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quinlan_vos_infiltrator
image from Wizards of the Coast

Quinlan Vos, Infiltrator
Set: Alliance and Empire
#1/60

Date Reviewed: June 21, 2007

Ratings:  4.50

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

 
Ninja
Duelist
Quinlan Vos, Infiltrator

Faction: Republic
Cost: 34
HP: 110
DEF: 19
ATK: 14
DMG: 20

Unique
Impulsive Momentum (If a Unique allied character dies, this character gains Momentum for the rest of the skirmish)
Melee Attack
Double Attack
Recon
Stealth

Force 3

Lightsaber Sweep

Today, we are reviewing one of my favorite pieces to use from Alliance and Empire. Before Alliance and Empire came out, Quinlan Vos from Clone Strike was good up to the point when Champions of the Force came out with its Jedi Weapon Masters. However, Quinlan Vos has finally made a comeback, allowing him to be seen at tournaments once again.

With a cost of 34, he may cost 8 more points than a Jedi Weapon Master, but he costs 1 less than Qui-Gon Jinn, Jedi Master, which does similar things like Quinlan. He has a whopping 110 HP that allows him to stay in battle longer, a mediocre DEF of 19, a decent ATK of 14, and the average DMG of 20. So, stat-wise, he isn't too bad, but stats aren't the only thing that makes a piece good.

His abilities make him potentially better than Qui-Gon Jinn, Jedi Master. Quinlan gains Momentum after a Unique ally dies, has the mandatory Melee Attack, has the usual Double Attack, has the wonderful Recon (one of the big reasons why he's played) and has Stealth. So, he has a decent bag of tricks that he can dish out on your opponent, and I especially favor the Recon ability, as I was before spending force points from Qui-Gon Jinn, Jedi Master to attempt winning initiative.

As for his force powers, he starts with 3 force, and only has Lightsaber Sweep. It isn't a whole lot, but for 34 points, what more can you do before making him broken? Exactly my point.

In 100 point format, he's good, but he's gotta watch out for the likes of Bane and Vader. However, initiative control is important no matter what format you play. In 150, he's once again an excellent piece to play. Same goes for 200.

Overall Score: 4.7/5


Until next time...

NinjaDuelist

Check out my Squads

Sith Dragon Quinlan Vos, Infiltrator
Republic
Cost: 34
HP: 110
DEF: 19
ATK: +14
DAM: 20

Double Attack; Impulsive Momentum; Recon; Stealth

Force 3
Lightsaber Sweep

Today we get the lone Republic figure of the set. I do not know if he will make the competitive cut just yet, but there are some nice tricks you can use with him.His stats are okay for a 34 point Jedi, but they are far better than the old version of him, gaining a mark across the board (+10HP, +1DEF, +1ATK).

For abilities, he has double attack, which is pretty much a standard for unique Jedi anymore. Stealth is a very nice add, but for now he needs more help. The only other stealth Jedi are Saesee and Shaak, both of whom are woefully underpowered and hardly carry their weight. Saesee is decent, but he really needs double attack. Once we get 1-2 more Jedi, a decent Jedi stealth team can be run.

The republic finally gets a piece with recon. Funny how it comes in the set that has a Han that nerfs it. The fun trick here is that Quinlan makes a great team up with Master Qui-Gon. Recon allows you to roll twice for initiative. If you use Qui-Gon's anticipation, you get to roll twice again. This effectively gives you four rolls at initiative. Not only are you going to stand a very good chance at wining the initiative, but if you run either Mon Mothma or the Rodian Black Sun Vigo,
you also stand a very good chance at rolling reserves. In 200 that may not be much, although more guys always help, but in 150 an extra 20 points of characters can tip the game into your favor. Since he requires line of sight, his stealth can help protect him, especially with the Rodian Vigo.

Lastly, Quinlan gets Impulsive momentum. When a unique character dies, he gains Momentum, so he can run into someone with a +18 ATK for 30 DAM. That is one miffed Jedi! Quinlan also has lightsaber sweep. A very nice anti-swarm weapon.


100pts: Not big enough here.

150pts: Here he can start to see play. I run a team called Team Q, with him and Qui-Gon. So long as you do not run into Han, Rogue, you can usually get a few turns with the quad roll. If you get the reserves number you are set. Without it, its going to be a long fight.

200pts: Here he is very playable. You can either run him with a bunch of mid-cost Jedi of which we have a lot of very good choices now, or you can run him in a stealth team. He isn't a game breaking Jedi, but he can be a lot of fun and quite deadly on the initiative rolls when paired with Master Qui-Gon.


"Dude, the fat guy totally just blew up!" -Pink 5

"The Bothans rooked us again." Obi-Wan (pink5 Returns Vol2)


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