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hoth_trooper_with_repeating_blaster_cannon
image from Wizards of the Coast

Hoth Trooper with Repeating Blaster
Force Unleashed
#10/60

Date Reviewed: Mar. 26, 2008

 
Sith Dragon
Hoth Trooper with Repeating Blaster
Rebel
Cost:21
HP: 60
DEF: 14
ATK: +8
DAM: 20

 
Triple Attack; Heavy Weapon; Mounted Weapon; Speed 1

Today's piece is a fantastically fun piece.  Its stats may seem a bit low, but at only 21 points his stats are actually very good - or at least typical.  With Heavy Weapon, Mounted Weapon and Speed 1, you couldnt restrict this piece any more.  However this piece has so much support that it works fantastically.  Unlike the Atgar, this piece may actually hit something.

Ackbar can give it a +4 for activated opponents, but there is a real gem of a word in this character's title.  This isnt just a repeating blaster or rebel repeating blaster.  With the addition of "Hoth Trooper" in the name, it opens up a whole ton of proverbial worms that make this piece fantastic. 

While Ackbar is the best attack booster, there are some nifty CEs. By far the best of these is the Rebel Captain.  Run these two together and all of a sudden you have a gun that is going to attack a whopping six times with triple plus twin!  The Hoth trooper can grant it deadeye for an extra 10 DAM.  There is one other must piece with this blaster that happens to be Friday's piece - the Rebel Troop Cart.  I will deal with that piece more on Friday.  The Repeating Blaster will be a fun piece to play simply because of the amount of attack that it can throw out there.  With the +8ATK and a possible boost, it can actually hit something.

100/150pts:  Dont try it here.  To run this you will need a lot of help and distractions to protect it.

200pts:  Here you can bring in all of those support pieces and distractions.  You can also run multiple cart/blaster combos.  It wont be top tier, but it will be a lot of fun.
willismaximus "Hoth trooper with Repeating Blaster Cannon"
Faction: Rebel
Cost:  21
 
HP: 60
Def: 14
Att: +8
Dam: 20
 
 
SA:
Triple Attack
Heavy Weapon
Mounted Weapon
Speed 1
 
 
I remember when I read about this guy before TFU came out.  I thought we were getting a "Snowtrooper with E-Web" for the rebels . . . boy was I wrong.  This guy is a different animal in almost every way.  For 21 points you get decent stats.  60 hit points is pretty decent for this cost range.  The 14 defence is bad, but typical of the rebels.  A +8 to attack is kinda low.  20 Damage is pretty basic as well.
 
Now, how 'bout those abilities?  Well, the first thing that should jump out at you is the fact that this guy has triple attack.  For a 20 Damage piece this cheap, triple is a real bargain.  Unfortunately, the rest of his "abilities" are, in fact, penalties.  Mounted weapon will keep anyone without "Gunner" from combining fire with him, not to mention he needs industrial repair to be healed.  Heavy Weapon means he won't be going anywhere if he decides to shoot.  Speed 1 (!!!) means that if he *does* goes anywhere, he won't be going there fast.  Fortunately for the Rebels, there are ways to overcome nearly all of these shortcomings.
 
First of all, how can we boost the attack and damage?  Well, Ackbar will give him +4 to activated opponents.  Another option is to use Garm's reinforcements to bring in a New Republic Commander.  He costs 19 points and will grant all your troopers (including the repeater) "Careful Shot" for another +4.   Once Legacy comes out, we'll have another option as well in the form of "rangefinder," which I won't go into detail here.  Damage can be easily boosted as well with Han RH, The Hoth Trooper Officer, and most notably, the Rebel Captain who will grant twin attack to the guy.  Six attacks at up to three different targets is wonderful.
 
The other problem is the horrid speed 1.  Well, there's just one good solution really and that's the Rebel troop cart, which will be reviewed Friday.  Basically, now your repeater can move 16 spaces and then shoot all he wants!  If you're running a repeater, the cart is a must.  Otherwise, the game will be over before he even makes it to the battle!  The other option is K-3PO's swap, but I honestly think the cart is a better option.
 
100pts  1/5:  Needs a lot of support to be effective, so he doesn't work here.
150pts  2/5:  You can probably fit him in along with the support he needs, but he will practically *be* your squad here.  Not a good idea.
200pts  3/5:  Here is where he'll do the best.  Lots of support,  more beatsticks to help, etc.   Lots of fun, but still too many shortcomings to really be competitive.


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