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Mini of the Day

Grand Master Luke Skywalker
Jedi Academy

Date Reviewed: June 26, 2009

Ratings:  Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.

100 pt: DNA
200 pt: 4.00



Grand Master Luke Skywalker - 115 Points

HP: 150

Defense: 23

Attack: 19

Damage: 20


Abilities: Unique, Melee Attack, Triple Attack, Twin Attack, Djem So Mastery

Force 2, Force Renewal 2, Master of the Force 2, Force Defense, Lightsaber Defense, Master Speed


Commander Effect: Each ally with a force rating gains Force Renewal 1.


Of all the interesting and controversial pieces that will be brought to us with the June 30th release of Jedi Acadamy, this piece is by far the most interesting and controversial. It seems that Wizards has finally decided to give us an "epic" piece, and here it is: Grand Master Luke Skywalker. Towering above the last New Republic Luke, GM Luke is both more powerful and much higher costed. And, after looking at it in detail, much more playable in competitive Star Wars minis.


First of all, GM Luke has the best stats you will ever see on a miniature. 150 HP is very solid (although kind of low for the cost, don't you think?), 23 defense is about the highest it goes, 19 attack is revolutionary and won't miss anything, practically, and finally the 20 damage is the norm. Beyond his great stats, GM Luke becomes very powerful with the vast ammount of abilities that he has at his disposal. Having both Twin and Triple Attack is insane. Not only does this let GM Luke base someone then hit twice, but it also allows him to attack SIX times without moving... and with 19 attack, that is likely 120 damage, enough to kill just about anything. To make him even more hell against melee units, Luke also gets Djem So Mastery, which gives him a 50% chance to retaliate against melee attacks at +10 damage. And with Twin Attack, that becomes two attacks. So... you want to hit GM Luke with a melee attack? Well, here's a 50% 60 damage to the face! Needless to say, GM Luke will wreck just about any melee attacker in the game without fail. Hell, he could take on an army of melee attackers and take it down single handedly.


To make matters even more sexy, Luke's force abilities make him a defensive juggernaught as well as the offensive juggernaught I have proven it to be already. While he starts off with a low 2 force, his Force Renewal 2 will quickly stop that problem. In fact, by the time GM Luke is in any real engagement, he should have 6-8 force points to play around with. And as I said before, his abilities are designed so that GM Luke will have a lot of surviveability. He recieves both Force Defense AND Lightsaber Defense. Lightsaber Defense is simply Lightsaber Block and Deflect in one, so he can dodge any attack with a save of 11. Further, GM Luke can stop direct damage attacks (which has long been stated the best way to deal with the other defensive juggernaught in the game, General Obi-Wan Kenobi) and other force powers with Force Defense. GM Luke also gets Master Speed, which allows him to charge and retreat when needed with virtually no trouble at all. And the final blow of his epic force powers... GM Luke has Master of the Force 2, which can be used to magnifiy Luke's running even further, try and make a save twice, or even block a force power and a save... the possibilities are endless.


While is commander effect is (very!) powerful, on a 115 point unit, it really isn't that useful. Yes, it will give Force Renewal 1 some other NR Jedi who desperately need some renewal (Corran Horn, I'm looking at you...), but the fact of the matter is that it is my opinion GM Luke has a commander effect so he won't be a follower and get boosted by other commander effects that would break him further. Maybe his commander effect will become more useful when and if newer NR units come out that could really use the Regeneration (a JWM-esqe piece for the NR, perhaps???), but for now it is simply a nifty bonus to playing the juggernaught that is GM Luke.


GM Luke does work well with quite a few pieces, and I think he will really become the centerpiece of competitive NR armies. One such piece is his sister, the new Leia, Leia Skaywalker Jedi Knight (also coming out in Jedi Acadamy). Leia Skywalker JK's commander effect allows allies (not followers, so GM Luke can still benefit) within 6 squares to reroll saves. So wait... that means... Yup, Lightsaber Defense gets boosted from a 50% chance to a 75% chance. And GM Luke could still spend a forcepoint to reroll it again if he wanted to. Not to mention that Leia Skywalker JK is only 25 points, fitting perfectly with GM Luke in both 150 point and 200 point skirmishs, the Skywalker Twin combo could be very deadly. It would force opponents to try and finish Leia off first, while GM Luke butchers their team. I'm really liking where the New Republic is headed!!


100 points: 1/5, Erm... Well, It can't be used here (costing 15 points more than the maximum!) so naturally, it gets the lowest rating possibile...


150 points: 4/5 Can definatly be good here. Combine with the new Leia and you're in business!


200 points: 4.5/5 Will be the centerpiece of competitive New Republic armies, I'm convinced. The best thing is, he's only a Rare, so he will be easy to obtain. I'm starting to like WOTC's policy that the best figures in a set are starting to be Rare, and Very Rares are becoming more of the "fun pieces".


Sculpt: 2/5, I'm not a big fan of Jedi characters that don't have a visable Lightsaber... Lightsabers make Jedi look cool. I might just ask my opponent in tournaments that I'm using GM Luke if I could use Luke, JM's sculpt instead... Most players won't mind, I hope.

Grand Master Luke Skywalker (27/40, Rare—Jedi Academy; 150HP, ATT 19, DEF 23, DAM 20, DEP 115)

Normally, I don’t usually put the stat card on my reviews but since this figure hasn’t released yet, here’s what’s on the card:

Special Abilities: Unique, Melee Attack, Triple Attack, Twin Attack, Djem So Style Mastery (Whenever this character is hit with a melee attack, make a save of 11. On a success, this character can make an immediate attack with +10 Damage against that attacker.)

Force Powers: Force 2, Force Renewal 2, Master of the Force 2, Force Defense, Lightsaber Defense (1 Force: When hit by an attack, this character takes no damage with a save of 11.), Master Speed

Commander Effect: Each ally with a Force rating gains Force Renewal 1.

First of all, Star Wars Minis picks up its first character that costs over 100 points. However, this version of Luke is really worth every point. Starting with his Commander Effect, New Republic Jedi squads get a serious shot in the arm. A lot of their really great Jedi pieces were pretty expensive but lacked Force Renewal. Now character like Corran Horn or Jacen Skywalker can use their expensive powers more than once a turn. I’m also a big fan of giving Force Renewal to Jaina just because she’s actually going to be a strong piece now that she can Deflect more often. Another possible candidate for a Grand Master Luke squad is Kyp Durron just because you can get Force Renewal right away without having to sacrifice someone to get it.

On to Luke’s special abilities, this version of Luke is an absolute beast. With a possible six attacks per round thanks to Triple and Twin, this Luke can really beat people around. Add in a stronger form of Djem So that gives you the free attack plus a 10 point damage boost if you make the save and this Luke is a serious melee threat.

However, not examining Luke’s Force powers would be silly and here is where he really becomes worth the points. With Force Renewal 2 and Master of the Force 2, Luke will have a pretty solid supply of Force points and can protect himself effectively. Force Defense will let him cancel out Force powers used near him which can be pretty nasty if your opponent is using some of the more expensive offensive Force powers like Force Lightning since the Force points are still spent. Add in the new Lightsaber Defense, which protects Luke from any attack not just melee or nonmelee and Luke is going to be pretty hard to kill. Master Speed is also nice to see on Luke since it allows him to get into the thick of things much more quickly.

200 POINTS: This Luke is absolutely incredible. The only real drawback is his price, since even in this point level bracket, Luke is over half your squad. You’ll want to run him in a Jedi build and depending on the Jedi you run, you could wind up really low on activations, which can be pretty important at the 200 point level. This Luke definitely gives the New Republic Jedi squads a serious shot in the arm and will be seen in most Jedi builds from this point on, I think. SCORE: 4.5 (The only reason he’s not a perfect 5 is that cost issue. I understand why they priced him so high, but it still can be a mild drawback since he’s totally unusable in one format of the game and let’s be fair, he’s not going to be terribly effective at the 150 point level as well.

Gunnar "Darth
Malstrom" Malstrom

Grand Master Luke Skywalker (Rebel R)

Cost: 115

HP: 150

Def: 23

Att/Dam: 19/20


Special Abilities:

Melee Attack (Can attack only adjacent enemies)
Triple Attack (On his turn, this character can make 2 extra attacks instead of moving)
Twin Attack (Whenever this character attacks, he makes 1 extra attack against the same target)
Djem So Style Mastery (Whenever this character is hit by a Melee Attack, make a save of 11. On a success, this character can make an immediate attack with +10 Damage against that attacker.)


Force Powers:

Force 2
Force Renewal 2 (This character gets 2 Force points each time he activates)
Master of the Force 2 (May spend Force points up to 2 times in a single turn)
Force Defense (Force 3: Cancel a Force power used by a character within 6 squares)
Lightsaber Defense (Force 1: When hit by an attack, this character takes no damage with a save of 11)
Master Speed (Force 1: This character can move 6 extra squares on his turn as part of his move)


Commander Effect:

Each Ally with a force point gains Force Renewal 1


DarthMalstrom is back with a Grand Daddy of them all Grand Master Luke.  There is so much to say about this piece I don't know where to start.  Let's start with the big wow, 115 points… yeah 115 points.  We finally have a piece over 100 points and this piece is a beast.  Is he worth 115 points?  Some people say no… I on the other hand say sure… why not.


Let's start with his stats.  His 19 Attack is the highest base attack in the game putting him up there with Exar Kun.  His def is 23, which is pretty freaking good. He has 150 HP, which puts him close to the elite.  These stats alone put him up there… but does it warrant him being the highest costing piece by 20 points (not counting the AT-AT of course).


Well let's look at his force powers.  He has Renewal two, and Master 2 (which is what Luke, Jedi Master needed badly).  He has Master Speed, which allows him to get into the action fast.  He has Force Defense, which lets him cancel force powers.  He also has Lightsaber Defense, which is just Block/Deflect rolled up into one power.  All these are good, but not 115 worthy.  Where he becomes the stud of all studs is his abilities.


Let's start off with the givens, Melee and Triple attack, I don't think a 100+ piece should ever have less.  Now onto the abilities that cause us all to take a double take.  He has twin, and I believe he is the only piece with Triple and twin.  If your opponent is dumb enough to base GML you could possibly you could get six attacks with Luke.  You could put an even 120 on anyone.  And with +19 attack you aren't going to miss much.  Now onto the what possibly makes Luke worth the 100+ points is his Djem So Mastery.  We know Djem So allows you to make an attack when you are hit by a Melee attack, and with Twin you get to make two attacks when you are hit.  Well the Mastery version allows you to take that attack at +10 damage.  So if anyone is dumb enough to base you and hits, you can attack that person twice @ +19/30 each time.  Ouch!!!


Oh yeah, he also has one of the best commander effects in the game, allowing all Allies with a force point Force Renewal 1.  When the Republic saw this commander effect I know they were all praying Grand Master Yoda would have this commander effect… sorry guys he didn't.  Also if you didn't notice that is a board wide commander effect, not a within 6 effect.


So with all that why wouldn't you play GML.  Well his biggest weakness is that he is a commander, which makes it so you can't use Wedge's commander effect.  I think allowing him access to Evade and Mobil would be just as bad as SSM and Mettle are on GoWK.  Another thing bad about his commander effect is that it seems all the NR pieces coming out all have Force Renewal already.  Sure he can help some big characters, but it seems like all the pieces that I thought would not have renewal all seem to have it already, so it seems absolutely pointless.  Don't get me wrong, he turns Mara and Kyle into beasts, but at 115 for Luke, and the 40 some odd points you would be using to turn these fantastic pieces into gods, you might as well go a different route.  And is I believe Luke's biggest weakness, and that he is Unique and counts as Luke Skywalker.  Which means that you are spending 100 more points to do something that Luke FS can do.  Now Luke FS is nowhere near the power house Luke GM is, but you might want to think about saving the 100 points on something else and still run Luke FS.


I guess since we are talking about how to play him I think it is a good time to talk about how to beat him.  First off if you are playing against GML do not, I repeat do not base him.  If you base him you are done.  Darth Bane or Vader JH wouldn't even last long against Luke.  So stay away, far away.  That being said, the way to beat him is direct damage.  Once runs out of force he becomes quite beatable.  Also mobil shooters can do a good job of beating Luke… but like I sad… DO NOT BASE HIM!!!!!!!


Onto the goods…


100 PTS N/A:  I wish they would have dropped his commander Effect and made him a solid 100 points, I think he would have dominated this format, but he is 115 hence he cannot even enjoy the show.


150 PTS 1/5:  You can play him here, but with only 35 points left it would be hard to field a really competitive squad with GML.  Not that it can't be done, but it would be a lot harder.


200 PTS 3/5:  Okay here is where you are going to find Luke hanging out most.  The key to running a GML Squad is that you need to get rid of the shooters and direct damage givers first.  What I would recommend doing is running someone who could hit hard with Accurate Shot so they can take out the people that can hurt Luke.  Like I said once Melee attackers are the only ones left you win.  I think one of the best pieces to use with GM Luke is NR Han.  He can give Luke the Range support he needs.  Also with Luke you need Dodonna to at least slow down your squad.  Now in 200 those three pieces leave you with 26 points left… which just happens to be the cost of Kyp Durron.  Think this squad is pretty good.  Sure it has its weaknesses, but with GML I think this is your best squad.

Samurai13 Wow. 115 points, for a single unit. A true one man army. Luke is the most expensive unit, not counting the AT- AT. Coming in with 150 Hp and a defense at the highest natural in the game of 23, Luke, will definetly be able to be shot at a few time. However, for 115 points, I would have liked to have seen some more HP. An amazing attack of 23, and the solid, but standard, 20 damage. Just looking at these stats, Luke seems best compared to Exar Kun. He will hit almost all the time, but high roles will be needed to hit him. From the start, Luke shows himself a strong fighter.

To support his good stats, Luke has some nice abilities. Of course he has Unique and Melee attack, but lets face it, if he was a shooter, he would truly be broken. Along with this, Luke has the deadly combination of Triple Attack and Twin Attack. Because of the way the abilities are worded, Luke can fire off six attacks at the same target if he doesn't move. This is because Triple attack let's him make three attacks and twin attack lets him make an extra attack after each attack he does. And finally, Luke has Djem So Style Mastery. This is basicly a free Lightsaber Riposite at a +10 damage. This means any one who bases him is toast.

For Force Powers, Luke as the standard F2 and to really extend his power he has FR2. He also has MotF2, which lets him spend Force points twice per turn. True to the more peaceful Jedi nature, Luke has no offensive force powers. Force Defense allows him to cancel a force power used within 6 squares. This could come in handy against the Force that do a lot of damage, such as Force Lightning. He also has Lightsaber Defence, which is Lighsaber block and Deflect all rolled into one. Very handy, and it helps extend his HP by a lot. And to finish off his Force Powers, Luke has Master Speed, which is great for basing Shooters to prepare for an attackthat will wipe out anyone.

And to finish off this piece, we have a very good Commander Effect. Each ally with a Force rating gains FR1. This is very useful, but it won't affect a lot of units, depending on the point build. I would probably use Jaina or Jacen.

So, this one man army is truly that, for you can't put much else in. However, the problem with one man armies is that as soon as they are killed, no more army. I personally would have liked to have seen him with more HP. His bane is shooters. Sure he can block their attacks, but he is eventually going to run out on Force points. And being 115 points, as soon as he goes down, the battle is pretty much over. I don't know if I like him, but I think he can do well. I believe the best way to kill him is too hope you can disintegrate him, or using an army of Cal Dor Bounty hunters, that base him and then blow up. They are also good, because if he doesn't kill them, they have a pretty good chance of hitting him.

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