hutt.
Rigid Can't squeeze.
Speed 8 Can move up to 8 squares and attack, or double that number without attacking.

Now this piece is an interesting miniature. It can basically transport two small/mediums or one large piece(s) 16 squares. While this ability sounds very good in the sense of towing your favorite Vader or Sith Lord, it only has a pitful 13 defense and a horrid 60 HP. In other words you will load up your cargo, fly into position, and then get blown to bits. (Think the end of the Battle of Yavin...). On top of that, all of the pieces that were on your Skiff must roll a save of 11 to determine if they live, or suffer the same fate as the Skiff. (Characters with FP's may not worry as much about this, but the chance is still there...)

So what does this mighty transport made of glass need to see play? Simple; a Bodyguard or another form of protection. What comes to mind here is using Nom Anor, (use his Ooglith Masquer on the Skiff). Now your Skiff is untouchable by non-adjacent enemies! Combine this with the likes of a Mistryl Shadow Guard (a bodyguard that can protect the skiff when it takes damage), and Zam Wessel (Kohun Infestation is easier to get off when you can be transported into position) and you have a mean piece! Might I add the fact that due to the Mistryl having Melee Reach 2 it may attack ANY character adjacent to the Skiff! That can be a truly lethal combo.

Another good support piece is Chewbacca Rebel Hero. With his mighty 120 HP, the Body Guard ability, Industrial Repair, and Gunner, Chewie can help the Skiff in multiple ways. Have him and and another heavy hitter on board and the skiff will be able to reach it's destination without blowing up.

100: (1) Huges have no place in 100.
150: (2) An improvement, but still nothing great.
200: (3.5) Here this thing can shine. It just needs the right support such as Nom Anor or Chewbacca RH.
 


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