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master_kota
image from Wizards of the Coast

Master Kota
Force Unleashed

#16/60

Date Reviewed: Jan. 9, 2007

 
Sith Dragon
Master Kota
Rebel
Cost: 55
HP: 130
DEF: 23
ATK:+12
DAM: 20

Double Attack; Affinity Republic (if no O66)

F2; FR1
Force Repulse 5

CE: Fringe followers within 6 squares get +3ATK/+3DEF

Man i love this piece.  I think this is one of the over looked pieces of the set.  For 55pts you get some very solid stats.  130HP will let him take some hits.  The 23 DEF is fantastic.  The +12ATK not so much, but Kota brings so much more to the table that he really doesn't need a super attack to be good.

Kota has force 2 and force renewal.  I think from now on we are going to see a lot more Jedi with force renewal.  The game has evolved to the point where it is almost mandatory on major Jedi.  The dowside is that Kota has no defensive abilities to use his force points, but  he has something a bit nastier.  Force repulse 5 is a basically a 50pt, non-preventable bomb that will cripple everything within 5 squares of master Kota.  As if that wasn't bad enough, you are activating those characters that can't make their saves.  Not just an 11 mind you.  They have to make a save 16, so the chances of activating characters is pretty good.  It will take a few turns to activate and you will most likely get it off once; However, you should only need to do it once if properly executed.

As if the force bomb wasn't good enough, Kota has a fantastic CE that really makes him worth his value.  He gives all fringe followers a +3ATK/+3DEF.  Okay so its a Thrawn boost for fringe....NOPE!  THrawn will help characters like the Aqualish Assassins, Ugnaughts, and other non-uniques.  Kota gets to help those as well as people like Lando DS, Aurra Sing, The Fett family!  Aurra now has base stats of +14ATK/+24DEF!  A 28 DEF in cover is going to be seriously hard to hit by most characters, and a max attack of +22 is out of this world.  Another character that Kota helps is the new Felucian Rancor.  It is hard to move huges across a board in the open, but for a non-unique with a 23 base defense and a 27DEF in cover, it will give him a bit more protection.  The within 6 kinda stinks if you want to play him as a rebel, but as a republic Jedi, he can have access not only to Mas for the extension, but to R2 as well for the flying bomb.

100pts - This is another one of those figures that i am not sure on for the 100pt meta.  Off the cuff i would say no, but he can give a nice boost to some grunts while setting himself up for a nice 50pt bomb late.  He probably won't be the top of the 100pt squad lists, but i hesitate to say he won't be playable there at all.

150pts: Here Kota can see more play.  You can bring in Aurra and Lando or a Fett or any number of things.  Many of the unique fringe he can help are going to get some very juicy stats.  They will soften up most targets while Kota's Force bomb can do a world of hurt to just about anyone.

200pts: "Cry havoc and let slip the dogs of war!"  Here you can turn Kota loose for all his worth.  Also with huges now being an option, look to run him with the new felucian rancor.  What a beast!  (ignore the pun;)).  The new uggernaught can get a healthy boost.  Combine him with any number of rebel or republic commanders, and you get a Jedi that is very much worth his 55pts.  I prefer to run him as republic simply because R2 adds such a fear dimension from his flying bomb.  You can move him in late for the damage, or wait 'til next turn and hope you win initiative.  If you do, you can save R2 and then activate about everyone within 5 squares.  R2 is definitely worth the sacrifice if you have too, though.

Kota is a fun and fantastic figure to play.  He is not going to be a dominating figure, but the power he brings to his squads is undeniable.
 
 
"Dude, the fat guy totally just blew up!" -Pink 5

"The Bothans rooked us again." Obi-Wan (pink5 Returns Vol2)
 


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