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San Hill
Set: Revenge of the Sith
#37/60

Date Reviewed: September --, 2006


Image from Wizards.com
 

San Hill
Separatist
Cost: 10
HP: 30
DEF: 12
ATK: +3
DAM: 10

Separatist Reserves 20

CE: You may only activate one character per phase

Ratings:  Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.

100 pt: 2.6
200 pt: 2.6

 
Sith Dragon

 

San Hill
Separatist
Cost: 10
HP: 30
DEF: 12
ATK: +3
DAM: 10

Separatist Reserves 20

CE: You may only activate one character per phase

Today is the thinking man's leader. This is also a review that can be kept simple
as he cant attack and you will NEVER play this guy in 100pts. You play him for just one purpose - his CE. Normally you would think only activating only one character to your opponent's two would be a bad thing, but not always. As the game starts out, you average 10 character squad will go 10 rounds where your opponent will need a 20 character squad to keep up in activations. This allows you to use the first round of battle to pummel your opponents team. If you can do enough damage, it will lessen the draw back that follows. Once the battle starts, your opponent will now be able to have two characters tee off on your one every round. It is this reason that you will generally want to run beefy characters that can take a pounding on their own for a while. It is also at this point that you can try and get Hill killed, but your opponent will not generally oblige you. The reserves can be nice if you roll it, but it happens so rarely that you should just forget its there until it actually happens. The bad side is that when the reserves are killed your opponent gets points for them.

200 pts: San is more of a fun piece than a competitive piece, but if you are a great strategist he can be of some help in an army. Try him out and see if he can work for you. In squads with only a few beefy characters, He can bring some balance to the squad.

"Dude, the fat guy totally just blew up!" -Pink 5
 
Ten-Eyed
Man

 
One of the more controversial figures in the game is an unassuming space banker called San Hill. His Reserves ability is nothing to be counted on in a faction with no initiative control whatsoever, so think of it as a bonus if it happens. No, the real action on San is his double-edged sword of a Commander Effect. San allows/forces you to activate only one figure per phase, as opposed to the normal two. This means, naturally, that you're going to be slower than your opponent, but on the other hand, it means that you're going to be slower than your opponent.

To explain, one of the major strategies to address in this game is "out-activating" your opponent. If you've got more pieces than he does, then you'll get to move your last few all in a row, with no opportunity for the opponent to respond. This can be devastating if you save your big hitters for the end of the round, taking their first attacks or just moving them into position for the next round. The usual way to out-activate your opponent is to bring a whole bunch of small-timers: Stormtroopers, Battle Droids, Ewoks, and so forth, and use them early in the round, saving the Vaders and Fetts and such for the end. With San Hill, however, since you're activating at half the rate of your opponent, you can be virtually guaranteed to go last without having to sink a bunch of points into scrubs. If you can find just a handful of fodder pieces, then you can spend the rest of your points on powerful combatants. Or so goes the theory.

The central controversy, obviously, is "Is it worth it to slow down your ability to respond to opposing moves in order to out-activate at the end?" The only real answer is that it depends on your play style. San is for the patient player, without doubt, and also for the player who makes few mistakes, since he forces you to be so slow in responding to any errors you make.

Is a career in space banking right for you? The only way to find out is through experience. Give Hill a try, and see if you dominate the opposition or just grind your teeth a lot.

Overall rating in 100: 3
Overall rating in 200: 3 (it really just depends on play style either way)
 
Kevin SAN HILL

Well, I've been busy since school started again, but I saw that we were reviewing san hill this week and I had to do a review. So, here is San Hill

COST: 10
HP: 30
Defence: 12
Attack: 3
Damage: 10

SA:
Melee attack
Sep reserves 20 (if you roll a 1 for init you may add 20 points of sep figures to your squad before the first activation of the round)

CE:
You can only activate one character per phase (including droid and savage)

Ok, so, why so excited about san hill? Easy, he has a 3 to one hit to cost ratio and he only costs 10 points. Meaning he fits perfectly into almost any squad. Now, that alone can not save a character. For stats san is just trash. Melee attack with a base of 3 attack with 12 damage...utterly pathetic. But san is not ment to fight. Roll a 1 on init and you will be very happy. Activations are a large part of this game. 20 extra points of figures is very helpful for activations and for just general winning of the game. Still, its hard to rely on a 1 for init. I see it as a good reward for a bad occurance. Now, that really makes this character a decent figure, if you get the one for init. However, if not, most of the simular characters are wastes. San, though, has one last redeeming quality. His CE. Only being able to activate one character a round seems bad on the surface, but if you are using only 3 characters in 100 point (which with the seps, if you're not using droids, you probably will be) it can be very good.

100 points: He can level out the activation count or give you 20 more points for your squad if you are lucky, but he is quite weak. Here I give him a
3/5

200 points: All hail san hill!!! The one activation per round here is a very good thing. Your opponent will lose their activations and suddendly you have 6 characters to activate while they have none. Just play smart with him. 4/5

Tips: Keep san in the back and out of sight. He alone is useless unless you get a one for init. The CE is all you need san for. With the activations you have, keep most of your characters out of sight and activate san first if there is no good way to proceed. If a character looks like it will die, activate it first and get in its last attack, or get rid of it for an activation so you have the others left. The one activation at a time usually leaves you with a lot of characters left after your opponent is done, so oppritunists are great to have around. Also, plan to move a lot of characters at once after you activate the few.

WARNING!!!: San hill takes a bit of skill to use correctly and should be avoided by new players. If you want to use him, pratice a lot. You will probably lose the first few games you play with him in your squad, but that doesn't mean it is a bad squad, pratice with it and learn how he works.
 

Zeroph Zeal
San Hill
09/06/06

Points: 10
Hitpoints: 30
Defense: 12
Attack: +3
Damage: 10

Abilities: Unique, Melee Attack, Sepretist Reserves 20

Commander Effect: You activate only 1 character each phase. (This includes Savage and Droids.)

Oh, boy. Oh, me oh my. I thought Monday's mini was bad. Prepare to meet Nute Gunray's carbon copy.
There's alot of simular things going on here. First of all, both Nute and San cost 10 (Well, Nute costs 30, but its really only 10 because of the Reinforcements.), and they both have the good old Sepretist Reserves 20. I really don't get it. They are really the same piece, if you think about it. So let's compare it to Nute, shall we?

Stat wise, San Hill is better than Nute Gunray. He packs +3 attack with a whole 10 damage. Not only would that not normally hit anyway (or really matter that much for a mere 10 damage), they slap it down with a Melee Attack. So uh, yeah, he's basically the same as Nute. He can't attack either.

So uh, why would you play it? Well, It has Sepretist Reserves 20, just like Nute Gunray, but is a 5% chance of a mere 20 points of Sepretists really worth even 10 points? Not a chance. We all know how well that worked out with Nute Gunray. Also, for what its worth, I'd rather be a 30-costed character with Reinforcements than a 10 costed piece without it, who knows, after seeing an opponent's squad you may add some 20 points of reasonable tactical reinforcements, however unlikely. San Hill doesn't even do that.

So he better have some damn good commander effect to set him apart from Nute Gunray. What's this?

His NEGATIVE commander effect even affects droids? Oh, goodie. While it may not harm the non-Droid or Savage minis in your squad like Nute's does, its still a nasty commander effect. Sure, you'll have tons of activations after your opponent is done with his turn, that is if all those pieces that you have survive the brutal assault. Simply pitiful.

So, I really don't believe I'm comparing the two...
but how does San Hill stand up against Nute Gunray?
San Hill is slightly better, if only for the +3 Attack and 10 damage. Sorry folks, no reason to use this one either. At least Friday's mini has some usefulness.

100 points: 1.5/5 See the review on Nute Gunray, as they are virtually the same useless piece.

200 points: 1.5/5 Oooh, it can attack. That makes it slightly better than Nute's 200 point rating. Still...
I really wish they made both of these pieces more playable.

Sculpt: 1/5 If I had to choose between the two, I'd probally play Nute Gunray because San Hill's sculpt is far too skinny and tall. Even if it wasn't, San Hill was never really a looker, was he?
 

ninjaduelist
Sorry to keep this review short, but here goes.

San Hill is only good for one strategy, and here's what the squad would look like:

San Hill (10)
Lando, Hero of Tanaab (23)
Dash Rendar (21)

Fill the rest so you have 100 points and plenty of activations.

The object of this is to use and abuse Opportunist, as well as maintain control over the opponent. For 200, you can try this tactic, but I don't see how (for now). Just wait to use this baby in 200 until Bounty Hunters comes out.

In 100: 4.5/5 (in own squad)
In 200: 2/5

On a side note, if you get ther reserves off, throw in 5 Battle Droids for more activations, as well as fuel to combine fire with. Cheers. ^_^
 


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