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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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