Cloaked; Cunning Attack; Mobile Attack; Loner +4;
Poisoned Blade
Today we look at the second of the three beasts of
the set. The Gino is an incredible figure and the
beginning of a new breed of character. For 21pts you
get a healthy HP that will withstand a lot of
damage. His DEF is godly at this point level. A
non-unique with a 20 DEF is huge. The attack is a
bit more in the norm, but that is only before you
add in his abilities. The base 10 DAM is also about
norm.
Like the Mando Scout from earlier this week, the
Gino has the new cloaked ability. Th Gino doesnt
benefit quite as much from it as the Mando Scout,
other than the whole not getting shot thing of
course, because the Gino has no bonuses for not
moving. The Gino also has mobile attack. This would
be good for defense if not for the cloaked making it
unnecessary. Where this really helps is with such a
high defense he can afford to give up some AoOs to
get to or away from small/medium threat figures. The
Gino has loner to help that mediocre attack bonus.
Throw in cunning and you can either be a +16 for 20
DAM or a +12 for 10.
Okay so why fear a figure that may hit a lot but
only does 10 DAM? In and of itself, it isnt anything
to fear. Just like the Kel-Dor, your opponent will
generally run around figs that only do 10 DAM, but
the Gino has yet one more new ability that is going
to be a very nice addition to the way the game is
run. Poisoned Blade makes the Gino a BASE 20 figure.
Let me say that again: Poisoned Blade makes the Gino
a BASE 20 figure. This means if you crit an adjacent
figure, you will do 40 DAM not 20. If the target is
living, you then get to inflict 20 MORE damage, save
11. All of a sudden, that +12 or +16 is making for a
very huge difference as the Gino is now hitting for
50 DAM! On a 21 point figure that is just sick as no
commander effects are used here.
Besides that, there is a better reason why i love
this ability. It is the introduction of the dual
nature character. On any attack that is not adjacent
to the target, the attack is considered a non-melee.
This means that it is subject to deflect and evade.
When the figure is basing a figure, he then becomes
a melee figure and subject to block, parry and
riposte. This dual nature is something a lot of
people have been wanting to see since Clone Strike
Aurra Sing and later Mara Jade. I really like a
character that can be a threat to either the
anti-range characters or anti-melee characters. The
good thing is that there are more. Lets just say a
certain droid general from the next set will also
have a dual nature to him. I really would like to
see the lightsaber special ability errata'd to act
as a dual nature ability.
100pts: I dont think they are going to be great
here, but at the same time they have enough going
for them that they could be a real asset with the
right support. My first thought would be Yoda for
the force cancel to help them against the 100pt
Jedi. The last thing your opponent will want to do
is leave a figure based to a lot of these. If you
run 4 of these and ugs or activation control,
someone like Bane can only hit once for 40 DAM as
long as you stay more than 6 away. You can then
swing back for up to 40 DAM with up to all four of
your Ginos. If even two hit, Bane is then at 120 and
can be dropped another 100pts if you win initiative.
That only leaves 20HP to make up with two more Gino
attacks. It can happen. Give 'em a go and see how
they do.
150/200pts: Of course he will shine here. Being
non-unique, they are eligible for character boosts
like Thrawn, Kota, and any other commander. You can
have a 21 point figure with a 23 defense! These guys
are just sick. You are definately going to want to
pick up a few of these and try some different builds
with these.
StarWars
freak82
GenoHaradan Assassin
Faction: Fringe
Cost: 21
HP: 60
Defense: 20
Attack: +8
Damage: 10
SA’s
Cloaked: When this
character has cover he cannot be targeted by
nonadjacent enemies.
Loner
Cunning Attack
Mobile Attack
Poisoned Blade: +10 Damage
to 1 adjacent target; this counts as a melee attack.
This attack deals an extra 20 Damage to a living
enemy; save 11.
Today we look
at another great C/UC from this set he enjoys
average to high-end stats. He has a HP/Cost ratio of
about 3/1 that’s decent not great but decent. His
defense is up there with most 30-45 point Jedi with
20. His base attack is abit low but he has tricks to
boost that easily enough. And his damage is the
lowly 10 but again he can overcome that with is
abilities.
K, now to his abilities,
he has cloaked which if you’ve read the scout review
you get the point but it’s basically SS without the
commander and no counters cause all the counters are
against the stealth ability not cloaked. He has
Loner which in most cases isn’t good to prioritize
using because he’ll end up having to kill a big
chunk of your opponent’s squad by himself. He has
cunning which is great for boosting his low attack
and damage. He has mobile which is basically him
getting to pop out shoot you then go back into cover
just like the scout (they seem a lot alike don’t
they). His next ability is amazing in that it does
aton of damage if everything goes your way and it
can protect you if you get based. It Poisoned Blade
basically if you get based you can make ONE melee
attack against an adjacent enemy at +10 damage (so
he has 20 Damage) plus if it hits a living target
your opponent makes a save of 11 and if they fail
they take an extra 20 damage (that’s 40) add cunning
to that and possibly loner and theres (50 damage
with 16 attack). Even better is that the poisoned
blade +10 damage is multiplied by critical hits so
if you do score a crit its 70 damage with cunning
and the +20 damage save (assuming they fail the
save).
The only thing I don’t
like about this piece is the lack of extra attacks
and the ability to do major damage from afar. They
do have a commander reliance and I am not sure if
poisoned blade is affected by extra attacks (GW,
Krayt) cause it doesn’t say replaces attacks so I
think you could double with it. Twin I know you
could (Mando Captain, Czerka wouldn’t work cause
poisoned blade is a melee attack so he’d lose twin.)
100: 3/5 Like the scout he
would have to rely completely on himself which he
does better than the scout.
150/200: 4/5 Here he can
have all his commanders but most commanders are
faction specific like all the Mando commanders so
you’d have to use 75 pts. For Mando the U, plus he
cant be come as godly like the scout can because
since he is fringe he isn’t made with a particular
factions commanders in mind like the Scouts were
made with the mando commanders in mind. He does work
well with Malak DLotS though and other non-faction
specific commanders such as Kota, Thrawn, General
Windu, Krayt just to name a few.