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Name
Set: Clone Strike
#17
Date Reviewed: March 20, 2007
Ratings:
Ratings are based on a 1 to 5 scale 1 being the
worst.
3 ... average. 5 is the highest rating.
100 pt: 2.50
150 pt: 4.00
200 pt: x3.50 |
~The Jumping Flea |
What up
everyone!? Today is the start of, in my opinion, the
coolest week yet! It is the Old School Clone Strike
Week! Today we start off with one of my all time
favorite Jedi commanders; Kit Fisto!
Here are his stats:
Cost: 32
Hit Points: 120
Defense: 20
Attack: +13
Damage: 20
Special Abilities:
Melee Attack This character can attack only adjacent
enemies.
Unique
Force Powers:
Force: 4
Lightsaber Precision Force 1: This character gets
+10 damage on its next attack.
Lightsaber Sweep Force 1, replaces attacks: This
character can attack every adjacent enemy once.
Commander Effect:
Non-Unique followers within 6 squares get +4 attack
against wounded enemies.
Ok, so right off the bat you can see that this guy
looks like a decent beat that helps the others
around him with an amazing Commander Effect. This
commander effect can increase all non-uniques attack
modifier by +4 if they attack a wounded enemy. That
can allow a Clone Trooper to move from a +6 attack
to a respectable +10. This can also allow the
already amazing JWM's to swing at a +16 (The attack
value of any Mace Windu) instead of their normal
+12! That sounds too good to be true no? Well the
problem with his CE is that for the bonus to work,
the enemy needs to be wounded. (In other words, have
damage on him) While this is a pain to do against
high defense characters it is still an incredible
CE.
So Kit Fisto is a great Commander, no? Is he a great
beat too? It would seem so with the base stats he
has. There is, however, one minor downfall, he has
only ONE attack! This is very common for the CS
Jedi, but for 32 points he should be able to swing
twice. The good thing about Kit though is that he
more than makes up for that with the 120 HP, 20 DEF,
+13 attack and his CE.
His force powers are also great with a whopping 4
force points, Lightsaber Sweep, and Lightsaber
Precision. This allows Kit Fisto's damage output to
only be 10 less the the standard double attacking
Jedi. (That is if you use Lightsaber Precision) Now
this guy can also do something that most Jedi
cannot. That is to be able to base a 30 HP character
(Sev comes to mind) and kill it in one blow. That
can be VERY useful in games as Kit does not require
the DOOMBOT (R2, Astromech) to tow him into position
to reach his maximum damage output.
So what does kit work well in? Funny thing is,
unlike most unique Jedi, Kit works best when teamed
with a bunch of non-uniques. Whether that be minor
shooters (Bacara Super Stealth) or non-unique Jedi (JWM's)
he is a Commander to build upon. Try him out
sometime, you may like what he can do for you!
One of my favorite 100 point squads currently is
Kit's Jedi Weapon Masters!
Check out the squad in this link!
http://www.swshoebox.com/displaySquad.cfm?getSquad=fixed&arg=60876
100:(4) When teamed with Jedi Weapon Masters he can
be truly deadly!
150/200:(4.5) Whether it be Non-unique Jedi or Super
stealth, he can really shine!
Check out my Squads |
The Lonesome Stranger |
Hey, Stranger
here to tell you about my favorite Jedi of all time,
K. Fisto.
Kit is a Nautolan Jedi.
He rocks. He has 120 HP, and a Commander effect. The
character is cool, but they didn't do him justice.
His C.E. is that followers within six squares get +4
damage against wounded enemies. Nothing special.
However, get some Saleucami troopers with him and
you get a trooper with +11 and 30 damage. Not too
shabby. In a 100 put him with 5 saleucami and a
gunner. Or... well, you can do the squad pairings. I
had Kit, Plo, Obi JM, Qui JM, and Mace from CS. His
Force powers consist of Force 4, Lightsaber
Precision, and
Lightsaber Sweep. Precision really hasn't been seen
for a while. Since CS. It's a nice move, gives you
that extra boost. Lightsaber sweep has been around
forever. And will stay. FOREVER. We will never get
rid of this annoying, useful move. Why is it
annoying? It shows up EVERYWHERE. But he still isn't
too good. |
Sith Dragon |
Kit Fisto
Republic
Cost: 32
HP: 120
DEF: 20
ATK: +13
DAM: 20
Force 4
Precision; Sweep
CE: non-unique followers within 6 gain +4 ATK
against wounded enemies.
Today we kick off Old School week with a resurging
piece - Kit Fisto. While i would put kit on the list
of Jedi that need improving (Master Kit Fisto with
better offense), CS Kit is starting to see some
resurrection. Stat wise he has fairly good stats.
His HP is solid. A 20 DEF makes him better than most
of the other Jedi. His ATK isn't the greatest, but a
+13 still isn't too bad. And of course you have the
normal 20 DAM from saber users.
The major downside to Kit is the total lack of
offense. He only has a single attack with no way to
increase said attack. Precision is a nice power that
we do not see anymore, which is a shame because Kit
has the advantage of being able to take out a Sev or
the multitude of 30HP characters with a single
swing. Sweep is great for swarm squads, but other
than that, Kit has nothing.
What has brought Kit back from the abyss of buried
minis is his CE. Non-uniques get a +4. Now Tarfful
can do this as well, but where Kit's niche differs
is that his followers do not have to be adjacent to
the target. However, the target does have to be
wounded. That and Mas has really freed up the
'within 6' commanders. Once you get that first hit,
sev's become a +13, ARCs and the AT-RT a +14, and
the infamous JWM becomes a +16. Although in the case
of the JWM you really are better with Tarfful if you
have both. Kit is the Shooter's second best friend
(behind Queen Amidala).
100pts: not here. He can't dish enough DAM and costs
too much for this format.
150pts: Here he can start to see play, but its hard
because most teams you are going to run him with
need almost 100 points of commanders.
200pts: Here he can be good. Run him with O66 and
you can get some very nice (and cheap) figs that
either will hit where they would not before or
simply have a much better chance of hitting period.
Even the little Naboo soldiers that are there just
for BGs can attack with a +7. Other great Kit
helpers are of course Queen Amidala (mobile) and
Mothma (death throws). All these together can make
what used to be a worthless piece in the AT-RT not
only playable, but deadly. |
Ten-Eyed Man |
If you were
playing Star Wars Miniatures back in the (original)
Clone Strike era, you may have been aware of the
community’s slow realization that 30ish point
characters with Melee Attack and only one attack
(such as a number of the CS Jedi) are generally
pretty crappy. Kit Fisto is an exception.
All of the Clone Strike Jedi have some sort of
shtick to set them apart from the others, since
Unique characters should be, well, unique. Kit’s is
his Commander Effect, one of the easiest ways in the
game to get one of the biggest bonuses to Attack
rating. +4 to hit is huge, and most enemy pieces
will wind up wounded at some point (and if not,
you’ve got bigger problems).
Kit’s CE has gotten even better since Champions of
the Force. Not only did he benefit from everyone’s
favorite loudmouth, Mas Amedda, the Republic got
some real shooters in that set. Kit remains the best
way the Republic has to enhance the Attack ratings
of shooters (if you’re only looking to enhance melee
pieces, consider Tarfful instead). The various
Republic Commandos (except for Boss, who isn’t a
follower) can all benefit greatly from +4 to hit,
and no one really suffers for it.
In and of himself, Fisto is a respectable fighter.
While he only has the one attack, he at least has
Lightsaber Precision to up his damage a little, and
Lightsaber Sweep to clear out weenies (or wound
several targets at once, triggering his CE). His
numbers are reasonably solid (if not spectacular).
The big problem is that if you’re using him for his
CE, you don’t want him in the thick of the fight, as
he lacks any sort of defensive abilities other than
a reasonably high Hit Point total. In the Mas Amedda
era, consider letting him skirt the edges of the
fight to kill support and fodder, while his
followers shoot towards the real action.
Of the Clone Strike Jedi, Kit is one of the most
playable pieces in the current environment. Use and
enjoy.
Overall rating in 100: 2.5 (hard to use commanders
much at this low total)
Overall rating in 200: 3.5 (much better support
here)
|
ChaozFilms |
Hey guys! It's been forever since I
reviewed a piece, but this has to be one of
my favorite week themes, so I'm back!
Today's piece is one that I use almost on a
regular basis in my Republic squads, Kit
Fisto.
Kit Fisto
Cost: 32
HP: 120
Attack: +13
Defense: 20
Damage 20
Special Abilities:
Melee Attack
Force Powers
Force 4
Lightsaber Precision
Lightsaber Sweep
Commander Effect
Non-Unique followers within 6 squares get +4
attack against wounded enemies.
Ok, so he's 32 points, and just like all
Clone Strike jedi, a mid-point jedi. Is he
a beatstick? Well, no, but his +13 Attack,
20 Defense, and 120 HP make him pretty tough
to take down for most characters. As far as
his Force Powers go, they're ok, but nothing
game-breaking. Lightsaber Precision (the
poor man's Sith Rage) has it's uses and
Lightsaber Sweep can come in handy. The
real beauty behind Kit, though, is his
Commander Effect.
All of a sudden Clone Troopers can hit that
wounded character that would otherwise be
out of their attack range. The Jedi Weapons
Master just got a little nastier. Basically
what you get with Kit is the ability to add
insult to injury. Literally. A strategy I
liked to use involved fielding Kit, Aurra,
Lando Hero of Tanaab, and a bunch of
Gamorrean Thugs. Having someone like Aurra
land an almost guaranteed punch on a
character just to damage it so that the
Thugs mobile around shooting the injured
target is pretty fun.
If used right Kit can be a great cleanup
piece so that once the field is more empty
and his Commander Effect isn't needed
anymore he can kill the scrubs that will be
left.
In 100: 1/5 With the likes of Darth Bane
and Boba, Bounty Hunter in this format he's
just too fragile.
In 150: 2/5 A little better here. More
support can be added to take advantage of
his Commander Effect.
In 200+: 3.5/5 This is where most mid-point
Jedi can shine. With good support they can
get to the fight and make a difference.
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