Obi-Wan Kenobi, Jedi General Galaxy at War
#32/40
Date Reviewed: November 19, 2009
100 pt: 2.87
200 pt: 4.17
Ratings:
Ratings are based on a 1 to 5 scale 1 being the
worst. 3 ... average. 5 is the highest rating.
Josh
Obi-Wan Kenobi, Jedi General (32/40, Rare—Galaxy
at War; HP120, DEF22, ATT14, DAM20)
This version of Obi-Wan is surprisingly versatile.
Any time a Jedi has
Flight,
he’s already got an advantage just because he can
engage and disengage from other beat-sticks without
provoking attacks of opportunity. If he can afford
to stay based to a character, with a +14 attack
bonus, his
Double Attack isn’t going to miss that
frequently. Thanks to
Soresu Style
Mastery he can also avoid damage from all
sources provided he makes a save of 11, and if he
happens to miss and you use a Force point to reroll,
Mettle
comes into play and gives that reroll attempt a +4
bonus as well.
While he only has one Force power,
Surprise
Move, it actually works pretty well for this
version of Obi-Wan precisely because he has
Flight.
If he happens to get based by something really
nasty, you can use
Surprise
Move before any other character activates to get
away from it without triggering an attack of
opportunity. However, you will have to remember that
he does not have
Force
Renewal, so you’ll have to spend points wisely
between this and
Mettle-based
rerolls.
Finally, his commander effect is something
we’ve seen before, but any time your commander can
grant Extra
Attack to allies, it’s always a plus.
Overall, this is a very strong version of
Obi-Wan, however, he does suffer
slightly
from lack of
Force Renewal, though if that were included this
figure would be perilously close to being
overpowered regardless of how much he cost t get out
on the field.
100 POINTS: Here, he can actually be a pretty solid
piece thanks largely to
Soresu Style
Mastery. Obi-Wan, Jedi General could wind up
being pretty hard to kill if you can keep making
your saves and thanks to
Flight,
if he has
to he can still rabbit away if something goes awry.
Honestly, he and Commander Ahsoka (from Tuesday)
wouldn’t make a terribly bad duo team-up since she’d
pick up the benefit of Obi-Wan’s commander effect.
SCORE: 3
200 POINTS: Here, where there’s a larger point base
to pull from he can be an ever better addition. Many
Republic characters can benefit strongly from
Extra Attack
so he’s a great addition there. He’s still pretty
expensive, but he’s definitely worth the points.
SCORE: 3.5
Obi, JG is an excellent mini who also serves as a
semi-replacement for GOWK. A high cost of 66 grants
you slightly subpar stats. 22 defense is great, but
14 attack and 120 HP are both
on the low end.
Melee and Double are expected, but Obi retains some
elements from GOWK with Soresu Style Mastery and
Mettle. (more on these later) He also gain Flight,
an unusual ability for a melee piece (again, more on
this later).
He starts each game with 5 force and one force
power, Surprise Move. This ability is actually quite
effective with Obi’s Flight and the Republic’s other
movement breakers. Obi can choose
after
init is determined to either engage an enemy to pull
of Double, or disengage from a potentially
disasterous fight. However, with only 5 force,
you’ll really have to think about when you want to
use it. In addition, his rigid amount of force balances SSM. (or at least, balances it more)
Lastly, his CE is incredible. We’ve seen it before,
but that doesn’t take away from its awesomeness.
Extra Attack to allies, woot! Because of this, Obi
synenergizes with just about anyone.
The biggest thing that Obi lacks is damage output. With
a maximum output of 40, he’s not going to be a big
damage dealer. Instead, he acts more as a disruptive
damage absorber because of SSM. Use Surprise Move to
spring on smaller targets, like commanders or medic
droids, and let his allies take out the
big guns.
100: 2/5 Too expensive for too little damage.
LV
could rip him up real fast.
150: 4/5 Much better here. Make sure to make the
most of his CE, Rex is a great option.
200: 5/5 The bigger
the better for Obi, JG. Be creative with your options,
there’s a lot he can do.
Commander Effect: Allies within six squares gain
extra attack.
Darth Mauler here, reviewing the Republic's newest
jedi beatstick. Obi-Wan Kenobi, Jedi General, also
known as Flobi, is evidently WOTC’s replacement for
GOWK. Besides GOWK, it is the first Republic Obi-Wan
since Universe’s Obi-Wan on Boga. As such, it has a
lot to accomplish, being a major movie character.
Does he live up to the name Obi-Wan? Yes.
For starters, his stats are all right. 120 hit
points is slightly low for a force user at this
cost. 22 defense is good. 14 attack, however, is
poor. However, you will not be running him to hit
beatsticks, and he can still take quite a beating.
His abilities start to redeem the character. Flight
is great, allowing for better mobility, but I will
touch more on this later. Double Attack is standard,
although many characters at this point level have
Triple instead. He has two very important abilities:
Soresu Style Mastery, and Mettle. SSM lets him avoid
damage from an attack with a save of 11. It is Parry
and Evade put together without the weakness against
adjacent shooters. On GOWK, it was broken with MOTF
2, FR 1, and Mettle. Here, however, it is far more
limited, although he still has Mettle.
Where GOWK’s Force Powers made an incredible
combination with SSM and Mettle, Flobi is very
lacking here. He has no renewal, normally an
atrocity at this point level. However, he has 5
force points to start with. He also has only three
uses for them. He can move two more squares as part
of his move, although that use is fairly useless on
him because of the second: Surprise Move. This rare
ability allows him to move six squares immediately
after initiative is determined at the cost of a
force point. Combine this with the use of Doombot
and spending a force point to move further during
his turn, and he can move 32 squares on round 1,
nearly crossing the board. Add Flight, and you won’t
even be slowed by difficult terrain or targeted by
attacks of opportunity. Combine this with Panaka,
and you can swap in another heavy hitter to inflict
some serious pain. The final use is also important
to keep in mind. He can spend a force point to
reroll at +4. This gives him an extremely good
chance of making his Soresu save. Once again,
though, no Force Renewal means a player needs to be
very careful about how to use the force.
Finally, Flobi features an excellent Commander
Effect: Allies within 6 squares gain Extra Attack.
Allies. This is extremely useful in the
current meta oriented towards pouring out as much
firepower as possible and evading/parrying away as
much of your opponent’s shooting as possible. It can
be combined with Captain Rex to create a very
formidable team. With six shots a turn, Rex would be
able to inflict 120 damage. That is but one example,
however. There are a great many possibilities for
this CE.
Overall, Flobi is a highly effective character. He
has great potential for his commander effect,
mobility, and endurance. He is another solid
addition to the Republic.
100 pts.: 3.5/5 This level is dominated by
beatsticks, but Flobi fails to properly compete here
since he has too little offensive abilities and
cannot stand up to the point level’s gatekeeper,
Darth Bane. There is also room to swap him for
another beatstick, or any commanders for him to get
behind enemy lines to attack. You could try to use
his defense here, but he might simply run out of
force.
150 pts.: 4/5 At this level, there are shooters
aplenty. He can truly use his endurance, and a
swapping squad is highly viable. He can be used with
Captain Rex as well here, which is truly a
formidable team.
200 pts.: 4/5 Same as 150. The difference is that
you have more room to work with, but so does your
opponent.