Today we do the third of the mighty three generics
from this set. This piece is basically a wookiee
freedom fighter on steroids. For 19 points you are
getting a very solid 50 HP. While it can go fast,
it still needs to absorb a 30 DAM hit with a 20, or
three 20 DAM hits. This wookiee is an enigma among
wookiees as this guy actually has a defense for the
first time. Unlike the usual 12-14 wookiee defense,
this guy has a beefy 18 defense. With force valor
or other boost, it can get even bigger. The +9 ATK
is very good for the points. It is high enough that
most characters are going to seriously think about
giving up an attack of opportunity because it stands
an decent chance of hitting. The base 20 damage is
nice because, unlike the other wookiees you are a
bit more hesitant to give up a 20 DAM AoO than one
Adding in the special abilities makes this guy
pretty sick. Momentum means he can move and get a
+13 for 30 DAM. That is pretty decent damage right
there, but add in charging assault +10 and now you
not only have a 40 DAM hit, but you can run 12
squares and still hit, which gives these guys some
sick range for a big hit. Finally he has melee
reach 2. This might not seem like much, but when
you can stop short of your target, you dont set
yourself up for a multiple attack, you can use your
momentum/charging assault without having to give up
an AoO, or you can simply attack from behind someone
or someone who is behind someone else.
100pts: They are going to be a bit too fragile
here. Most of the big guns in this format can drop
a wookiee in a a single turn, and about half of the
dominators here have some sort of block or riposte,
which is the EWW's worst enemy. They can provide
some support, but you wont be able to use many.
150pts: Here they make pretty good support pieces.
I can fit 1-2 in the squad for a decent long range
threat as your opponent closes in. This is a figure
that will only get better as the OR gets more CEs.
In 150 they are going to be primarily a support
200pts: Here there is a LOT that can be done with
them. You can run them in swarm. You can still use
them a s a very effective support piece in a bit
greater numbers than in 150, or you can use Gree to
bring them into the Republic. Here you can get
board wide valor with Jolee. Gen Kenobi can give
them an extra 2 squares of movement for an effective
charging reach of 16 squares. Yoda can make them
bodyguards and so on.
These really are a stellar piece. They can be
dropped with a bit of a concentrated effort, but
your opponent will be keeping tabs on them the whole
game as a quick 40 DAM hit can really hurt.
Wookiee Elite Warrior
Faction: Old Republic
Melee Reach 2
Charging Assault +10
Today we review the Wookiee Elite warrior and let me
tell you this is an amazing melee character. His
stats are decent with 50 hp which means most people
with double or lower wont kill him in 1 activation
he has 18 defense which on a non-unique is great.
The attack is a decent 9 but he overcomes that.
His abilities though are what make him a real
annoyance to play against and fun to play with. He
has melee reach 2 which is a big help in terms of
overcoming his melee attack. But like most wookiees
are now getting he has Momentum to boost his attack
and damage, along with Charging assault 10 so he can
move 12 squares and the smack you with 40 damage at
a 13 attack (that’s pretty brutal). Also you can put
him with the Old Republic captain to give him 3 more
defense and then squad assault to continue to boost
Some drawbacks to him are of course melee so he has
to base someone to get attacks off. Plus 50 hp
without any sort of protection (cloaked, stealth, or
evade). Plus one isn’t gonna get the job done with
out any extra attacks so you’ll have to run a swarm
of them but I’ve played against them and they are
powerful when numbers are on there side.
100: 4/5 Here where melee still has a sense of
dominance they are great in groups they can kill the
dominaters of this format (Bane, Loda, and Boba BH)
within 1 turn if all attacks hit but the lack need
to move to get the crazy could end up drawing
attacks of opportunity very easily.
200: 4/5 Here they can swarm and still have shooter
and commander support but his faction is a killer
here as they have no init control, activation
control, they do however have really good door
control but that doesn’t overcome there incompetency
as a whole.
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