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Pojo's Star Wars
Minis Site
Mini of the Day
Nikto Gunner on
Desert Skiff
Set: Bounty Hunters
#43/60
Date Reviewed: February 09, 2007
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
200 pt: 3.5
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Sith Dragon |
Nikto Gunner
on Desert Skiff
Fringe
Cost: 23
HP: 60
DEF: 13
ATK: +5
DAM: 20
Desert Skiff- can transport 1 large or two
small/medium allies; Mounted Weapon; Rapport (Jabba);
Speed 8
Of all the pieces in the game, this is truly the one
piece that i wish had not come into being. It has
nothing to do with the sculpt or the playability of
the piece. The rulebook on how this piece interacts
with all of the different abilities and CEs reads
like the US Tax Code, and is about the same
thickness as a law book.
The stats, well, they just plain stink, but that is
not why you are going to run it. This piece is great
for moving a piece/pieces up into battle in a hurry
- (AKA - R2's twin that didn't cut it as an
astromech and was recycled to this). The problem
with this is that with a measly 60HP and 13 DEF its
going to die quickly, and if you get caught with a
piece on it, you stand a chance of losing the riders
as well. Since ranged abilities/CEs count from the
base of the skiff, then it can balloon Thrawn's
Ysalimari bubble to almost twice its normal size,
and only accurate shooters can shoot at thrawn
instead of the skiff; However, if he misses his save
when the skiff dies - bye bye thrawny poo. Probably
the best riders are a Jedi follower (mace-ish) and
CS Yoda. Both pieces have 3 rolls to stay alive, but
if all three fail you just lost a 55-65pt piece.
Generally not worth the risk.
100/150pts: forget it. You cant get enough around it
to help it, and the fact that its a huge rigid means
you are going to have map issues as well.
200pts: Here if you build around it, it can not only
be a very useful piece, but a very good one, but you
must be very careful who you put on it, and where
you position it. You don't want to lose any key
pieces through something stupid like going down with
the skiff.
Great sculpt, and fun piece, but know the rules very
well as it can be a complicated piece to use.
"Dude, the fat guy totally just blew up!" -Pink 5
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~The Jumping Flea |
Yay, it is
friday! Our final mini to sum up our Huge Week is
the VR Nikto Gunner on Skiff.
Here are it's stats FYI
Cost: 23
Hit Points: 60
Defense: 13
Attack: +5
Damage: 20
Special Abilities:
Desert Skiff This character can transport up to one
large ally or two small or medium allies.
Mounted Weapon Only allies with Mounted Weapon or
adjacent allies with Gunner can combine fire with
this character.
Rapport This character costs 1 less when in the same
squad as a character named Jabba the Hutt.
Rigid Can't squeeze.
Speed 8 Can move up to 8 squares and attack, or
double that number without attacking.
Now this piece is an interesting miniature. It can
basically transport two small/mediums or one large
piece(s) 16 squares. While this ability sounds very
good in the sense of towing your favorite Vader or
Sith Lord, it only has a pitful 13 defense and a
horrid 60 HP. In other words you will load up your
cargo, fly into position, and then get blown to
bits. (Think the end of the Battle of Yavin...). On
top of that, all of the pieces that were on your
Skiff must roll a save of 11 to determine if they
live, or suffer the same fate as the Skiff.
(Characters with FP's may not worry as much about
this, but the chance is still there...)
So what does this mighty transport made of glass
need to see play? Simple; a Bodyguard or another
form of protection. What comes to mind here is using
Nom Anor, (use his Ooglith Masquer on the Skiff).
Now your Skiff is untouchable by non-adjacent
enemies! Combine this with the likes of a Mistryl
Shadow Guard (a bodyguard that can protect the skiff
when it takes damage), and Zam Wessel (Kohun
Infestation is easier to get off when you can be
transported into position) and you have a mean
piece! Might I add the fact that due to the Mistryl
having Melee Reach 2 it may attack ANY character
adjacent to the Skiff! That can be a truly lethal
combo.
Another good support piece is Chewbacca Rebel Hero.
With his mighty 120 HP, the Body Guard ability,
Industrial Repair, and Gunner, Chewie can help the
Skiff in multiple ways. Have him and and another
heavy hitter on board and the skiff will be able to
reach it's destination without blowing up.
100: (1) Huges have no place in 100.
150: (2) An improvement, but still nothing great.
200: (3.5) Here this thing can shine. It just needs
the right support such as Nom Anor or Chewbacca RH.
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