Aerial Clone Trooper Captain
The Aerial Clone Trooper Captain is without a doubt the finest piece in the game with a giant bear trap on his back. For example, he’s way better than Chewbacca, Gnawing His Own Leg Off.
Seriously, what is that thing on his back? I know it’s supposed to be part of his jetpack, but it just doesn’t say “Aerial” to me. It says “dental braces for the Rancor” to me. But I digress before I’ve even gotten started. Sorry about that.
The ACTC, as he is known to brevity-conscious players, is not a great piece. He’s not terrible, but you can probably find a better way to spend your 23 points. With only 40 hit points and a Defense of 14, he’s in serious danger of being killed by your opponent’s fodder pieces. He does have some potent advantages, but they can be hard to get maximum use out of.
First of these advantages is his Commander Effect. Extra attacks for a heavy hitter are always a good idea, and the Republic has a couple of good non-Unique candidates for this ability, such as the AT-RT, the ISP Speeder, and Republic Commando Sev. Unfortunately, the first two are not terribly competitive pieces, and the last one is better paired with Republic Commando Boss for the same effect.
Another advantage is Spotter 20. Adding 20 more damage to an attack while also giving it a +4 to hit is a win-win, right? Again, not so much. First, you have to spend your turn on combining fire, so you have to hang this fragile pieces out somewhere and leave him there. Worse, he has to be within six squares of the target to use Spotter, which is hideously dangerous for this brittle, brittle Captain. Finally, giving up his turn to Spotter means that he doesn’t get an “end of turn” in which to use his Commander Effect, so you can only use one of his main advantages per round.
The last advantage for the poor Cap’n is an Attack of +10 for 20 damage, with Flight to help him get into position. This isn’t bad, and he can use it with the Commander Effect. I’d plan to use this part of the flyboy’s repertoire, if you want to build with him. Keep him safe in the back rank, and either keep him within six of a powerful, non-Unique ally, or use Mas Amedda to expand the range of his CE.
The Rocketeer look-alike isn’t the worst piece in the game, but the Republic has more pieces than any other faction. You can find a better use for your points.
Overall rating in 100: 1.5 (definitely not worth a quarter of your points)
Overall rating in 200: 2 (a little better, but still too easy to kill)
Seriously, what is that thing on his back? I know it’s supposed to be part of his jetpack, but it just doesn’t say “Aerial” to me. It says “dental braces for the Rancor” to me. But I digress before I’ve even gotten started. Sorry about that.
The ACTC, as he is known to brevity-conscious players, is not a great piece. He’s not terrible, but you can probably find a better way to spend your 23 points. With only 40 hit points and a Defense of 14, he’s in serious danger of being killed by your opponent’s fodder pieces. He does have some potent advantages, but they can be hard to get maximum use out of.
First of these advantages is his Commander Effect. Extra attacks for a heavy hitter are always a good idea, and the Republic has a couple of good non-Unique candidates for this ability, such as the AT-RT, the ISP Speeder, and Republic Commando Sev. Unfortunately, the first two are not terribly competitive pieces, and the last one is better paired with Republic Commando Boss for the same effect.
Another advantage is Spotter 20. Adding 20 more damage to an attack while also giving it a +4 to hit is a win-win, right? Again, not so much. First, you have to spend your turn on combining fire, so you have to hang this fragile pieces out somewhere and leave him there. Worse, he has to be within six squares of the target to use Spotter, which is hideously dangerous for this brittle, brittle Captain. Finally, giving up his turn to Spotter means that he doesn’t get an “end of turn” in which to use his Commander Effect, so you can only use one of his main advantages per round.
The last advantage for the poor Cap’n is an Attack of +10 for 20 damage, with Flight to help him get into position. This isn’t bad, and he can use it with the Commander Effect. I’d plan to use this part of the flyboy’s repertoire, if you want to build with him. Keep him safe in the back rank, and either keep him within six of a powerful, non-Unique ally, or use Mas Amedda to expand the range of his CE.
The Rocketeer look-alike isn’t the worst piece in the game, but the Republic has more pieces than any other faction. You can find a better use for your points.
Overall rating in 100: 1.5 (definitely not worth a quarter of your points)
Overall rating in 200: 2 (a little better, but still too easy to kill)
Labels: Clone Strike, Republic, SWM review
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