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Pojo's Star Wars
Minis Site
Mini of the Day
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
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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
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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.
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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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