Hmm, so here we review the new Lobot, the Computer
Liaison Officer version from Imperial Entanglements.
This Lobot is an interesting support piece that can
find its way into a lot of squads due to the fact
that it is costed relatively well and is Fringe.
First, let's look at the negatives. Its only stats
are its exceptionally low 30 HP and 12 defense. This
guy won't last long in a fight, so you'll want to
keep him as far away from the fighting as possible.
However, Lobot does have several neat effects at his
disposal.
First, Lobot has Fringe Reserves 30. Getting 30 more
points of Fringe units on a roll of 11 can be big,
and there are many quality fringe pieces that you
could grab for 30 points. Additional Ugnaughts for
extra door control, Dash Rendar RS if you aren't
using him in the squad, two Kel Dor Bounty Hunters,
a few more support pieces... the point is, you can
do a lot with 30 extra points. Of course, the mere
5% chance to get them per round is kind of a bummer.
Although, with a little bit of initative control
like Anticipation or Recon, this could be an almost
reliable effect. Speak of Recon, this piece also has
Recon, some self-synergy. Too bad that you need to
get within Line of Sight of an enemy to use Recon,
however, something you won't really usually want to
do with Lobot. Recon can be used safely with a
little bit of good playing if the opponent doesn't
have someone with Accurate Shot, but still be
careful. Recon should only be used if it is
absolutely nessissary.
Lobot's final ability is the real deal-clincher,
though... the almighty Override. If you've ever
played in a competitive game, you know that Door
Control is a large factor. Whether you use a piece
with Override or use Ugnaughts to blow up
potentially Overriden doors, you know that Door
Control can be huge. Therefore, it just stands to
reason that a 15-point Fringe overrider will see
some use... espessially with some factions that lack
a good Overrider for themselves.
As a package, Lobot does have several beneficial
abilities for your squad. The weakness however is,
of course, its overwhelming fragility compared to
its 15-point cost. He can really swing the game in
your favor. Reserves + Override + Recon is great,
you just need to protect him.
100 points: 2/5, A little too high costed to really
find a niche in most 100 point teams. The reserves
could be huge in 100 points... but only if you're
lucky.
200 points: 3.5/5, Like most things, he becomes a
little more viable when more points are involved. In
factions without an Overrider of their own, this guy
can see a lot of play. Consider the Recon and the
Reserves a bonus.
Sculpt: 3/5, Not bad.
Josh
Lobot, Computer Liason
Officer (33/40, Rare—Imperial Entanglements;
HP 30, ATT 0, DEF 15, DAM 0, DEP 15)
For only 15
points, you’re getting a surprisingly useful Fringe
tech-figure. Fringe Reserves 30 is pretty
impressive and you get access to it whenever you
roll an 11 for initiative. Thanks to Recon,
Lobot can also give you two shots to hit that magic
number each time your roll for initiative,
increasing your odds of pulling it off. Like the
original Lobot, he still comes equipped with
Override which can still be pretty annoying,
despite the proliferation of characters that can get
around door control.
While the
original Lobot was more expensive, he also had
Fringe Reinforcements which basically turned him
into a character that only cost 7 points because the
20 points from Fringe Reinforcements were
built into his cost. Reinforcements is
infinitely more reliable but at the same time,
Reserves allows you to bring in more points and
thanks to Recon, Lobot does have a pretty
good chance of getting it. The only other drawback
Lobot has is that he’s a Cyborg which does
leave him vulnerable to Ion Gun meaning a
lone Jawa with Ion Gun can take him down in a
single turn. Override can help you keep him
alive by hiding him away but if you do that, you
don’t get to take advantage of Recon so it’s
a pretty big trade off.
100 POINTS: In this
format, I just don’t know how useful he’ll actually
be. While dropping an extra 30 points of a Fringe
characters can be a big swing in this format, it’s
not a terribly reliable prospect so you may just
wind up wasting 15 points that could have been
better spent elsewhere. SCORE: 2
200 POINTS: Since you’ve
got a lot more points to spend in this format, Lobot
becomes a much better option here. A deploy cost of
15 points is just a drop in the bucket, especially
since there’s the chance of bringing in another 30
points of Fringe characters in the right
circumstances. You’ll also want him around for
Recon to provide you a degree of initiative
control, which is a must anymore at this point
level. Bringing Override along is also nice
since door control has become much more important
recently. You’ll need to give him a few bodyguards
to keep him alive but for 15 points you’re really
getting a lot to play with. SCORE: 3.5
Special Abilities:
Unique
Cyborg (Counts as both a Droid and a non-Droid;
living; subject to critical hits and commander
effects)
Fringe Reserves 30 (If you roll exactly 11 for
initiative, you can add up to 30 points of Fringe
characters to your squad immediately before your
first activation of the round)
Override (At the end of his turn, this character can
designate 1 door that he can see as open or closed;
it remains open or closed until the end of this
character's next turn, or until he is defeated)
Recon (Roll twice for initiative once per round,
choosing either roll, if any character with Recon in
the same squad has line of sight to an enemy).
Today we open the vault and go back to Imperial
Entanglements to look at the piece that might be the
best non-mouse droid piece in the set… Lobot,
Computer Liaison Officer. Like a majority of the
pieces in this set, this is a remake of a figure
from way back when… Lobot from Universe. Now both of
them are very useful and I think a look at both of
them will give you an idea as to which one you
should play.
Now first off they both are Fringe, cyborgs, and
have override. Override might singlehandedly be the
best special effect in the game. The ability to open
doors and close doors across the board can
absolutely change a game. I have played against
multiple override squads and not gotten off one
attack. This ability is just nasty, and with Lobot
this ability gets a little nastier.
Most override pieces are on droids, well Lobot (and
the Elite Rebel Commando) can receive commander
effects, which could cause them a much longer life.
Give them evade from Wedge or Rieeken and you can
possibly prolong their life quite a bit. Now you can
actually bring them out of corner and have them open
doors that would otherwise be shut.
Now the main difference between the Lobots is that
the original Lobot gives you Fringe Reinforcements
20, which allows you to add up to 20 points of
fringe pieces to your squad (these do not count as
victory points by the way). This could give you a
slight advantage, where you can see what your
opponent is running and customize your squad to
better play against their squad. Your opponent is
running several override pieces… you can now add 6
uggies. Your opponent is running a very melee heavy
squad you want to bring in a really good shooter…
bring in Lando Dashing Scoundrel. The sky is the
limit.
Now the new Lobot instead of having reinforcements
has Fringe Reserves 30… which lets you add 30 points
of Fringe pieces when you roll an 11 for initative.
Now those 10 more points of Fringe pieces means the
difference between Dashing Lando Scoundrel and
Dashing… well Dash Rendar Scoundrel, or three more
uggies or mouse droids if needed. To help himself
out new Lobot also has Recon, which means that you
can roll twice for initiative instead of once to
give you a better chance of hitting that 11. IMHO I
have learned never to count on reserves because when
I really need them, I never get them… instead just
be happy when you do get it.
So looking at the two Lobots I would say just think
about what else you have in your squad. Are you a
little short on points and have 20 points of small
Fringe pieces, because minus the 20 points of
reinforcements original Lobot is only 7 points. If
you have a couple big guns in your squad, but you
fear they might not be enough… run new Lando and
pray you roll an 11. Both pieces are fantastic
pieces that could fit in any squad.
Onto the ratings…
100ts 5/5: Lobot at 15 points should easily fit into
any size squad. People might not think 15% of your
squad on a piece that can't attack is a waste of
space, but if you roll 11 and your 100 point squad
just became a 130 point squad you will be happy that
you added him. Plus I think a lot of times people
disregard override in 100.
200pts 5/5: Here Lobot is just as good. If you don't
get your 11 it will not be as bad, but still
Override is huge and Lobot is one of the best pieces
with Override. If you don't have him… what are you
doing… leave, go buy him… or just sit there at your
LGS and buy boosters till you pull him. You won't
regret it.