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image from Wizards of the Coast

Dark Hellion Marauder on Swoop Bike
Set: Bounty Hunters
#26/60 U

Date Reviewed: May 22, 2007

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

100 pt: 1.75
150 pt: 2.50
200 pt: 2.75

 

The Lonesome Stranger
Stranger here to talk about more minis

so lets take a look at a friend of mine. The Dark Hellion Maurauder on Swoop Bike.
His name is a mouthful but here are his stats:

Number: 26 / 60
Rarity: Uncommon
Cost: 10
Hit Points: 30
Defense: 14
Attack: + 5
Damage: 10
Special Abilities:
Flight
Gang +1
Mobile Attack
Speed 12
At the cheap price of 10, you get 30 hp, speed 12, mobile attack, and an attack bonus if any dark hellion gang members are around. Mobile Attack isnt too shabby either.

But really, if you think about it, he sucks because no way can he go toe to toe with just about any figure with a higher cost than him. At best, hes good for picking off ewoks, then of course, who still uses those guys anyway? the 3 point has been locked out with Ugnaught Demolitonist, and you get more bang for your 3 bucks. Though the speed 12 is good for hit and run, the fact that most bounty hunters figures arent melee attacks, and many have accurate shot and other bonuses, the only thing he is looking fine.

100: no (1)
150: perhaps (2)
200: if you must (2.5)

Chinchilla
Sith Dragon Hit Points: 30
Defense: 14
Attack: +5
Damage: 10
10

Special Abilities:
Flight This character ignores enemy characters, low obstacles, and pits when moving.
Gang +1 +1 Attack against a target for each other ally whose name contains within 6 squares of that target
Mobile Attack Can move both before and after attacking.
Speed 12 Can move up to 12 squares and attack, or double that number without attacking.

Today's mini is one of the most versatile pieces in the game, though you will never hear it. By itself its stats really are not that bad for only 10 points. The mobile attack can keep it alive, and the speed 12 gives it a very nice range in which to move and attack. The gang +1 can be good if you are attempting a gang theme, but generally it will not net you more than a couple of points. Flight is nice because where ever it goes it will never be slowed by low objects and difficult terrain.

Lets face it. This is pretty much a 200 pt format piece. You might find a need to fit it into 150, but generally it will be found in 200pt games. What i really love about this piece is its versatility. In a normal squad it is a great gambit gainer. If you play the starship map (hardback) and end up on the airlock side, you are generally at a gambit disadvantage. With the swoop bike, you can run it into the elevator shaft and safely gain gambit. The only way your opponent can defeat it is to run a piece around, which will generally be more than 10pts, right into your line of fire.

The other use is with Exar Kun. These things can go 24 squares, which is a long ways when you have flight and can ignore terrain that slows everyone else down. Exar swaps into it and proceeds to light up your opponent. Read my tourney report for more info here.

The other way is Thrawn. The swoop bike is a nice way to run the piece out and then swap it with another bike, an E-web, or other large based characters.

By itself this is not a great piece even though it is solid for its points, but as a tech piece in an army, it truly is an amazing piece.

"Dude, the fat guy totally just blew up!" -Pink 5
Hassan Ninkin Dark Hellion Marauder on Swoop Bike

cost: 10
HP: 30
defense: 14
Attack: +5
Damage: 10

Flight
Gang +1
Mobile Attack
Speed 12

New reviewer here, hope my insight doesn't throw your game into last place.
10 points is easy to spend in most builds, but you have to spend it wisely, because there are so many good figures to choose from in the under 10 range. This is one of the good ones if you ask me.
You probably won't be using it for its cost-average defense, HP, or attack values, and its only a 10 damage figure, so you probably won't be attacking with it very much either. So why is it useful? Flight, speed 12, and a large base.
Most figures with 2x2 bases suffer from difficulty in moving through difficult terrain, and others suffer from low speed (e-web anyone?) Combining the mobility of the Marauder with board switching abilities like Thrawn's and Exar Kun's and you've got a quick and easy way to get high damage pieces into position without risking attacks of opportunity. Mobile attack is just an added perk.

100 points: 2.5/5 useful in the right builds and cheap enough to fit in easily
150 points: 3/5 still a good piece, and with more options available, it can serve multiple roles
200 points: 3/5 no real improvement over the 150 point build, because any extra support you get from your other pieces isn't going to be really influential compared to the other options out there
 


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