Pojo's Star Wars Minis news, tips, strategies and more!

Star Wars Home
Message Board
Pojo's Books

Mini of the Day
Mini Strategies
Mini News
Top 10 Lists

Contact Us

Magic
Yu-Gi-Oh!
DBZ
Pokemon
Yu Yu Hakusho
NeoPets
HeroClix
Harry Potter
Anime
Vs. System
Megaman

This Space
For Rent

Pojo's Star Wars Minis Site
Mini of the Day
 


image from Wizards of the Coast

Captain Panaka
KOTOR

#22/60


Date Reviewed: September 18, 2008

 

 

 

 
Sith Dragon

Captain Panaka
Republic
Cost: 23
HP: 70
DEF: 16
ATK: +8
DAM: 10

Bodyguard, Opportunist

CE: At the end of this character's turn, 2 medium allies within 6 squares may switch places.

Today we review a character i never thought we would see in Panaka.  Turns out i am glad we did.  For a 23 pt commander, Panaka is actually pretty good.  He has a very solid 70HP, an average DEF, a solid ATK and a base 10 DAM to be expected from a 23 pt commander.  Panaka has bodyguard, so he can help protect anyone who is fragile or just needs a few extra hit points.  He also has opportunist which is odd for a commander of this level.  A +12 for 20 DAM is solid for a cheap commander.  Stop right here and he would be pretty good.

But he has a CE that is good as well.  He basically gives the republic access to Thrawn swap minus huges.  That can be pretty big.  The republic lacks the heavy beat like the Empire, or the init control to really pull off thrawn swap, but they have a whole set coming up to get better.  Panaka is very worth his points, but he is a figure you are definitely going to have to start with and build around.

100pts: I am not going to count him out here.  He has enough going for him that he could be effective.  Like i said his real lack of effectiveness here is going to be the lack of a beat, but his being able to swap shooters and Jedi around can be useful enough to try.

150pts: Here he will be effective in a black and blue style build, but then again, you come down to a lack of power support, so your switches will need to be more tactical and less power oriented like with Lord Vader.  Keep in mind though that swap squads are going to lose their power when the initiative changes to the first person only activates one.

200pts: He will be at his best here.  He can have plenty of help and options.  You might be better building around several medium threats than a single large threat.  An effective swap squad will need more help, but he can still have great potential here.


Copyright© 1998-2008 pojo.com
This site is not sponsored, endorsed, or otherwise affiliated with any of the companies or products featured on this site. This is not an Official Site.