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image from Wizards of the Coast

Aerial Clone Trooper Captain
Set: Clonestrike

Date Reviewed: April 10, 2007

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

100 pt: 1.50
200 pt: 2.00

 
Sith Dragon Aerial Clone Trooper Captain
Republic
Cost: 23
HP: 40
DEF: 14
ATK: +10
DAM: 20

Flight; O66; Spotter 20

CE: At the end of this characters turn, 1 non-unique follower within six squares may make an immediate attack.

The ACTC is one of the old chase pieces of the CS set. Back in the day he was pretty good, but in the end, the imps can do what he does for way cheaper. The difference of the nine points comes from the ACTC actually having some reasonable offense. With 40 HP, he will take two hits to die regardless of who is shooting at him, where the Imp Officer can be killed in one. Where the Imp Officer has a +5 for only 10 DAM, the ACTC has a respectable +10 for 20 DAM. Incidentally, He has the same stats and cost as Bacara.

The ACTC has spotter 20, which while good seems to contradict his extra attack CE. It the old days you could stick him out there and only have to worry about a couple of accurate shooters, but in today's game, if you stick the ACTC out in the open, he will go down pretty fast. BUT! Since the clones are now highly mobile thanks to Amidala, he can be a good piece to hide until the opponent rounds the bend for attacks. Another thing that has helped is the fact that Mas has now lifted the within six clause, making him able to hide on the other side of the board.

100pts: He brings neither offense nor uber powers to this format. Stay away from this format with him.

150pts: Here he begins to be playable, but at 150 the points are so scarce that he can take up room better spent on other pieces. He can be a fun piece here, but in the end i don't think he will do very well.

200pts: Here is is very playable, however do not confuse that with being good. While not a bad piece, the ACTC is just too expensive for what he does. In today's game though there is one thing of note. While Boss is the better choice for giving Commandos a free turn, the ACTC can do something that Boss cannot. The ACTC can give the JWM a free swing, making them a lot more dangerous. A very cool looking piece and a fun piece to play, the ACTC is just another of the CS pieces to fall by the wayside in today's metagame.

"Dude, the fat guy totally just blew up!" -Pink 5
Ten-Eyed Man

The Aerial Clone Trooper Captain is without a doubt the finest piece in the game with a giant bear trap on his back. For example, he’s way better than Chewbacca, Gnawing His Own Leg Off.

Seriously, what is that thing on his back? I know it’s supposed to be part of his jetpack, but it just doesn’t say “Aerial” to me. It says “dental braces for the Rancor” to me. But I digress before I’ve even gotten started. Sorry about that.

The ACTC, as he is known to brevity-conscious players, is not a great piece. He’s not terrible, but you can probably find a better way to spend your 23 points. With only 40 hit points and a Defense of 14, he’s in serious danger of being killed by your opponent’s fodder pieces. He does have some potent advantages, but they can be hard to get maximum use out of.

First of these advantages is his Commander Effect. Extra attacks for a heavy hitter are always a good idea, and the Republic has a couple of good non-Unique candidates for this ability, such as the AT-RT, the ISP Speeder, and Republic Commando Sev. Unfortunately, the first two are not terribly competitive pieces, and the last one is better paired with Republic Commando Boss for the same effect.

Another advantage is Spotter 20. Adding 20 more damage to an attack while also giving it a +4 to hit is a win-win, right? Again, not so much. First, you have to spend your turn on combining fire, so you have to hang this fragile pieces out somewhere and leave him there. Worse, he has to be within six squares of the target to use Spotter, which is hideously dangerous for this brittle, brittle Captain. Finally, giving up his turn to Spotter means that he doesn’t get an “end of turn” in which to use his Commander Effect, so you can only use one of his main advantages per round.

The last advantage for the poor Cap’n is an Attack of +10 for 20 damage, with Flight to help him get into position. This isn’t bad, and he can use it with the Commander Effect. I’d plan to use this part of the flyboy’s repertoire, if you want to build with him. Keep him safe in the back rank, and either keep him within six of a powerful, non-Unique ally, or use Mas Amedda to expand the range of his CE.

The Rocketeer look-alike isn’t the worst piece in the game, but the Republic has more pieces than any other faction. You can find a better use for your points.

Overall rating in 100: 1.5 (definitely not worth a quarter of your points)

Overall rating in 200: 2 (a little better, but still too easy to kill)


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