| 
					  
					
Star Wars HomeMessage Board
 Pojo's Books
 
 Mini of the Day
 Mini Strategies
 Mini News
 Top 10 Lists
 
 Contact Us
 
 
 
 
                                  
MagicYu-Gi-Oh!
 DBZ
 Pokemon
 Yu Yu Hakusho
 NeoPets
 HeroClix
 Harry Potter
 Anime
 Vs. System
 Megaman
 
							
							This SpaceFor Rent
 
 
 |  | 
					Pojo's Star Wars 
					Minis SiteMini of the Day
 
 
						
							| 
							Yoda, Jedi MasterSet: Revenge of the 
							Sith
 #24/60
 Date Reviewed: April 17, 2006
 
							 Image from 
							Wizards.com
 
							Rating:
							2.5 
							Ratings are based on a 1 to 5 scale 1 being the 
							worst.
 3 ... average. 5 is the highest rating.
 | 
							 |  
					  
						
							| Xoulrath 
							  | I don't know how 
							to review Yoda, JM. I mean, so much has changed 
							since he first showed up on the scene. I'm not 
							talking new figures overshadowing him. I'm talking 
							about the errata that has made him absolutely 
							worthless. 
 Let's just look at his stats and Abilities first, as 
							they are nice and beefy. 140 HP's, 21 Defense, +14 
							Attack, 20 Damage. Melee Attack, Triple Attack. 
							Force Defense, Force Valor, Lightsaber Deflect. He 
							also has a CE which gives allied wookiees within 6 
							squares Bodyguard.
 
 Sounds nice, right? Well, it was, for a while. His 
							Force Valor is actually nothing more than a CE that 
							costs 2 Force points. When it is used, it gives a 
							+2/+2 bonus. This is where it gets ugly. Originally, 
							it affected Allies, even though the card stated 
							Followers, due to the glossary overriding the card 
							text. Since at the time, Yoda was considered his own 
							ally, he also go the boost. It then was ruled that a 
							character doesn't count as it's own ally, and this 
							hurt Yoda, JM severely. His stats, boosted through 
							Valor, are worthy of a 64 point figure. Without that 
							boost, he is too costly, even with solid abilities; 
							and Valor, at the time, still affecting Allies 
							(remember that his card text says Followers). Since, 
							at that time, characters who had CE's like Obi, JM, 
							benefitted from the +2/+2, Yoda was still quite 
							powerful in 200, despite the stat hit he suffered.
 
 Still doesn't sound too bad, right? Wrong, because 
							it continues to get worse. After the big errata that 
							changed the defenition of Ally, effectively keeping 
							Yoda from getting the boost himself, they then ruled 
							that the card text was, in fact, correct. Meaning 
							that now only Followers get the boost. Now, you lose 
							several great characters like the already mentioned 
							Obi, JM teaming up and benefitting from Yoda, 
							because they have CE's.
 
 Even though power figures like both versions of Mace 
							Windu were able to benefit, those in the tournament 
							scene know that isn't enough. You see, this game, 
							especially in the competitive arena, is driven by 
							non-Melee (or ranged) characters. While Melee 
							characters have their place, especially the Jedi, 
							range rules the hardcore environment. A large part 
							of this has to do with being able to shoot clear 
							across a standard map. Obi, JM worked very well with 
							Yoda because he had Deflect to help protect himself 
							from the ranged onslaught of Boba and Aurra. In 
							addition, Obi boosted Anakin, JK's Attack by +4; 
							while Yoda, JM boosted his Defense up to a solid 20. 
							In addition, these three characters have a combined 
							seven attacks, for a potential 140 damage per round. 
							Not only very synergetic and powerful, but also warm 
							and fluffy.
 
 Okay, so he got hit pretty hard, but he still isn't 
							that bad, right? He can deal some damage, and take a 
							fair share, while still boosting power figures like 
							Mace, so he can be salvaged, right? Wrong and wrong. 
							First, Valor boosts Yoda; then it doesn't, but it 
							still affects Allies; then it gets ruled that it 
							only affects Followers. How could it possibly get 
							any worse, you say? Well, it went from being a Force 
							power that could be used at any time, to having the 
							stipulation of "Replaces attacks" attached to it. 
							Like he didn't get hit hard enough previously. If 
							Wizards made money directly from the secondary 
							market, I would sware that they were purposely doing 
							this, to keep the value of CS Yoda high. They don't, 
							of course, and I can only assume that Yoda, JM has 
							been hacked and slashed to uselessness because of 
							something forthcoming in Champions of the Force that 
							could have made him broken. I hope that some piece 
							in the set will allow Yoda to rise to his early 
							glory, shortly after RotS released.
 
 I am very bitter about this particular figure. Yoda 
							is as much a mainstay of Star Wars as Vader, Luke, 
							and Obi-Wan. To see this version butchered from a 
							great piece to plastic space waster is sad. As 
							stated earlier, I can only assume the answer to make 
							Yoda, JM playable again is within CotF.
 
 As far as his usefulness in a 100 or 200 point DCI 
							(or related tournament), well, he has none. If you 
							use him, especially in 100, where you can't support 
							him enough, expect to lose. Before all the errata, 
							he worked well in 100; due to boosting his own 
							stats, and bringing his own personal bodyguards. 64 
							points for a Melee figure with a 21 Defense, 
							regardless of Triple Attack is insane. You may as 
							well give your opponent the points when you start 
							the game.
 
 |  
							| Darth Sideous 
							  | 
								
								
								Yoda, Jedi 
								Master/x-tad-smaller>/fontfamily>
								Revenge of the Sith #24
 /x-tad-smaller>
								Hitpoints:/x-tad-smaller> 
								140
 /x-tad-smaller>
								Defense:/x-tad-smaller> 
								21
 /x-tad-smaller>
								Attack:/x-tad-smaller> 
								+14
 /x-tad-smaller>
								Damage:/x-tad-smaller> 
								20
 /x-tad-smaller>
								Points/x-tad-smaller>: 
								64
 
 
 /x-tad-smaller>
								Special Abilities:
 Melee Attack/x-tad-smaller> 
								This character can attack only adjacent enemies.
 /x-tad-smaller>
								Triple Attack/x-tad-smaller> 
								On it's turn, this character can make 2 extra 
								attacks instead of moving.
 /x-tad-smaller>
								Unique/x-tad-smaller>
 
 /x-tad-smaller>
								Force Powers:
 Force: 6
 Force Defense/x-tad-smaller> 
								Force 3: Cancel a force power used by a 
								character within 6 squares
 /x-tad-smaller>
								Force Valor/x-tad-smaller> 
								Force 2, For the rest of the skirmish, this 
								character gains the following Commander Effect: 
								Followers within 6 squares get + 2 Attack and +2 
								Defense.
 /x-tad-smaller>
								Lightsaber Deflect/x-tad-smaller> 
								Force 1: When hit by a non-melee attack, this 
								character takes no damage with a save of 11.
 
 /x-tad-smaller>
								Commander Effect:
 /x-tad-smaller>
								Allied Wookiees within 6 squares gain Bodyguard 
								(If an adjacent ally would take damage from an 
								attack, this character can take the damage 
								instead).
 
 I am not a total fan of this Yoda, Jedi Master. 
								We have 2 Yoda’s available at the moment. This 
								is the newest one and is supposed to prove that 
								he is a master. Well, from the look of his 
								abilities, he does look like a Master. Although 
								when you compare Yoda, JM to the regular Yoda in 
								Clone Strike, you begin to see the Clone Strike 
								Yoda might actually be better overall than this 
								one. Sorry if that was confusing. Here is the 
								Yoda from Clone Strike’s Stats.
 
 /x-tad-smaller>
								Yoda
 /x-tad-smaller>
								Clone Strike #26
 /x-tad-smaller>
								Hitpoints:/x-tad-smaller> 
								140
 /x-tad-smaller>
								Defense:/x-tad-smaller> 
								22
 /x-tad-smaller>
								Attack:/x-tad-smaller> 
								+15
 /x-tad-smaller>
								Damage:/x-tad-smaller> 
								20
 /x-tad-smaller>/fontfamily>
								Points : 55
 
 /x-tad-smaller>/fontfamily>
 /x-tad-smaller>
								Special Abilities:
 Unique/x-tad-smaller>
 /x-tad-smaller>
								Melee Attack/x-tad-smaller> 
								This character can attack only adjacent enemies.
 /x-tad-smaller>
								Double Attack/x-tad-smaller> 
								On its turn, this character can make 1 extra 
								attack instead of moving.
 /x-tad-smaller>
								Flurry Attack/x-tad-smaller> 
								When this character scores a critical hit, it 
								may make 1 immediate attack.
 
 /x-tad-smaller>
								Force Powers:
 Force: 3
 Force Renewal 1/x-tad-smaller> 
								This character gets Force 1 each time he 
								activates.
 /x-tad-smaller>
								Lightsaber Reflect/x-tad-smaller> 
								Force 2: When hit by a nonmelee attack, this 
								character takes no damage with a save of 11 and 
								the attacker takes 10 damage, save 11.
 /x-tad-smaller>
								Master of the Force 3/x-tad-smaller> 
								May spend Force points up to 3 times in a single 
								turn.
 /x-tad-smaller>
								Force Defense/x-tad-smaller> 
								Force 3: Cancel a force power used by a 
								character within 6 squares
 
 /x-tad-smaller>
								Commander Effect:
 /x-tad-smaller>
								Followers within 6 squares may reroll each 
								failed save once.
 
 I am going to compare the two. First off, you 
								notice the –1 defense and attack value in the JM. 
								Secondly, you notice that the JM doesn’t have 
								Force Renewal. And the JM Yoda gains Force Valor 
								as a new special ability. Besides that and the 9 
								point cost differnce, those are the main things 
								that separate the two Yoda’s that are out there.
 
 Pros about the JM since this review is on this 
								guy: Force Valor would be the only reason to 
								play Yoda, Jedi Master and maybe for the Wookiee 
								bodyguards, but that’s it. Oh and I forgot to 
								add that he has Triple Attack. The Original Yoda 
								is superior than this lame Yoda.
 
 Cons: No Force Renewal, Less Stats, More Points, 
								Less Abilities and far less potential than the 
								Original Yoda. This guy costs 9 points more for 
								2 things, Force Valor and Triple Attack. And 
								yet, he loses Flurry, Force Renewal, and Master 
								of the Force 3 along with 2 minus’ in the stat 
								column. Yoda, JM isn’t worth using if you have 
								the other Yoda that is out there.
 
 100 Points: He’s like Darth Vader, Jedi Hunter 
								in this Format. He gets very little support. At 
								least Vader can handle himself in this format 
								without dying so fast. He is poor in this format 
								for sure.
 
 200 Points: This guy gets amazingly better. With 
								more followers to benefit from Valor, it could 
								really make the difference in a tight game. It 
								improves Clones and even the uniques that don’t 
								have commander effects a lot better. A +2 Attack 
								and +2 Defense is always nice.
 
 2/5 in 100 Points because he isn’t worth it.
 
 /x-tad-smaller>3.5/5 in 200 
								points because Valor can make the difference.
 |  
							| The General | Yoda, Jedi Master 
 To start off Triple Threat week we have Yoda, Jedi 
							Master. One of the most expensive characters at 64 
							points Yoda has stats worthy of such a character. 
							140 Hit Points, 21 Defense, +14 Attack, and 20 
							Damage. For abilities he has Melee Attack, and of 
							course Triple Attack. He has 6 force points and 
							three force powers, Force Defense, Force Valor, and 
							Lightsaber Deflect. He also has a CE that reads, 
							Allied Wookiees within 6 squares gain Bodyguard.
 
 Force Valor costs 2 force points and gives Yoda the 
							following CE, Followers within 6 squares gain +2 
							Attack and +2 Defense. Sort of like a mini Thrawn 
							without being able to switch characters, but unlike 
							Thrawn allows unique characters to get the bonus. 
							Combined with the CE he already has he can have a 
							great bodyguard in Chewbacca of Kashyyyk or any 
							other wookiee. Lightsaber Deflect is a basic force 
							power that costs one force point and should only be 
							used in dire situasions. Force Defense is his most 
							expensive and most interesting power. For 3 force 
							points you may stop any force power being used 
							within 6 squares. You'll probably use this power 
							only once, possibly twice the one thing you should 
							use it when a powerful character who has low hit 
							points use deflect or block on an attack that would 
							kill it.
 
 Yoda combines best with wookiees and since they cost 
							a little bit Yoda is not so great in 100 points but 
							in 200 points really shines when used with 
							Chewbacca, Tarrful, and as many wookiees as you can 
							get. I prefer Yoda from Clone Strike over him but 
							this Yoda has one advantage. Triple Attack. Being 
							able to attack 3 times is only beaten by Quadruple 
							attack and only General Grievous can do that.
 
 100 pt: 3/5
 
 200 pt: 4/5
 |  
							| vornargith | 
							
							
							Yoda, Jedi MasterCost: 64
 Hit Points: 140
 Defense: 21
 Attack: +14
 Damage: 20
 
 Abilities: Unique / Melee / Triple Attack
 
 Force 6: Force Defense / Valor / Lightsaber Deflect
 
 Commander Effect: Allied Wookiees within 6 receive 
							bodyguard ability
 
 At 64 points (9 more than Clone Strike’s Yoda), 
							Yoda-Jedi Master offers a different and expensive 
							strategy than his Clone Strike predecessor. 
							Yoda-Jedi Master basically turns your squad of 
							Wookiees into a juggernaut, with the little green 
							guy leading the charge. Obviously, he is best suited 
							for skirmishes with squads of over 100 point value 
							that consist primarily of big hairy berserkers, 
							commandos and scouts. Maximize your squad’s 
							potential by teaming him up with Tarful.
 
 His force valor adds +2 to attack and defense and 
							combines with other commander effects (with Tarful 
							at his side, Wookiees within 6 squares will get +6 
							to attack adjacent enemies). Yoda’s bodyguard CE, 
							insures that he and other characters with vital CEs 
							survive long enough to maintain the bonuses. One 
							word … CHARGE!!! When you’re playing with Wookiees, 
							you can’t mope around … The stealthy scout may have 
							a ranged attack, but all of the brutes have 
							momentum. A Wookiee charge can survive a round or 2 
							of enemy fire … long enough to close in. With 
							momentum and Yoda’s CE, you’re looking at an attack 
							of 12 and +10 damage for just about all your Wookiee 
							grunts. Add another +4 if you have Tarfel. Problem 
							is … your charge has to be flawless. If you 
							hesitate, your grunts will get picked off. If your 
							opponent gets lucky with missile hits, your squad 
							may be vulnerable before the initial melee.
 
 I’ve never been one for an all-out brawl, but I’ve 
							tried this strategy once, and it worked gloriously 
							(bloody mess though). If you’re squeamish about 
							sending your troops head-first into the battle 
							lines, you might not have what it takes to be a 
							Wookiee, but if you shrug off blaster bolts like 
							spitballs, Yoda-JM is your perfect general. Did I 
							mention his triple attack?
 
 Rating by skirmish size
 100 Pt: 2/5 (Yoda-JM is a commander… his abilities 
							are wasted by itself… and he’s just too expensive 
							for a 100 pt. game.)
 200+ Pt: 4/5 (His force valor comes in handy, and 
							he’s mean with a stick. Did I mention his triple 
							attack?)
 200+ Pt (WOOKIEE squad): 
							5/5 (Rrrrrraaugh!!! 
							Nuff said.)
 |  
							| Sith Dragon | Yoda, Jedi Master Republic
 Cost: 64
 HP: 140
 DEF: 21
 ATK: +14
 DAM: 20
 
 Melee, triple attack
 
 Force 6
 Force defense (F3) - cancel force power within 6 
							squares, Force Valor(F2) - replaces attacks, gains 
							CE: all followers within 6 gain +2/+2, deflect.
 
 CE: Allied wookiees within 6 gain bodyguard.
 
 Today we kick off Triple threat week with a 
							character that gets more abuse than he deserves, and 
							is one of my favorite pieces - Master Yoda. At 140 
							HP he can really take a pounding. He has a good 
							defense at 21, and his attack is a solid +14. It is 
							a good attack, but it makes me wonder if it wasn't 
							meant to have force valor added onto it as it is a 
							bit low for one of the best swordsman in the 
							universe. Add that to his triple attack and he will 
							still hit more times than not. Against all but elite 
							defenses he will only need 6s or lower.
 
 Now here is where I love him , but many like the CS 
							Yoda better. I will take a 1 point deflect over a 2 
							point reflect any day as it is a more economical use 
							of force points, and with so many players that have 
							damage reduction or some way to lessen the damage, 
							the 10 damage from CS Yoda isn't worth much. Master 
							Yoda also has force defense. It can be nice in a 
							pinch, but generally you wont use it unless you see 
							a whole lot of lightning coming. His force valor I 
							think is much underrated. A +2/+2 to followers isn't 
							much, but how many characters can hit a Mace Windu 
							with a 28 defense with cover? Or an Obi on Boga with 
							27? While not a game breaking effect it can 
							definitely help your Jedi followers, and the errata 
							to replacing attacks is minimal as all it does is 
							slow you down 6 squares at the beginning of the 
							game.
 
 In the end it is his CE that I love the most. It 
							turns all manners of wookiees into bodyguards, 
							whether it be Chewie as a follower to benefit from 
							Yoda's CE, or Tarful to give other followers the +4 
							ATK. There is nothing like adding 40-70 HP to a 
							character (a 40 HP wookiee can bodyguard a 30 DAM 
							hit and a 40 DAM hit for an extra 70 HP to the 
							target). I generally use wookiee commandos as they 
							have 40 HP as well as a 14 DEF (16 with FV) over the 
							wookiee berserker's (10 DEF). The Wookiee scout 
							makes a nice bodyguard because, with stealth, they 
							can be great door openers and cannot be targeted by 
							characters without accurate shot as long as they 
							have cover, which they usually will, but the extra 
							10 HP of the commandos/berserkers is huge. With the 
							number of characters that can do 30 DAM, it means 
							you can bodyguard away an extra 30-40 DAM from the 
							intended target all from the 10 extra HP.
 
 The bodyguard ability has truly come to its own 
							after Universe because of the gonk droids, but also 
							because of the med droid and everyone's favorite 
							near-sighted scrap pile, R2. Wookiees can help keep 
							your big pieces alive longer, which is a big plus. 
							Buying Yoda an extra turn means three more big 
							swings that can be the difference between winning 
							and losing the match.
 
 100pts: He will be good as he is a triple attacker 
							with defect, but won't dominate the way some of the 
							other big characters will. Although, never 
							underestimate the power to bodyguard away a crit or 
							50 DAM hit by an AT-ST.
 
 200pts: I think Master Yoda rocks here as his huge 
							cost is muddled a bit. His Force Valor may not 
							always be useful, but I use him mostly for the 
							triple attack and the bodyguards he brings. A boost 
							to characters like Boga, Mace, Luminara can make big 
							pieces that much better though once you do use 
							valor. He is still a thinking player's piece, 
							though. With the 6 square limit to his CEs, you must 
							move carefully against various squads.
 
 He has the power of the triple attack combined with 
							bodyguards. This Yoda means business, and will 
							always be one of my favorite pieces.
 
 
 "Are you threatening me, Master Jedi?"
 
 
 |  |