Luke Skywalker on Tauntaun
Luke Skywalker on Tauntaun has the interesting pair of distinctions of being the cheapest Luke and the one that currently sees the most competitive play. The reason for this is his lone Force Power, so I'm going to talk about it last.
For 16 points, Horsey Luke presents an attractive package, with very reasonable base stats, the huge advantage of Speed 8, and the ability to both shoot and use a lightsaber for extra damage up close. If he did nothing else, he'd be fine filler, but nothing to base a squad around.
Like all Lukes, he has some Force Points, but only enough to use his one Force Power once. "Use the Force" is obviously intended to evoke his amazing kill shot on the Death Star, allowing Luke to score an automatic critical hit. Why the Death Star-killing power is on a version of Luke from three years after the Battle of Yavin is a matter for the philosophers to discuss.
Anyway, Use the Force is obviously handy, working almost like Sith Grip or other auto-damage powers, and I have actually finished a game on it, killing an enemy Mace Windu before he could get back to a medic in a locked room. The reason that this is the Luke for competitive play, however, is because of the combos available with it.
First of all, one use of the ability isn't anything to base a squad around. The old way to fuel Luke was to get Obi-Wan killed and let Luke have some Force Spirit lovin'. The fancy new way to keep the auto-crits coming is Yoda of Dagobah and his stellar Force Renewal 2. Also, if you know you're going to be scoring criticals, you clearly need a Chagrian Mercenary Commander, he of the +20 to damage on critical hits. Finally, with Han Solo, Rebel Hero around, if Luke is shooting an unactivated character, we can make this automatic hit worth a total of 50 damage (60 if adjacent). The big down side here is that the combo is fairly fragile, requiring a number of pieces to work properly, and a good Accurate Shooter can really ruin your day. Bodyguards are therefore essential, but the good news is that the Rebels are blessed with the best Bodyguard in the game. I won't tell you his name, but it rhymes with "Mewbacca, Febel Zero."
As filler or the core of the squad, Luke on Tauntaun is an extremely solid buy for your paltry 16 points. If you do try to make him the core of your squad, however, I strongly suggest you have a backup plan, as you really have to devote a lot of fragile pieces to the auto-crit gimmick.
Overall rating in 100: 4
Overall rating in 200: 3.5 (wider selection of opponents makes the auto-crit ability less overwhelming)
For 16 points, Horsey Luke presents an attractive package, with very reasonable base stats, the huge advantage of Speed 8, and the ability to both shoot and use a lightsaber for extra damage up close. If he did nothing else, he'd be fine filler, but nothing to base a squad around.
Like all Lukes, he has some Force Points, but only enough to use his one Force Power once. "Use the Force" is obviously intended to evoke his amazing kill shot on the Death Star, allowing Luke to score an automatic critical hit. Why the Death Star-killing power is on a version of Luke from three years after the Battle of Yavin is a matter for the philosophers to discuss.
Anyway, Use the Force is obviously handy, working almost like Sith Grip or other auto-damage powers, and I have actually finished a game on it, killing an enemy Mace Windu before he could get back to a medic in a locked room. The reason that this is the Luke for competitive play, however, is because of the combos available with it.
First of all, one use of the ability isn't anything to base a squad around. The old way to fuel Luke was to get Obi-Wan killed and let Luke have some Force Spirit lovin'. The fancy new way to keep the auto-crits coming is Yoda of Dagobah and his stellar Force Renewal 2. Also, if you know you're going to be scoring criticals, you clearly need a Chagrian Mercenary Commander, he of the +20 to damage on critical hits. Finally, with Han Solo, Rebel Hero around, if Luke is shooting an unactivated character, we can make this automatic hit worth a total of 50 damage (60 if adjacent). The big down side here is that the combo is fairly fragile, requiring a number of pieces to work properly, and a good Accurate Shooter can really ruin your day. Bodyguards are therefore essential, but the good news is that the Rebels are blessed with the best Bodyguard in the game. I won't tell you his name, but it rhymes with "Mewbacca, Febel Zero."
As filler or the core of the squad, Luke on Tauntaun is an extremely solid buy for your paltry 16 points. If you do try to make him the core of your squad, however, I strongly suggest you have a backup plan, as you really have to devote a lot of fragile pieces to the auto-crit gimmick.
Overall rating in 100: 4
Overall rating in 200: 3.5 (wider selection of opponents makes the auto-crit ability less overwhelming)
Labels: Rebel, SWM review, Universe
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