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Mandalorian Commander
Set: Bounty Hunter
#57/60
(Pojo's Exclusive Preview)

Date Reviewed: September 7, 2006

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

100 pt: 2.50
200 pt: 3.67

 
Ten-Eyed
Man

 
Mandalorian Commander
28 points
HP: 60
Def: 17
Att: +10
Dmg: 20

Double Attack, Mobile Attack

Commander Effect: Mandalorian allies gain Mobile Attack

The Mandalorians are shaping up to be one loving, supportive faction. I base this assessment on the fact that the Mandalorian Commander and Mandalore the Indomitable both have Commander Effects that affect everyone in their faction, regardless of range, and each can provide the other with an ability that he didn't have. Neat.

For 28 points, the Mandalorian Commander is a pretty solid package. He's got respectable numbers for a shooter in his point class (low Hit Points offset by high damage output with Double Attack). Much like the Sith faction, the Mandalorians clearly believe that the best defense is pounding the other guy into rubble really fast.

The Commander also benefits from Mobile Attack, for those times when it's just not safe to stand still and make two attacks. What's more, he grants it to all Mandalorians in his squad, regardless of distance. This means that the terrifying cannon that is Mandalore the Indomitable can have Mobile Attack, increasing his survivability quite a bit.

For the other Mandalorian pieces that we know about at this point, the Basilisk War Droid benefits from Mobile Attack a little, at least while trying to get itself into position for the all-important strafing run. The Mandalorian Warrior, being a Melee piece, benefits less, but at least he also has Melee Reach 2, meaning that he won't necessarily draw an attack of opportunity for punching and running (the usual problem with Mobile Melee attackers).

All in all, while it's tough to make a firm judgment without know who all he can affect, the Mandalorian Commander looks like a solid and very playable piece. Thanks, WOTC, for letting Pojo have an advance look at him.

Overall rating in 100: 3.5
Overall rating in 200: 4.5 (he costs so little here, and Mobile Attack is so good, that you should almost certainly run him)

vornargith

 

Mandalorian Commander
Cost: 28
Hit Points: 60
Defense: 17
Attack: +10
Damage: 20

Abilities:
Double Attack
Mobile Attack

CE: Mandos get Mobile Attack

The Good: Sweet … the Mandos get a useful CE … without range restrictions. Before I rate this character, though, I’d like to see the rest of the clan to determine if the CE can benefit them. The basic Mando Warrior that’s been paraded in the sneak previews only has a melee attack (although it has a reach of 2 squares). Without the CE, MandoCom is still an effective piece to have in a battle … a solid heavy grunt with good a decent defense and good attack score.

The Bad: 28 points seems a bit pricey --- again, we’ll just have to wait and see what his boys can do. Even so, for 23 points, you can recruit Lando Hero-boy, who’ll grant Mobile Attack to all non-unique followers within 6 squares. Hmmm … wait and see.

The Ugly: So far, all the Mandos I’ve seen are from the Old Republic era (hence the don’t have jetpacks). It would’ve been nice to see some from the Republic era with flight.

Ratings:
TBD … until I see the entire Mando chorus line … I can’t give an accurate rating, but he does seem interesting. Without doubt, he’ll be a staple in any Mandalorian army. With a 28 cost, we’ll probably see more of him in 200 pt squads.

ninjaduelist
Mandalorian Commander (Uncommon)

Faction: Mandalorian
Cost: 28
HP: 60
DEF: 17
ATK: 10
DMG: 20

Double Attack
Mobile Attack

Commander Effect: Mandalorian allies gain Mobile Attack.

Hey, hey! Looks like I get to do a review with the Mandos. This makes my day, as I have enjoyed the endless hours of KOTOR (actually, I was watching my brother, but whatever). And heck, with less than three weeks until Bounty Hunters makes its debut, why not review a piece or two beforehand?

Now, rating this card is gonna be difficult, since I don't know all of the stats of the Mandalorians. All I can say is that his stats are better for its offense than defense. 60 HP isn't very good for its cost, and the DEF also doesn't shine, but the 10 ATK is good for a shooter, and the 20 DMG is average. As for its Double Attack, meh. Its good, but if you are using Mobile Attack, then Twin Attack would be the better choice. As for the Commander Effect, looks like Mandalorian shooters will be getting a nice bonus. In other words, Mandalorians have the potential of getting Mobile Attack from this guy, Bodyguard from Ulic-Qel Droma, and Momentum from Mandalore the Indomitable (I think I spelled it right).

In 100 PT or 200, I can't give off an accurate rating, since he's more of a team player, and its not easy if you don't know the team. However, with us already having Lando, HoT, this guy isn't giving us something we don't have. We'll just have to wait and see.

In 100: 2/5 (Lando is less expensive, plus Fringe.)
In 200: 2.5/5 (Average, but then again the rest of the pieces could prove me wrong.)

15 days until Bounty Hunters comes out!!

Zeroph Zeal
Mandalorian Commander
09/07/06

Points: 28
Hitpoints: 60
Defense: 17
Attack: +10
Damage: 20

Abilities: Double Attack, Mobile Attack

Commander Effect: Mandalorian allies gain Mobile Attack.

Saving us from Sepretist Commanders week comes the first ever Pojo Exclusive Preview. I'm not gonna lie, I love the new Mandalorian faction. Not only do they look cool, but they can kick some butt too. Right now, we review the Mandalorian Commander. Is this commander worth running when Bounty Hunters is released? Let's take a look, shall we?

His stats aren't enough to write home about, that's for sure. 28 points buys you an average 60 hitpoints,
17 defense, 10 attack and 20 damage. While this is about the norm-below average for a 28 costed shooter, it is certianly not bad for a commander.

His abilities are good, though. Double Attack serves this character well, meaning you will probally hit one out of the two times. Mobile Attack isn't the best of abilities, but can be useful to get out of cover, shoot, then run back into cover before the enemy can attack you. While Mobile Attack isn't one of my personal favorites, it does have its uses, for sure.
This is somewhat of an odd combination, though, simply because you can't use Mobile Attack and Double Attack together. I suppose it would give you more options with him, but I'd definatly perfer two abilities that work synergically.

His Commander Effect is simular to that of Queen Amidala and Lando- Hero of Tanab. In fact, this piece is extremely simular to Lando! My question becomes does Lando make this piece worthless? Let's compare them a bit, shall we? If you ran Lando over this, this is what you'd get:

-5 points
+0 Hitpoints
+1 Defense
-1 Attack
-10 Damage
+ Unique
+ Oppurtunist
Difference in Commander Effect: Non-unique followers within 6 squares instead of Mandalorian allies.

By the looks of it, it really breaks even. In my opinion, Lando is the better fighter simply because of Oppurtunist. However, the Mandalorian Commander's commander effect isn't limited to 6 squares and can affect unique characters as well as followers. Then again, Lando will affect fringe and Sith units.
(assuming you are playing Ulic Qel-Droma) Time will tell if this thing will see play over a Lando, but my huntch says it will. Not being limited to 6 squares really helps this guy's commander effect. If you don't think this makes that much of a difference, ask yourself why Mas Amedda sees so much play.

All in all, however, this guys playability will depend on what else is in the Mandalorian arsenal. It's really hard to give this piece a rating for that very reason, that we don't know what the other Mandalorian pieces are so we don't know this piece's competition or synergy. Right now, I'll give it a:

100 points: 2/5 Commanders are hindered here, expessially ones that take up more than 25 points.
This guy is no expception.

200 points: 4/5 Lando- Hero of Tanab is a deadly piece, I really don't see why this guy would be any different unless for some reason the Mandalorian faction couldn't use Mobile Attack.

Sculpt: 4/5 Mandalorians are cool. Enough said.
Kevin Well, today we have something new for you all. Today we have the mandolorian commander!!! Stats first.

Cost 28
Hp: 60
Defense: 17
Attack: 10
Damage: 20
SA:
Double attack
Mobile attack
CE: mandoliarian allies gain mobile attack.

This is just a sweet looking piece in my opinion. So far we have seen mandolore, the basilisk, and a warrior for the mandolorians. So far so good Wizards.

The most notable thing about this piece for me was the cost. 28 points is a bit steep for a commander. After that I saw the 20 Damage he had and smiled a little. Not many commanders have base 20 damage. He also has a decent defense of 17, 21 in cover. His base attack is also a very nice +10. So he can hit things. Which means, his double attack is not worthless, and, in fact, makes him better. He also has mobile attack for those nice corners.

The biggest advantage I can see is his CE. Mandolorian ALLIES gain mobile attack. That means everybody. So mandolore just gained mobile attack, everybody else gained that too. Combine this one with mandolore and you will have a lot of options on how to play with the mandolorians.

100 Points: I am not sure how the mandolorians will play yet. That being said, this characters CE looks very nice. As far as I can tell there are ranged units for this faction to benefit from this CE too. It should be nice to have a decent non unique commander. As of right now though, 28 points for unknown squads aside from mandolore and the basilisk, and the warrior, just seems a bit pricey. Also, his CE is only for his faction.

For 100 points I would say he is well balanced though. 2.5/5

200 points: Here he can be nasty. There is no range limit on his effect and it is for all mandolorian allies. So, the mandolorians will be happy to have this character anywhere in their squad. 4/5

Tips: As with lando HOT, this character should be kept safe. It can fight and do damage, but it is best used behind walls to let your other characters benefit from the CE. The fact he has mobile attack means you can use the standard hit and run with him, and, if nothing else, the 21 defense will keep him up and running for a while. Aside from that, I do not know the faction well enough to suggest much else.


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