Force burst(F2), replaces turn. 10 damage to all
other characters within 6 squares.
Sith Grip(F2), replace attacks, sight, 20 damage
Sith Rage(F1) +10 damage on all attacks this turn.
Of the four Vaders out right now, this is perhaps my
favorite. At 47 points, he is the cheapest of the
four, allowing for a bit more play with the rest of
the squad. He retains the 140 Hp and +14 of the
other Vader, and although has a -1 DEF when compared
to yesterday's card, a 21 is still impressive.
The double attack is good. While not as good as the
triple that two others have, I will gladly take
anyone who has double attack, especially since he
will hit more times than not.
His force powers are what makes this one my
favorite. The force burst doesn't require a save and
will take out Stormie squads (assuming Thrawn is
either absent or defeated), droid squads, and ewok/low
cost swarm squads. And the sith rage gives him a
free 20 damage assuming both attacks hit.
The third and final force power is truly why I love
this guy. Ranged damage dominates this game. It can
be countered, but anytime a melee character can
soften up someone before engaging in the close
quarters combat is a plus. The other bonus to this
power is that the range is sight instead of 6
squares, so you quite literally CAN choke someone
from across the board, provided you can see it and
it is a legal target.
Now with only four force points he can only do this
twice. Still, that is 40 damage. You can either
seriously cripple a major character or defeat some
of the smaller characters and hurt their activation
count. BUT, there is more! When run in tandem with
Emperor Palpatine (RS), he now has an almost
unlimited number of force points to draw from.
Between that and the Emperor's force lightning, you
can do anywhere from 90-120 points of damage before
a character even gets close enough to hit you. I
played a game versus a Vader, Jedi Hunter and had
Vader down to 50 HP before he even got close enough
to swing at anyone. He ended being defeated with
only one attack going off.
100pt: This Vader can do well here, but he really
needs Emperor Palpatine to shine, so you would only
have 13 point to spend. A powerful team, but low on
200pt: Vader/Palps get the support they need here
form the various fringe/imperial characters and can
be quite devastating. The one problem is that Thrawn
will shut down the biggest strength of this
character/team, so Vader will do better with some
accurate shooting back up.
While Vader, Jedi Hunter will always be the king of
1-on-1 smackdown, this Vader, combined with smart
play can be a very powerful force to be reckoned
"Are you threatening me, Master Jedi?"
brought to you by Travis Fraase, aka Xoulrath.
We recently reviewed Darth Vader, Dark Jedi. Today,
we will discuss another, and in my opinion, far more
useful version of the Dark Lord of the Sith, simply
named Darth Vader.
Darth Vader was released in the Revenge of the Sith
set, and is a solid representation of Vader from the
end of the movie of the same name. He has a very
nice pose, that seems as if he is in combat, cape
lifting slightly, with his lightsaber drawn back.
Stat-wise, this version matches up well against the
Dark Jedi interpretation. He has the same HP's,
Attack, and Damage; respectively 140, +14, and 20.
He has the same Double Attack and the Melee Attack
restriction. He loses a point of Defense, bringing
him to a still very hard to hit 21. Given that he
costs eight fewer points than Dark Jedi, weighing in
at 47; and has a larger selection of, arguably,
better Force powers, the lower defense is very easy
to swallow. Darth Vader also loses the CE that Dark
Jedi has, but it isn't really a loss at all.
Force powers. This is not only Darth Vader's
greatest strength, it is also his greatest weakness.
He has a mere four FP's to use the following powers:
Force Burst Force 2, replaces turn; 10 Damage to all
other characters within 6 squares.
Sith Grip Force 2, replaces attacks; sight; 20
Sith Rage Force 1: This character get +10 damage on
all it's attacks this turn.
As you can see, those are some tasty morsels. With
only four meager points to spread across these
powers, you can begin to see why I said Force powers
are his greatest weakness. He simply doesn't have
enough points to spend on the great selection he has
at his disposal, to cover every conceivable
situation that could arise in a typical game,
especially at a tournament level.
Force Burst is certain to see the least amount of
play, but with the ability to deal 10 damage to ALL
other characters within 6 squares, it is great for
taking out many lesser figures in one swift blow. Be
careful, as it applies to your figures as well.
Sith Grip. All I can say is WOW! Some players don't
care for the Force Grip/Sith Grip Force powers. I
love them both, especially the more damaging Sith
Grip. 20 damage to a character you only need to have
line of sight to, following all normal targetting
rules, of course, with no roll needed. Very
powerful, especially when you have a way to boost
Vader's FP's. Boost the Force points, you say? In
time, my young Padawan learner. (Fun Fact: My dog's
name is Padawan. Seriously.)
Last, but not least, Sith Rage. Made popular by the
Triple Attacking Darth Maul from Clone Strike; this
power alone makes Vader a brutal beatstick. Although
he only has Double Attack, he can hit as though he
has Triple. Very nice.
Now, on to the topic of overcoming his weakness. He
needs more Force points, but where to get them?
Rebel Storm's own Emperor Palpatine, of course!
Darth Vader benefits most when paired with this
walking, lightning-spewing, Force battery. Palpy
simply builds up FP's, while Vader carefully
advances, using Sith Grip to brutal effect;
weakening the enemy, and preparing to finish those
who would oppose him with the brutal, Darkside power
of Sith Rage.
This version of Vader is very well suited to both
the 100 and 200 point tournament scene. With the
ability to deal damage at range that is automatic,
the power to hit as though he had Triple, and a
great crowd control tool, he simply has all bases
covered. Just don't forget that to truly make use of
him, you have to bring Emperor Palpatine, which
really puts this Dark Lord's cost at 87.
Which really brings up one final question. Is Darth
Vader really that good, if you need the Emperor to
truly take advantage of his powers? Yes and no. Yes,
for the sheer versatility that these two figures can
offer a player. No, due to Thrawn and the Vong.
While the Vong have yet to make a true impact,
seeing them will ruin this duos' day, negating those
Force powers. Thrawn is another matter, entirely, as
ANYONE inside his bubble cannot be affected by those
great Force powers, which is the greatest reason to
play Darth Vader. Thrawn becomes even more of a
threat, considering you have brought Palpatine along
to use as a battery. Palpatine isn't even as good as
a three point Ewok in these situations.
The final verdict is this: Darth Vader is very well
suited to the 100 point game, if he is teamed up
with the Emperor. He runs out of Force points too
quickly, to be a threat in 100 without Palpatine.
Just watch out for Thrawn hate squads meant to take
out Darth Vader, Jedi Hunter, as they will pose a
problem. The Vong need to be treated very carefully
should you run into them, as well. At the 200 point
level, Darth Vader is a great and bargain priced
beatstick who can be teamed up with Thrawn. Used as
such, he can finish the destruction started by
Thrawn's boosted troops.
This is actually
my favorite version of Mr. Vader. At 47 points, you
still have plenty of room for a squad around him,
and he can still deal 60 damage a turn, which is
very respectable by any standard.
Going point by
point, let’s start with his statistics. 21 Defense
and 14 Attack are well above average, and only five
pieces in the game can boast more than 140 hit
points. Of course, when we’re dealing with point
values this high, you should have great numbers.
Let’s look at his Force powers.
Sith Rage is
brilliant. You can move up and kill an R2-D2 in one
stroke, or you can get 60 damage on the opposing
beatstick. You can even activate it on an attack of
opportunity and get 30 in on the guy trying to run
Force Burst is
not an A-list power, but can come in really handy.
Horde armies are not common in competitive play, but
if you need a way to kill off some of Nom Anor’s
stealthy, explosive friends from a distance, look no
further. The great thing about this Vader having
Force Burst is not that I’d field him for it, but
that he’s worth fielding without it. If you wind up
needing it, it’s there. If you don’t need it, you
definitely didn’t waste the points on the figure.
completes the picture of this as one of the most
efficient pieces in the game. Not only do we have a
great beatstick, not only do we have a horde-killer,
but we’ve also got a 20 damage attack that works
from across the board and requires no attack roll.
Is there anything the Revenge of the Sith version of
Vader can’t do? The answer is “use these great
powers for any length of time.” My favorite Vader
only comes with four Force points, and two of his
great powers cost two points for each use. If there
was ever a piece that needed to be teamed up with
the Rebel Storm Emperor Palpatine, this is it.
Fortunately, as luck would have it, they’re in the
same faction, and make the core of a terrific squad
at 100 or 200 points.
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