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image from Wizards of the Coast

Commando Droid Captain
Galaxy at War

#8/40


Date Reviewed: December 03, 2009

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

100 pt: 1.00
200 pt: 2.50

 
Josh

Commando Droid Captain (8/40, Galaxy at War—Uncommon; HP 50, DEF 18, ATT 9, DAM 20, DEP 24)            

            The Commando Droid Captain is a pretty nice piece. While it’s captain of the Commando Droids, its Commander Effect actually applies to all Droid followers, which is already a plus. Its Commander Effect gives all Droid characters within six squares Double Attack. Though the Battle Droids really don’t benefit all that much since two shots with a character with no attack bonus are still likely to miss, ones like the Super Battle Droid and the Crab Droid really get a nice little boost from this effect as long as they’re within six squares of this piece.     

            The Commando Droid Captain’s stats are pretty nice and relatively beefy for a mid-range piece. Its special abilities are where it really shines though. Double Attack is always nice and when paired with its Deadeye, any time it uses Double Attack it’s also shooting at a +9 for 30 points of damage. Though that means it will be stuck to the same piece of ground, as long as you keep it under cover, your opponent’s shooters are going to have a tough time making a shot stick because of its relatively high defense score. 

100 POINTS: As strong as Separatist Droid squads have gotten in the last few expansions, they still aren’t powerful enough to hang out at this level and be successful. This is a decent piece, but it just can’t really play well here despite its decentness. SCORE: 1 

200 POINTS: Here, where your Droid squad can bring in a lot more support, it can be pretty nice here. You’ll want to run it in multiples since this one’s Commander Effect does have that pesky “within six” clause, but any time you can give your Droids additional attacks, it can really help. While Battle Droids may not be able to hit much reliably, any time you can increase the number of shots they can take, it’s better. When you run it with the Commando Droids, you’ve got a 17 point piece that can attack four times a turn if it doesn’t move for 10 points a shot (or 20 if you have enough Commando Droids around to take advantage of their Squad Firepower abilities). SCORE: 2.5


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