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Pojo's Star Wars
Minis Site
Mini of the Day
San Hill
Set: Revenge of the
Sith
#37/60
Date Reviewed: September --, 2006
Image from
Wizards.com
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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
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Ten-Eyed
Man
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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)
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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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