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Jedi Consular
Set: Champions of the Force
#2/60

Date Reviewed: July 14, 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: 2.75
200 pt: 2

 

Sorry, we don't have this card image yet.

 
Sith Dragon

 

Jedi Consular
Old Republic
Cost: 16
HP: 60
DEF: 18
ATK: +9
DAM: 20

Force 3
Force Alter; Force Stun

The last character this week is a pretty interesting character for the Old Republic. He is very cheap as Jedi go for only 16 points. For the points you get stats that are actually very good for the cost, but having said that, he is going to have a hard time hanging toe to toe with major Jedi. Their +9 is too low and with only 60 HP, they will generally be wiped out in a single turn.

But the fun with this character is his force powers. Force alter can force an enemy within 6 to reroll an attack. This will help to cancel out crits and lucky shots. You may even get lucky and force a character into an abnormal miss. You also have force stun. This is the power that can make the Consular worth playing in your OR squads. This is basically the Jedi version of a thud bug. The major difference is that a character can force reroll a missed save against it, but if you win init and can activate their character before it can get some major damage off, it helps shift the balance of power to your side. The nicest thing about Force Stun is that it neither replaces attacks nor turn, so you can effectively activate someone who starts out 18 squares away (12 movement and 6 range) provided that the targeting lines up. An army of these can make a person rue the day they lost any initiative to an army of these guys.

100/200pts: Either build with the Old Republic can benefit from this guy. Bastila is not big enough to stand toe to toe with other beefy Jedi, but this little guy can help if you can find the right balance. Your entire game could hinge on whether you can get a key figure activated at the right time. The Consular is not a great attacker, but has some nice tricks up his sleeves.

"Dude, the fat guy totally just blew up!" -Pink 5
 
tjmk Jedi Consular
Cost: 16
HP: 60
Def: 18
Atk: +9
Dam: 20

Special Abilities:
Melee Attack

Force Powers:
Force 3
Force Alter (Force 1, range 6, any 1 enemy re-rolls it's last attack) Force Stun (Force 1, usable only on this character's turn, range 6, target living enemy is considered activated this round, save 11)

Speaking of cost-efficient...
The final Old Republic Jedi. The consular is a master of the Force. Well, a master as far as non-uniques are concerned. He has an above average 3 Force points, and two distinct Force powers. The first ability is a good defensive/support power, forcing enemies to re-roll attacks is pretty useful against characters with lower attack scores, or if an enemy gets one of those nasty critical hits. His second ability is another good defensive/offensive power. The Vornskr's paralysis ability is always really annoying when it works, and with this power you don't even have to make an attack. However, both of these powers are really only sub-par, in my opinion. The people you really don't want hitting are usually the characters who are really good at doing it, and you have to be pretty close to them in order to use the power, so it won't help you against any snipers or anything. In addition, Force stun, while it is indeed a 50/50 chance to stop a character from moving, it is only a 50/50 chance to stop them, and even less against Jedi, which are the ones you really don't want moving. As for this guy's statistics, I really think that they are lacking. Yes, he only costs 16 points, and what you get for those points is great, but the combination of his close-range powers with the fact that he is far from sturdy makes me a little hesitant to use him. His attack, while good, is not great and although he'll be fine going through grunts, if he goes up against any higher end piece he won't have the attack to hit them, and you can forget about using his Force points to re-roll, he'll have used them for his Force powers. All that being said, he is not a bad piece, certainly, he just doesn't offer as much as the other two Jedi do. I am sure that many will disagree with me, but I would take the Sentinel or the Guardian over this guy any day.

Rating: 3/5
Bottom Line: Like I said, he is good. A good amount of Force points with two fairly nice Force powers added to decent stats. I just don't think he is at the level of ability and usefulness as the Sentinel is, and he certainly doesn't have the combat skills of the Guardian. That being said, he still can be extremely useful, and those wanting to make use of him can and will.

This is tjmk, signing out.
 

Zeroph Zeal
Jedi Consular
07/14/06

Points: 16
Hit Points: 60
Defense: 18
Attack: +9
Damage: 20

Abilities: Melee Attack

Force 3, Force Alter, Force Stun

Ah, the final Old Republic "standard" Jedi. This one, in my opinion, is the worst. That's not to say that it is bad, however. The Jedi Consular has plenty of things going for it, simply not as much as the others, namely the Sentinel.

One thing that it has going for it is that the Consular is the cheapest of the generic Old Republic Jedi, however not by much. The Jedi Sentinel out-prices this piece by a mere 1, and for that mere one this is what you gain:

10 Hitpoints
0 DEF
-1 Attack
-10 Damage

By stats, it looks like the Consular and Sentinel break even, so thier differences lie not in thier stats, but in thier abilities. And the only ability has is Melee Attack. That really does hurt the Consular, expessially without that useful Double Attack. It is only 16 points, though, so it is reasonable. It does have more force than the other generic Jedi, showing a somewhat solid 3. His force powers are both combat oriented, expessially Force Stun. Force Stun is basically the one thing this character has going for it. Usable during the turn means that it is unaffected by any movement or attacking you do with that character. That means you can attack and then attempt to stun the enemy, how great is that? Force Alter is a defensive ability which serves the Consular well, also.

However, the Sentinel has ranged attacks, Satchel Charge, and Stealth: great abilities that don't rely on the force. Being that the Consular has Melee attack, he can quickly be picked apart by ranged attacks. On a one on one battle, there is a good chance the Sentinel could kill the Consular before the Consular even gets a swipe in. Ultimately, if you're looking for a ranged attacker, go with the Guardian for a mere 7 points more or if you are looking for a cheap Jedi to throw into a squad, choose Sentinel.
There is very little uses for the Consular unless you find yourself having only 16 poitns remaining in an Old Republic Army, which you really shouldn't have anyway.

All in all, decent piece but has better choices, and horrible faction. That gives this unit a score of:

100 point- 2.5/5- It is somewhat decent, I won't give it a horrible rating. There is simply better jedi to use than the Consular. It is still good, however, and could work well expessially with Bastilla Shan.

200 point= 1/5- I don't like little jedi in the 200 point format, they just get picked off too easily before they get to do anything by all the ranged attacks. Use the Sentinel if you actually want to try Old Republic. Period.
 


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