Quote:
At first glance Commander Amuro is a powerful hero. He is able to move fast and has a strong attack of 6 while able to pull in small in medium figures with his Hydraulic Claw. However, add a couple of wounds and his assault can quickly grind to a halt. With 2 wounds Amuro falls to 4 move and 5 defense, and with 4 wounds he only moves 2 (meaning as 2 space unit cannot move up levels) and has only 3 defense making him all the easier to destroy. A fun flash in the pan figure that can grab a key figure and pull them into the battle, Amuro is the definition of a shark unit.
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This blurb says he loses defense from battle damage while the card says he loses attack. Just a head's up. He might be my favorite interpretation of a Battle-Ball unit you've come up with btw. I'm a sucker for "
Get over here!" moves