General Windu
One thing that I really like about Mace Windu in the miniatures game is that all three of his versions have exactly the same basic statistics, down to the Triple Attack and five Force Points. As you probably don't recall from my review of Mace Windu, Jedi Master, I strongly prefer the original Clone Strike version of the character to the ROTS remake. General Windu, however, has stolen my heart.
Ignoring for a moment one of the most blatantly powerful Commander Effects in the game, the General features the triumphant return of Vaapad-Style Fighting, allowing roughly one in seven of Windu's attacks to be a critical. He also features Lightsaber Sweep and Riposte, because that way he gets more attacks that might be criticals. As a nice touch, he has Master Speed, which helps him start making attacks sooner, and finally, he has Force Absorb, which will mostly be used to cancel attempts to block his attacks.
As you can see, General Windu likes to attack. He also helps his followers discover their own inner Windus, with a Commander Effect that just grants all followers Extra Attack. Take a moment and breathe that in... yeah. Republic Commando Sev? He should totally do 60 damage a round. Depa Billaba? She should definitely get three attacks per round to try and trigger her own Vaapad-Style Fighting. Gotal Fringer? Two attempts at that elusive Disintegrate per turn.
Two of the above examples are Good Ideas. The other one is Just For Fun, a euphemism for "not competitively useful." I recently did play General Windu and a load of Gotals in a tournament, and lost (as I deserved to). Not a single '20' the whole time, either. Gotals suck, but at least now I can cross them off the list of "things I haven't yet played in a tournament."
Where was I? General Windu, right. He has one last ability which is interesting enough to merit its own paragraph. Shatterpoint is an interesting way to spend a turn. You should NOT, repeat not, use it instead of a Triple Attack, if the choice presents itself. Giving up 60 or more damage so you can add 20 per round in the future is only a good idea against the AT-AT. But if R2 can't quite tow you up to the Big Bad on your opponent's squad, you can do a lot worse than having Mace take a moment to size up the guy's weaknesses.
All in all, General Windu is some of the most fun I've had in this game. He combos so well with so many pieces, and has so many great abilities himself, he might very well be my favorite piece in Champions of the Force.
Overall rating in 100: 2.5 (at 72 points, a Jedi with no defensive abilities is probably a bad buy for this point total)
Overall rating in 200: 4.5 (now we're talkin')
Ignoring for a moment one of the most blatantly powerful Commander Effects in the game, the General features the triumphant return of Vaapad-Style Fighting, allowing roughly one in seven of Windu's attacks to be a critical. He also features Lightsaber Sweep and Riposte, because that way he gets more attacks that might be criticals. As a nice touch, he has Master Speed, which helps him start making attacks sooner, and finally, he has Force Absorb, which will mostly be used to cancel attempts to block his attacks.
As you can see, General Windu likes to attack. He also helps his followers discover their own inner Windus, with a Commander Effect that just grants all followers Extra Attack. Take a moment and breathe that in... yeah. Republic Commando Sev? He should totally do 60 damage a round. Depa Billaba? She should definitely get three attacks per round to try and trigger her own Vaapad-Style Fighting. Gotal Fringer? Two attempts at that elusive Disintegrate per turn.
Two of the above examples are Good Ideas. The other one is Just For Fun, a euphemism for "not competitively useful." I recently did play General Windu and a load of Gotals in a tournament, and lost (as I deserved to). Not a single '20' the whole time, either. Gotals suck, but at least now I can cross them off the list of "things I haven't yet played in a tournament."
Where was I? General Windu, right. He has one last ability which is interesting enough to merit its own paragraph. Shatterpoint is an interesting way to spend a turn. You should NOT, repeat not, use it instead of a Triple Attack, if the choice presents itself. Giving up 60 or more damage so you can add 20 per round in the future is only a good idea against the AT-AT. But if R2 can't quite tow you up to the Big Bad on your opponent's squad, you can do a lot worse than having Mace take a moment to size up the guy's weaknesses.
All in all, General Windu is some of the most fun I've had in this game. He combos so well with so many pieces, and has so many great abilities himself, he might very well be my favorite piece in Champions of the Force.
Overall rating in 100: 2.5 (at 72 points, a Jedi with no defensive abilities is probably a bad buy for this point total)
Overall rating in 200: 4.5 (now we're talkin')
Labels: Champions of the Force, Republic, SWM review
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