In a word - CRAP. Its kool they made him so you can
do themed battles, but other than that, shove him
down to the bottom of your common box. He has no
stats to speak of, and while he will only cost you
10 pts in the end due to Reinforcements, he isn't
even worth that. The only reason you would ever want
to stick him in a squad is for the Reserves 20, but
the chances of rolling a 1 in 5-7 rolls is so low
that it isn't worth it. It stacks nicely with San,
but at least San has some strategic value. Nute's
strategic value is quite literally a negative. Your
allies lose 2 ATK points and gain speed 4. If you
should decide you want to run this guy, you will
need to run him with droids as they can ignore his
CE. Nute is even worse for another reason. Since he
gives reserves 20, your opponent will get points for
killing the figures he brings in, unlike with
100/200 pts: Don't bother. This guy is just not
worth the 10 points it costs to field him.
It took a
while for the designers of Star Wars Miniatures to
get around to Nute Gunray. He certainly could have
appeared in Clone Strike, being one of the very few
villains to appear in all three prequels. He also
could have appeared in Revenge of the Sith,
alongside his cohorts in the CIS, but was passed
over again. For some reason, it took until Universe
for Wizards of the Coast to see the obvious
battlefield value of an incompetent, cowardly,
self-aggrandizing rich guy. Thank goodness they
eventually saw the light.
In all seriousness, I love the Nute Gunray piece as
a representation of my favorite evil loser. His twin
Reinforcements and Reserves abilities simulate the
idea that you keep the guy around for his vast
wealth, and his boneheaded Commander Effect
simulates the idea that only robots and monsters
aren't driven to distraction by what an idiot he is.
The first thing most people notice on looking at the
Commander Effect for Nute Gunray is that it stinks
on ice. -2 Attack and Speed 4 makes for a crappy,
crappy army, and definitely not worth it just for
the Reinforcements and Reserves he can bring to the
table. The mitigating factor here is that, as a
Commander Effect, neither Droids nor Savages are
subject to it, which accurately simulates how Nute
Gunray conquered the peaceful planet of Naboo with
an army of Gundarks and Rancors. You can also use
droids with him, which is probably a good thing,
because the Separatists have tons.
For 30 points, however, Nute Gunray is a terrible
option, suitable only for theme squads and
non-competitive games. As you build your all-droid
squad, you'll have to think to yourself, "Do I want
to include Nute Gunray, or another Destroyer Droid?"
Even if you decide that the ability to tailor your
squad a bit is worth it (and you very well might),
Wat Tambor is a better option. You'll also find that
if you want to include General Grievous or a
Geonosian Overseer for the all-important Double
Attack they can grant a droid army, that they suffer
from Nute's unbelievable incompetence. As much as I
wish Gunray was a competitive piece, he's a complete
disaster. Field him at your own risk.
Overall rating in 100: 1
Overall rating in 200: 1.5
Commander Effect: Allies get -2 Attack and gain
I just got back from Florida, woohoo! And what do I
find myself in? Sepretist Commanders Week... and I'm
afraid that none of the pieces we are reviewing this
week have seen much competitive play. This piece is
no exception, for a few noted reasons.
His Commander Effect is among one of the worst in
game: it actually hurts you. It is a fact that Nute
Gunray was meant to be used in an all Droid army, as
to avoid your allies of attaining this pitiful
commander effect. I would actually be all fine and
good with this if Cyborgs, such as General Grevious,
were also excluded from this effect. Sometimes,
General Grevious is the only real beatstick in a
Droid-based army. This also hinders the use of other
"Sepritist Commanders" we are reviewing this week,
not that it would make much of a difference anyway.
His 30 cost is high, but it is more like a mere 10
because of of the Reinforcements. But even for 10
points, is Nute Gunray worth having? When you roll a
critical miss for initative, he can be nice adding a
small 20-point sum of figures into your army, but is
this really worth it? It certianly isn't for his
stats, which stands at a sub-par 30 hitpoints, 12
defense and absolutely no way to attack. If you ask
me, this piece is really pitiful. Oh, goodie. I have
a 5% chance to add 20 points of Sepretists into my
squad, and even if that does happen I still lose
initative! Bah. You can do better.
I really don't have anything else to say about this
piece except for don't use it. Zeal out.
100 points: 1.5/5 Don't use it. Please.
200 points: 1/5 It's even weaker here because 20
points really isn't that much of a sum. Once again.
Don't... don't... Please don't... use this piece.
Sculpt: 3/5 A fair representation of Nute Gunray,
even if Nute wasn't my all-time favorite character
in the movies, he still looks kinda cool.
Commander Effect: Allies get -2 ATK and gain Speed
We start off Seperatist Leaders week with the
highly-unlikely-to-be-ever-played Nute Gunray. After
all, who would want to play a character that hurts
you due to the Commander Effect?
For starters, his stats. Sucks all the way. Don't
let him get into the battle! Not much else to say.
For his effects, he's got the reinforcements and the
reserves for the Seperatist. The question is: is it
worth 30 points? The chance of getting reserves off
is only 5%, so most of the time he's just taking up
10 points that could be spent on something better
(Super Battle Droid, BDO, Geonosian Soldier, etc.).
As for his Commander Effect, horrible. If you even
dare wish to use him, use droids, as they aren't
subject to this effect.
In 100 PT, never EVER run him. Matches are too quick
to get the reserves off, as well as droids don't
stand a chance in 100 PT against Vader and Bane. In
200 PT, perhaps in Droids if you feel like wasting
10 points, but I don't. So, here's the ratings: