Date Reviewed: August 07, 2006
Ratings are based on a 1 to 5 scale 1 being the
3 ... average. 5 is the highest rating.
100 pt: 2.5
200 pt: 2.6
Sorry, we don't have this card image yet.
Of all the
"grunt" units in the game, the Yuuzhan Vong Warrior
is probably my favorite. Not because I'm any great
fan of the Vong in the book or anything (heaven
knows it's definitely not that), but because they
have such weird and wonderful abilities wrapped up
in an eight-point package.
Starting with the numbers... you could do better.
Defense and Attack are completely pathetic on these
guys, though Hit Points are an
excellent-for-the-point-cost 30. They have Melee
Attack, which is pretty lame in a grunt, since most
factions use their grunts primarily for combining
fire. So what do the Vong use their grunts for?
Completely paralyzing the enemy, it turns out.
Getting back to the Hit Point total, 30 means that
most pieces in the game have to attack a Vong
Warrior at least twice to kill it. This is helped by
Vonduun Crab Armor, which allows the Warrior to
reduce 25% of all incoming damage by 10 points. So
already we're talking about the toughest eight
points to kill in the game.
Now let's bring up Force Immunity. Normally, if a 30
Hit Point piece was giving me trouble, I'd just
bring along some Force Lightning for some nice
auto-damage. No such luck here; all of the Vong are
completely immune to Force Lightning, Force Grip,
Force Sense, Force Whirlwind, etc., etc.
Consequently, if a "kill 'em all" format game
happens to come down to one Vong Warrior and the
original Emperor Palpatine, you can safely assume
that the Vong will win, though it may take hours.
So we've now established how surprisingly difficult
this eight-pointer is to kill; why does your
opponent care enough to kill it? The assonant answer
is "Thud Bug." Any Living, non-Huge character has a
50/50 chance to be activated against its will by
this marvelous little ability. Oh, and thanks to
that lovely Force Immunity, Force Points can't be
spent to reroll the save, so even high-and-mighty
Darth Bane and his ability to spend extra Force has
a flat 50% chance to be activated for the round
without getting to kill anyone that round. Given how
many Vong Warriors you can include in a squad, and
how many 50% rolls that can wind up being, I know
what faction I'll be playing if Bane gets too
dominant in the 100-point metagame. The eternal risk
of playing squads that are basically one giant
character and a little bit of support is that
anything that can slow down that one character is
effectively slowing down your whole squad. Vong
Warriors make that pretty risky indeed.
Overall rating in 100: 4
Overall rating in 200: 4 (these ratings will
probably rise when the Vong faction has more than
four pieces to its name and therefore can field
Vonduun Crab Armor 16
Welcome, my friends, to Vong Invasion week. Sorry I
missed Friday's review, so I'll just start saying
that she is awesome in most Republic squads,
especially if her cost is 0. Therefore, she gets a 5
out of 5 for both 100 & 200. Glad I got that off my
chest. Now onto the review, though.
For starters, the warrior has some okay stats. 30 HP
will keep it alive longer than most 8 point costing
characters, 13 DEF... won't stand up to alot unless
you're in cover, 3 ATK will hit only small
characters while almost never hitting heavy
defenders such as Exar Kun, and 10 DMG... meh. Okay,
the stats are crappy, I have to admit to that. With
these kind of stats, though, he must have decent
Starting off, we have Force Immunity, which is
especially good in today's metagame (aside from the
Sev / Bacara squads). No shocking, no force
re-rolls, don't have to worry about it whatsoever.
That is one of the reasons you may run this. Next,
we have Melee Attack, which comes with many
characters. Personally, with as crappy stats this
guy has (aside from HP) it would be better to take
the Melee Attack off. Third, we have Thud Bug, which
is a pretty decent effect if used multiple times.
Sure, it has to be within 6 squares, but it does an
automatic 10 DMG with the bonus effect of activating
the opponent. Now, how cool is that? Run a bunch of
these and the opponent will have a hard time
activating his best characters every round. Lastly,
we have the Vondunn Crab Armor 16, which is rarely
going to happen. If it does, great.
In 100 PT and 200 PT, I'm not a big fan of using him
in my squads. If I use any of the Yuuzhan Vong in
tournament play, I'll play one of the two uniques
instead. Granted, the Thud Bug is nice, as well as
being immune to force powers, but currently the
Yuuzhan Vong are not competitive in its current
state. Perhaps in future sets will it get the
respect it deserves.
I'm just going to start with this: The Yuuzhan Vong
faction has a grand total of four pieces, and only
one reason to really use them. There are more Old
Republic units than there are of the Yuuzhan Vong. I
will give you a hint... the Warrior is not the
reason people use the Vong at all... and it even
fails to be a decent support piece.
First, let's take a look at the stats. 8 points is
low, but high for a faction's basic units. 30
hitpoints can help him stay on the field for a hit
or two, perhaps a tad longer than a basic trooper.
13 defense, he is pretty defenseless, and his measly
+3 attack won't hit much... not that it will matter
too much with a mere 10 damage. Horrible.
Melee Attack on Jedi is annyoing. Melee Attack on
this guy is just bad. Not only does he have a
microchance of hitting for 10 damage, but he has to
be adjacent to do it? Force Immunity is okay, but
isn't really going to help this particular piece
against Jedi as most Jedi can kill the Warrior with
little need of using the force. (As most Jedi's
attack exceed this unit's
defense...) Thud Bug is perhaps the only useful
ability, and there is little reason to regular
attack something because he has it. Thud Bug has a
range of 6, 10 damage and activates the target with
a save of 11. It's decent, but not particuarly good.
For one, range of 6 means you have to advance the
Warrior far enough to use the ability. By that time
he would be blasted to ribbons by all the opponent's
strong nonmelee attackers. Second of all, You still
have a 50/50 chance for a mere 10 damage and a
and to do it you are basically saying "Well, Warrior
won't last until next round..." Meh...
Vonduun Crab Armor is a defensive ability, something
that he rapidly needs. When he takes damage, he can
redudce the damage by rolling a save of a !16!...
The Warrior doesn't fit into the really only
competitve Yuuzhan Vong squad either--- which would
be the Nom Anor bomb squad. Sure, you could try to
fit him in a Tsavong Lah squad, but don't except it
to work as intended. Maybe against a pure jedi
squad. But probally not against much else.
100 pt: 1.5/5 Pretty useless. Might find some use
for it, as strong jedi characters seem to dominate
this format, but it would probally be better to
stick with a jedi yourself.
200 pt: 1/5 With all the chaos going around in this,
what good is a unit that won't get anywhere before
he dies; and only useful effect one that Thrawn does
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