O66; Double Attack; Greater Mobile Attack;
Penetration 10; Twin Attack
CE: Allied O66 gain greater Mobile Attack
Wow, Captain Rex is a character that really breaks
the mold for commanders. He is also one of the few
commanders that may be better as a fighter than as a
commander. For a whopping 33 points (whopping for
clones anyways), you get a mediocre 70HP, a mediocre
16 DEF, a very nice +12 attack adn base 20 damage.
When i say that his stats are mediocre, i refer to
the cost of the character. For a clone they are way
above average. Of course when a character has below
average stats for a cost, it usually means that they
have some wicked abilities, which Rex has.
Of course Rex is an Order 66 character, so he falls
into all the bonuses and traps of the type. What
makes Rex really stand out is that this clone packs
some serious offense. His attack is solid enough
that it makes his mobile, doubling, twin dangerous.
Popping off 80DAM a turn and not being left in the
open after it is done is nothing to sneeze at.
Indeed, with his 70HP, it is something to be very
mindful of. That in a nut shell is Rex. He has
penetration 10 to help him against damage reduction.
All and all this isnt too big, but the fact it can
nearly drop Luke's snowspeeder in a single turn is
His CE leaves a bit to be desired at the moment.
Order 66 characters gain greater mobile. This is a
great CE, but there is just one problem. Right now
there are a grand total of two figures that have O66
and double attack as is - the ISP speeder and the
Kashyyyk trooper. Neither is going to be rocking any
worlds as the trooper has a very low attack and only
10 DAM while the ISP is way too expensive for its
fragility. That and its a huge.
So does this do any good? Well, it can. By running
the new Aayla you can give your O66 characters
double attack. Perfect right? Well, not really.
Aayla is 50pts, so you are looking at 83 points in
just those two CEs. With the craptacular stats of
most of the O66 characters that we have, it doesnt
leave much room for followers. This is especially
true when you consider the characters worth running
are 15-17 pts and most will require a third
commander of some type to make them truly effective.
The starcorp trooper and Sev are going to be your
100pts: You know i can almost see him working here,
bot because of his CE, but because he can pump out
80 DAM a round and still remain hidden afterward. It
is all going to depend on who you bring with him. If
he has to advance on cloaked without beefy help, it
will be a quick loss. Run him with a few jedi weapon
masters and you might be in good shape.
150pts: Here, again, he is going to be used for his
quad and hide over his CE. There are some good
Panaka swap squads popping up with him in it.
200pts: For now this is the only place you can even
think of running him with his CE, but you have still
lost nearly half of your points to commanders. If we
get some decent O66 double attacking figures later
on, he could become much more powerful, but for now,
his quad and hide is his best aspect.
CE: Allied characters with order 66 within 6 squares
gain Greater Mobile Attack
Today we look at Captain a personal favorite of mine
from this set so if you see any bias I am sorry. His
stats are decent all besides defense which is a
measley 16. But the rest are decent if not high end.
Those don’t make him worth playing.
His abilities are what put him over the top. He has
Double+Twin+Greater Mobile. That combined with 20
damage equals up to 80 damage without crits if all
the attacks hit which is crazy on a 33 point piece
especially since he can still move after doing all
that. Penetration is good when it comes up which is
about never so he could’ve done without it and cost
a few less points but what are ya gonna do.
His CE was thought to be broken at first (Greater
Mobile to all followers) but then it became not near
as good. But it still has its uses such as any
amount of clones+Ayala but that is costly but in 200
it could be good.
His weakness is only his defense and low HP may
screw him over. But he costs 33 points so don’t
expect him to be a straight beast (though he
definitely can be).
100: 4/5 Good damage output per activation plus
plenty of room for another big hitter I think he can
get it done.
150: 3/5 Here he won’t have to much room for more
good commanders and clones and this is where Meta
really starts to show unlike in 100. He’s good in
this format just not enough points.
200: 5/5 Good CE, more than enough room for more
commanders, and a plethora of clones= death for the
cross table opponent.
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