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dash_rendar_renegade
image from Wizards of the Coast

Dash Rendar, Renegade Smuggler
Imperial Entanglements
#29/40

Date Reviewed: June 22, 2009

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

100 pt: 3.75
200 pt: 4.75

 

Killer_Nacho
Dash Rendar, Renegade Smuggler, Cost: 28
Faction: Fringe
HP: 70
Defense: 15
Attack: 6
Damage: 10

Abilities: Unique, Double Attack, Pilot, Evade, Greater Mobile Attack, Oppurtunist, Twin Attack

My oh my, we begged Wizards of the Coast for a better Dash Rendar and did we get it or what! Dash Rendar, Renegade Smuggler is infinitely better than his older version, and this is a Dash that is seeing a lot of play in the competitive game, for good reason.

First things first, you will not be playing Dash for his base statistics... seeing as they are abysmal at best. For a pretty hefty 28 cost, you get a decent 70 hitpoints, and an absolutely abysmal 15 defense, 6 attack, and 10 damage. Thank god that Dash Rendar, Renegade Smuggler has some useful abilities, otherwise we'd put a fork in him here. First and probably least important, Dash Rendar RS (Renegade Smuggler, the abbreviation I will be using for the rest of this review) is a Pilot, so he can benefit from commander effects that help those. And here is where things start getting good. To help Dash's rather lame defense, he has Evade, a great defensive ability, which gives him a 50% chance to dodge nonadjacent attacks, which is a MAJOR help to Dash Rendar RS. Granted, Dash Rendar RS will still fall incredbily fast to characters who can base him, but this is an excellent start.

His other abilities really make Dash the offensive juggernaught that he has became in competitive Star Wars Minis. Dash has a deadly combination of Double Attack, Greater Mobile Attack, Twin Attack, and Oppurtunist. Oppurtunist fixes his low damage and attack problem... As long as Dash Rendar RS attacks an already activated enemy, he gets the standard 20 damage and a much improved 10 attack. And then there is Double Attack / Greater Mobile Attack / Twin Attack. Greater Mobile Attack allows Dash to move, shoot up to four times (against the same enemy, or two against one enemy and two against another), then move again. If he attacks an already activated enemy, his damage potential reachs 80, which is great for a 28-costing figure. I don't think this needs any clarification: This is good.

Dash Rendar RS is also a follower, so there are quite a few combinations that will make Dash even better. Combine him with the heavily tournament-popular General Obi-Wan Kenobi, and as long as he is within 6 squares of a friend, he will gain +4 attack and +4 defense. This gives him 14 attack with Oppurtunist (which is a very respectable ammount!) and a much-better 19 defense to increase his surviveability. The new Grandmaster Yoda (coming out in Jedi Acadamy) or the old Grand Admiral Thrawn will also work, giving him +3 / +3. Darth Vader, Legacy of the Force and General Windu will grant him an extra attack, giving him Triple Attack, that means he would be able to shoot 6 times per turn. Put him in a squad that is activation-heavy or using an activation-slower like Admiral Ozzel, and you can get Oppurtunist on the character you want more often than not. Most of these commanders can also use Mas Ameda, so Dash will be able to run free not have to stay within 6 of the commander to get these bonuses! Even in a squad without something to this effect, Dash can impact your team for the better and since he is fringe, you could easily fit him into a lot of squads.

100 points: 2.5/5, He's not too great here simply because at 28 points, he won't fit well with the uber beatsticks in this format that dominate it. He also will rarely get any useful commander effects, and he can be a pain to try and fit into a squad. Further, the melee beatsticks that rule this format can base him and kill him off pretty quickly. Then again, he could be ok since generally opponent teams are low-activation in 100 points, so try him out here if you'd like.

200 points: 4.5/5, Here he can really shine, for the reasons above in the review. He can fit into an array of teams since he is Fringe, so he becomes very useful.

Sculpt: 4/5, Hey! It captures exactly what Dash Rendar RS does best: Shoot while running.
Josh Dash Rendar, Renegade Smuggler (29/40, Very Rare—Imperial Entanglements; 70HP, ATT 6, DEF 15, DAM 10, DEP 28)

For a lousy seven extra points compared to the original Universe version of Dash, you’re picking up a lot of extra bells and whistles. The original Dash, while a decent shooter, was pretty weak and kind of overpriced for what he brought to the table. Renegade Smuggler really remedies all that. While he loses 10 points on his damage score, he picks up both Double Attack and Twin making it possible for him to deal 40 points of damage against a single target (bumped up to a whopping 80 if you make him a late round activation thanks to Opportunist). One of the biggest problems the original Dash had was his weak defense score (which Renegade Smuggler still has) but nothing to protect himself. Renegade Smuggler has both Evade and Greater Mobile Attack. This means he’ll be able to make all four attacks every round but isn’t forced to stand in one place to do it. Even if you can’t get him fully out of the line of fire, Evade will give you a chance to extend his life by avoiding damage. As an added bonus, he picks up an extra 10 hit points compared to the original Dash which means your opponent will have to use one more attack on him to bring him down regardless of whether they deal 20 or 30 points of damage in a hit.

While he’s much better than the original Dash, he still has the problems that the original Dash does in his stats. Both his attack and defense scores are very weak. Even with his Opportunist, he’s only going to be boosted to a +10 to hit which may still have trouble hitting your opponent’s larger targets. His defense of 15 can also be bolstered but it’s still a problem you’ll have to deal with when you run him. Use Greater Mobile Attack as much as humanly possible to keep him out of the line of fire. Evade is always helpful, but I’ve always found that relying on saves is a dangerous way to go. You can take advantage of it, but the Greater Mobile Attack will be much more reliable in keeping Renegade Smuggler alive.

100 POINTS: Here, he’s a pretty good addition to the right squad. Renegade Smuggler is a solid shooter and as long as you don’t have to activate him early in the round, he can be pretty nasty. He’ll be best-paired with a mid-level beat stick (a 50-60 point piece would be ideal), so you can include him and leave yourself with some points for a few grunts to give you a few extra activations in your turn. SCORE: 3

200 POINTS: With all the additional support that you can bring in at the 200 point level, Renegade Smuggler will be a very solid addition to a squad. Being Fringe, he’s an excellent candidate for Master Kota’s commander effect which makes him a stronger attacker and raises his defense to a much more acceptable level. With plenty of pieces to synergize with him, Renegade Smuggler will be very effective
Gunnar "Darth
Malstrom" Malstrom
Dash Rendar, Renegade Smuggler (Fringe VR)
Cost: 28
HP: 70
Def: 15
Att/Dam: 6/10

Special Abilities:
Unique. Pilot
Double Attack
Evade (When hit by an attack from a nonadjacent enemy, this character takes no damage with a save of 11)
Greater Mobile Attack (Can move both before and after attacking. This character can make extra attacks even if he moves this turn, but he must make them all before resuming movement.)
Opportunist (+4 Attack and +10 Damage against an enemy who has activated this round)
Twin Attack (Whenever this character attacks, he makes 1 extra attack against the same target)

Hello All… DarthMalstrom's back with a review of one the most valuable new pieces in the game, Dash Rendar, Renegade Smuggler. This Dash is the new Dashing Lando, and he seems to be popping up in every squad out there. And there is good reason.

When we look at his stats they may look a little low, with +6/10 Att/Damage.. but he makes up for it with his abilities. Like the old Dash he has Oppertunist so he can attack at +10 against activated characters. The old Dash had 20 damage, this new one has a 10 base damage… but he has Double, Twin and GMA. Which means he can move and attack either two characters twice, or one character four times. Don't forget the +10 Dam from Oppertunist and Dash can now put 80 on you. This puts Dash in an elite group of shooters who can move and still get off four attacks.

Dash's defence is a low 15, but to make up for it he has Evade, which means he might be able to escape some damage. He also has 70 Hit Points, instead of the original Dash's 60, which makes most people hit him four times, or three if they do 30. Unlike the other Dash, this Dash also has pilot, which gives him access to a couple commander effects, most nottibly Jag Fel's Gregierous which gives him +14 attack if an ally is within 6.

Dash's biggest plus is that he is a medium costing fringe follower, so he could fit in almost any squad, and get a lot of different commander effects. You can boost him in so many different ways it is crazy, sky's the limit.

Onto the ratings…

100 pts 5/5: In 100 Meleers rule, and one great way to deal with Meleers is to hit and run. Dash is great at that.

150/200 pts 5/5: The more points the more commanders you can bring. Try giving him an extra attack with Vader LoTF, General Mace, or an unnamed Jedi to appear later… try beefing his attack with Kota, GoWK or Malak. There is so much you can do for him. You can give him force with HoloSid and let him reroll his evades. I could keep going. The lession is Dash is here to stay for a long time.


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