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Which Windu or Palpatine Do I Use?
By abhorson
this article is here to help and separate which Windu or Palpatine I am to use in a squad or just which one is the best. This Windu and Palpatine guide I hope will further your knowledge and game play of Windu and Palpatine.
Mace Windu: This piece is a nice piece, I have multiple methods of use, but there is all the basic beatstick serotype. Vaapad style is extremely useful due to the 15% chance of a critical. Also light saber block and light saber precision makes the piece great for melee.
Final Thought: Great piece for beginners and advanced players if you can get a hold of the rare clone strike piece
(Triple Attack On it's turn, this character can make 2 extra attacks instead of moving.
Vaapad-Style Fighting Scores a critical hit on an attack roll of natural 18, 19 or 20.
Lightsaber Precision Force 1: This character gets +10 damage on its next attack.
Lightsaber Block Force 1: When hit by a melee attack, this character takes no damage on a save of 11.) Info From www.swshoebox.com
Ratings:
Tournaments: 5
Fun Play: 4
Mace Windu Jedi Master: This piece is a great tactical piece. The shockwave in high point games make it an excellent piece, also R2D2's tow cable with mace well place whirlwind attack and make quick work of many pieces. Also the triple attack makes him a great beatstick for beginners.
Final Thought: Great piece for tactical use for advance, also a great beatstick for advanced players.
(Shockwave Force 2, replaces attacks; All characters within 6 squares are considered activated this round; save 11.
Whirlwind Attack Force 1, replaces turn; Attack each adjacent enemy twice.) Info From www.swshoebox.com
Ratings:
Tournaments: 4
Fun Play: 3
Emperor Palpatine, Sith Lord: This piece is a major beatstick but used correctly can become a highly valued piece. Betrayal is an ability that makes unlucky foes thinks different about this piece. Triple attack is nice but the order 66 makes this piece a great piece to combine with AT-RT, BARC speeders and Aerial Clone Captains.
Final Thought: Great piece over-all all imperial lovers and clone lovers need this piece.
Ratings:
Tournaments: 4 1/2
Fun Play: 4
(Betrayal on an attack roll of 1 against this character, the attacking enemy joins this character's squad until the end of the skirmish.
Execute Order 66 Cannot be targeted by characters with Order 66.
Commander Effect:
Your squad may contain characters with Order 66. ) Info from www.swshoebox.com
Emperor Palpatine: This piece if the piece all imperials need. This piece has force renewal, which gives you unlimited force lightning, and yes force lightning great ability for taking down multiple troops also its commander effect lets the whole squad have access to all of his stock force.
Final Though: Great piece needs some tactics to keep him alive, advised to only intermediate players and advanced
(Force Lightning Force 2, replaces attacks: range 6; 30 damage to 1 target and up to 2 characters adjacent to that target.
Force Renewal 1 This character gets Force 1 each time he activates.
Commander Effect:
Characters in your squad can spend Emperor Palpatine's Force points. A character still can't spend force points more than once per turn and can't combine its own Force points with Emperor Palpatine's.) Info from www.swshoebox.com
Ratings:
Tournaments: 5
Fun Play: 4
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Universe Set Review: Imperials
33/60 ATST
The ATST is my personal favorite huge piece. Forty damage and double attack are very good, but the ATST is more than a simple power piece. Grenades and Mobile Attack, when used skillfully, transform this figure from beatstick to finesse. It can take plenty of hits with Damage Reduction, which is good, because its hard to miss the ATST¡¯s low defense.
Alone, the ATST is a good solid piece. But with proper support, the ATST can truly shine. Not only that but every one of its drawbacks can be overcome. The following pieces are good to pair with the ATST.
-Imperial Officer: Extra attacks are always useful
-Stormtrooper Commander: Damage boost
-Iktotchi Tech Specialist: Industrial Repair
-Medical Droid: Healing
-Grand Admiral Thrawn: This piece overcomes all the ATST¡¯s drawbacks. He boosts the ATST¡¯s sorry attack and defense ratings, and overcomes rigid.
One of my favorite ATST squads, using all the above support: http://www.swshoebox.com/displaySquad.cfm?getSquad=fixed&arg=15316
34/60 Baron Fel
Although decent for his stats, the Baron is best used in large point battles. This takes advantage of his commander effect, which grants a better combined fire bonus.
35/60 Dark Side Marauder
The Dark Side Marauder has incredible hit points for a generic force user. Sith Rage gives a needed boost to damage, which makes up for the lack of double attack. The Marauders stats far surpass the Young Jedi Knight. This character can go toe to toe with many force users of equal point cost, such as the low cost Jedi. The Marauders stats far surpass the Young Jedi Knight.
36/60 Dark Trooper Phase III
Unfortunately, all of the excellent imperial commander effects are useless on this droid. Its stats are very good though, and Missiles 20 can put quite a dent in enemy squads. Since most support is wasted on the Dark Troopers, its very fun to play a squad solely consisting of Dark Troopers.
37/60 Darth Vader, Jedi Hunter
Many people consider this version of Vader unbeatable. Twenty-Seven defense in cover, Dark Armor, Lightsaber block, and Lightsaber Deflect complete his defenses. Triple Attack, Jedi hunter, Lightsaber Sweep, Force Grip, and Force Whirlwind make him a complete offensive powerhouse. However, he is beatable. Simply use pieces that take away his ability to tap into the force, such as Grand Admiral Thrawn, or Yuuzhan Vong. This keeps him from utilizing his deadly force powers.
38/60 Grand Admiral Thrawn
Schwager covered the many uses of Thrawn in issue one. The one thing that he didn¡¯t mention was Thrawn¡¯s ¡°switching¡± ability. I use it to overcome rigid. I take Thrawn with an Acklay and an ATST, and get around rigid, while switching the ATST out with the Acklay to prevent melee attacks.
39/60 Nightsister Sith Witch
The Nightsister is a must have if you want to play a savage huge. It has slightly weak defense and attack stats, but cheap force lightning makes her well worth the cost. A popular piece to use with Nightsisters is Emperor Palpatine. Unlimited force lightning!
40/60 Noghri
Even though they only have forty hit points, the noghri are very decent for their point cost. Cunning Attack and mighty swing make their melee attack threat greater. Stealth keeps them around longer. To make the most of the noghri, use them with Thrawn, to get the commander effect bonus, and keep the commander around longer.
41/60 Stormtrooper
Not my favorite pose, but I¡¯m glad we got another of my favorite troopers in Universe.
42/60 Stormtrooper Commander
The best thing about this figure is his commander effect. Damage boost is great on lots of non-Uniques. The commander also holds its own against your opponents squad. Even though his attack isn¡¯t the best, Double Attack gives you a better chance at hitting. This figure is just another great Imperial, out of the many in Universe.
Uses for an ASP
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