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Mini of the Day
Corran Horn
Set: Champions of
the Force
#52/60
Date Reviewed: July 21, 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: 3.25
200 pt: 2.75
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Sorry, we don't have this card image. |
Sith Dragon |
Corran Horn
New Republic
Cost: 39
HP: 120
DEF: 20
ATK: +13
DAM: 20
Double Attack; Melee Reach 2
Force 3: Absorb energy (F2) - When hit by a
non-melee attack This character takes no damage,
save 11. Remove damage from this character equal to
the prevented damage.; Jedi Mind Trick (F1) - Usable
only on this character's turn. Non-droid enemy is
considered activated this round and cannot make
attacks of opportunity this turn save 11.
Corran Horn is perhaps the most anticipated Jedi of
the New Republic, and has been my favorite of the
new Jedi since i read I, Jedi, The creators of this
game did him proud as he represents everything he
was in the books, and is the first true beat stick
of the Jedi.
He costs 39 points, which can be a bit high for a
Jedi, but he has the stats as well as the powers to
back up that cost. His HP, ATK, and DEF are all very
good for a Jedi, and he also has double attack. THE
biggest gimmick people that knew him were looking
for was his melee reach 2. For those that don't know
about him, he has a dual phase lightsaber that can
double in length, so that's where this comes from.
It allows him to run up to characters with triple
plus attacks and stop one square short and attack,
so he doesn't have to fear getting out attacked if
you lose init. It also allows you to stand behind
someone like Luke and have two people attacking an
enemy, while only presenting one target for them to
swing back on.
He has 3-4 force points depending on if you are
running Luke or not, and here he has another gimmick
that is uniquely him. His absorb energy can be huge
if you can hit your save(s). With Luke he can pull
this trick twice. It allows you to negate a
non-melee attack and instead gain its energy. Save
this for a crit or a big attack and if you hit it,
it takes a half dead Corran and returns him to near
health! Jedi mind trick is also a nice ability as
not only does it activate the character, but it
prevents an attack of opportunity as well. The best
way to make use of this is to make your first attack
and see if you want to risk staying put, or you want
to bug out. Since it doesn't replace attacks or
turn, you can then use this to hopefully activate
the character and move away (probably just one
square as you can then double attack from a two
squares away next round). Corran would be really
sick if the New Republic ever get any sort of force
battery
100pt/200pt: In either format you are going to want
to run Corran, he is just that good for the new
republic right now. Even after the new republic gets
a deeper character base, Corran will be one of the
last Jedi to NOT see play. He is just too solid a
character, and Absorb Energy totally outstrips
deflect as a defensive power against ranged units.
"Dude, the fat guy totally just blew up!" -Pink 5
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vornargith
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Corran Horn
Cost: 39
Hit Points: 120
Defense: 20
Attack: +13
Damage: 20
Special Abilities:
- Double
Attack
- Melee
Attack
- Melee
Reach 2
- Unique
Force Powers:
Force: 3
- Absorb
Energy: Force 2, When hit by a non-melee attack,
this character takes no damage with a save of
11. Remove damage from this character equal to
the prevented damage.
- Jedi
Mind Trick: Force 1, usable only on this
character's turn, range 2, target non-droid
enemy is considered activated this round and
cannot make attacks of opportunity this turn,
save 11
Corsec's finest wraps up the New Republic week.
Corran not only is a fine addition to the New
Republic, but he also introduces a new and
interesting force ability to the game… Absorb
Energy.
The Good: The man from Corsec is a solid
melee combatant. His 20 defense and 13 attack makes
him an effective (if not extraordinary) Jedi
character. His Ability, Absorb Energy is
interesting. After he’s taken a beating, put him in
the line of heavy fire and hope he heals. You can
then use the spare force point to mind trick an
opponent.
The Bad: His cost may be a bit high
considering his abilities are one-shot and have a
50% chance of failing … and you can’t use a force
point to reroll since he can’t use the force more
than once per turn.
The Ugly: Absorb Energy uses 2 force points
and only has a 50% chance of being successful. If
you paired Corran with Master Lukeskywalker, he’d
have enough Force points to use the ability twice,
but that’s not gonna happen in a 100 pt. game, and
some might be a bit squeamish about spending 113
pts. For two characters even in a larger skirmish.
The ability would be worth the two points if its
effects were guaranteed without having to save or if
Corran had an extra force point to allow him to use
it more than once.
Ratings:
100 pt: 3
200 pt: 3 (With Luke Skywalker Jedi Master)
The force ability, Absorb Energy, is attractive …
but paying 39 points for a single 50/50 roll is too
chancy for my tastes. In casual play we removed the
saving throw and added 1 point to his cost. He was
more user-friendly and didn’t upset the gameplay.
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Zeroph Zeal |
Corran Horn
07/20/06
Points: 39
Hit Points: 120
Defense: 20
Attack: +13
Damage: 20
Abilities: Double Attack, Melee Attack, Melee Reach
2, Unique
Force 3, Absorb Energy, Jedi Mind Trick
The last two reviews, I talked about pieces that
will convert the New Republic army in competitive
play.
Corran Horn, simply, won't. But is he a terribly bad
piece? No, he isn't. Confused? Wouldn't a decent
Jedi piece help change a bad faction? No, not
necessarily.
And I'll explain why. First, however, let's take a
look at his stats.
His cost is 39, one short of 40. His stats are quite
good for his cost. 120 hit points is a solid number,
and with 20 defense he can stay on the battlefield
for a pretty decent time. +13 attack is also a
pretty solid attack, but isn't amazingly great. 20
damage is normal for a Jedi, and that's not too
shabby, either.
His abilities are the standard Jedi abilities, save
one. Double Attack is always a nice yet expected
boost, and Melee attack as usual just plain sucks.
However, it is made better by an ability that Corran
has called Melee Reach 2. "Enemies up to 2 squares
away are considered adjacent for purposes of Melee
Attack." While this may not seem like much at first
glance, this is actually an amazing ability. First
of all, you can hit a unit behind another unit
without having to worry about cover. This also works
that you can attack units from behind your own
units, using those units at shields. (Or maybe its
another beat-stick, such as Luke Skywalker!) Second
of all, when engaging a unit with dreaded Triple or
even Quadrupole attacks, you can stand two spaces
away and attack, so their first attack will only
sport one attack when they engage you, then you can
move away for the AoO, reducing their Triple attacks
to mere Double Attacks.
With only 3 force, this is where the magical traits
of this unit tend to fade. Absorb energy is an
updated version of Light saber Deflect; but with the
extra damage-healing effect, it costs 1 more force.
What does this mean? If Corran Horn had Light saber
Deflect, he would be able to try to dodge 3 shots.
However, with this ability Corran can only save
himself once. I think I'd rather take the lower cost
than the extra heal ability, especially with a unit
with a mere 3 force. Jedi Mind Trick is basically a
weaker version of Force Stun. This is probably what
I would spend my points on Corran to do, actually.
It stops Attacks of Opportunity, so you remember the
little scenario I posed for the Melee Reach 2? Well
now, you can turn their Quadruple Attacks into a
Single Attack, if you know what I mean.
So, from what I said, Corran Horn should be a pretty
solid piece, no? Sure, it has its downfalls, but
still pretty solid?
The answer is no.
But why? It's a pretty good piece for a faction that
needs support!
Well here's why: The best army you can make with the
New Republic right now is the Solo Family squad.
Corran Horn doesn't fit well in that squad, because
that squad already boasts two Melee Attackers...
(three if you throw in a Luke in the 200 point
version, and then Corran wouldn't fit anyway) it
doesn't need anymore. Corran Horn could see some
play when other types of New Republic armies become
playable, but for now Corran Horn isn't all too
great.
But he still is a pretty solid piece. If you, for
some reason, play a New Republic Army that isn't
Solo Family Reunion, feel free to give this guy a
try. You could end up liking him.
100 points: 3.5/5- I think he would be stronger here
than in the 200 point format, simply because this
format is mostly Melee Attack beat sticks and this
can counter such beat sticks surprisingly well (With
an exception of Darth Bane and other Lightsaber
Throwers). Stick him with some backup and you could
create a pretty decent army.
200 points: 2.5/5- I really wouldn't consider him
for an army here yet. Not enough New Republic
support here, and he won't even fit into a good Solo
Reunion squad. Maybe in the future we can find some
uses for him. He is still, however, a solid piece.
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