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From: Kevin Dowrey [mailto:bird_of_green@hotmail.com]
Sent: Friday, May 26, 2006 1:49 PM
To: starwarscrew@pojo.com
Subject: Simple ways to beat characters/decks (basic stuff) - Kevin Dowrey

This is just a list of characters/decks i've run into several times and how to beat them.

1) Aurra Sing

I know she is a nasty character, 130 HP, decent attack and defense, and that pesky accurate shot. If you've run at her with anything with force you know that she tends to tear thru them, especially when backed up with just about any other jedi/sith. Her force rating allows her to be affected by jedi hunters like vornskrs, however, her accurate shot will remove them long before they can get to her. If you rely on force users, and have some with light saber deflect or reflect, they can work against her, all her attacks are considered non melee, so they stand a better chance of getting to her and ruining her day. CS Yoda would be the best at this task since he can use the force three times a round but he still runs the risk of running out of force, even with force regen. Force users with reflect/deflect will end up taking 30 damage repeatedly from either bad saves or from running out of force. If you happen to have bounty hunters in your deck they work wonders on her. She doesn't receives her jedi hunter bonus against them and if you do have force users in your deck they will most likely be the larger target for her. They also gain +4 attack against her so she will become an easier hit. 4 Lom with his careful shot and bounty hunter will end up hitting her more often than not, boba fett can hit her most of the time even if there are people in the way, and most others at least stand a better chance of hitting her. If you want to cut to the chance though, the X1 is probably her, or any non melee characters, biggest issue. She can avoid it with her accurate shot, she can reroll failed saves against it a few times, but none of that can save her against it, one on one. If you can keep it defended but keep its defenders out of her line of sight she will fall. Wat Tambor around the corner healing it but not in her line of sight will remove her from the game.

2) Darth vader, Jedi hunter

The true meaning of pain. With his seemingly limitless amount of force powers, dark armor, and high defense and offence, he will cause any player some problems. Almost nothing beats him one on one, with the exception of a very lucky CS Mace. If his force regen is bothering you, i've found that vornskr, though quick to die, will take his force down in a hurry. It can survive one triple attack from vader, meaning if your smart with it, you can take out a chunk of his hp (up to 60). Vader makes a choice too when a vornskr attacks. Does he use light saber block to block the attack? If that fails he may become paralyzed or take more damage then he should or both, so does he save it and hope he can make the rerolls? But then he takes up to 30 damage. So either way, the vornskr will get at least two attacks at him, if you play it smart, and that will remove two force from vader, almost guaranteed. Problem is, vornskr is just fodder, and very expensive fodder at that. Another choice, in 100 anyway, is to pick off one

of vaders support with an accurate shot then hide behind a door with override. Its a cheap way to beat him, but if it is allowed, it works nicely. A final option is to shoot at him, a lot. If possible take out anything that can heal him first, then just concentrate all your fire on him, eventually he will run out of force and you will just hit him. Bounty hunters and aurra sing work nicely at this when he is out of force. Just remember he still has force regen, so don't use your high hitter till he uses his force. Also, RotS r2 with flight is nice to have around since he can tow your attacker away from vader.

3) X-1 Viper Droid

DON'T USE NON MELEE AGAINST IT. Its that simple. With its attack of 8, higher jedi/sith stand a good chance of making it to this one unharmed.
Light saber deflect also adds to the survivability of whatever you send at it. If your lacking in melee characters, best thing to do is avoid it as much as possible. It is huge, meaning if you can get it to move it will be slow to catch up to you. Remove whatever it has for support and then fire at it. Force users with range can be slightly helpful since they can reroll

the save, but they will take damage still. Grenades, missiles, and flamethrowers can hurt it as well.

4) R2D2 (rots version)

R2 is an annoying little droid. Accurate shot will be very helpful in removing it but you still have to overcome the defense in cover. R2 is unique, meaning you can use bounty hunters against him, they will help, and he is also a droid, let me tell you, there is no greater joy then blowing that little droid up with a jawa. Just combine fire with the jawa, add general veers commander effect, maybe add palpitine from RS, and you get a nice smoking droid in one shot almost every time. Only problem with the one hit kill on R2 is that you use several activations the round you do it. It also requires several characters you may not have in your deck (veers and palpatine RS) If your lacking a jawa and/or accurate shot, you can try to maneuver enough to hit him with bounty hunters, but if the opponent is smart enough, you will have trouble with that. One last option that comes to mind is area effect attacks. Missiles, Grenades, flamethrowers, since R2 is adjacent to whatever its towing you can use these and hope for the best.
Remember though, usually he is adjacent to what he is towing, and what he is towing is adjacent to you. As for override, CotF has some characters that will take care of those doors.

Now for some squads.

Squad one

Nom Bomb - Annoying little pyro deck. There are two very good ways to deal with this deck, number one is to kill nom. A jedi/sith with multiple attacks may work for this, just make sure that if they have a trigger (like
flamethrower) to kill that off before nom. Force leap also makes getting to

nom much easier. Nom's special may hurt if your not careful. The other way, and by far the superior, is to use admiral ackbar. Its a trap "any character within 6 squares of this character with stealth loses stealth"
Meaning, ackbar is a safe zone. If it doesn't have stealth, it doesn't blow

up. That saves you the trouble of dealing with the deck, just keep ackbar alive.

Squad two

Mobile attack squad - Hit and run. These are usually centered around the Lando from Universe. If that's the case, kill lando and the squad dies.
Killing him is the problem though, the usual tactic is to hit and hide, its the point of the squad. Running at it with jedi/sith work nicely, so long as you keep them out of sight as long as possible. If they are prepared for

this, with a jedi/sith of their own, try drawing that character out or overpowering it. Remember, your objective is Lando if he is there, mobile attackers if he is not. If all else fails, deny it battle, kill one of their characters, then sit and wait. They won't be able to use their hit and run if they have to charge you. If possible, pick off a weak character of theirs then go where they can't hit you. If they don't come, 20 turns you win, if they do, you have the advantage and should be able to take them all out.

Squad three

One beat stick - Ow, my head hurts. These aren't as common but still can be

annoying. Decks like Darth Vader, jedi hunter with a medical droid or 4 lom

can really hurt. Best thing to do against these is to kill or cut off any medical support they have first. (cut off being sticking huge characters in

the way so it takes longer to get to it or blocking the hall to it off
completely) After that concentrate on the character. Normally bounty hunters en mass should do a decent job on the single character, since it is normally unique. If it is not, several multiple attackers will beat it before it can beat you. 6 hits to three, it will die first. Also, you have

activations on your side, normally, fighting withdrawal (shooting then moving off 6 squares) works to separate your squad from a melee only character, making it have to run further to reach each one of your characters and letting you get in more attacks. Keep each of your characters in line of sight of each other and of the enemy as much as possible. If it is a ranged character like boba fett, hit and run works alright, fire then hide behind a wall, mobile attack works nicely for that.

Also, the more ranged, the merrier. Deny the beat stick battle.

Squad four.

Chain or support decks - my, what a lot of commanders you have. These decks

rely on synergy. Everything works together to make everything else stronger. So accurate shot is a plus. Normally decks like this have at least one bodyguard and a "shield" or character that takes the fire, along with a medic to heal the bodyguard/shield. First thing to do it pick off the medic if possible. If you don't have accurate shot, try to missile or grenade the bodyguard/shield/whatever the medic is next to. After the medic

is down the shield(s) and the bodyguard(s) will fall and you will stand a much better chance. If the deck is more of a commander effect biased deck, take out the commander(s). Once again accurate shot is helpful. If you cut

the head off a snake the rest dies.

Final notes.

These didn't fit anywhere else.

If you read this, you noticed I mentioned accurate shot a lot. They are very helpful for any deck. If you have them they make nice additions.

Anything that is helpful to you is helpful to your opponent as well. If you

see something in their squad you would like in yours, get rid of it. If they have accurate shot, try to get rid of it, if they have good commander effects, get rid of the commanders.

Never break your characters into two groups unless you can make it hard or costly for the opponent to get to either group. Other side they can overwhelm you with their numbers or their power. (loners being the
exception)

Flight adds mobility, if you have it and need to get away, go thru as much difficult terrain as possible, it will slow your enemy down and you can fly away. You can also move thru enemy characters, remember that.

ALWAYS USE COVER and try to keep out of line of site as much as possible.

(thanks for reading)
 


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