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
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
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
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