Ratings:
Ratings are based on a 1 to 5 scale 1 being the
worst.
3 ... average. 5 is the highest rating.
100 pt: 2.75
200 pt: 4.50
Killer_Nacho
General
Rieekan
Rieekan really has stirred up the Star Wars
Miniatures metagame since its release, and is one of
the main reasons that Rebels are starting to see
play again. We all remember Rieekan as an excellent
Rebel General, and his piece truely reflects that.
First of all, Rieekan is a commander that costs 14
points, about the price of two trooper units. Most
commanders of this cost have average commander
effects that are only really useful in select
circumstances, but Rieekan surely stands out. Before
I get into his excellent commander effect, let's
take a look at his stats... which happen to be just
what you'd expect, not great, but at least it can
attack if it wants to. Rieekan has 9 attack and 10
damage, meaning it won't be able to hit things
easily and even if he does, it will only do minor
damage (But this obviously isn't the reason you
would be using Rieekan). He has an insanely low 15
defense, with a mere 50 HP, meaning he is extremely
frail... You want to keep Rieekan in cover away from
the fighting as much as possible.
Fortanutely, Rieekan's commander effect isn't
limited to the usual 6 range. Instead, Rieekan
provides followers two extremely useful abilities at
unlimited range. The first ability that Rieekan
grants is Evade, a very useful ability that grants a
50% dodge of ranged attacks to all of your units. I
don't really need to explain how good Evade is,
since the ability to get a free dodge from any
attack is obviously excellent. Even with just this,
Rieekan would be extremely playable. But wait!
There's more! On top of Evade, Rieekan grants
ANOTHER excellent ability in Mobile Attack! Mobile
Attack allows your units to move before and after
attacking. This allows your units to move out cover
to attack your opponents without cover, then move
back into cover. And combined with Evade, those
units in cover get an additional 50% chance to evade
any nonmelee attacks they are hit with. One thing I
like to do with Riekaan is to combine him with the
Elite Rebel Commandos, who have Twin Attack. This
allows my units to move, attack twice, then move.
Another thing to note is that Riekaan has Recon,
which allows him to roll twice for initative when he
has line of sight to an enemy. While this isn't
excellent, it can really help you win those key
initative rolls. I've seen Riekaan played with
Kazdan Paratus to abuse his Droid Reserves, too.
100 points: 4.5/5, Normally commanders aren't as
good in 100 points... but Riekaan is only 14 points!
He can still be a great asset in 100 points. The
only reason he loses the .5 points is because 100
points is normally dominated by melee attacking
beatsticks, which Riekaan doesn't help against too
much.
200 points: 5/5, Running a rebel army? Use Riekaan,
no exceptions. You won't regret it. He's 14 points.
There is no reason not to use him short of you not
having him.
Sculpt: 4/5, Just how you remember him in the
movies, intimidating and wise.
Josh
General
Rieekan (Rebel, 4/40, Very Rare—Imperial
Entanglements; HP50, ATT 9, DEF 15, DAM 10)
Greetings from The_Joiner_King. I’ve been a reader
at Pojo for quite some time now and thought I might
as well jump in and start reviewing figures. To be
honest, I’m kind of glad this was the first figure I
was asked to review because General Rieekan is a
great addition to the Rebel armies.
With this figure, the Rebels pick up yet another
nice commander that is really going to help extend
their longevity. His commander effect is worth his
14 deploy points alone. Much like the New Republic
General Wedge Antilles, General Rieekan gives Rebels
access to a commander that gives your entire squad
Evade and Mobile Attack. Anymore, you wind up
needing at least one of those two abilities to make
your squad effective. For a mere 14 points, Rieekan
gives the Rebels access to both which will really
help your squad. Recon is a nice additional bonus,
but with the increased number of characters that can
get around initiative control powers and Rieekan’s
own fragility (50HP with only a 15 on defense) you
won’t really want to try and take advantage of Recon
too much. Keep him well-protected in the back and
he’ll make sure your squad lasts a long time thanks
to Evade and will make it easier to prevent your
characters from getting pinned down in a firefight
thanks to Mobile Attack.
100 POINTS: You won’t really want to run Rieekan
here since he’s best when you have a bunch of
figures that can take advantage of his commander
effect. Commander-based squads, outside a few
special cases, aren’t strong enough to be run at the
100 point level. Score: 1 (possibly a 2 if you have
a good squad build for this level--I very seldom
build 100 point squads because where I play it's
pretty much dominated by beat-sticks but if the play
environment at 100 is different where you are he
might work better)
200 POINTS: Here, Rieekan is almost a necessity. In
recent expansions, the Rebels have really picked up
some great commanders. Running him with General
Dodonna means you can control activations more
effectively and make your squad more difficult to
kill. Another interesting option would be to run him
with General Crix Madine. It will give General
Madine some added protection from your opponent’s
characters with Accurate Shot. General Madine will
also likely be in a commando build and means your
commandos will not only have access to super Stealth
(assuming you’re using Rebel Commando Strike
Leaders) AND Evade and Mobile. That’s pretty nasty
if you ask me. Even if you don’t have a specific
build in mind yet he can fit really well just about
anywhere in the Rebel armies at this level just
because his commander effect is so useful and he’s
not that expensive. Score: 4 (for certain and
possibly a 5 if you can find some really good
commanders for him to synergize with)