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)