CE: Followers can move up to half speed and still
use force powers and abilities that grant extra
attacks.
Garm Bel Iblis. He was the leader that could
counter Thrawn in the books. NR has only been
getting 1-2 figs per set, but each one has been
fantastic. Garm is no different.
Garm's stats are, as Kenobi would put it, depend on
your point of view. Are his stats good for 45
points? Not even close, but look at them again.
Are they worth 15 points? When you figure that his
cost has the reinforcements 30 built in and he is
really only 15 points, his stats become fantastic!
Of course he isnt going to deal much damage, but
that isnt why you play commanders.
First off, Garm has affinity for the rebels, so he
can help out either the rebs or the NR. A big help
is his dual reinforcements 30. It isnt dual because
its two sets of reinforcements, but because Garm can
bring in non-unique rebels, new republic, OR bring
in both rebels and NR. This can help bring in rebel
grunts to the NR, which they are sorely lacking.
You can bring the NR cheap grunts, the golan turret,
troop cart, the rebel leader and mon cal techs.
Rebels can get characters like the NR commander or
young Jedi Knights.
Finally, you have the best part of Garm. It is the
reason you are going to run him and why he is called
Boba, Merc's shadow. His CE allows characters to
move half their speed and still use abilities and
force powers that allow extra attacks. This means
that the average Jedi can move three and still use
double, triple attack(Jacen, Jaina, Felcor), and
shooters like Boba Merc can move three and still
double attack. Tack on Boba's Intuition and you
have a mobile attacker with some powerful damage
output. An interesting rules note, is that at
current you cannot use force powers to move two
extra squares. You can only move the three, but if
you use Garm with Leia, Senator, her CE does work
with Garm, granting a pseudo mobile for anyone
within 6 of Leia.
100pts: He cant really bring in the right help to be
of effect here.
150pts: Here he can start to see play. It can be a
bit hard to work him because you run out of points
so quickly, but he can work. It just means you will
have your core characters in the squad, and his
reinforcements will need to be used to up your
activations.
200pts: This will be his best format simply because
he can affect the most. his reinforcements allows
not only for customization, but activation
adjustment, which is always a plus. The only real
downside to Garm is that there are not a lot of
characters right now that he helps. As i said he
was tailor made for Fett Merc, but most of the
rebels that are worth playing are either single
attackers, or twin attackers. In the NR he helps a
bit more because he can help the twins and Corran
Horn. This next set will bring him some more love
as we are going to see a lot of Jedi. Garm is a
great piece that is only going to get better as we
see more rebel, NR, and fringe double attackers.