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Pojo's Star Wars
Minis Site
Mini of the Day
Snow Speeder
Set: Bounty Hunters
#12/60
Date Reviewed: December 22, 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: 3
200 pt: 4
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Ten-Eyed
Man
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The Rebel
Snowspeeder is sort of the direct opposite of the
Hoth Trooper with Atgar Cannon (reviewed earlier
this week). Where the Atgar is ungainly and nearly
immobile, the Snowspeeder is easily the fastest
piece in the game, able to get to the opponent's
starting area on the first activation. Combine this
insane speed with Mobile and Twin Attack, and you've
got a piece that can really frustrate your opponent.
60 hit points for a 38-point piece is normally
unforgivable, even for a piece with Damage Reduction
like this one. The reason it's not is that the piece
in question can move 16 squares, making two attacks
along the way, and has Flight, so even if some
determined opponent manages to base the thing, it
can just leave without getting an attack of
opportunity.
Besides blazing speed, the Snowspeeder's one other
trick is Harpoon Gun, an extremely situational
ability. Generally, you won't bother using it in a
tournament situation, but if you're up against the
AT-AT (as you might very well be in the scenario
play that that monster encourages), you'll enjoy the
ability to keep it from Stomping those brave souls
who are chopping at it with their lightsabers or
just taking advantage of Weak Points by standing
next to it.
While I'm extremely impressed with the Snowspeeder,
it does have some weaknesses, notably its fairly low
Attack value. This can be partially mitigated by the
mobility, since you can frequently line up a clear
shot, even if that means getting adjacent to the
target and flying away afterwards, but you still
need to roll a '15' to hit the best Vaders or Exar
Kun. You could theoretically improve these chances
with a good commander (such as Admiral Ackbar or the
Rebel Officer), except that needing to attack within
the six-square bubble of those Commander Effects
nullifies a big part of your mobility advantage. I
recommend instead playing cautiously with the
Snowspeeder. Activate it as late in the round as you
can manage, minimizing the chances of an enemy piece
sneaking up on it. Since it does get two attacks
every time it attacks, the dice will eventually be
kind, but you have to play it patiently against a
high Defense target. The factor that works for you
here is that most of those very high Defense targets
are Melee Attack pieces, so you can usually stay out
of their reach indefinitely (and Damage Reduction
keeps you safe from Force Grip and the like).
Overall rating in 100: 3
Overall rating in 200: 4
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