Home Miniatures Jedi Academy Set Review (No. 1 of 4)
Jedi Academy Set Review (No. 1 of 4)
Written by Fool   
Tuesday, 25 August 2009 13:50

 

 

Welcome to the SWMGamers.com set review for Jedi Academy. This is the first of four including the first 10 pieces, and faction reviews on three of the factions.  Enjoy the review!



Faction Reviews

Rebel
The only faction to receive no direct miniature in Jedi Academy, the Rebels receive boosts via the Fringe Faction. The only real pieces that can justify some use are the Jensaarai as a defensive addition to a squad who can benefit from the Evade via Rieekan and then reduce the damage by 10 with successful Force Attuned armor saves.  The R4 is really the only other piece that can get some decent use for the Rebels as Targeting plays a role in every faction.  Perhaps one may give the Crimson Nova Bounty Hunter a shot (again Evade with Rieekan and Leia's CE from A & E can help deal some extra damage) but really other than that, there's not much of any addition to the Rebels for the second out of the last three sets.

Mandalorians
One new piece that will almost never see any real game time, the Mandos suffer from being the second least improved faction via Jedi Academy (Which is actually quite fitting).  Although the Death Watch Raider benefits from the multitude of nice Mando CE's, Internal Strife makes it virtually unplayable for fear that it will move to the enemies squad on an attack roll of natural 1.

Separatist
The other faction to receive only one piece, the Seps add the re-printed Rocket Battle Droid that was just introduced two sets ago.  It's a shame that the hard to attain Battle Droid Officer wasn't selected in lieu.  The piece that boosts the Seps most is the HK-50 Assassin Droid who, coupled with Grievous DAC benefits from Twin and +4 Attack and Defense making them extremely deadly in the Droid builds the Seps have cornered the market on.  The R4 also is another piece that again will make it into many Separatist builds, and the +4 defense from Grievous gives it a bit more survivability.  Other than that, not much of an addition and the fact that Sidious/Maul have no Separatist affinity is a bit surprising and disappointing.


Set Review (#1 - #10)


Jedi Battlemaster

#1

Name: Jedi Battlemaster
Cost: 27
Rarity: Uncommon
Faction: Old Republic

HP: 110
Defense: 19
Attack: 11
Damage: 20

 

Special Abilities
Melee Attack
Double Attack
Lightsaber Duelist

Force Powers
Force 4
Force Leap
Lightsaber Assault
Lightsaber Block
Lightsaber Deflect

 

Review:
The Old Republic's Version of the Republic's Jedi Weapon Master, the Jedi Battlemaster packs a punch and can certainly tie up enemy Force users with Lightsaber Duelist.  Respectable base states for its cost, 110 Hit Points and 19 Defense is pretty solid but +11 attack is certainly on the low side - with no real way for the Old Republic Commanders to really boost it either.

Double Attack and Duelist are the only Special Abilities the JBM has and four solid Force Powers - Assault for offense, Block and Deflect for Defense and Leap for survivability make the JBM a nice addition to many Old Republic builds.  Great with  the Jedi Exile for re-rolling failed saves, the Jedi Battle Master is also one of the better poses in the set.


#2

Name: Jedi Crusader
Cost: 23
Rarity: Uncommon
Faction: Old Republic

HP: 80
Defense: 18
Attack: 10
Damage: 20

 

Special Abilities
Melee Attack
Double Attack
Affinity (A character whose name contains Malak or
Revan may be in your squad regardless of Faction
)

Force Powers
Force 3
Force Push 2
Lightsaber Block

 

Review:
A solid non-unique addition to the Old Republic, the Jedi Crusader both packs a punch and has some unique abilities.  Statistically speaking, 80 Hit Points, 18 Defense and +10 attack aren't bad for 23 points, if anything - the attack is low but other than that you can't complain too much with what your getting for the price.  Double/Melee Attack are a standard as with most Jedi.

Affinity is an awesome ability for the Jedi Crusader - allowing Revan or Malak to join the Old Republic Faction is awesome and certainly Darth Malak, DlotS would be a great addition to boost some of the lower attacking pieces the Old Republic as (such as the Crusader and the Jedi Battle Master).  Revan also is a nice addition giving the OR some init control and making them a bit more competitive.

Other than that, Force Push 2 can come in handy and Lightsaber Block gives the Jedi Crusader some survivability which is nice.  Definitely a nice addition to the Old Republic, the Jedi Crusader's ability to boost the faction via Affinity is exceptional and if not, it still is a deadly piece with Push, Block and Double Attack with decent stats.


#3

Name: The Jedi Exile
Cost: 49
Rarity: Very Rare
Faction: Old Republic

HP: 120
Defense: 20
Attack: 14
Damage: 20

 

Special Abilities
Unique
Melee Attack
Double Attack
Empathy
Lightsaber Duelist

Force Powers
Force 2
Force Renewal 1
Force Defense
Force Repulse 3

Commander Effect     
   
Allies within 6 squares gain Extra Attack

 

Review:
The much anticipated Jedi Exile received a Mini in Jedi Academy and it certainly does not disappoint.  Good core stats which include 120 Hit Points, 20 Defense and a decent +14 Attack are complimented with some decent Special Abilities which include Double Attack, Lightsaber Duelist and the fitting addition of Empathy. It's hard to say how usable Empathy will be but at least opens up the option of adding some Savage beasts to the OR without having to put up with the detriment of "Savage".

The Jedi Exile has some great Force Powers - although less then you would expect, Renewal is to be expected and Defense will certainly come in handy nullifying enemy Force Powers.  Repulse 3 although situational, can come in handy if the situation presents itself.  

Also adding a great Commander Effect which affects Allies which can come in handy the Jedi Exile grants Allies in 6 Extra Attack which can really come in handy - especially with Twin Attackers.  Probably the best addition to the Old Republic from this set, the Jedi Exile should factor into a few builds adding a few new elements to a faction that certainly needed it.

#4

Name: Vodo-Siosk Baas
Cost: 44
Rarity: Very Rare
Faction: Old Republic

HP: 120
Defense: 22
Attack: 15
Damage: 20

 

Special Abilities
Unique
Melee Attack
Double Attack
Parry

Force Powers
Force 5
Master of the Force 2
Force Alter
Force Spirit 4

 

Review:
When Exar Kun struck down his master at the floor of the Senate, it changed the way the galaxy viewed the Jedi at the time and spurned one of the tumultuous times of the Star Wars era.  It's nice to see Vodo-Siosk Baas represented in Miniature form that much is for sure.

For 44 points, 120 Hit Points, 22 Defense and +15 Attack is very aggressively priced for what we see out there on other Jedi.  Especially the +15 Attack and the very high defense.  Vodo is the cheapest piece with 22 defense and only one of three pieces in the game under 50 points to have 22 defense.  Double Attack and Parry as well as Melee Attack are Vodo's only Special Abilities - Parry will help give him survivability especially when coupled with the Mettle granting Nomi Sunrider from Legacy of the Force.  

Vodo's Force Powers are intriguing to say the least.  Perhaps the only piece to have Master of the Force 2 but no renewal, he also has Force Alter and Force Spirit 4 - which will come in handy to boost other allied Force users granting them 4 Force Points and Master of the Force 2.

Perhaps the largest detriment to Vodo is the lack of a Lightsaber.  Against pieces with Dark Armor he will have a difficult time dealing enough damage against Revan and the Vader's with Dark Armor.  Other then that, Vodo is a pretty decent addition to the Old Republic faction.

#5

Name: Darth Maul, Sith Apprentice
Cost: 43
Rarity: Very Rare
Faction: Sith

HP: 110
Defense: 20
Attack: 11
Damage: 20

 

Special Abilities
Unique
Melee Attack
Triple Attack
Vaapad Style

Force Powers
Force 2
Knight Speed
Lightsaber Riposte
Sith Rage

 

Review:
Darth Maul is introduced to the Sith Faction in Jedi Academy and perhaps has one of the best poses in the set.  At 43 points, he will be a true "Dynamic Duo" with Darth Sidious, Sith Master allowing them to be played in tandem in the Dynamic Duo events, as well as the 100 point "fun" matches.

Significantly different from any other Maul we've seen thus far, Maul Sith Apprentice is also priced at least 10 points less then any other rendition.  Maul perhaps some of the most diverse and different pieces in the game all of which are completely different then the other.  All four different Mauls (three from the Separatist faction and this one) all offer different elements and although none are truly "better" then the other, they all offer a few different tricks.

This Maul certainly is going to "hit" less then the other Maul's - a paltry +11 attack is pitiful but put him in a squad with Darth Malak, DlotS from Kotor and you're up to a respectable +15 which is probably what the designers had in mind when building him (which is unfortunate as without Malak and all the Lightsaber Duelist out there, Maul is going to struggle mightily to hit).

The low attack however is complemented by Vaapad Style - offering critical hits on 18, 19 and 20 which is an improvement on the standard "Deadly Attack" that Maul has had in the past.  Triple Attack also means that based, he will have a shot at least when he DOES hit to crit more often then other renditions of Maul.  

Somewhat weak in Force Points - again probably taking into account his lack of knowledge of the Force and playing off the "Apprentice" Moniker, Maul can receive a nice boost from Darth Sidious, Hologram allowing Force Renewal 1 to kick in.  Otherwise, Knight Speed, Riposte and Rage probably won't see a lot of action - depending on fighting styles.  Some may elect to save the Force Points to re-roll the often misses that will come as a result of the +11 attack.

Maul is a nice boost to the Sith - a decent cost, with the potential to triple for 150 damage (With Rage and 3 crits), he can certainly pack a punch.  Lacking the offensive firepower is a detriment and it's too bad the designers felt to make him "suffer" with all the other Commander Effects the Sith can boost him with. The only last nitpick for Maul and Sidious is the lack of affinity to the Empire and Separatist factions - which Maul could certainly be extremely deadly in coupled with say Asajj Ventress.  Loner would have been a nice fitting addition for Maul and it's too bad he lacks Rolling Cleave - an awesome ability that makes the original Darth Maul rendition from Clone Strike certainly worth playing even today.

#6

Name: Darth Plagueis
Cost: 63
Rarity: Very Rare
Faction: Sith

HP: 110
Defense: 20
Attack: 11
Damage: 20

 

Special Abilities
Unique
Melee Attack
Parry

Force Powers
Force 2
Force Renewal 2
Essence of Life (Force 2: When a living ally within 6 squares would be defeated, that ally makes a save of 11. On a success, that ally has 10 Hit Points instead of being defeated.)
Force Corruption 3 (Force 3, replaces turn: range 6, non-Droids only; target and each target adjacent to that target take 30 damage and are corrupted.  Each time a corrupted character activates it must attempt a save of 11. On a failure, that character takes 30 damage. On a success, that character is no longer corrupted.
Force Corruption 4 (Force 4, replaces attacks: range 6, non-Droids only; 40 damage and target is corrupted. Each time the corrupted character activates, it must attempt a save of 11. On a failure, that character takes 40 damage. On a success, that character is no longer corrupted.)

 

Review:
When it was revealed that Darth Plagueis this wise was going to see himself as a Miniature in Jedi Academy there were certainly a lot of curiosities as to what he would be reflected as.  An extremely Unique piece, Plagueis definitely offers a twist of the Dark Side of the force.  We saw a few different version of Force Corruption in the past but what Plagueis brings is certainly a far deadlier version of the ability that really was hard to justify on Revan when it only did 20 damage.  Granted, Force Corruption 3 and 4 costs more Force Points both abilities are similar to the "Unleashed" versions of Push and Repulse where Corruption 3 replaces turn and corrupts the target and each target adjacent to it - certainly making bodyguard squads cringe when they see Plagueis on the board.  Force Corruption 4 hits one target with 40 damage.

Definitely a great Force Power on non-Force users, Corruption can literally kill an opponent extremely quickly if the save 11's cannot be achieved. That makes this ability very deadly on pieces like Boba Fett who don't have the  luxury to re-roll unless a Commander Effect requires to.  Although overkill it can also wipe out a 40 HP enemy (like the Human Bodyguard) in one shot.  Force Renewal 2 means that after the first activation Plagueis is primed and ready to go on Corrupting early on.

The second Force angle that Plagueis brings is Essence of Life - extremely fitting for a character who could twist the dark side of the Force to essentially save lives.  This Force Power is far greater then Avoid Defeat  and keep in mind the target can certainly re-roll if they have Force Points to do so.  Not overly strong for his cost in core abilities and Special abilities, Plagueis is most certainly a support piece that can both extend the lives of allies in the squad as well as deal some sickening damage through corruption.  

The only downside is that against the Vong, Corruption is totally useless of course but with Parry, Plagueis certainly has some survivability if he can roll well and Essence of Life is an ability that certainly can take effect against any enemy. Although expensive at over 60 points in terms somewhat of what he brings, Plagueis may have some life in the 200 point games, and can certainly work well as a nice Sith support piece.

#7

Name: Darth Sidious, Sith Master
Cost: 57
Rarity: Rare
Faction: Sith

HP: 120
Defense: 19
Attack: 15
Damage: 20

 

Special Abilities
Unique
Melee Attack
Triple Attack

Force Powers
Force 2
Force Renewal 1
Master of the Force 2
Force Lightning 2
Pawn of the Dark Side

Commander Effect
At the end of this character's turn, two allies within six squares of this character can switch positions

 

Review:
With the addition of Darth Sidious, Hologram to the Sith Faction in Clone Wars, it was only a matter of time until some of the popular Sith Lords made their way into the Sith Faction as well to help boost the Sith.  Finally, in Jedi Academy we see Darth Sidious, Sith Master and he does not disappoint for what he brings to the table to the Sith.  A mix of Darth Sidious from Clone Strike and Emperor Palpatine, Sith Lord from Revenge of the Sith, Darth Sidious Sith Master definitely brings a few new elements to the Sith allowing a number of different and new angles to try allowing them to gain a few more tricks in the bag.

Similar statistically speaking to both Emperor Palpatine, Sith Lord and Darth Sidious, Dark Lord of the Sith, Darth Sidious, Sith Master has slightly lower Hit points then both, 1 less Defense then Palpatine and suffers from slightly lower attack from Palpatine - the same Defense/Attack as Sidious. The standard "Melee Attack" and "Triple Attack" package for the offensive version of Palpasids is in effect making him deadly when based.  His Force Powers are a nice addition as well.  The first of all the Sidious/Palpatine pieces to have Master of the Force 2 (which will increase his odds of hitting) or allow him to move farther to base, he also has Force Lightning and a nice addition is an ability we haven't seen since Clone Strike - "Pawn of the Dark Side".  This will work VERY will in the Sith faction, especially with the SHAD, Sith Assault Droid and the multitude of decent non-unique Sith pieces.  

Finally, we see a nice Commander Effect - "Swap" brought to the Sith Faction.  This is definitely a great addition to the Sith Faction giving them some credibility.  Lacking only tempo control now, they are certainly becoming very competitive with each set released.  Darth Sidious, Sith Master also is very aggressively priced (less then Palpatine and Sidious) and will figure into a few different Sith builds.

#8

Name: Krath War Droid
Cost: 18
Rarity: Common
Faction: Sith

HP: 40
Defense: 18
Attack: 11
Damage: 20

 

Special Abilities
Droid
Melee Attack
Double Attack

 

Review:
Referred to by Fingersandteeth as the "Crap War Droid", the Krath war droid is a lackluster addition to the Sith Faction.  For a massive 18 points, you only gain 40 Hit Points, decent defense (18) and respectable attack (11) - if you can live long enough to get off some attacks.  The fact that the Krath War Droid has Melee Attack is another hindrance.

Working with Revan is suspected (+4 Attack and Intuition if it's within 6 squares) but the Krath War Droid will not find its way into many builds - unless you're re-creating the Empress Teta Crisis where the Krath started a massive war against the Republic around the time of Exar Kun (and Ulic Qel-Droma).

Hopefully if more "Krath" additions come in later sets, they are more playable then this piece.  Which just isn't worth the cost of 18 - especially with the Hit Points only being 40.  You're better off adding 4 more points and taking a Sith Lord (or 5 more for a Sith Apprentice).

#9

Name: Naga Sadow
Cost: 64
Rarity: Very Rare
Faction: Sith

HP: 140
Defense: 21
Attack: 14
Damage: 20

 

Special Abilities
Unique
Melee Attack
Double Attack
Virulent Poison +20 (+20 Damage to living enemy, save 16)

Force Powers
Force 2
Force Renewal 1
Master of the Force 2
Force Storm 2
Illusion
Sith Sorcery

 

Review:
One of the Original Sith Lords, Naga Sadow is a nice addition to the Sith faction.  For 64 points, Naga has respectable stats - 140 Hit Points, 21 defense and a paltry +14 Attack.  Lacking a Lightsaber, this fact is made up with his Venomous Sith Sword which adds on +20 damage to a living enemy with a hard to make save 16.

Naga doesn't disappoint being a Force Master with Renewal, MotF2, Force Storm 2 and Illusion.  Tack on the always deadly Sith Sorcery and Naga Sadow certainly is a Sith Lord of the ages.  For 64 points he is very versatile, can inflict some heavy damage (up to 80 a pop against Living enemies with double attack provided they fail the save) making him pretty playable.


#10

Name: Sith Apprentice
Cost: 22
Rarity: Uncommon
Faction: Sith

HP: 80
Defense: 17
Attack: 10
Damage: 20

 

Special Abilities
Melee Attack
Double Attack

Force Powers
Force 3
Force Grip 1
Lightsaber Throw 2

 

Review:
The Sith faction received a nice boost to their non-unique ranks in Jedi Academy. One of those "boosters" was the Sith Apprentice.  A great compliment to the multitude of Sith Force Users (Dark Jedi Master, Sith Marauder) this guy has some great versatility and can certainly pack a punch.  With stats similar to the Sith Marauder (Save -1 Defense and Attack) the Sith apprentice trades deflect and sweep for Grip 1 and Throw 2.  Both are nice additions. Grip can be a nice way to remove scrubs in LOS (such as uggies or Stormtroopers) while Throw 2 allows the Sith Apprentice to move 6 and Attack an enemy within 6 squares twice - a nice ability that gives them some flexibility.

The Sith Apprentice works well in many builds and can be boosted via Darth Sidious Hologram for certain to give them FR1 which will allow a few more Throws and Grips.  Where the Sith Lord suffers against Vong, the Sith Apprentice is versatile enough at 22 points as a nice add on to many Sith squads.

To boot, the Sith Apprentice is very similar to "Darth Bandon" from Knights of the Old Republic allowing players to use the sculpt in at home RPG campaigns (or SWM {CE}) to represent him as such.

 

 

 

 
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