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Lando Calrissian, Hero of Tanaab
Set: Universe

Date Reviewed: April 12, 2006

Image from Wizards.com

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

Sith Dragon



Lando, Hero of Taanab
Cost: 23
HP: 60
DEF: 18
ATK: +9
DAM: 10

Double Attack, Mobile Attack, Opportunist (+4 ATK/+10 DAM against activated characters)

CE: Non-Unique followers within 6 squares gain Mobile attack.

Today's character is perhaps the most solid low cost piece in the game right now. Lando, HoT, for 23 points, has very good stats. The 60 HP means he can take at least a couple of hits if need be and survive. The 18 DEF is just high enough to make it hard for grunts to take him down, and a +9 is pretty good for either grunt attacks or mid-level characters. The 10 damage can normally be a downer as DR characters won't need to worry about it.

Lando's abilities make him even better. If he can stay behind larger characters he can stand still and double attack, or he can hide behind walls and use his mobile attack to pop out and shoot. His opportunist turns Lando into a +13 for 20 damage against characters who have already activated. If he gets his double attack off with opportunist, he can really do some damage.

At this point I would play Lando just for his abilities, as he is a very solid shooting character at the low 20 point level. But they gave him a commander effect that ca really make a squad if designed right. All non-unique followers gain Mobile attack, making it very hard for them to get hit. The number of effective characters this helps out is pretty amazing and universal. You will see Lando thrown into almost any squad as it can keep smaller shooters alive longer by using the mobile attack, thus protecting your activations as well as the ability to do damage. Mobile attacking AT-RT's or AT-ST's can be a scary thing.

You can play Lando with or without making use of his commander effect. In my opinion, Lando is THE best universal, utility, low cost characters in the game. Others have good attacks while others have good CEs. Lando has BOTH!

100pt: At this level you will probably want to play him in a squad centered around his CE. You do not want to get into a point where you need the initiative to avoid losing him as his attacking first is never a good thing. An opportunist always wants to be buried in a semi-deep squad.

200pt: Here you can either use his CE, or simply recruit him to fill in the last handful of points. He is great either way. At this level I would avoid running the whole squad around him as that many mobile attackers will end up in trouble when they run out of places to hide. It is generally a good idea to have a couple followers with him providing shooting support from the back row, while someone else keeps the front occupied.

"Are you threatening me, Master Jedi?"


Lando Calrissian, Hero of Tanaab


Today we review perhaps my favorite character from a gameplay perspective. He also ranks fairly high up there on my list of favorite characters in regards to the Star Wars Universe.


Lando Calrissian, Hero of Tanaab. I don't even know where to start with him. Not because of lack of Stats, Abilities, or a Commander Effect, but because he is loaded with them. If you read my previous review on General Veers, then you already know I feel Lando, HoT is the best character in the game for the point cost. He is strong enough, that played savvy, he can go up against the best of the shooters one on one. His real strength, however, is the already mentioned cost.


What would you be willing to pay for a figure that had these base stats: 60 HP's, 18 Defense, +9 Attack, and 10 Damage; these Abilities:

Double Attack On its turn, this character can make 1 extra attack instead of moving.
Mobile Attack Can move both before and after attacking.
Opportunist +4 Attack and +10 Damage against an enemy who has activated this round.
and this CE:

Commander Effect:
Non-unique followers within 6 squares gain Mobile Attack (Can move both before and after attacking).


27 points, you say? Well, guess what? I'll sell this 2005 Lando to you for the low, low price of 23 points! I'm just going to give you the Commander Effect for free.


Lando has to be played carefully for several reasons, first being low HP's that tend to be typical of shooters. Lucky for him (and us), he has Mobile to protect him from other shooters; while the fact he is a non-Melee affords him the necessary protection against beatstick Melee figures. Double shooters tend to rule the game, and again, he has that, as well. I've boasted about how great L:ando is, and with a 10 base Damage, most of you must think I'm crazy. Opportunist is the biggest ability (and weakness) Lando possesses. +4 Attack and +10 Damage against an activated opponent. When utilized, Lando has a +13 for 20, and the option to Double. Against an activated non-Unique, Lando is more effective than the vaunted Boba Fett. I have waited for an ability like this since Rebel Storm came out, and I first saw Han Solo and his Cunning Attack. 


Commander Effects often absolutely need to be utilized, otherwise paying for the figure is a waste. I normally adhere to this rule hard and fast. With Lando, though, you get great stats, boosted by great Abilities, and a CE that affects non-Uniques equally well at 100 or 200. Yet if you can't take advantage of his CE, it doesn't matter, because you aren't really paying for it to begin with. 


Now, every piece has a weakness, correct? So, what is Lando's? Well, Lando has two. First, he has Mobile Attack to protect himself from return fire. Unfortunately, he has Double Attack. This can be a problem in the hands of less experienced players who try to get off the Double, when they should be bobbing and weaving with Mobile.


Second, and more severe, is his Opportunist. The base 10 Damage becomes a real problem in the late game, in a situation where you win initiative, and must go first. The solid, but not incredible +9 Attack, also hurts. You really want to go last, but Lando's fairly high, but not unhittable Defense and relatively low HP's won't allow it. So you lose a lot of attack power. You also stand the chance of losing the game if Lando is your last man standing.


The great thing about Lando, despite those two weaknesses, is the fact that his cost is so low, you can provide more than enough extra firepower with the remaining 77 points in a 100, that you rarely have to worry about a game coming down to Lando getting burned by the very Ability that makes him so powerful. Generally, in a 100, you really bring in Lando as fire support for a more threatening shooter, such as Boba Fett; or as ranged support for a strong Melee character. Just make sure you have at least FIVE activations, or Opportunist won't seem like such a good opportunity at all. In 100, if you can make use of his CE, it is a bonus.


In 200, the sky is the limit, and at the moment, Lando shines brightest when teamed with Thrawn and Veers. Lando's CE keeps Elite Stormtroopers and Snowtroopers alive, by bestowing them with Mobile Attack. Veers, as we found out Monday, allows them to shoot whoever they darn well please, and finally, Thrawn helps them to become sharpshooters with a nice Attack boost. Thrawn's initiative control and swap also help a great deal, and we will discuss him more on Friday.


Lando, Hero of Tanaab. A great piece that any collector should have, as Lando, IMO, was always a fitting touch to the Star Wars Universe. Any player who wants the best support shooter in the game (with the bonus of a CE, no less) need look no further than Lando, HoT. This version really makes up for the very lackluster and very unispired figure from Rebel Storm. His pose is very respectable, and Lando-esque. Bottom line; If you don't own him yet, get him.

Lando Calrissian, Hero of Tanaab

The Rebel Storm version of Lando was so sadly under-used that this one might as well have been called Lando II: The Apology. Presumably in an effort to ensure that some version of Lando would see use, the “Hero of Tanaab” one is pretty incredible for the points. HoT Lando improves his stats in every category over his predecessor, adds Mobile Attack and Opportunist, and tops it all off with a tasty Commander Effect icing.

This is the remarkable thing about the new HoTness that is Lando: I’d probably pay 23 points for his stats without the Commander Effect, and in the right squad, I might pay it for just the ability to give my non-unique followers Mobile Attack. The fact that you get both for your 23 measly points is nothing short of amazing. Let me explain why Lando is all things to all squads.

First, there’s Opportunist. There are only two pieces in the game at the moment that have this remarkable ability. It seems like it’s just the flip side of Cunning Attack (+4 to hit, +10 damage against any enemy that has already activated this turn), but it is in fact strictly better than Cunning Attack. In order to get the most out of Cunning, you need to be able to activate before the opponent, which means either initiative control or Accurate Shot (to hit the guy in the back that your opponent didn’t start with that round). Opportunist, however, only requires that you activate Lando relatively late in the round. Every figure activates every round, so as long as you can use Lando later than the figure you want to shoot, you’re golden (by contrast with Cunning Attack, every figure starts the round unactivated, but may or may not still be that way by the time you get to use your Cunning Attacker). The only tricky part of using Opportunist well is making sure that your opponent can’t out-activate you, which means using Lando in squads with a fair number of figures in it. This isn’t too difficult, though, as he’s fairly cheap.

Mobile Attack is the other terrific ingredient in this King of Landos. Any time you can shoot at an enemy with no possibility of counterattack, you’re winning, and Mobile Attack easily allows for just that. If you can also grant that ability to the rest of your squad, then you’ve forced your opponent to come to you or turtle helplessly in a corner.

Finally, there’s Double Attack, for that point a little later in the game when you’ve picked off enough of his support pieces that Lando doesn’t need to keep jumping back behind a rock after shooting. When you’re just trying to score a little more damage, HoT Lando once again has your back with the ability to stand still and just keep shooting (at 40 points per round, since Opportunist works on both attacks).

Really, the only flaw with our man Lando is hit points. At 60, he’s better than the Rebel Storm Lando, but still pretty fragile. Hopefully you can use Mobile Attack to keep that from mattering, however.

Overall rating in 100: 4.5
Overall rating in 200: 4.5
KC Tyler Lando Calrissian, Hero of Tanaab is one of the best pieces in the game today he has 60 hitpoints, 18 defense, +9 attack and 10 damage after see this you would think that this guy is not useful but it is his special abilities and commander effect that set him apart. He has opportunist where he gets +4 Attack and +10 Damage against an enemy who has activated this round but he has a double attack and mobile attack. This gives him the ability to shoot and move or shoot twice coup this with his commander effect which he gives non- unique followers mobile attack. Then once you see that Lando is fringe and 23 points you would see his worth for any faction put with the empire and there are stronger rebels pretty much. Then if you put him with the Vong give them mobile just a tough character that many players have to put in their squads.
Vesuvan Lano Calrissian, Hero of Taanab number 2 on our list for killer comander week. Lets see what made him hero, Hit points 60, Defense 18, Attack +9, Damage 10. While his stats alone are not enough for the 23 points you will need to sheel out in order to get him he starts to make this up with his abilities. Double Attack, Mobile Attack, Opportunist. Now those 23 points are starting to look like they were such a waste. Howerver this is killer commander week so lets look at his commander effect, all non unique followers gain mobile attack. At last he is worth the 23 points. You can use Lando to make some fun squads, but in the tournament enviroment his is just outclassed by the damange reduction and shields. Most of the followers who would gain mobile attack have trouble hitting the nastys that roam the tournament and lack the damage to hurt them when they do hit. He does proform a good filler role in larger games because you can take lando and small group of followers and use them to take pot shots and your opponents support pieces and get away. Overall land is a fun piece to play but not practical in high defense tournament enviroment we have right now.


100pts 3/5

200pts 2/5

300pts 2/5

Just for fun
Darth Sideous Lando Calrissian, Hero of Tanaab

Hitpoints: 60
Defense: 18
Attack: +9
Damage: 10
Points: 23

Special Abilities:
Double Attack On its turn, this character can make 1 extra attack instead of moving.
Mobile Attack Can move both before and after attacking.
Opportunist +4 Attack and +10 Damage against an enemy who has activated this round.

Commander Effect:
Non-unique followers within 6 squares gain Mobile Attack (Can move both before and after attacking).

Today is another Killer Commander in the Killer Commander week! Today it is no other than Lando Calrissian, Hero of Taanab!

First off this guy is a really awesome commander from the new universe set. For 23 points, you get a guy who can, at most, do 40 damage a round and also gives your non- unique followers Mobile Attack. He is an excellent commander. A pretty high damage attacker along with a sweet commander effect to your grunts and you are set for the long journey ahead of you in your skirmish.

Pros: This guy when he can use Opportunist can dish out 40 damage a turn with a +13 attack, which is excellent for a 23 point piece. If you hide behind a wall, then you can use his Mobile Attack to shoot and then hide again. This makes for a very versatile team and that can really do well in the current meta game. His commander effect is one of a kind. Mobile Attack on anybody can be deadly. Think of the options of gaining Mobile Attack to hurt your opponents then hide again. Your opponent would be pretty pissed off by this strategy, but it is a very effective one.

Cons: I really can’t complain about him that much. He has a nice defense to keep him alive. He can dish out the damage and has a killer commander effect and All for the nice cost of 23 points. I don’t believe that he is under-costed or over-costed at all. The only thing that I would complain about is, his commander effect only affects non-uniques, and only has 60 HP compared to 4 LOM who has 70 HP and only costs 21 Points, but that would be my only complaint.

100 Points: This guy can be decent in here. If you have the right team on the right map with good tactics, you should do fine here.

200 Points: He shines in this format. You can put in the heavy hitters along with you grunts and you’re set in demolishing your opponent, especially if you’re playing him correctly.

100 Points: 4/5 200 Points: 4.9999999/5
The General Lando Clarissian, Hero of Tanaab

Lando has a fairly low cost of 23 points and belongs to the Fringe. This means he can fit into just about any squad that needs him. He has a solid 60 Hit Points, so it will take a few hits to take him down and combined with defense 18 means he won't be leaving the table any time soon. +9 attack allows him to hit troops easily, and while 10 damage means he can't hit anything with damage reduction his abilities make up for it.

He has Double attack, Mobile attack, Opportunist, and a CE that grants Mobile Attack to non-unique followers withen 6 squares. Mobile attack allows a character to move before and after attacking and with Opportunist which adds +4 attack and +10 damage against characters who have activated this round means Lando can jump out and attack right when he needs to.

His CE combines well with characters who have Stealth, allowing them to stay safe from attacks and attack at the perfect moment. The Abyssin Black Sun Thug is perfect for this, and with Cunning attack makes a great strategy that requires two Abyssins and Lando. First attack a character who has not activated with your Abyssins hopefully doing 40 damage, and after that character has activated use Lando to attack and hopefully hit for 20 damage.

100 point: 4/5

200 point: 4/5

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