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Artoo-Detoo
In Red 5
Review by: Carl 'Mike' Hardy, The Flight
Leader, Red 32
05/26/00
What a great card!
What a stupid picture!!!
Geez, this has
got to be one of the best examples of "what-were-they-thinking" card art
this game can put out. I mean, they could have saved some money and
got me to get my girlfriend's 13 year old put a bowl on his had and sit
him down in a card board box! Sheesh!
Crumby pictures
aside, let's take a look at what this card's gonna do for you:
It's got dual
destiny. A zero for those hard to get Sense destiny draws and, the
highest in the game, a seven, for maximum attrition/ card retrieval.
For a cheap deploy
of 4 you'll get a forfiet of 5, a power of 5, a maneuver of 6 and a hyperspeed
of 7! If that wasn't cool enough for you, any Luke of ability less
than 5 deploys free aboard. Plus, with Luke on board, the ship sports
an immunity of attrition to anything less than 5.
I'm not sure
if these stats are worth putting a Luke in space. Especially with
the prospect of the new Jedi Luke coming in the Death Star II set.
There are a lot of better characters that are more suited for space combat:
Wedge, Boshek, Leslomey Tacema, ect. Leave Luke on the ground, with
his stick, where he does the most good.
Red 32's Combos:
Artoo-Detoo In Red 5 + Wedge + Rebel Flight
Suit = Power 8, can draw battle destiny if not able to other wise and immunte
to attrition of less than 4.
Artoo-Detoo In Red 5 + Darklighter Spin
= When you can draw destiny it'll be a destinby of 6.
Red 32's Special Dark Side
Combo:
Artoo-Detoo In Red 5 vs. I've Lost Artoo!
= Talk about style points! Punch out Artoo with the card that has
the picture of Artoo getting punched out!
Red 32's Power Ratings:
Ground = 0
Space = 8.0 |