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Mandalorian Blademaster
Set: Bounty Hunters

Date Reviewed: Oct. 23, 2007

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

100 pt: 1.0
150 pt: 1.0
200 pt: 4.0

Sith Dragon Mandalorian Blademaster
Cost: 18
HP: 40
DEF: 16
ATK: +8
DAM: 20

Melee; Parry; Twin

The next few reviews we are going to cover the Mandalorians. A fan favorite faction, it really did not materialize into what it should have. For 18 points you get an average HP for the cost, a decent defense, and a low attack with decent damage.

Parry is a very nice ability. The problem is that it hurts Jedi that have to spend force points to do the same thing and can only do it once instead of against every attack like the blademaster. Twin is also nice, but with only a +8 attack, you are going to have a hard time hitting big targets.

From outside effects you can gain momentum to get him up to a +12 for 30 DAM twin from Mandalore. The commander will give him mobile which can also be good, but is not much help on a fragile melee figure. If you can stay within 6 of Uliq they can also gain bodyguard, but who is going to give up 18 points on a bodyguard for only 40 HP.

I have a feeling that the Mandos are going to be a faction driven by commander effects, which will make them very vulnerable to disruptive. Right now they are just too little for too much.

100pts: Forget it.
150pts: I wouldnt even bother here either
200pts: Here they can be played, but their best form is most likely going to be in pure Mando squads. If they can hit, they can hit for a bunch. Straight mando gives you enough attacks to be worth something. Anything else is just too diluted.
Darth Liserak Sorry I haven't posted in a while. But here we are with a very interesting piece.

Mandalorian Blademaster
cost 18
HP 40
Def 16
Atk 8
Dam 20

Melee attack
twin attack

This is the most annoying piece known to the melee attacking world. With the new parry ability (an evade for melee attackers.) It can stand toe to toe with some big beatsticks before going down. I had a darth vader jedi hunter go against this piece once and He kept making his parry saves and he couldn't hit me. There is his only problem. He only has 8 attack. With that he can sit there and not get hit but he cant deal damage enough to eventually win. The only boost he can get is mandalore and with that He can run up and finally do serious damage at a + 12.

100/150 1/5 I am putting these together because they are pretty much the same for there high cost not enough can be played.

200 4/5 In a mandalore squad one or two is a must. or you could make a squad based completely of these and commanders. Then they could mobile and dodge out of sight.

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