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					Mini of the Day 
  
						
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							Tamteel Skreej 
							Set: Bounty Hunters 
							#47/60 
							Date Reviewed: February 19, 2007 
							
							Ratings: 
							Ratings are based on a 1 to 5 scale 1 being the 
							worst.  
							3 ... average. 5 is the highest rating. 
							100 pt: 2.25 
							150 pt: 2.50 
							200 pt: 2.50  | 
						 
					 
					
					  
						
							| 
							
							Sith Dragon    | 
							Tamteel 
							Skreej 
							Fringe 
							Cost: 23 
							DEF: 18 
							ATK: +8 
							DAM: 20 
							 
							Counts as Lando; Cleave; Double Attack; Melee; 
							Opportunist; Stealth 
							 
							The last stealth character of the week is - 
							fittingly enough - Lando in hiding. Before moving on 
							i fail to understand why this counts as Lando, while 
							Boussh does not count as Leia. Oh Well. 
							 
							His cost is typical Lando, but his stats are lower 
							than every one's fav hero. This version loses 10 HP, 
							and -1 ATK, but gains 10 DAM. Basically Tamteel 
							makes his cost equal to the Hero of Tanaab's cost by 
							gaining Cleave and stealth.  
							 
							Tamteel is a very good character. In fact he is one 
							of the better scrub killers in the game. However, 
							the problem with a double attacking opportunist is 
							that you have to wait for the adjacent character to 
							activate first before you double. With only 50 HP, 
							Tamteel won't hang around long. Like yesterday's 
							piece, He is going to be used almost exclusively in 
							Nom bomb squads. There he can be a very effective 
							piece, especially being a clean up piece with a +12 
							ATK for 30 DAM. 
							 
							100pts: Sorry no uses for him here. 
							 
							150pts: Here he really doesn't see much love either. 
							He is just too expensive to run with Nom. It can be 
							done, but you would be better off running Aqualish 
							assassins instead. The melee and low HP really hurts 
							him. 
							 
							200pts: Here he can be a great piece with Nom. Just 
							make sure you don't send him in first. Let you 
							cheaper bombs do some damage before sending him in 
							to mop up. Also, here he can be a good fit with 
							Thrawn. At the end of a round Thrawn can swap him in 
							for his big double. He doesn't really fit the Imp 
							mold, but he is still useable there. 
							 
							Good piece despite the high price tag. In most cases 
							Hero of Tanaab is the better piece, but Tamteel can 
							most certainly have his uses, too. | 
						 
						
							
							Ten-Eyed 
							Man 
							 
							  | 
							The next time 
							you watch Return of the Jedi, watch for Tamtel 
							Skreej. He's the guy in Jabba's palace who looks 
							suspiciously like Lando, but apparently belongs to 
							some species that sees through its facial hair. My 
							evidence is that when we get our first close-up on 
							Tamtel's face, he pulls his visor/facemask thing 
							down a little, apparently just to let his mustache 
							look around. I know they needed to make sure we 
							understood that this was Lando, but I defy you to 
							explain the character's motivation in the moment for 
							this bit of exposition. 
							In the miniatures game, Tamtel Skreej represents 
							another piece of evidence that Wizards of the Coast 
							wants you to use exactly one version of Lando, and 
							that version is the Hero of Tanaab. After the 
							dramatic upgrade between the original Rebel Storm 
							Lando and the HoT version, I was wondering what 
							strange new direction they'd take the character in 
							his third incarnation for the game. As it turns out, 
							they took him in the Melee Attack direction, which 
							was a suboptimal choice. 
							 
							To be fair, they didn't just tack Melee Attack on 
							the Hero of Tanaab and try to charge you the same 
							number of points for him. They also lowered his 
							Attack and Hit Points and took away his Mobile 
							Attack and Commander Effect. And, technically (if 
							you want to be extra super fair), they also 
							increased his Damage and added Stealth and Cleave. 
							 
							I'm oversimplifying, of course. Tamtel is a 23-point 
							piece that can theoretically do 90 points of damage 
							in a single activation (Double Attack with 
							Opportunist, and Cleave to get a third attack in 
							against another target). Unfortunately, that's not 
							going to happen all that often, as Skreej suffers 
							from the eternal melee problem of getting to the 
							fight alive. 
							 
							To help with this, he has Stealth. In the 
							competitive game, Stealth, in and of itself, just 
							means that most scrubs can't shoot you, because most 
							of the real shooters have Accurate Shot (one of the 
							primary indicators that they're a real shooter, in 
							fact). What Stealth does for you is allow you to be 
							enhanced by the Stealth-enhancing Commander Effects. 
							Specifically, either of the two Vigos or Nom Anor 
							will improve Tamtel's survivability dramatically, 
							and he probably shouldn't be used without one. 
							 
							Okay, so we know how to make him survive. How do we 
							make him deal his impressive (if purely theoretical) 
							damage? This is tricky, because Double Attack and 
							Opportunist on a melee piece mean that you sort of 
							need the enemy to walk up to your unactivated Tamtel, 
							and most opponents are not this accommodating. You 
							can walk up to them, but then you'll only get the 
							one attack (or possibly two with Cleave). You can 
							base them at the end of the round, then attack next 
							round, but Opportunist means that you want the enemy 
							piece to activate before you attack it. Hmmm. 
							 
							When trying to solve a transportation problem in 
							Star Wars Miniatures, your answers are pretty much 
							always R2-D2, Astromech Droid and Grand Admiral 
							Thrawn. Either one of these can transport Tamtel 
							where he needs to go to hurt people, but both of 
							them are in factions with far more powerful melee 
							beatsticks. Probably the best that can be said for 
							Tamtel is that he's a reasonable backup melee 
							combatant, especially for the Empire. Since almost 
							all of the Empire's melee powerhouses are versions 
							of the same fallen Jedi knight, it can difficult to 
							get a couple of melee characters together for them. 
							Think of Tamtel Skreej as a Dark Side Marauder that 
							trades some hit points for better damage potential 
							and Stealth. It's not much, but I told you that the 
							Hero of Tanaab version was better right at the 
							beginning. 
							 
							Overall rating in 100: 2 
							Overall rating in 200: 2 
  | 
						 
						
							
							  
							~The Jumping Flea | 
							T.G.I.F! 
							Today we close our Stealth Week with the disguised 
							Lando, Tamteel Skreej. Here are his stats: 
							 
							Cost: 23 
							Hit Points: 50 
							Defense: 18 
							Attack: +8 
							Damage: 20 
							 
							Special Abilities: 
							Cleave Once per turn, if this character defeats an 
							adjacent enemy by making an attack, it can make 1 
							immediate attack against another adjacent enemy. 
							Double Attack On its turn, this character can make 1 
							extra attack instead of moving. 
							Melee Attack This character can attack only adjacent 
							enemies. 
							Opportunist +4 Attack and +10 Damage against an 
							enemy who has activated this round. 
							Stealth If this character has cover, it does not 
							count as the nearest enemy for an attacker farther 
							than 6 squares when choosing targets. 
							Unique (counts as Lando Calrissian) 
							 
							Now this is a fairly difficult piece to play. He has 
							mediocre statistics, but some good abilities. 
							Stealth allows him to stay hidden as much as 
							possible, Opportunist and Double Attack allow him to 
							effectively swing twice at +12 for 30 damage. Cleave 
							may come in handy too, under the right situations. 
							He is also a follower and can benefit from most 
							CE's. 
							 
							The problem is his 50 HP. That is very low even for 
							a 23 point guy. Also, while he has double attack, he 
							needs to use his opportunist to attack efficiently. 
							This makes it very hard for him to do the maximum 
							damage he can because he will need to have based 
							someone who has already moved. Either he would only 
							get off one attack at +12 for 30 (basing an 
							activated enemy) or two attacks at +8 for 20 
							(Doubling an unactivated enemy as no enemy is going 
							to base Lando and allow him to get off that 
							opportunist blow). The biggest thing to compare this 
							Lando to is him as another Mini, the famous Lando, 
							Hero of Tanaab. Here are his stats: 
							 
							Cost: 23 
							Hit Points: 60 
							Defense: 18 
							Attack: +9 
							Damage: 10 
							 
							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. 
							Unique (counts as Lando Calrissian) 
							 
							Commander Effect: 
							Non-unique followers within 6 squares gain Mobile 
							Attack (Can move both before and after attacking). 
							 
							So right off the bat with this Lando you gain +1 
							attack, +10 HP, Mobile attack, and a killer CE. You 
							lose Melee attack (A good thing), +10 damage, 
							Stealth, Cleave and it is all for the same point 
							cost. In nearly EVERY situation I would pick the 
							Hero of Tanaab over the Skreej. This is do to the 
							fact that the Hero can move, shoot, and move. This 
							allows him to stay away from the battle and do 
							damage without taking any. The only situation I can 
							think of Skreej being more useful is with Nom Anor. 
							 
							With Nom Anor, Tamteel Skreej becomes a great 
							miniature. He gains the "Super Stealth" ability, 
							making him untouchable against non-adjacent enemies. 
							He also gains Self-Destruct 20 making him a threat 
							to watch. 
							 
							100:(2.5)(3.0 with Nom) He is decent here, mostly 
							for fun. 
							150:(2.5)(3.5 with Nom) He can have more support 
							here and works well with Nom. 
							200:(2.5)(4.0 with Nom) Here he can shine, with Nom 
							only though. | 
						 
						 
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