ANALYSIS: The Rookie version of Alan Scott, the
original Green Lantern, offers you opening Running
Shot, Incapacitate, and a 17 Defense Value bolstered
by Energy Shield/Deflection to make him a
much-needed shooter for your JSA teams. But he'd be
better if his range were greater than 8 -- as it
stands, Vet Stargirl with Trick Shot seems the
Or is she? GL here offers an extra click of life and
more useable clicks mid-dial. When his attack
ability tanks on his late clicks, he at least has
Barrier to help the team a little.
His opening Damage of 3 makes STUNNING BLOW
attractive. Even better, though, might be FORCE
FIELD, to give him pseudo-Toughness throughout his
dial. And since you'll be using him at range almost
all the time, HEIGHTENED REFLEXES can give him a
shot a dodging Hypersonic and Running Shot attacks.
Boy is that sculpt junk.
Rookie GL is a bit top-heavy, but remains a decent
sniper and source of 17+ DV for the JSA. Use him as
a shooter and he's OK.
RATING: 3 of 5
Experienced Green Lantern
Keywords: "All-Star Squadron," "Justice Society,"
Range: 10 x 1
Archenemy: Vandal Savage
The Experienced sheds JSA TA for Mystics. He also
loses Running Shot for an opening click of
Phasing/Teleport, making him a much more
defense-oriented click. In that light, 18 DV +
Defend is good. 10 range is good. Energy Explosion
is not so good. Neither is a full, wasteful dial of
Neither are his Damage-heavy clicks landing on slots
3 & 4. Neither is his AV's slip to a mediocre 8 by
mid-dial, or a DV with no damage reduction. At that
price, his 8 clicks of life ought to be better
FORCE FIELD is good for the whole dial again.
STUNNING BLOW, while useable through most of the
dial, requires a push off his strong Defend click to
Junk sculpt is made marginally interesting by the
energy hand variation.
Sentinel here has his uses, but other figures are
better at all of them. Priced as a tentpole but
sorely lacking in such a figure's ability to fight
RATING: 2 of 5
Veteran Green Lantern
Keywords: "Checkmate," "Justice Society"
Range: 12 x 1
Archenemy: Vandal Savage
Weighing in at a staggering 214 points, Vet GL
delivers a max AV of 10. A nice opening DV of 18 is
saddled with Barrier. His Damage starts at a
middling 3. Only Running Shot and Range Combat
Expert makes this 1st click any better than the
Rookie or Experienced's! And like them, the Vet's
Attack/Defense stats slide down from there, though
not as sharply.
Simply put, GL's cost isn't because of his stats,
that's for sure.
It's his powers. He gains Invulnerability (damage
reduction at last!) and maintains the ability to
deal at least 3 clicks of damage on all nine clicks
of his dial. Powers-wise, he stays steadier, too.
Running Shot reappears on clicks #3,4,7 & 8; Pulse
Wave shows (with a 9 AV--but no RS, sadly) deep in
his mid-dial; and 8 AV RCE at end-dial could be
dangerous. To have a shot with him, best to use his
12 range to its fullest.
TRICK SHOT + 12 range could be worth the massive
cost even though he can only really use it for one
I mean, really, that sculpt's legs are different
lengths. Very disappointing for a character as
anticipated as Alan here.
While GL's damage potential is high on every click,
his sky-high price tag will make him such a target
and leave him so bereft of teammates that it's
unlikely he'll live long enough against enemy
tentpoles to leverage that power.
Alan Scott was the original
Green Lantern and one of three surviving original JSA
members. He was previously represented as one of the most
ridiculous heroclix pieces in KC GL. Will this real version
of him do justice to a man of this much experience and
Even the though best of the
three is by far the rookie, Pojo has a tradition of doing
the Vet Version of GL’s who are normally the best. Even
though he is not the best, I will still review the veteran.
He is 214 points, 12 range 1
target, 9 clicks of life, a flier, AE (Vandal Savage), and
Lots of running shot, a click of phasing, and 2 useless
clicks of force blast. Not bad, not bad at all
Attack: Most consistent values we have ever seen on
a Green Lantern. Values are a little low though for the
Defense: Barrier for these points is stupid, the
invulnerability works cool, ESD can keep the defense high,
and willpower to run away is cool
Damage: 3 damage with RCE…funderful…the numbers are
not that bad and the end RCE can keep him doing damage.
With the high range, you might get more use out of that RCE
The Good: Huge range
Lots of running shot
Can do some decent
The Bad: EE, Incap, Barrier with one target
Barrier on a 214 point
Opening RCE and RS don’t
Attack values lower than
I would like
That sculpt is so bad
He doesn’t really warrant trick shot, because at first you
only have a single click of it. You will need to do no
posing at all if you want to keep on it. Protected is an
absolute must, because when you get hit on that 18 defense,
you want to land on some damage reduction. Nanobots is a
tough call. You only get three clicks to use it, and they
don’t even get you back onto clicks with running shot, but
you do get good numbers out of it.
Overall: This piece is a really tough call. He
has huge range, can do decent damage, and could be a threat
his whole dial. The bad thing is the numbers just aren’t
worth the points. I try really hard to like him, but he is
just not first attacker material, and definitely not
tentpole material either. The only real use you will get
out of him is in higher point games, especially on theme
teams. Most JSA members aren’t bruisers, so he gives the
ability to do some good long range damage. I really would
want to see more out his click, but he is just not where he
should be. For a few points less, you get a piece who does
not stand up at all to his KC version. This proves once
again that Hal Jordan is still the best of the Green
lanterns from earth…until we see the Guy Gardner click of
Constructed/Unrestricted: 2 / 5
Sealed/Draft: 2 / 5
Overall: 2 / 5
addictive, and available….the things practically sell
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