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boba_fett_mercenary
image from Wizards of the Coast

Boba Fett, Mercenary
Force Unleashed
#47/60

Date Reviewed: Jan. 18, 2008

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

100 pt: 4.00
150 pt: 4.00
200 pt: 5.00

 
Sith Dragon Boba Fett, Mercenary
Fringe
Cost: 58
HP: 110
DEF: 19
ATK: +10
DAM: 20

Flight; Bounty Hunter +4; Double Attack; Cunning Attack; Accurate Shot; Intuition

This is in my top three figures of this set (Shaak and Felcor being the other two). It also happens to be my favorite of the Fetts as well. For 58 points, his stats are a bit dubious and misleading. 110HP isn't shabby, but it inst exactly great either for 58 points. The 19 DEF is a bit low. The Attack of +10 is pretty bad, and the 20 DAM is standard.

So why is he one of my favorites? Well, bounty hunters are notoriously misleading with their stats. Base stats usually suck because there are solid boosts to them with abilities. Fett is no different. As with most of the old Bobas, Merc has flight and accurate, making him a deep range strike threat against commanders or tech like R2. Merc also has the standard BH+4, making him a +14 against uniques. That isn't bad, but keep in mind that is only 2 points better than baby Boba.

It is the last two abilities that make this Boba so fantastic. Boba can't be left with a sub standard attack, so to give Merc a boost, they gave him cunning attack. Now he can swing for a +14/+18 for 30 DAM. That is some fire power to respect as a double attack will take out about any mid range character like Talon or R2PO. The final power is a great power as well. Intuition allows him to move out or back into hiding after you figure out who is going first. This will help his average defense and HP last longer. It also makes your opponent approach carefully. Most figures are going to be in sad shape after taking a quick 60 DAM.

100pts: I haven't heard of him being played here, but i dame say that he could fit well. My second favorite combo is to match him with Han, RH so Boba now shoots for 80 DAM with initiative. Tack on Han's 30 DAM and a lot of figures are going to drop fast. Boba's Intuition can also keep him away from most Jedi. Bane's assault will help him keep up though. Give him a go. I can see Merc being competitive here.

150pts: Here He is pretty good. He takes up a chunk of the points, but with the damage he can deal out, it should not be hard to boost him with the right support. I ran Merc with Han, RH and did very well. The thing you have to watch out for are the auto init squads that will take away your cunning.

200pts: Here he can shine for all his glory. Not only is Han a good match, but here, Garm is a very good fit. Garm allows for Merc to basically gain a double attacking mobile attack. He can intuition out, double, and then use Garm's effect to move three back into hiding. This opens the door for all sorts of combos and help.

I love this Boba. He is powerful, but not overly so. You have to know how to use him and build around him. Garm is almost tailored to fit with him every time. If you get him, enjoy. He is a great piece and loads of fun to play. Most definitely a top three piece for me from this set.
Darth Liserak Boba Fett Mercinery


Faction Feringe
cost 58
HP 110
Defense 19
attack 10
damage 20

Unique. Flight

Accurate Shot (Can attack an enemy with cover even if it's not the nearest enemy)

Bounty Hunter +4 (+4 Attack against Unique enemies)

Cunning Attack (+4 Attack and +10 Damage against an enemy who has not activated this round)

Double Attack (On his turn, this character can make 1 extra attack instead of moving)

Intuition (Once per round, after initiative is determined, this character can immediately move up to his Speed before any other character activates)


This is the new Boba fett from the force unleashed and it is a more point conserving piece. He is ment to be with someone in his squad and work with them not just a beatstick (bounty hunter.) He has cunning attack which really fits him. That and bounty hunter can give him a respectful 18 attack for 30 damage that is better than bounty hunter. he has double which is standard and also has intuition. This is a very good abbility that can allow boba to actually get positioned for his double attack at the beggining of the round.Overall avery good piece.


100 5/5 works very well here. He has a make shift mobile to use were he needs it.

150/200 5/5 he only gets better and better.

art 1/5 no flames on the mini! come on.
Stilla Boba Fett, Mercenary

Set: Force Unleashed
Faction: Fringe
Number: 47/60
Rarity: VR

Cost: 58
Hit Points: 110
Defense: 19
Attack: 10
Damage: 20


Special:

Unique. Flight

Accurate Shot (Can attack an enemy with cover even if it's not the nearest enemy)

Bounty Hunter +4 (+4 Attack against Unique enemies)

Cunning Attack (+4 Attack and +10 Damage against an enemy who has not activated this round)

Double Attack (On his turn, this character can make 1 extra attack instead of moving)

Intuition (Once per round, after initiative is determined, this character can immediately move up to his Speed before any other character activates)

Hello fellow sentients. When I saw the set list for Force Unleashed, I was a little concerned about this charcter. Most (if not all) pieces with "mercenary" in the title are stuck with a very limiting SA of the same name. The "mecenary" rule is that if a fig can make an attack from its current posision, it cannot move. You can see why a 58 point piece would be virtually worthless if it had this special ability. This Boba only has mecenary in his name and not in his ability list thank god. For a fig that i thought would have stone feet, this guy is very mobile. He seems to be more of a thinking man's piece but this guy can deal out the punishment. This Boba, on average, can dish out more damage that his Bounty Hunter version. Seeing as Boba, BH is the holy grail of Boba, lets do a comparison of both shall we?


The Stats:


Cost: 58 - 4 points cheaper than Boba, BH. Better use of points IMHO.

Hit points: 110 - 10 less than Boba, BH. Boba, Merc will survive just as long. More in a minute.

Defense: 19 - 1 less than Boba, BH. Play Smart and it won't matter very often.

Attack: 10 - 2 less than Bobam BH. Kinda hurts but his Abilities will make up for it.

Danage: 20 - Same, but can be increased by Abilities.


The Stats edge goes to Boba, BH. Period. However, you don't just play a figure for its stats do you?

The Special Abilities:

Flight - A staple for Boba. A Very useful tool for movement over "cluttered" maps. Lets you get away from Jedi without taking an Attack of Opportunity.

Accurate Shot - Another staple for Boba. All Bobas have it. Its nice to be able to shoot almost anything on the map whenever you want...

Bounty Hunter +4 - Another staple for Boba. A little less than the +6 that the BH version offers but this fig wouldn't miss very often if he had the +6.

Double Attack - Double attack is not as good as twin for my playstyle but it depends on your strategy.

Cunning Attack - This is one reason why you'll use this Boba over the BH version. Being able to attack with +4 and hit for 60 damage a turn is awesome. Boba, BH hits for 40 a turn on average, assuming he doesn't roll a 20.

Intuition - This is the other reason you will play this Boba. Intuition lets you move 6 spaces after the initiative roll before anyone moves. This doesn't count towards your move so you can use it to get into position for your double. It will also allow you to get back into cover if you find yourself exposed at the end of the round. It basically give you a free 6-square movement that your opponent cannot respond to right away.

The Special Abilities edge definatly goes to Boba, Merc. Sneaky little rat.

As far as a strategy for building a squad around him, there are certainly many. Pretty much any kind of initiative control will let him use his Cunning Attack. Try Thrawn or a proble droid with Recon with the Empire, Quinlan with Recon or Jedi Master Qui-Gon for the Republic, or the Muun Tactics Broker for everyone else. Use the Intuition at the beginning of the round to get into position, fire your double at +4/+10 for massive damage. This will leave him exposed so bodyguard him. The other option is to use initiative at the beginning of the round, shooting once and getting back into cover. If you are gutsy, you can drop him somewhere (R2-Astro) to get his double off at the end of the round and move him into cover with intuition after the next initiative. Try this guy in any squad with initiative control and you'll really be happy. The sky's the limit so have fun with it.


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