R2-D2 With Extended Sensor (Rare,
9/40—Imperial Entanglements; HP30, DEF15,
ATT0, DAM0, DEP 9)
For 9 points, you’re getting a really
good little addition to the Rebel faction. First of
all, he comes with the staple R2-D2 power of
Override. You can use this to limit the avenues
your opponent can maneuver in which can be helpful.
With his sensor out, he also picks up two new
abilities. Recon means this R2 can help you
control initiative and It’s a Trap can strip
your opponent’s pieces of Stealth if they get
too close to him. He’s a nice little tool box piece
and really has a lot of uses.
His biggest drawback is one that affects
most versions of R2; he’s a relatively weak Droid.
What’s bad for this version is that to take
advantage of two of his powers (Recon and
It’s a Trap) he’s going to have to be a lot more
exposed than most version of R2 are run. You can
Bodyguard some of the danger off, but it’s
still a pretty big risk, especially considering a
single shot from a Jawa’s Ion Cannon can wipe
this little guy completely off the board.
All said and done, this is actually a
great piece for the Rebels. At only 9 points, he’s
going to have a home at pretty much every level of
play.
100 POINTS: For only 9 points, you’re getting a good
piece. While It’s a Trap might not come into
play too much at this level, Recon is always
helpful and can sometimes help you get that one
needed initiative win. Considering this level is
also dominated by Melee beat-sticks (save a
few notable exceptions) R2 is probably going to be
pretty low on your opponent’s hit list so you can
keep running Recon for a long time. SCORE:
3.5
200 POINTS: Here, R2 will be an even bigger asset.
Recon is helpful at this level and It’s a
Trap can really mess up “super Stealth”
squads and without their “super Stealth” most
of those squads aren’t really all that powerful.
SCORE: 4 |