Pojo's Star Wars Minis news, tips, strategies and more!

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
 

Droid Starfighter in Walking Mode
Set: Bounty Hunters
#4/60

Date Reviewed: November 10, 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: 1.16
200 pt: 1.83

 

 

 
Sith Dragon

 

Droid Starfighter in Walking Mode
Separatist
Cost:48
HP: 60
DEF: 14
ATK: +9
DAM: 20

DR 10; Double Attack; Missiles 40; Mounted Weapon; Penetration 10; Twin Attack

Again, this has to be one of my favorite sculpts of the set. I want this piece simply because its an awesome piece for your computer top. As for the piece it self I don't like it here's why.

60 HP is about average for droids with any type of damage reduction or shielding. The 14 DEF is horrid but typical for a droid. The +9 is pretty god considering its a droid with access to insane boosts. The 20 isn't very good, but isn't bad either.

As i said it has DR10, which will help the measly 60 HP. Mounted weapon isn't really that big of a set back when playing droids when you can just boost the attack through effects. Penetration 10 is great as its puny little 20 DAM will get full effect against armored enemies. Missiles 40 is huge! The problem is that its so hard to rely on missiles. You can missile a group of 6 people and only an Ug takes the 40. But now we get to the real offense on this thing. It is one of the few pieces in this set that have both double attack AND twin attack. That's right this thing is a quad attacker if he sits still, so that kinda makes up for the 20 base DAM. Between that and the missiles, that's some rather beefy damage.

Okay, so why don't i like this piece? Its 48 pts for only 60 HP! DR is nice and all, but people used to think that the hailfire would be great when it came out, but a single Jedi can take this thing out in about one turn. The other downsides is that it lacks increased speed, mobile attack or flight to help it get away from those Jedi. This thing is just WAY too expensive to have only 60 HP, even with bodyguards and repair. That's a quarter of your army in one fig that can die in two activations.

100/150 pts: forget it. Far too weak.

200pts: You can run it here, but its just too weak to be a competitive piece. Get 3-4 of them and put them on your computer to show them off. Sweetest looking piece with the worst playability.

"Dude, the fat guy totally just blew up!" -Pink 5
 
Ten-Eyed
Man
The one and only character in the Star Wars saga which is also a Trans Former, the Droid Starfighter in Walking Mode is truly more than meets the eye.

I don't know about your eye, but mine sees 60 hit points and a 14 Defense on a 48-point figure and says, "Thank you, next applicant." At least, that's my general rule. On the other hand, a piece that can make as many as four ranged attacks per turn at up to +21 (with Separatist droid support), ignoring Damage Reduction, will at least get a callback for a second round of auditions. Oh, and there's also Missiles 40 to consider, so offensively, the clunkily named Starfighter's got a lot going for it.

But good grief is it fragile. Interestingly, Damage Reduction 10 wouldn't really help its survivability all that much, except that it's a non-Unique with DR 10 in the same faction as the original Darth Sidious. Like its cousin, the Hailfire Droid, the Starfighter can be a terrific recipient of the old Pawn of the Dark Side trick, wherein you move out, make some attacks or throw some Missiles, then Sidious gives you another turn, so you make more attacks or Missiles, then move back to shelter. Normally, Pawn of the Dark Side gives you 10 damage at the end of it, but Damage Reduction makes it a nonissue.

Moral of the story: the Droid Starfighter in Walking Mode has terrific damage output, and can be capitalized on to scare the heck out of your opponent. If your opponent is savvy, however, he'll take advantage of how incredibly brittle those 60 hit points can be, so be prepared to defend your 48-point investment.

Overall rating in 100: 1 (the usual problems of Huge pieces in 100 are compounded by half your points being so very killable)
Overall rating in 200: 4
 

vornargith

 

Droid Starfighter
Cost: 48
Hit Points: 60
Defense: 14
Attack: +9
Damage: 20

Special Abilities:
Damage Reduction 10
Double Attack
Droid
Missiles 40
Mounted Weapon
Penetration 10
Twin Attack

The Good: 4 attacks with a +13 to hit (with droid officer – and you better be playing it if you’re using droids) are possible with this guy, and if you want to cause collateral damage – missile 40 is a beautiful thing. Penetration is situational, but when it comes into play – it works.

The Bad: At 48 points, it’s not going to see a lot of play in smaller squads. Need I say it once more? … Huge characters make huge targets.

The Ugly: The double attack could’ve been left out to reduce the cost of the character. Technically, this droid’s a starfighter …. I’m not convinced that WotC should’ve made this huge figure. 3 huge figures for the seps is overkill …. Why not something huge for the New Republic (V-wing speeder) or a Vong Fire-breather?

Rating:
100 pt: 1/5 huge droids need support
150+ pt: 2/5 still a bit expensive, or maybe I just don’t like it.
 
The Fang Droid Starfighter in Walking Mode---Separatist

Cost---48
Hit Points---60
Attack---+9
Defense---14
Damage---20

SA:

Droid
Double Attack
Twin Attack
Damage Reduction 10
Missiles 40
Penetration 10
Mounted Weapon

Alright, let’s start this review. I personally dislike this mini, one of the few droids I dislike. It costs.......well too much. It’s attack is too low to hit anything worthwhile, even though it does have 4 attacks. IF it manages to hit, it’s only 20 damage so it’s nothing that big. It’s defense and hit points are low, but DR 10 helps it a bit. However with so many 30dmg characters in the game, DR isn’t anything big. Penetration 10 helps against fellow huges, but you won’t see many in 100-150pt formats Missiles 40 is good, but it takes up all your attacks, so don’t use t unless it’s on a huge or giant beatstick mini. Mounted Weapon doesn’t help it get its attack up so that’s pretty bad. I personally would never play this and am thankful I haven’t received one yet.

100pt: 1.5/5 (way too fragile, enough said)

150pt: 1.5/5 (it’s still to fragile, and I don’t like it)

200pt: 2.5/5 (it can receive a few benefits and missiles 40 can be put to better use but still...)

Pose: 2/5 I just don’t see why a flying spacecraft belongs in a game where the minis fight on the ground. I could see one in the Starship Battles game, but not here.

May the Force be with you.

WavesBlade
Droid Starfighter in Walking Mode BH: 4/60 (Rare)
Hp:  60
Def: 14
Atk: 9
Dmg: 20
 
Special Abilities:
 
Damage Reduction 10 Whenever this character takes damage, reduce the damage dealt by 10. Adjacent enemies with lightsabers ignore this special ability.
Double Attack:  On its turn, this character can make 1 extra attack instead of moving.
Droid: Immune to critical hits; not subject to commander effects
Missiles 40 Replaces attacks: sight; 40 damage to target and to each character adjacent to that target; save 11.
Mounted Weapon Only allies with Mounted Weapon or adjacent allies with Gunner can combine fire with this character.
Penetration 10 Enemies damage reduction is reduced by 10 against this characters attacks.
Twin Attack Whenever this character attacks, it makes 1 extra attack against the same target.
 
 
First off, Woot it's my first Mini Review!! So i took the time to look up the Specific Meanings for all of It's Abilities!
 
Now Lets start!
 
Atk: It's atk is very good for being a Non-Uniue droid IMO. The boosts that this thing can get can make it very deadly.
 
Damage Reduction 10: The best ability this fig has. Reducing ANY damage you recive is always good(well Jedi Murder it, but it's you fault if you let a jedi just run up to it and kill it....)
 
Double Atk/Twin: This thing is DEADLY A quad atk on one guy for 80 is always good, or moving and double atking is still good.. Plus with the boosts it can recive, it's most likly not missing.
 
Missles 40: Awsome! It must be fun to watch a group of guys die in one boom. (It's also sad to see them all make their saves as well....) It's a nice ability. For example, the opponnent runs a 30hp Boba Fett behind cover. None of your people have Acurate shot... use Missle40 and possibly kill the Boba Fett. Line of Sight abilities that deal damage PWN.
 
Mounted Weapon/ Penetration: They dont really matter overall. There are the few instances that Penetration helps out, but not that often.
 
100-150: 2/5 It can be good, but generaly this is a place for the powerhouses that just mow through your people. Plus without its support it isn't that good.
 
200:4/5 It's Pretty Good in 200pt It recives all of it's support. It's Missles40 defently become more useful, and is DP will help keep the rest of your units alive while they try to kill off this beast. Generaly good!

 


Copyright© 1998-2006 pojo.com
This site is not sponsored, endorsed, or otherwise affiliated with any of the companies or products featured on this site. This is not an Official Site.