Dark Lord of the Sith
Set: Champions of
Date Reviewed: June --, 2006
No card image available at this time.
100 pt: 1.75
200 pt: 3.10
Ratings are based on a 1 to 5 scale
1 being the
3 ... average.
5 is the highest rating.
Dark Lord of the Sith
Force Renewal 1; Force lightning; Sweep
CE: Characters in your squad with a force rating can
spend Force points from Darth Sidious, Dark Lord of
This is a Sith Lord I really like. At 61 points he
is rather costly, but his attack power is well worth
it and falls right in line with other triple
attackers. His stats are generally good for a
character of his cost. The 19 DEF isn't very good,
but that is what you get for someone that has the
offense he is capable of.
This Sidious is basically what you get if you cross
the Clone Strike Darth Sidious with Emperor
Palpatine, Sith Lord and Rebel Storm Emperor
Palpatine. Like the Sith Lord Emperor, his triple
attack is very nice once you can base someone and
win initiative. But like RS Emperor and unlike his
other versions this brute has Force lightning so he
can hit the two other characters when they are
adjacent to the target, causing even more problems
for bodyguard squads and cluster groups. He also has
the force renewal of the RS version. Sweep is just a
nice touch to deal with swarm squads or multiple
adjacent small characters and not waste force
His CE is kind of a cross between the Sidious
version and RS version. Fellow force users can use
his force points, helping characters such as Maul
that are short on base force points.
In the end he makes a very nice cross between all
the different versions. He has the killer abilities
of the force users, but the attack power of the Sith
Lord all rolled into one, so you wont have a
helpless character with +0 ATK and 0 DAM should you
run into Thrawn. The one thing I am surprised on is
that his sculpt is more imperial in nature, and i
kind of expected him to have affinity to the empire
like Mas Ameda had. In the end no big draw back.
100pt: With his lightning he can be a force here if
you use him correctly and build to help him. Things
like Lightning are always nice because it means
instead of having to waste a turn getting up to base
an opponent, you can stop short and use your
200pt: Here he can bring in his friends. Maul will
go good with him because of the force sharing, or
you can bring in Tyranus to help boost his defense
against fellow duelists. The openness of the RotS
starter map will hurt him if you are playing DCI
official tourneys, but if you can play it right and
close quickly you should be okay.
In either format the one thing that will hurt
Sidious is his low defense, but with an offense like
his, that can be over come. This is nice for people
who have wanted to run CS Sidious, but never had the
chance to get him before the set disappeared. While
CIS still needs some solid mid-30 pt force users to
help it become more competitive, this Sith Lord is a
good boost to the shallow force user team.
Dark Lord of the Sith may not have great numbers,
and he may not have good factional synergy, but he
does have one of the longest names of any piece in
the game, and by God that still counts for
I was deeply disappointed when I finally got to see
what the new Sidious does. Once you clear the
60-point mark, you're up against some pretty stiff
competition in this game, with the likes of Mace
Windu and Darth Vader, Jedi Hunter (not to mention
the two 80+ horrors of the new set). The point is,
if you're going to cost me 61 of my precious points,
you'd better be able to help me defeat the pieces
that my opponent will have paid similar amounts for,
and this is where Sith Sidious falls flat.
An Attack rating of +14 isn't really acceptable in
this point range. A mere 130 hit points is
definitely pushing it. But a Defense of only 19 is
embarrassing. Sidious, you should be ashamed of
yourself. Go back to Defense school; take some
summer classes; do whatever it takes, but don't come
back here with less than a 22.
In terms of abilities, Sidious is all right. He's
got your basic Triple Attack, and Force Lightning,
which are both nice. Lightsaber Sweep is an odd
choice, and not likely to come up except against
grunt armies. The thing that's presumably supposed
to sell Sidious to you is that he packs Force
Renewal and a Commander Effect that lets him share
Force Points with the other Force-using members of
his squad. This sounds great, except that he's a
Separatist who costs 61 points.
As of this moment, in 100 point play, Sidious has
access to Dark Side Acolyte, Asajj Ventress, and
Aurra Sing as potential Force-sharers. Of these,
only Sing is a competitive piece, but Aurra has
better options to team up with in other factions
(the old Mace + Aurra team starts to look pretty
good again). So Sidious is exclusively a piece for
200+ point play. Fine. Unfortunately, his options
don't really improve all that much in 200 points,
because you only have 139 points left after buying
him, and most of the options (various version of
Maul, Dooku, and Grievous) are in the
50-or-so-points area. You can also bring in Aurra,
but the fact is that at this point you're sort of
fighting to make him more useful than the Clone
Strike Sidious, who can share Force Points with any
one Unique figure. The only Force-sharing advantage
the new Sidious brings to the table is sharing with
more than one ally, but since all of those allies
are very expensive, you'll probably blow most of
your 200 points on about three pieces, which is
usually a Bad Idea.
What I'm getting at in all of this is that while
Sidious is probably going to be a fun piece to play,
I'll be shocked if he finds his way into any serious
Overall rating in 100: 1.5
Overall rating in 200: 2
Darth Sidious, Dark Lord of the Sith
Abilities: Triple Attack, Melee, Unique Force 2: Lightning/Renewal 1/Lightsaber Sweep Commander Effect: Characters in your squad
with a Force rating can spend Force points from
Darth Sidious, Darth lord of the Sith (A character
still can't spend Force points more than once per
turn and can't combine its own Force points with
those from Darth Sidious)
The Good: Darth Sidi DLS combines the best of
both the original Sidi and the Emperor Palpis. He
can share his force points and kick butt too.
The Bad: His good points are his bad points
... two conficting strategies for one big price ...
see The Ugly
The Ugly: When I pulled D-Sidi from the box
and read his stats, my first reaction was “WOW” …
I’m getting two characters rolled into one. As I
thought about it more, however, a question formed in
my head … “Do I really need to combine the powers of
Sidi 1 and both Emperor Palpis offered different
strategies. If I wanted to have force renewal and be
able to share my force points with my Sith Witches
or Darth Vader, I’d keep my Sidious or Emperor Palpi
far from the frontlines to regenerte force points
without interruptions. A commander effect like
D-Sid’s is meant for supporting followers. Putting a
lightsaber in his hand makes him more dangerous in
melee, but also bumps up the cost of the character.
If you’re planning to use him as a frontline
character, his followers will see less of his force
points. In the end, this character felt like an
unnecessary addition to the minis. His slot could’ve
been used for another Vong or New Republic
100 pt …. 1.5/5: Needs the support from a larger
squad, especially since he costs 61 points
200 pt … 3/5: He can kick butt, take names and share
his mojo, but is it really necessary for him to do
Dark Lord Of The Sith
Unique (Counts as Emperor Palpatine)
Force Renewal 1
-Characters in your squad with a Force rating can
spend Force points from Darth Sidious, Darth lord of
the Sith (A character still can't spend Force points
more than once per turn and can't combine its own
Force points with those from Darth Sidious)
On a side note, I'm in more of a cheerful mood since
my friend Jericho is coming back from Japan in only
two more days. The funny thing is that he can't wait
to use Sith for his team, and we're reviewing one on
Friday. I better not spoil it much more, though. On
with the review!
Continuing off with "Sith Week", we have the
ever-so-popular Darth Sidious. Did you know that he
is also Emperor Palpatine? Yeah, I didn't know until
I read this card! Ha ha, just kidding! It's a
Anyway, his stats are not too bad. For 61 points, we
have 130 HP, 19 DEF, 14 ATK and the standard
lightsaber-wielding 20 DMG. Personally, against the
Darth Vader from yesterday, Sidious' stats aren't
too good. However, his stats do allow him to hold
his own. Also, at least he has some ATK and DMG
compared to the other.
He has Unique and Melee Attack, which is expected of
him, but has Triple Attack, which outshines some of
the other Seperatist characters. For Force Points.
he does rather well. Force Renewal 1 gives him more
and more force per activation, Force Lightning gives
you another way to punish those who oppose you, and
Lightsaber Sweep if there are too many enemies too
close. So, this one is force-friendly.
As for his Commander Effect, it can be very helpful.
Maul, Tyrannus and (possibly) Grevious can benefit
from this rather well. Personally, though, I wish
that there was a different Seperatist piece that
relied much more on the force than these guys.
In 100 PT, he can hold his own, and his Force
Lightning is rather sweet. However, if you want
shockage, then stick to the Imperial Palpatine and
run Sith Witches. As for 200 PT, he does very well
if he decides to go play with his other shocky
friends. So, the ratings are:
100 PT: 2/5
200 PT: 4.5/5
"May the force be with you."
Next up this week we have Darth Sidious, Dark Lord
of the Sith. Stats first.
Melee Attack, This character can attack only
Triple Attack On it's turn, this character can make
2 extra attacks instead of moving.
Force Lightning Force 2, replaces attacks: range 6;
30 damage to 1 target
and up to 2 characters adjacent to that target.
Force Renewal 1, This character gets Force 1 each
time it activates.
Light saber Sweep Force 1, replaces attacks: This
character can attack every
adjacent enemy once.
Characters in your squad with a Force rating can
spend Force points from
Darth Sidious, Darth lord of the Sith (A character
still can't spend Force
points more than once per turn and can't combine its
own Force points with
those from Darth Sidious).
alright, today we have a new separatist Sidious.
When last we saw him he
had no attack, no damage, and a nice set of force
powers/effects. We also
saw him for 25 points less. This time we have a much
version, mixing the force sharing ability with the
ability to hit things.
So lets start off with some good things. Force
lightning, good. There were
reviews on this skill during lightning week. Its
nice to have. Next,
triple attack. Very nice, even better since he has a
14 base so he at least
stands a small chance of hitting. Force renewal, one
of my favorites.
Nothing is better then gaining force while sitting
Commander effect. Characters in your squad with a
Force rating can spend
Force points from Darth Sidious, Darth lord of the
Sith. So, for those of
you with low cost separatists with a force rating
(sorry, I have to take a
break and laugh at the fact I just said that) you
can have an over abundance
of force. Not bad for his faction (terrible for the
100 point: 61 points is a lot, but if your running
separatists, your use to
it. His commander effect is almost worthless here,
so your using his triple
attack and lightning. For the cost there are better
separatists in this
200 point: Here he would be much more useful.
Combine him with up to two
other separatist jedi...but sarcasm aside...if used
right, his commander
effect and force renewal can be very helpful here. I
still prefer the lower
cost version, but this one can stand alone good
Copyrightę 1998-2006 pojo.com
This site is not sponsored, endorsed, or
otherwise affiliated with any of the companies or
products featured on this site.
This is not an Official Site.