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Pojo's Star Wars
Minis Site
Mini of the Day
Mace Windu, Jedi
Master
Set: Revenge of the
Sith
#13/60
Date Reviewed: April 21, 2006
Image from
Wizards.com
Rating:
3.5
Ratings are based on a 1 to 5 scale 1 being the
worst.
3 ... average. 5 is the highest rating. |
|
Sith Dragon
|
Mace Windu,
Jedi Master
Republic
Cost: 65
HP: 150
DEF: 22
ATK: +16
DAM: 20
Melee, Triple attack
Force 5
Block (F1), Shockwave (F2) - replaces attacks, all
characters within 6 are activated this round; save
11, Whirlwind attack -(F1) replaces turn, attack
each adjacent enemy twice.
This week's King slot for triple threat week goes to
Master Windu. I decided to go with Master Windu over
CS Windu because CS Windu is nothing more than a
beat-stick. This guy you can have some fun with and
requires some thinking to play effectively.
Mace's stats rival those of Jedi Hunter's. He has a
whopping 150 HP to take a pounding with a beefy 22
DEF and +16 ATK on top of it. What makes him even
better is that he is a follower, so he can benefit
from CEs like Yoda's force valor for a HUGE 28 DEF
in cover, or Tarfull's +4 ATK, which means he really
isn't going to miss, and others.
Even though R2-D2 was Anakin's/Luke's buddy in the
movies, the little astromech is Mace's best friend
in Minis. R2 can drop him off for a quick triple
attack on someone, or allow Mace to fire off his
whirlwind attack. being able to attack each adjacent
enemy twice is huge, but there are times when it is
better to triple on one character than to attack
multiple characters twice. But not only is this a
good anti swarm power, but it can help against all
those characters with 30-40 HP. Even the 60 HP
characters need beware as it will drop them down to
their final 20HP.
Master Windu also has block, so it will allow him to
stand toe-to-toe with most other melee characters.
His final force power is Shockwave. This could be a
really cool power, but with a save 11 it ends up
being a very expensive (two force) power that will
fail more times than it works. Add Murphy's Law into
it, and the character(s) you need it to hit will
make their save every time. This works well against
swarms, provided no Thrawn of course, or in a last
desperate attempt to get to the next initiative in
hopes of getting the first attack in before being
killed. Most of the time this power will not be
used.
The downside to Mace should be his cost, but you are
getting a lot for your points as with most triple
attackers. I have found that, when playing triple
attackers, you had better make good use of your
other points and bring in some power in the form of
double/triple attackers or big damage characters.
Having your triple attacker being the main threat
puts a big bulls-eye on his head and all firepower
possible will be used to take them down as fast as
possible. This Mace is also very dependent on using
R2 to be the most effective, but I have thrown
opponents for a loop by separating them as they
expect R2 to tow Mace around.
100pt: Mace can hold his own here. With R2's tow
cable to drag him around and his force powers, he
can move fast and strike hard. His big threat in
100pt will be Jedi Hunter and Boba/Aurra squads.
Block will help him with Jedi hunter, but Boba/Aurra
squads will give him fits if you are not careful how
you move him. Bodyguards would be recommended both
for him and R2.
200pt: Here he only does as well as the support you
give him. The more powerful the characters you put
with him, the lower your activation count goes, but
as i said if Mace is your only real threat, then he
will pounded without mercy. Playing him successfully
requires careful building and play.
"Are you threatening me, Master Jedi?"
|
Xoulrath
|
Today marks the
end of the Triple Threat week. We have currently
reviewed Yoda, JM on Monday and Emperor Palpatine,
Sith Lord on Wednesday (my review was sent in late,
because I goofed on the address). Today, we will
focus on Mace Windu, Jedi Master.
I'm skipping right over the stats, right over the
fact that he has Triple Attack, to jump straight
into his single best Force power: Whirlwind Attack.
Whirlwind Attack allows Mace to attack every
adjacent enemy TWICE. You read that correctly,
TWICE. Normally, I would pass an Ability or Force
power like this over, not thinking it more than a
gimmick. Especially since this Force power "Replaces
Turn". Since we are talking Republic faction,
though, we do have a way around that restriction.
R2-D2, Astromech Droid. With him towing Mace into
the thick of combat, it is not only possible, but
very feasible to actually get a large number of
attacks off. Remember hitting each enemy twice
multiplied by a total of eight possibly adjacent at
one time means a potential 16 attacks!
Now, let's get real. You won't get off half of
those, if you are playing anybody with half a brain,
and over the age of six. The real power of this use
of the Force also tends to be limited, if useful at
all, in a 100 point game; where Vaapad Mace and his
character killing skillset comes in handy in the
largely Unique-based squad building typical of that
point level. Where this Mace really shines is in a
200 point (or larger) game, where there are bound to
be plenty of targets on the map. If they are running
Bodyguard squads, all the better; but not necessary,
due to such a target rich environement and only so
much space to place figures. This Force power does
one of two things: It forces your opponent to spread
out his squad, something he/she may not want to do,
or it forces them to deal with a Whirlwind Attack.
The beauty of this is in being able to use Mace as a
decoy, while the rest of your squad goes largely
unnoticed, setting up position for maximum beat
down. One way or the other, your opposition has to
react.
With his most drawing Force power out of the way, I
will quickly run over what he can do: 150 HP's, 22
Defense, +16 Attack, 20 Damage. Melee Attack, Triple
Attack. Lightsaber Block, Force Shockwave, and
Whirlwind Attack. He has five Force points to spend
on these solid powers. The bottom line is that he is
the equal to the Clone Strike Mace Windu. They have
different slants; the CS one, as mentioned earlier,
being a character killer because of Vaapad (mad
crits!) and Lightsaber Precision; this Jedi Master
version being more of a threat to multiple mid-cost
figures, while still being a solid character killer,
just without such brutal results as the CS version
can deliver.
Now, there is just one thing, unfortunately, that
still makes CS Mace more attractive in the 200 point
game, where his character killing skills come in
more handy than Mace, JM's "kill 'em all" Whirlwind
Attack.
Thrawn.
He single-handedly nullifies Mace, JM's
effectiveness, due to Ysalamiri. With no way to
spend Force points around Thrawn, Whirlwind Attack
is a big slap in the face. Since in a tournament
environment, is it highly likely you will see Thrawn,
you are more likely better off bringing CS Mace, as
his mad crit skill is an Ability, and not hampered
in the least by Thrawn. If not for Thrawn, in my
area, at least, Mace, JM tended to be very useful.
Before Universe was released, Seperatists and their
droids (some to be reviewed next week) were very
powerful in 200; drawing on such abilities as Wat
Tambor's Repair 20, Droid Mark, and Droid
Reinforcements 20 and General Grievous, Supreme
Commander with his wonderful "+4 and Double Attack
to non-Unique droids within 6" CE. This mattered for
two reasons: One) CS Mace can crit all he wants
against a droid, it isn't going to help; and, Two)
Whirlwind was made for taking out dro ids with
attached bodyguards.
Why does this backstory matter? Well, because of the
fact that the X-1 Viper Droid and single map choice
(at the moment) for DCI in 200, is a very reliable
counter to Thrawn. With a similar set up to most
droid squads used in 200 just before Universe; Mace,
JM has some work to do, being that he can counter
the X-1 squad himself. You still have to look out
for Thrawn, and bringing in support that won't be
affected by Ysalamiri is a key to winning at the 200
point level against Thrawn. Boosting Defense can
also be crucial, as it negates, at least partially,
the bonus Thrawn grants. So what I'm about to say
next, pains me.
Yoda, JM is a solid choice to team with Mace, JM.
Both for Force Valor to boost Mace's Attack and
Defense, and for the Wookiee bodyguards to protect
both him and Mace, as well as the R2 you pretty much
take by default if playing Republic. You may
remember that I don't think highly of Yoda, JM; not
after all the butchering to his Force Valor. In this
case, though, it can work. Thrawn has plenty of
tricks, but boosting an already hard to hit Jedi
Master like Mace to an even higher Defense is a good
way to thwart Thrawn (say that five times fast). The
attack bonus also doesn't hurt if you run into
Vader, JH; and, of course, Whirlwind Attack will be
right at home when you run into those Seperatists,
or kill Thrawn.
In closing, a great representation of a great Jedi
Master, his potential in 200 being severely hurt by
Thrawn, but boosted by the very squads built to
counter Thrawn. And the first time you get a
Whirlwind Attack off against at least four adjacent
enemies, you will be very happy you chose him
indeed.
|
Ten-Eyed
Man
|
Mace Windu,
Jedi Master
I was a little surprised when I saw that the Revenge
of the Sith version of Mace Windu was even more
expensive than the 63 points the Clone Strike Mace
charges for his services. I was even more surprised
when I saw what you get for those two extra points.
The numbers for both Maces are exactly the same,
both have five Force points, and both have Triple
Attack and Lightsaber Block. There are just two
abilities that each Mace has that the other doesn’t,
and the tradeoff changes each one’s focus
completely. Clone Strike Mace’s Lightsaber Precision
and Vaapad-Style Fighting make him a killer in
one-on-one fights with other high-cost pieces. ROTS
Mace’s Whirlwind Attack and Shockwave clearly say
that this Mace is intended to fight armies of weak
figures. The problem is that (currently) the only
seriously competitive squads in the game that field
armies of weak figures also field Grand Admiral
Thrawn, and pretty much everyone in a Thrawn squad
has Force Immunity pretty much all the time.
Consequently, if you’ve got a choice of which Mace
to field, the Clone Strike one is pretty much just
better.
The only time I would recommend fielding Riot
Control Mace is when you have a metagame reason to
do so. If, for example, your local venue is going to
do a 300-point event in which only 100 points can be
unique (as mine is at the end of the month), then
you’ve got a great opportunity to get real use out
of a piece that mostly sits on the shelf otherwise.
But it takes something like that, with freaky,
not-in-the-rulebook rules, to make him the better
choice.
It’s not that Mace Windu, Jedi Master is a bad
piece, but his biggest weakness is that if you’re
fielding him, you can’t also field Clone Strike Mace
Windu, and that’s unfortunately the wrong choice.
Overall rating in 100: 3
Overall rating in 200: 3.5
|
vornargith
|
Mace
Windu, Jedi Master
Cost: 65
HP: 150
DEF: 22
ATT: +16
DAM: 20
Abilities: Melee / Triple Attack
Force 5: Lightsaber Block / Shockwave /
Whirlwind Attack
Baldy carries a really big stick. Master Windu can
theoretically inflict 320 points of damage in one
turn… a whirlwind ability that attacks each adjacent
enemy TWICE. Of course, anyone foolish enough to get
themselves in a situation where MW-JM can actually
pull this off, deserves what’s coming to him.
MW is the best Jedi combatant out there …
questionably more dangerous than Darth Vader – Jedi
Hunter but definitely cheaper. He’s reasonably worth
the 65 points in any skirmish size, though it would
have been nice if he retained the Clone Strike
ability Vaapad.
His shockwave ability has the potential of
neutralizing an entire squad for a whole turn. His
excellent defense and hitpoints means you can stroll
into any formation of grunts (or even tougher
characters) without a care and work MW’s magic. He’s
very offensive, and he needs to be sent to the front
lines before accurate shot snipers reduce his
effectiveness. Lucky Vornskrs may be a nuisance, but
no real danger. You may lose him before the skirmish
is over, but not before you get some good use out of
him.
Rating by Skirmish Size
100 pt … 3/5: You can spend the same amount on 2-3
characters that may be more effective in a small
skirmish.
200 pt … 4.5/5: MW-JM really works the field, taking
out groups of grunts as well as tougher cronies. I
won’t give him a perfect, because I think he should
still have Vaapad or at least a Commander Effect.
|
Darth Sideous |
Today is
going to be one of my shorter reviews.
Mace Windu, Jedi Master is a decent overall
character in the RotS set. He has some nifty
abilities that he can use to make him different from
his previous version
Pros: He still has all of his base stats and triple
attack like his Clone Strike Version. He also has
Lightsaber Block as well. His 2 new force abilities
off set him from anyone around. First off, you have
shockwave:
Shockwave Force 2, replaces attacks; All characters
within 6 squares are considered activated this
round; save 11.
This is a godly ability in higher point games with a
ton of grunts bunched together and it also offsets
your opponent’s activations for the round. This is a
great ability overall for Mace.
Secondly, he has Whirlwind Attack:
Whirlwind Attack Force 1, replaces turn; Attack each
adjacent enemy twice.
This is like a double attacking Lightsaber Sweep.
This can be beastly if you’re in the right posistion.
You could potentially make 16 attacks in a turn with
this guy if you’re surrounded.
Mace’s new abilities are really good and make Mace
an interesting piece.
Cons: He loses Vaapad Style Fighting, which hurts
him in the long run. A 15% chance of Crits on three
attacks is always nice. He is still a Very Rare and
he costs 2 points more than his previous version. He
also loses force powers.
100 Points: Not Top Tier Again unless you’re facing
a ton of grunts then you’re going to beast them.
200 Points: Has the potential to be beastly in this
format. You just need to learn how to use him
correctly.
2.5/5 in 100 Points 3.8/5 in 200 Points
|
Vesuvan |
Mace Windu
Review
The last of triple threats this week is Mace Windu
Jedi Master. With 150 hp, 22 def, +16 attack, and 20
damage he has some solid stats. Like all the rest of
our characters this week he has triple attack.
Lightsaber block is always a great power to have.
Shockwave is fun but you need to win the initiative
in order to fully exploit it. Whirlwind attack can
deal a great amount of damage but is rarely able to.
Mace's power lies with his stats, but with 10 extra
points for Vader Jedi hunter you get so much more.
This would be a great figure if he didn't cost so
much. That and he doesn't have the Vaapad-Style
Fighting of the clone strike mace. I suggest that
you take another figure if you plan on going to
tournament his points cost kill his effectiveness,
but for casual play he is blast to play with.
Tournament
100pts 2/5 cost too much
200pts 2.5/5
300pts 3/5
|
Redskin
freak4 |
Mace Windu
Jedi Master.
Mace Windu JM has some great stats. He has
interesting effects. Triple attack is always a must
have for almost any squad. His force abilities are
the kicker. Shockwave is very unique. To wipe out
characters that fast is insane. Whirlwind attack is
also very unique. Lightsaber sweep is usually the
dominant effect. However he attacks twice instead of
once. The only problem is that he costs quite a bit
for so few effects. I only wish he would have had
Vaapad fighting style. That would have been much
better.
100 game 3/5
200 game 3/5
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