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image from Wizards of the Coast

Wat Tambor, Techno Union Foreman

Galaxy at War

#15/40

Date Reviewed: December 8, 2009

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

100 pt: 1.50
200 pt: 3.50

 
Josh

Wat Tambor, Techno Union Foreman (15/40, Very Rare—Galaxy at War; HP70, DEF 19, ATT 9, DAM 20, DEP 43)      

            For only eight points more than the original Wat Tambor from Revenge of the Sith, this new version of him is incredibly impressive. They share Repair 20 and Droid Mark, which are both very nice abilities, but the new abilities he has are quite nice. Twin Attack gives him a lot more offensive capabilities compared to the original, not only does he do twice the damage in a single attack with a +3 bonus on his attack comparatively, but he also gets two attacks against the same target. This makes him a really nasty shooter, though he’ll still have trouble dealing with your opponent’s bigger pieces. Unlike the original Wat, you can also actually run this one to attack since he’s not nearly as fragile. He’s got 40 more hit points than the original and a +4 bonus on his defense. Add in Evade and it’s going to be pretty hard to pin him down and do a lot of damage. Finally, he picks up Immediate Droid Reserves 20 which gives him a lot more chances to get those 20 points of droids plus they can be from any faction which lets him bring in a lot of nice new options. While he is slightly harder to get, rarity wise, this version of Tambor really stands head and shoulders above the original. 

100 POINTS: Even though he’s a lot better than the original Wat, it’s really hard to run a good Droid army at this level. I like this piece a lot, but there’s just really no place for him with the exception of running him with an X-1 which has its own set of pros and cons. SCORE: 1.5 

200 POINTS: Here, he can really shine. Pairing him with something beefy that has Damage Reduction (like maybe the new B3 Ultra Battle Droid) will give you a good candidate for Droid Mark that can still cause a lot of trouble for your opponent. Immediate Droid Reserves will let you bring in a lot of nice non-Unique pieces (say maybe a Krath War Droid) from other factions to bolster your army. If push comes to shove, his Twin Attack can do a lot of damage and thanks to Evade you don’t have to spend as many resources to protect him as the original needed. SCORE: 3.5


RoqueSaber

Wat Tambot, Techo Union Foreman

Cost: 43
HP: 70
Def: 19
Att: 9
Dmg: 20

Special Abilities:

Unique, Droid Mark, Evade, Immediate Droid Reserves 20, Repair 20, Twin Attack

Wat Tambor, TUF is quite an intersting counterpart to his original on several levels. Let’s start by comparing the two…

Wat TUF costs 8 points more than Wat from RotS. TUF, however, also gains +40 HP, +4 defense, +3 attack, and +10 damage. For a pencil pusher, this guy’s pretty beefy. Both Wat’s have Droid Mark and Repair 20. TUF also gains Twin Attack and Evade, no idea why he got them, whatever Rob. Here’s where they differthe most: TUF has Immediate Droid Reserves 20 while Wat RotS has Droid Reinforcements 20. Each one has their ups and downs, here’s the biggest things about each one.

Immediate Droid Reserves 20

  • Whenever you roll 5, 10, 15, or 20 for initiative, you get 20 points of non-unique droids.
  • These units brought in from reserves count for victory points.
  • Units can be brought in from any faction
  • It can activated (theoretically) an infinite number of times.

 

Droid Reinforcements 20

  • After seeing your opponent’s squad, add 20 points of non-unique droids.
  • These units do not count for victory points.
  • It is activated only once.

 

The biggest problem with TUF is the second point for IDR 20: the units count for victory points. I mean, pulling in 20 battle droids from reserves can be really fun, but it just gives points to your opponent. In total, that’s what makes Wat, TUF a fun piece. In my experience, Immediate Reserves actually works more against you than anything. I wouldn’t recommend TUF for any high-end tourneys, but if you’re just playing a casual game, go ahead and try him out.

 

100: 1/5 For almost half your points? No way! You can’t rely on reserves to pull you through in this format.

150: 2.5/5 Much better here than in 100. You could try bringing in floods of Battle Droids, or maybe even a Probe Droid to help out with Reserves.


200: 3/5 (As usual) He works best here. Strategies with him stay pretty much the same with 150, try to fit in some Recon to your squad for extra chances to hit the magic numbers.


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