The next few reviews we are going to cover the
Mandalorians. A fan favorite faction, it really did
not materialize into what it should have. For 18
points you get an average HP for the cost, a decent
defense, and a low attack with decent damage.
Parry is a very nice ability. The problem is that it
hurts Jedi that have to spend force points to do the
same thing and can only do it once instead of
against every attack like the blademaster. Twin is
also nice, but with only a +8 attack, you are going
to have a hard time hitting big targets.
From outside effects you can gain momentum to get
him up to a +12 for 30 DAM twin from Mandalore. The
commander will give him mobile which can also be
good, but is not much help on a fragile melee
figure. If you can stay within 6 of Uliq they can
also gain bodyguard, but who is going to give up 18
points on a bodyguard for only 40 HP.
I have a feeling that the Mandos are going to be a
faction driven by commander effects, which will make
them very vulnerable to disruptive. Right now they
are just too little for too much.
100pts: Forget it.
150pts: I wouldnt even bother here either
200pts: Here they can be played, but their best form
is most likely going to be in pure Mando squads. If
they can hit, they can hit for a bunch. Straight
mando gives you enough attacks to be worth
something. Anything else is just too diluted.
Darth Liserak
Sorry I
haven't posted in a while. But here we are with a
very interesting piece.
Mandalorian Blademaster
cost 18
HP 40
Def 16
Atk 8
Dam 20
SA:
Melee attack
parry
twin attack
This is the most annoying piece known to the melee
attacking world. With the new parry ability (an
evade for melee attackers.) It can stand toe to toe
with some big beatsticks before going down. I had a
darth vader jedi hunter go against this piece once
and He kept making his parry saves and he couldn't
hit me. There is his only problem. He only has 8
attack. With that he can sit there and not get hit
but he cant deal damage enough to eventually win.
The only boost he can get is mandalore and with that
He can run up and finally do serious damage at a +
12.
100/150 1/5 I am putting these together because they
are pretty much the same for there high cost not
enough can be played.
200 4/5 In a mandalore squad one or two is a must.
or you could make a squad based completely of these
and commanders. Then they could mobile and dodge out
of sight.