Saturday, January 20, 2007

4-LOM, Bounty Hunter

If you read my review of the Rebel Storm 4-LOM, you know that I consider him a tough act to follow. Unique Droids are hard to enhance with support pieces, so they have to be pretty self-contained little units in your squad, and I find the 21-point version of 4-LOM to be an admirable example. I’m still on the fence about this newfangled version.

In most ways, adding the “Bounty Hunter” surname to 4-LOM seems to mean slight upgrades to the same piece. He has 20 more hit points, one more point of Attack, 10 more points of Damage(!), and retains Bounty Hunter +4 and Careful Shot. These bonuses, taken together, are worth maybe 5 or 6 more points to me, but the new piece costs 12 more than his predecessor.

The ability that’s supposed to make up those last points is Paralysis, an ability we’ve seen on several pieces in this and previous sets. It’s a nice little stun effect, allowing you to shut the target down for the rest of the round if they haven’t activated yet, save 11. The key difference is that all the other pieces that have ever had it also have Melee Attack. Furthermore, every other piece in this game with a similar ability has, at most, a six-square range with it. 4-LOM, Bounty Hunter can activate Boba Fett from across the board, and that impresses the heck out of me. I just can’t decide if it impresses me 33 points’ worth.

It occurs to me that Grand Admiral Thrawn is about the best synergy you can hope for with 4-LOM, BH. You’ll almost always have initiative, allowing you to take a stab at activating the important piece before he can go, and you can give 4-LOM Force Immunity by just having him stand near Thrawn’s Ysalimiri field. Importantly, this would mean that any Force-users you try to Paralyze will only get the one chance to save, without any pesky Force Points ruining your fun. I may have to try this one out; I’ll let you know how it goes. The one thing to remember here is that 4-LOM lacks Accurate Shot, so a canny opponent is going to make it hard to target the piece you really want to hit. Bring crowd control pieces to clear out the fodder.

Overall rating in 100: 2.5 (a third of your squad, and hard to support)
Overall rating in 200: 3.5 (can possibly keep a much more expensive piece out of the fight)

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