Pojo's Star Wars Minis news, tips, strategies and more!

Star Wars Home
Message Board
Pojo's Books

Mini of the Day
Mini Strategies
Mini News
Top 10 Lists

Contact Us

Magic
Yu-Gi-Oh!
DBZ
Pokemon
Yu Yu Hakusho
NeoPets
HeroClix
Harry Potter
Anime
Vs. System
Megaman

This Space
For Rent

Pojo's Star Wars Minis Site
Mini of the Day
 

Qui-Gon Jin – Jedi Master
Set: Champions of the Force
#32/60

Date Reviewed: August 16, 2006


Image from Wizards.com

Ratings:  Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.

100 pt: 3
200 pt: 4.35

 

Sorry, we don't have this card image.

 
Ten-Eyed
Man

 
The new Qui-Gon Jinn has one huge advantage over the old one: he's not a Clone Strike VR, meaning you can have one if you want one.
Actually, both Qui-Gon's offer great abilities, but the Jedi Master version is probably a better fit for most squads. For the modest cost of 35 points, you get a very capable attacker, some initiative control, and a nice bonus for another character when QG inevitably bites it.
Numbers-wise, Qui-Gon is fairly solid, having lost only one point of Attack from his previous, excellent version. He also has a very healthy five Force Points to power his abilities, which include the stellar Master Speed and Anticipation. Speed really helps any melee-bound piece, and initiative control in this game is always very welcome. There's also the occasionally useful Lightsaber Sweep, but it doesn't come up much against most competitive squads.
The one major thing that the Master is missing is any sort of defensive abilities, which is a shame. While losing a 35-point piece is never a good thing, at least Qui-Gon tries to make you feel better by giving some other Force-user on your team six extra Force Points and an extra use of them per turn.
Important tactical note: Force Spirit is a cool ability, and giving other characters the equivalent of Master of the Force 2 allows for some fun combos, but you shouldn't ever be in a hurry to get a 35-point character killed. Admittedly, he should probably be the first on your squad to go, if you can manage it, but he's a powerful fighter in his own right, and too many of your points are tied up in him to just throw them away.
Qui-Gon, JM is a surprisingly different-feeling piece from the original Qui-Gon. Both are excellent, though, and will serve you very well.
Overall rating in 100: 4
Overall rating in 200: 4.5
 
vornargith

 

Qui-Gon Jin – Jedi Master
Cost: 35
Hit Points: 110
Defense: 20
Attack: +14
Damage: 20

Special Abilities:
Double Attack
Melee Attack
Unique

Force Powers: 5
Anticipation
Force Spirit 6
Lightsaber Sweep
Master Speed

The Good:
Qui-Gon (JM) offers an entirely different option to Clone Strike’s Qui-Gon. While the CS Qui-Gon is primarily a Jedi duelist, this version is a team-player – with force abilities that can benefit the whole squad. Anticipation allows you to reroll initiative which can be tactically valuable provided you’re not facing Thrawn. Force Spirit is perfect for a republic squad … There are a number of Jedi characters that can benefit from an extra 6 force points. 35 points is affordable for either a 100pt. or 200pt. skirmish. Qui-Gon, though not the best lightsaber machine, can deal damage while implementing his Anticipation ability. When he finally succumbs to a greater opponent, his Force Spirit will insure that his sacrifice was not in vain.

The Bad:
The new Qui-Gon sacrifices his defensive abilities for a more team-oriented strategy. This is only a negative point if your strategy relies on heavy hitters and one-man armies.

Ratings:
100 pt. … 3/5
200 pt. … 5/5

 
Redskin
freak4

 

Qui-Gon Jinn, Jedi Master is a very versatile piece. His stats are average for a Jedi. 110 hp is good because it will take at least two hits to kill him except when he has only 10 hp left. +14 attack is good. The 20 defense isn’t very good however. Though he will be able to get past grunts on average, other lightsaber uses and strong pieces will get through him easily. 20 damage is almost a must for every Jedi. His abilities make him more playable. Double attack is always good to have. He has the standard melee attack like every Jedi. His force powers a good too. Anticipation can be used in certain cases. Master speed and lightsaber sweep can be a good combination. It’s force spirit that makes him good. When he dies he adds 6 force points to one force user. Like what was said Monday, this is a good combination with Jedi Weapons Master. Overall, he is a good piece.

100 3/5 he can be good but with so limited space force spirit won’t be used often for the right reason.

200 3/5 he can be good but with so many high attacks and big damage he won’t last very long but force spirit could help with his loss.
 

Zeroph Zeal
Qui-Gon Jinn, Jedi Master
08/16/06

Cost: 35
Hitpoints: 110
Defense: 20
Attack: +14
Damage: 20

Abilities: Unique, Melee Attack, Double Attack

Force 5, Force Spirit 6, Lightsaber Sweep, Anticipation, Master Speed

Today we review "Kill me Qui-Gon." I'm not gonna lie, I really dislike most of the Unique Republic Jedi. Qui Gon Jinn- Jedi Master is an exception, though. There are simply so many things this guy has going for him.

First of all, the stats. 35 points is high enough to be considered a medium-costed piece, but low enough that it can "fit" into many squads. For that 35 points, you get standard jedi stats. 110 Hitpoints is pretty good, but nothing to write home about. 20 Defense is a pretty average defense, heck it's actually on the high end of a jedi of this cost. And with a +14 Attack and 20 damage, he can deal some pretty decent damage with a low rate of missing.

As for abilities, Qui Gon gets stuck with the "big three" jedi abilities... Those being Unique, Melee Attack, and Double Attack. Nothing too special here.
It's his force abilities that make him worthwhile, though. With 5 force, this guy probally won't run out of force too soon, if spent wisely. Anticipation is a useful ability when both you and your opponent roll low initative rolls, and you just happen to get a lower roll. Furthermore, I simply love the Master Speed ability, basically allowing him to move up to 12 spaces and still attack... or attack and run 12 spaces in the other direction. And as usual, Lightsaber Sweep is meh, but not a bad thing to have.

It's really the Force Spirit 6 that sets this guy to a playable level. Up to this point, Qui-Gon looked like all the other Unique Republic Jedi: decent for thier costs, but not really worth playing. However it is this Force Spirit that allows you to break this piece.
There is a reason why I call this piece the "Kill-Me Qui Gon," that being the best thing to do with him is to charge the opponent, do as much damage as possible and have him die. With a lack of defensive abilties, it shouldn't be that hard. After that, the force spirit allows you to give another one of your force users an additional 6 force points and the ability to use 2 force abilities per turn. As stated on Monday, this is an obviously good choice for the Jedi Weapons Master. I could also see this being done with General Windu, or even Yoda. The fact of the matter is, even on one of those crappy Unique Republic Jedi, this is an extremely useful boost... expessially on units with defensive abilities, such as the Jedi Weapons Master.
Make sure you don't waste this though by throwing it on a piece that is either injured or in a bad spot-- use wisely.

100 points: 3/5 Unfortanutly, it can't get much of a use of his Force Spirit here. Sure, you could throw him in with a few Jedi Weapons Master, but a smart opponent will know to try to inflict as much damage on the JWM first, before the Qui-Gon. It can be good, but not terribly good.

200 points: 4/5 I do like this unit here. If you run Republic Jedi, expessially the JWM, it wouldn't hurt to give this guy a try. You might just find out you like him.

 


Copyrightę 1998-2006 pojo.com
This site is not sponsored, endorsed, or otherwise affiliated with any of the companies or products featured on this site. This is not an Official Site.