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mandalorian_scout
image from Wizards of the Coast

Mandalorian Scout
KOTOR

Date Reviewed: October 14, 2008

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

100 pt: 3.00
150 pt: 5.00
200 pt: 5.00

 
Sith Dragon Mandalorian Scout
Mandalorian
Cost: 19
HP: 50
DEF: 17
ATK: +8
DAM: 10

Greater Mobile Attack; Opportunist; Double Attack; Cloaked

This week we are going to look at some of the non-uniques from the set. To be honest, they are the heart and soul of this set. By far they are the most powerful. The Mando Scout is a piece the Mandos have been desperately needed to top the competitive charts and be viable. For 19pts you are getting a critical 50 HP. This means you are going to need a way to do 30 DAM a hit or he will take three attacks to go down. The 17 DEF is pretty solid for the price, and the +8 is okay with a window to get better. The 10 DAM is a bit lack luster, but again that can be remedied.

His abilities are fantastic. First off he has the new Cloaked ability. This is permanent, unstoppable super stealth. It cant be stripped or disrupted, so no matter what, you have to go to him. He has double attack, which combined with cloaked means he can sit still with umpunity and blast away, but it gets better! He also has greater mobile attack, so he can move and STILL get his double attack. That looks pretty good, but a +8 with 10 base damage will not scare many big D characters. That is where opportunist comes in. Now he can be a +12 for 20 DAM - TWICE! This guy is crazy good.

100pts: Because he is an opportunist, and 100 doesnt allow much room, if you win init you cantdo much damage and if you dont, you are probably going to lose at least one. Also without accurate, they are going to have problems getting around ug screens in time to do the damage they need to.

150pts: While not their strongest suit, they can compete here, Just look at all the comamnder effects they have to draw from - Charging fire, Twin Attack (thats 4, count them FOUR attacks and mobile), +4 ATK, momentum, and Accurate. While you cant obviously get all of those at once, that is a plethora of options to choose from. They can even back Uliq up if you want to go Sith.

200pts: Here is where they will truly shine. You can get lots of CE support, other damage producers, and the activations to make the most of the opportunist. With no way to get around cloak (for now), these guys are a true pain to hunt down and kill. This is what you would expect a Mando to be.

Its a great piece, check it out! Next up is an X-man gone nasty!
StarWars
freak82
Mandalorian Scout:
Faction: Mandalorian
Cost: 19
HP: 50
Defense: 17
Attack: +8
Damage: 10

Special Abilities:
Cloaked (If this character has cover, he cannot be targeted by nonadjacent enemies)
Double Attack
Greater Mobile Attack
Opportunist

Today we look at easily one of the best pieces from KotOR, and definitely the most helpful Mandalorian piece. For 19 pts, you get decent enough stats with 50 HP, 17 Defense and an attack value that most can live with given his points. He has a basic 10 damage but given opportunist and his commander-based faction, it is not hard to overcome that. He can get accurate, Charging Fire, Twin, Momentum, and a +4 attack from the commanders in his faction plus all the fringe commanders. He has Greater Mobile, which synergizes beautifully with his other ability that we will get to later. He has the basic greater mobile double attack but throw in a captain and that becomes a Double with Twin and Greater Mobile (that is four attacks while moving for those keeping score at home). However, his real usefulness lies in the new gimmick from the set Cloaked this is basically SS without the commander. But since it’s not stealth it can’t be force sensed, or it’s a Trapped! (In other words no counters yet). This with Greater Mobile means he can move out of cover shoot you with no cover then move back in cover so you can’t shoot him. Basically put a few of these fellas with some commanders and you’ve some annoying pieces (especially if you can keep them from being based.

Basically his only real weakness is a reliance on commanders to become godly (though he is fine by himself just not the same.) Another is the fact that if a Jedi bases him he probably will not live for to long especially against beats, but he should do his part before that happens.

100: 3/5 With little room for commanders and still have enough to put more than 1-2 scouts they are still good but just not the same.

150/200: 5/5 This is where they dominate you have enough points for most of the mid 20’s commanders (or multiples of the fragile commanders) and maybe one 50+ point commander and still have enough points to run 2-4 of these beasts.

SF82 (First Review)


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