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admiral_ozzel
image from Wizards of the Coast

Admiral Ozzel
Force Unleashed
#29/60

Date Reviewed: Mar. 24, 2008

 
Sith Dragon Admiral Ozzel
Imperial
Cost: 11
HP: 40
DEF: 14
ATK: +4
DAM: 10

Imperial Reserves 20 (on a 6)

CE: Activate one character per phase

This is a pretty simple review for the character. You essentially have San Hill now available for the Empire. In a CIS squad, it allows you to hit hard with late figures, but how well does it work in a team that generally needs three activations for the Thrawn swap?

It does not work as well with the empire, or should i say it isnt as versatile. While CIS relies a lot on fringe, the empire just isnt built to make the most out of the one activation CE. HOWEVER! That, in no way, means he is bad or unplayable. There are some builds that make very good use of Ozzel. Clear as mud i know. If you have never played the one activation squad, start with San. He will be a bit easier to build and play with. Then move onto Ozzel.

100pts: Nope, not here.
150pts: San works well here, but i dont know that i have seen an Ozzel squad yet, do well in 150. With the pieces the empire has, this may not be your best place for this type of build.
200pts: If you build it correctly, Ozzel will be very powerful, but again it revolves around how well you can play it and if you know how to build for maximum effect.


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