Melee, Double Attack, Twin Attack, Loner, Rolling
Cleave, Stealth
Force 3
Sith Rage
Today we are looking at the new Asajj. To me this
new Asajj is closer to an ideal Darth Maul than most
Mauls we have. For 9pts, you are getting 10HP and
the rest of the stats are the same, as are double
and loner. Where this Asajj stands out is she now
has twin, so she can either attack twice from 6 out
or unleash a quad attack if she doesnt move. If she
has loner that is a none too shabby +16 for 60-120
DAM.
There is one very key ability that she adds that
really changes her and quite honestly makes her a
center point for squad building. The new Asajj has
stealth. Why is this so big? By running her with a
Bith Vigo you now gain evade, giving her at least
some shooter defense. Some of you know what is next.
:) If you now add a Twi'lek Vigo, She gains greater
mobile and can quad from 6-8 squares out! the
downside to pull it off you will either need the the
vigo or a mouse within 6, so no loner and at +12,
she is going to miss a lot. You are going to need
Wicket badly.
Her force is just as limited as her other version.
She has one more point, but only has rage to use it
with instead of riposte from the old one. Then
again, a +16 quad attacking. That SHOULD be a quick
120 DAM. Of course then you have to roll that stupid
little die i like to call Satan's *ahem*. ;)
100pts: She is not likely to do well enough here.
She is a bit too fragile and needs help. Your
opponent could likely survive her attack, and then
will kill her.
150pts: Here she can have lots of help. San, Dooku,
the vigos, Jareal...etc. You will need to play her
carefully, but she could be quite good here.
200pts: Here she can be run with all the help you
could want and flush her squad out to its fullest.
the one problem here is that Luke GM will be running
rampant, so watch out. With all of the Djem So out
there, you will need to make sure she has the right
support. She is very much worth her $10 if you play
Seps at all.
Wow oh wow, what a beatstick. This thing is far more
sexy than her original form, woh is this piece
amazing! Well, first things first. Today we are
reviewing Asajj Ventress, Seperatist Assassin that
comes in the newly released Map Pack 2. I picked up
this Map Pack as soon as I could, not only for the
maps, but for "her" too, and she was well worth the
money, no doubt!
For 43 points, her stats are pretty average for a
Jedi character. 110 HP is good but not spectacular,
12 attack and 20 defense are solid, and of course
she has the usual 20 damage. Asajj's true offensive
force lies in her amazing combination of abilities,
however. First of all, Asajj has Loner, an ability
that gives her 16 attack, providing there is no ally
within 6 squares. 16 attack is very good, and will
make it difficult to miss just about anything. Asajj
also gets Stealth, which is really useful for her so
she can't be shot down by shooters on her way to an
assault. When provided with some ranged support,
this could become very deadly.
And then we get to the abilities that affect Asajj
when attacking... Asajj has both Double and Twin
Attack, meaning she can move up to 6 and attack
twice or if she bases someone, attack four times.
WOW! That really needs no introduction, that is
amazing. Combined with Sith Rage, which gives her
+10 damage for the turn, she could attack up to 4
times for 30 damage, rediculous! And to make things
even better, they also threw in Rolling Cleave,
which allows her to move one space and make an extra
attack (which turns into two attacks due to her Twin
Attack) as long as she killed someone this turn.
This makes her maximum damage output for a turn
(assuming no critical hits) a whopping 180 damage,
which gives her one of, if not the largest, damage
output in the game. And with 16 attack, the chance
of missing is slim. Of course it would be very rare
to get the 180 damage off, it still shows that she
is an absolutely amazing destructive force. She can
seriously annihlate a large force in a single turn.
Unfortanutely, Asajj does not have everything going
for her. Her defenses are quite slim and without any
real defensive abilities, Asajj can get taken down
pretty easily. The key to making her a great piece
is to abuse Stealth so that shooters cannot simply
pick her apart, then kill melee pieces before they
get the chance to strike Asajj down. Asajj also runs
into trouble with force points, since she has no
Renewal and once her 3 is gone, it's gone. After
three Sith Rages, assuming you have no way to give
her more force, part of her power will be gone.
Furthermore, unfortanutely for Asajj, she gets stuck
in a faction where it sucks to be living...
Seperatist support for her is slim. The best thing I
can think of is sticking her with either Sidious to
get some added force or maybe sticking her with the
original Tyranus to give her Lightsaber Duelist via
Dark Inspiration. Besides that, her best support
would be strong fringe shooters. You may be able to
fit her into your Grevous Droid Army Commander
squad, but it would be difficult.
100 points: 4.5/5, For a unit of her cost, she can
really deal a lot of damage, she may be able to hold
her own against the force-using giants that exist in
this format... espessially with the support that her
low cost allows. I would say try her here!
200 points: 4/5, Put her in the right squad and she
can be a devastating offensive force. The real
problem here is her faction. Had a piece with
similar stats and abilities been Imperial (to take
advantage of Super Stealth!!) or Republic, it would
be a near-staple. Unfortunately, Separatists have
little use for non-Droids.
Sculpt: 5/5, Love the pose, love the detail, love it
in general! Exactly how I envisioned her!
Josh
Asajj Ventress,
Separatist Assassin (3/6, Fixed—Clone Wars Map Pack
2; HP 110, ATT 12, DEF 20, DAM 20, DEP 43)
This version of Ventress
is really much better than the original released in
Clone Strike. First of all she’s not a
commander, which means other commander effects in
your squad can actually help her out.
Secondly, she’s not a Clone Strike very rare
which means you actually have a chance of tracking
her down.
Her stat card
is pretty impressive. Her stats are relatively
beefy, especially for a 43 point character. Where
she shines, like so many others, is in her special
abilities. With Twin and Double, Ventress can make
four attacks per round meaning she can do up to 80
points of damage in a single turn (120 if you use
her Sith Rage). That, in and of itself is pretty
nice, however she also picks up Rolling Cleave,
something we haven’t seen in a while. Getting to
move after defeating a character can chain for a
while since you’ll be getting to make two attacks
thanks to her Twin Attack. With Loner, Ventress gets
a little bigger shot in the arm if you keep her away
from the rest of the squad. Finally, giving Ventress
a health dose of Stealth is pretty helpful since you
can keep her out of harm’s way for longer and if you
run a Bith Vigo with her she can get access to
Evade, which will make her even nastier.
Her lone Force
power is Sith Rage, which is pretty basic but on
Ventress, with four attacks per round, can be pretty
nice.
100 POINTS: While she’s a
pretty solid figure, I just don’t think she has the
beef here to hang with the beat sticks. She’s under
50 points so you can at least get a few more
characters in there, but most of the dominant beat
sticks won’t have too much trouble ripping her to
shred. SCORE: 2.5
200 POINTS: Since you can
bring in the other Separatist Sith support in here
relatively easily (namely any Sidious Force battery
and Darth Tyrannus for Dark Inspiration), she’s more
effective here. However, to bring in the support
you’ll need to make her effective will leave you
pretty low on activations. Like other living
Separatist characters, there’s just so little
synergy that it’s hard to make a solid squad around
them. SCORE: 3
Gunnar "Darth
Malstrom" Malstrom
Asajj Ventress, Separatist Assassin
(Separatist)
Cost: 43
HP: 110
DEF: 20
ATT: 12
DAM: 20
Special Abilities:
Unique
Melee Attack (Can attack only adjacent enemies)
Double Attack (On her turn, this character can make
1 extra attack instead of moving)
Loner (+4 Attack if no allies are within 6 squares)
Rolling Cleave (Once per turn, if this character
defeats an adjacent enemy by making an attack, she
can immediately move 1 square and then make 1 attack
against another adjacent enemy without provoking an
attack of opportunity)
Stealth (If this character has cover, she does not
count as the nearest enemy for an attacker farther
than 6 squares when choosing targets)
Twin Attack (Whenever this character attacks, she
makes 1 extra attack against the same target)
Force Powers:
Force 3
Sith Rage (Force 1: +10 Damage on all attacks this
turn)
DarthMalstrom is back with a review of the new Asajj Ventress
from the second Map Pack. Once again like most of
the pieces we have been getting lately, this is a
remake of Asajj Ventress from Clone Strike, and to
decide which piece to play we should look at them
both side by side.
The new Ventress cost 9 more, and for those 9 we gain +10 HP and
making them 110 could mean staying around one more
hit. We also gain stealth, we keep double, but we
also gain twin, we also gain Rolling Cleave which
when paired with Twin could be pretty nice. As for
the force we lose riposte, but gain Sith Rage (which
means she could put 120 on you in one turn). We
also gain 1 force point. The best thing about the
new Ventress is that we lose her stupid Commander
Effect, not that her old effect was stupid, but
giving her Loner and a commander effect is kind of
counterproductive.
Now being a separatist gives her access to some good bumps. When
in a squad with Sidious DLotS she could use his
force points, for more Raging. Tyranus can give her
duelist. Durge can give her momentum (which would
mean you would lose Loner). There are also some
sweet fringe commander effect she has access to.
throw in a Twi'lek and Bith Vigo and she can get
Greater Mobil Attack, which means she could move 6
and still attack 4 times. If used correctly
Ventress could move and attack 4 times at +16/40
while Raging.
Onto the rankings…
100pts 3/5: Not as powerful as she could be with commander
effects and abilities, but the fact that Melee users
rule this format she could be pretty good. Run her
with San Hill, Aurra Sing JH, and 2 ugnaughts and
you have a nice 100 point squad… not great, but
nice.
150pts 3.5/5: Still here you could use her, add Tyranus and you
make her even better.
200pts 4/5: Like most pieces the more points you add the better
she becomes.