Star Wars Home
Message Board
Pojo's Books
Mini of the Day
Mini Strategies
Mini News
Top 10 Lists
Contact Us
Magic
Yu-Gi-Oh!
DBZ
Pokemon
Yu Yu Hakusho
NeoPets
HeroClix
Harry Potter
Anime
Vs. System
Megaman
This Space
For Rent
|
|
Pojo's Star Wars
Minis Site
Mini of the Day
Darth Vader, Dark
Jedi
Set: Rebel Storm
#21/60
Date Reviewed: April 4, 2006
Image from
Wizards.com
Rating:
3.0
Ratings are based on a 1 to 5 scale 1 being the
worst.
3 ... average. 5 is the highest rating. |
|
Scott Kempes |
Darth Vader,
Dark Jedi
Cost: 55
HP: 140
ATK: +14
DEF: 22
DAM: 20
Force: 5
Melee, Double Attack
Force Powers:
Force Grip (F1); replace attacks, sight - 10 DAM
Lightsaber sweep (F1); Replace attacks, attack every
adjacent enemy once
CE: Whenever an allied non-force user rolls a
natural 1, that character is defeated and all other
allies without a force rating get +2 ATK. (These
bonuses stack)
Welcome to the first MIni review! This week we are
starting with the character that defined the saga -
Darth Vader week. Today's Vader is one of the two
from the Rebel Storm booster. His cost is a bit
expensive, but for a strong, unique figure, its
right where it should be. His attack and defense are
also very strong as it should be for the dark lord,
and his 20 damage is standard for a lightsaber
wielder.
Multiple attacks are one of the 'triple crown
jewels' for melee characters/force users (the other
two being block and deflect). Most characters I am
building a squad around should have one of the three
if they are melee.
His force powers are very standard and unremarkable.
The grip can be good, but at only 10 damage, rarely
will it add up to anything substantial. Lightsaber
sweep is never anything I have been fond of. It is
one of the force powers they give a character just
so they can do something else with their force
points. Most people will stagger their characters so
they cant be swept or leave them in Thrawn's bubble.
What makes this Vader unique is his CE (commander
effect). This Vader was built to be the original
Stormtrooper leader. Every time one of your stormies
rolls a one, he dies, but every other character can
get a +2, which can add up if you can get a couple
of 1's to go. You definitely do NOT want to run this
guy with heavy hitters such as Boba Fett, as it
would be way too big of a loss to overcome should
Boba roll a 1. You will also want to use any
commanders in your squad to combine fire instead of
attacking so you do not lose a beneficial CE.
Rolling a 1 can sound hard to roll very often on a
D20(sometimes it is), but I have seen players pull
this 3-4 times in a 200pt tourney. They use LOTS of
stormies. Giving a +6 to any character, along with
other boosting effects that are out there, can get a
common Stormtrooper to where they are not going to
miss very often.
100pt game: This guy can do alright as you will have
lots of activations and Vader should be able to
clean up what's left after your stormies are done.
200pt game: Here Vader will get much more support
and can be run with a diversity of back-up, but you
are still going to run this version of Vader for the
CE. This means you will once again have a large
number of little attackers. While there are better
pieces for 200pt format, this guy will give you a
solid center if you build correctly around him.
"Are you threatening me, Master Jedi?" |
tfraase |
Darth
Vader. If you ask the casual observer about
a Star Wars character, he will be the name
on the tip of most peoples' tongues. He is
well known, and to be feared in the context
of the Star Wars universe. Darth Vader, Dark
Jedi, does not invoke that type of respect
in Star Wars Minis.
Let's get
down to the nitty gritty. His stats to
start. 140 HP; 22 Defense; +14 Attack; and
20 Damage. Add to that Double Attack; and
five Force points, which can be spent to
take advantage of Force Grip or Lightsaber
Sweep. Grip is great for taking out pesky 10
HP figures, and adds some versatility to
Vader, giving him some range. Lightsaber
Sweep is great to avoid getting swarmed, or
for moving and then attacking a cluster of
enemies.
So you
must be asking yourself, "What's the
problem?". Well, the problem is his cost,
which in a miniatures game, can make or
break a character, regardless of abilities.
At 55 points, he is five more than Boba Fett,
who is arguably the most balanced figure in
the game. Boba has stats that suffer
slightly when compared directly to Vader,
but when you add in Boba's great abilities,
and the fact he is non-Melee (a ranged
figure), he far exceeds what the Dark Jedi
can do, to control a game.
There is
one more thing Darth Vader, Dark Jedi brings
to the table, that helps to make up for that
higher price, however. A Commander Effect,
which is very fitting, and in larger point
games, can be very powerful. "Whenever an
allied character without a Force rating gets
a natural 1 on any roll, that character is
defeated and all other allies without a
Force rating get +2 Attack. (These bonuses
stack.)" The stacking of the bonus is
what gives this CE potential. It has a
drawback, though, since if you bring a
character like the aforementioned Boba Fett
in a larger point game, and roll a 1 with
him, he is defeated, regardless of Hit
Points remaining. So the CE has to be used
largly with grunt Stormtroopers, Elite
Snowtroopers, and Elite Stormtroopers.
In a
standard 100 point game, you simply can't
fit enough grunts to take advantage of the
CE, to justify Vader's slight overcosting.
In 200, you can start to bring a large
number of grunts, and you increase the
amount of times you roll the die, boosting
your chances of getting the CE bonus. With
the addition of Thrawn since Universe, even
this isn't your best bet.
All in
all, this version of Vader not only costs
too much for what he can do, but has been
overshadowed by Darth Vader from the Revenge
of the Sith set, and more recently, Darth
Vader, Jedi Hunter from Universe. His Force
powers are nice, but are too few, and he
doesn't have enough Force points to truly
take advantage of Grip. He has no defensive
measures, save for his high defense, which
is among the highest in the game. He has no
damage boost to make up for his lack of
Triple Attack, which at his cost, even
taking into consideration his CE (which is
too unreliable to count on), is sorely
missing. Sadly, the first Vader introduced
into the game by the initial Rebel Storm
set, is arguably the worst, plagued by
growing pains typicalto any new game. He is
missing some of the best Force powers
available, simply because he was first.
So how do
you make use of Darth Vader, Dark Jedi? In a
fun game, starting at 300 points or
more against close friends; recreating
scenes from the movies; and as a
representation of Vader for the RPG. He has
a classic Force Grip pose, and that alone
makes him worth having for any true Star
Wars fan.
|
Ten-Eyed
Man
Rob Heiret |
Darth Vader,
Dark Jedi
Many people’s only version of Vader, the Dark Jedi
is obviously intended to lead a large group of
flunkies (probably flunkies wearing white armor and
having famously bad aim, if we’re being honest with
ourselves). As a standalone piece, DVDJ is solid,
but probably not worth your 55 points (excellent
defense of 22, good attack of 14, a whopping 140 hit
points, and some fairly yawnworthy Force powers on
which to spend his generous five Force points).
Obviously we have to look at his wonderfully
flavorful Commander Effect to see the reason for his
cost.
Understand that as a piece from the very first
release, the Dark Jedi is geared toward a “generals
leading troops” metagame that never did materialize
in Rebel Storm, and his Commander Effect shows this.
If you team up DVDJ with, for example, Boba Fett,
you’re going to be a very sad clown indeed when Mr.
Fett rolls a “1” and dies to give Joe Stormtrooper a
+2 to attack. On the other hand, if you’re running
the classic “Darth Vader and 9 Stormtroopers” squad,
you’re going to squeal with delight every time one
of those loveable losers rolls a critical miss.
I know what you’re thinking. You’re thinking, “Aha!
But the Commander Effect only works on
non-Force-using characters. If I back up Vader with
only Force-rated characters (and maybe some droids,
since they’re always immune to Commander Effects),
then I’ve got no troubles.” Technically, you’re
right, except that we’ve gone back to spending 55
points a little unwisely.
The moral of the story: only run Darth Vader, Dark
Jedi with a load of disposable grunts. You might
also consider using grunt-enhancers like General
Veers or Grand Admiral Thrawn, but then those
commanders probably shouldn’t risk an attack unless
you really need them to.
Overall rating: 3 |
|
textDarth
Vader, Dark Jedi
Cost: 55
HP: 140
ATK: +14
DEF: 22
DAM: 20
Force: 5
Melee, Double Attack
Force Powers:
Force Grip (F1); replace attacks, sight - 10 DAM
Lightsaber sweep (F1); Replace attacks, attack every
adjacent enemy once
CE: Whenever an allied non-force user rolls a
natural 1, that character is defeated and all other
allies without a force rating get +2 ATK. (These
bonuses stack)
Welcome to the first MIni review! This week we are
starting with the character that defined the saga -
Darth Vader week. Today's Vader is one of the two
from the Rebel Storm booster. His cost is a bit
expensive, but for a strong, unique figure, its
right where it should be. His attack and defense are
also very strong as it should be for the dark lord,
and his 20 damage is standard for a lightsaber
wielder.
Multiple attacks are one of the 'triple crown
jewels' for melee characters/force users (the other
two being block and deflect). Most characters I am
building a squad around should have one of the three
if they are melee.
His force powers are very standard and unremarkable.
The grip can be good, but at only 10 damage, rarely
will it add up to anything substantial. Lightsaber
sweep is never anything I have been fond of. It is
one of the force powers they give a character just
so they can do something else with their force
points. Most people will stagger their characters so
they cant be swept or leave them in Thrawn's bubble.
What makes this Vader unique is his CE (commander
effect). This Vader was built to be the original
Stormtrooper leader. Every time one of your stormies
rolls a one, he dies, but every other character can
get a +2, which can add up if you can get a couple
of 1's to go. You definitely do NOT want to run this
guy with heavy hitters such as Boba Fett, as it
would be way too big of a loss to overcome should
Boba roll a 1. You will also want to use any
commanders in your squad to combine fire instead of
attacking so you do not lose a beneficial CE.
Rolling a 1 can sound hard to roll very often on a
D20(sometimes it is), but I have seen players pull
this 3-4 times in a 200pt tourney. They use LOTS of
stormies. Giving a +6 to any character, along with
other boosting effects that are out there, can get a
common Stormtrooper to where they are not going to
miss very often.
100pt game: This guy can do alright as you will have
lots of activations and Vader should be able to
clean up what's left after your stormies are done.
200pt game: Here Vader will get much more support
and can be run with a diversity of back-up, but you
are still going to run this version of Vader for the
CE. This means you will once again have a large
number of little attackers. While there are better
pieces for 200pt format, this guy will give you a
solid center if you build correctly around him.
"Are you threatening me, Master Jedi?" |
|