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golan_arms_df9_anti-infantry_battery
image from Wizards of the Coast

Golan Arms DF.9 Anti-Infantry Battery
Force Unleashed
#6/60

Date Reviewed: Feb. 7, 2008

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

100 pt: xx
150 pt: xx
200 pt: xx

 
Sith Dragon Golan Arms DF.9 Anti-infantry Battery
Rebel
Cost: 26
HP: 120
DEF: 12
ATK: +10
DAM: 20

DR10; Mounted Weapon; Splash 10; Emplacement (cannot be moved, may set up anywhere on your side of the board.)

This weeks minis are requests from Phenix. He had some questions on their uses. This piece is pretty good for what it does and its cost. For 26points the stats run hot/cold. The 120HP is outstanding. Chewie is the only character that is cheaper with at least 100pts, and CS Agen at 29pts is the next character to have 120HP. The 12 DEF is horrid. Pretty much anything and everything is batting at least .500 to hit it. The attack is fairly decent for a 26pt piece, and the 20 DAM is solid as well.

Now you add in the abilities, and this is where the piece gets interesting. DR 10 will really help all those pieces that can hit it and negate the pesky 10DAM grunts that could swarm it for the kill. Of course it has mounted weapon. This limits who can combine fire and stops it from being healed. Sorry no 2-1B help for this piece. Splash 10 is an interesting choice. It mens even if it misses, it stands a chance at doing damage to a target and those surrounding it. The final ability is what really makes this piece interesting. The emplacement ability allows you to set it up ANYWHERE on your half of the map. This can guarantee you gambit from round 1. It can provide some nasty line of sights into where your opponent is starting. It can provide cover to those running up behind it, or clog choke points on certain maps. The placement of this piece can really mess with your opponent if you do it right.

Where this piece really comes into play is its cost and what it isn't. Costing only 26 points means you can bring it in through Garm Iblis' effect with a Mon cal tech for the reasons i mentioned above. This really isn't a piece to build around as Mobile and stealth will really cause this piece problems, but i t can be a very nice tech solution. This is also the piece that gives Hoth Chewie a niche in play as chewie seems tailor built for the Golan.

100/150/200pts: As i said i really would not build for this piece. It is a great scenario piece or reenactment piece, but otherwise i would save this piece for Garm reinforcements. At 200 you can build it into your squad and still be okay, but you can guarantee that it will go down after a couple rounds, so you will need a squad ready to push. You would hate to lose because of its points. Have some fun with this piece. It isn't stellar, but can be a whole lot of fun when you can use it.


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