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Pojo's Star Wars
Minis Site
Mini of the Day
General Windu
Set: Champions of
the Force
#26/60
Date Reviewed: August 18, 2006
Image from
Wizards.com
Ratings:
Ratings are based on a 1 to 5 scale 1 being the
worst.
3 ... average. 5 is the highest rating.
100 pt:
200 pt:
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Sorry, we don't have this card image. |
Sith Dragon |
General Windu
Republic
Cost: 72
HP: 150
DEF: 22
ATK: +16
DAM: 20
Triple Attack; Vaapad Fighting
Force 5: Force Absorb, Riposte, Sweep, Master Speed,
Shatterpoint (range 6 - first attack of the round
against chosen enemy is auto crit)
CE: Followers within 6 gain an extra attack instead
of moving.
WOW! When I was thinking what minis to select, I was
shocked that we had gone this far and NOT done the
great General yet. He is a horse for the republic.
He starts off as the highest costed republic piece
in the game, and has the stats to back it up. His
150 HP can take a real pounding, and his other stats
are very solid. Not only is this guy a triple
attacker, but they brought back his Vaapad style
fighting from his clone strike version, making him
even deadlier.
He has 5 force points which is normal for a Jedi of
his caliber, and has some very nice options to use
them with. The force absorb will stop assaults and
rages. Riposte instead of block is nice because you
stand a better chance of hitting an opponent than
making a block. Also, it means a Jedi has to be able
to take 4 hits a round if they want to stand toe to
toe with him. Sweep is also a nice counter if you
are facing swarm armies instead of major pieces.
Master speed is the greatest force power in the game
to a character who is limited to melee attacks. It
cuts down the time that he is forced to be in the
open before making an attack.
Now shatterpoint is its own gimmick. Most times you
wont use it as you have to give up your turn, and it
would take a few rounds to make up for the damage
you passed on doing. However, I do think it has its
purposes against big guns like Jedi Hunter, Exar or
Bane (characters that will take a couple rounds to
kill. The strategy side of this is that by making
the first attack of the round an Auto Crit, it
forces opponents to block the first attack, opening
the door to crits later. It also gives you an extra
20 DAM if they are thinking about pulling away form
him to avoid the triple with Vaapad. Most times its
not worth using, but played correctly it can be a
real asset.
Now for the CE. This is what has really made Mace a
hot commodity. All followers gain an extra attack.
This can be anyone from Sev to Aurra to Jedi. The
range of 6 is generally irrelevant due to Mas Amedda.
My personal favorite use of his CE is to use either
unique CS Jedi, or double attackers, effectively
giving them triple attack. The CS Jedi are all very
solid pieces, but the single attacks means that they
simply won't cause enough damage compared to newer
double and triple attackers. Mace fixes this and
makes a great many of them worth playing. My
favorite is Saesee Tiin. A double +17 for 30 DAM is
hard to overlook if you get init.
100pts: Here he can be playable as he is a major
horse, but with only 28 points , 19 with R2, you
don't have much room left, but he can definitely do
some damage here.
200pts: Here you can bring in the extra support. I
prefer Jedi with him, but he is also a favorite to
give super stealthed Sev's double attack. Your
opponent can exhaust over half their squad trying to
deal with every one else, and then - at the end-
they have to deal with Mace (or vise-versa). He is
an awesome piece and one of the elite characters of
the game.
"Dude, the fat guy totally just blew up!" -Pink 5
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Ten-Eyed
Man
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One thing
that I really like about Mace Windu in the
miniatures game is that all three of his versions
have exactly the same basic statistics, down to the
Triple Attack and five Force Points. As you probably
don't recall from my review of Mace Windu, Jedi
Master, I strongly prefer the original Clone Strike
version of the character to the ROTS remake. General
Windu, however, has stolen my heart.
Ignoring for a moment one of the most blatantly
powerful Commander Effects in the game, the General
features the triumphant return of Vaapad-Style
Fighting, allowing roughly one in seven of Windu's
attacks to be a critical. He also features
Lightsaber Sweep and Riposte, because that way he
gets more attacks that might be criticals. As a nice
touch, he has Master Speed, which helps him start
making attacks sooner, and finally, he has Force
Absorb, which will mostly be used to cancel attempts
to block his attacks.
As you can see, General Windu likes to attack. He
also helps his followers discover their own inner
Windus, with a Commander Effect that just grants all
followers Extra Attack. Take a moment and breathe
that in... yeah. Republic Commando Sev? He should
totally do 60 damage a round. Depa Billaba? She
should definitely get three attacks per round to try
and trigger her own Vaapad-Style Fighting. Gotal
Fringer? Two attempts at that elusive Disintegrate
per turn.
Two of the above examples are Good Ideas. The other
one is Just For Fun, a euphemism for "not
competitively useful." I recently did play General
Windu and a load of Gotals in a tournament, and lost
(as I deserved to). Not a single '20' the whole
time, either. Gotals suck, but at least now I can
cross them off the list of "things I haven't yet
played in a tournament."
Where was I? General Windu, right. He has one last
ability which is interesting enough to merit its own
paragraph. Shatterpoint is an interesting way to
spend a turn. You should NOT, repeat not, use it
instead of a Triple Attack, if the choice presents
itself. Giving up 60 or more damage so you can add
20 per round in the future is only a good idea
against the AT-AT. But if R2 can't quite tow you up
to the Big Bad on your opponent's squad, you can do
a lot worse than having Mace take a moment to size
up the guy's weaknesses.
All in all, General Windu is some of the most fun
I've had in this game. He combos so well with so
many pieces, and has so many great abilities
himself, he might very well be my favorite piece in
Champions of the Force.
Overall rating in 100: 2.5 (at 72 points, a Jedi
with no defensive abilities is probably a bad buy
for this point total)
Overall rating in 200: 4.5 (now we're talkin')
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Zeroph Zeal |
General Windu
08/17/06
Points: 72
Hitpoints: 150
Defense: 22
Attack: +16
Damage: 20
Abilities: Unique, Melee Attack, Triple Attack,
Vapaad-Style Fighting
Force 5, Force Absorb, Lightsaber Sweep, Lightsaber
Riposte, Master Speed, Shatterpoint
Commander Effect: Followers within 6 squares gain
Extra Attack.
Oooh, pulling General Windu from a pack is just so
sexy. I don't think I was ever this excited about
pulling a Rare before... with an exception of the
Darth Maul-Champion of the Sith I pulled just before
it... ;-)
General Windu is simply a great all-around piece.
That's also the problem, though. He's a good
combatant as well as a good commander. When using
Windu, you often get the urge to go out and attack,
yet you want to protect him too as the commander
effect he holds is extremely good. Of course, you
can't just let 72 of your points just sit back and
do nothing. The key to using this character is to
find a balance of attacking and keeping him out of
trouble.
His stats are definatly good, and they should be for
a character of this calibir. 150 hitpoints means its
going to be tough to kill, expessially with a solid
22 defense. +16 Attack all but guarentees sucsess in
hitting, and the normal 20 damage for a jedi is
nice.
Mace Windu has Triple Attack, which is no surprise
for a jedi that is over 60 points. This allows a
maximum of 120 damage to be dealt per turn, if all
of them turn out critical, and Vapaad helps you
getting those criticals. Vapaad is simply one of my
favorite abilities in the game, and it is simply
brutal on Mace Windu. 5 Force points is solid, and
he has a nice array of force abilities to match.
Force Absorb costs
2 force points to negate a force ability of an
adjacent character. More often than not, this will
be Lightsaber Block, but could be useful in other
scenarios. 2 Force is a large price to pay, though,
and would only really be worth it if it would kill
the enemy unit... In my opinion. He also has
Lightsaber Sweep and Riposte, which are standard
jedi abilities.
Master Speed, as mentioned yesterday, is one of my
favorite abilities. This allows Mace to move away
and into battle quite easily, for a mere 1 force
point.
The last ability and the one that I want to pay most
attention to is Shatterpoint. It's a fairly simple
ability. Instead of activating Mace Windu, you
target one enemy unit within 6 squares of Mace. For
the remainder of the skirmish, Mace will roll score
a critical hit guarenteed on that unit for the first
attack of each round. In my opinion, this ability
isn't very good. Sure, it has its uses, but requires
you to use an entire activation of Mace Windu to
use.
It wouldn't be that bad if you could use it from the
other side of the board, but this is further
restricted by making the target unit be within 6
squares. This means that that unit can possibly
shoot at Mace that turn, and that Mace would be in
range of an attack. Attack > Shatterpoint, definatly.
Vapaad is enough to let Mace unleash critical hits.
I feel that Shatterpoint is unnessissarry. Powerful
effect, but it really fails ingame.
The real reason that this piece is being looked at
though is its amazing Commander effect. It's rather
simple, all followers gain an extra attack. This
means that all the single attackers now have Double
Attack... units with Double Attack already become
Triple Attack, Triple to Quadruple, Quadruple to
whatever comes next... xP This is where the conflict
begins. Stat-wise, Windu is not a commander. He
seems to be the massive beatstick he was in Clone
Strike.
The problem occurs: Do you want to keep Windu out of
fighting or march him up like the beastick he is? If
you march in fighting, you risk losing him, and his
game-winning commander effect. To sit him in the
back row would be a waste of 72 points. It's really
up to you... and its difficult to decide and could
be the difference of victory and defeat.
100 points: 3.5/5 Beasticks rule in this format,
Windu is no exception. Who cares if he can't put his
Commander Effect into full use here? He can kill
stuff.
200 points: 4/5 Would score higher if he was either
a commander or a beatstick. Characters in between I
simply don't like.
Scuplt: 5/5 Near perfect. He looks like such a
badass in this pose. :)
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