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Nightsister Sith Witch
Set: Universe
#39/60

Date Reviewed: May 31, 2006


Image from Wizards.com

Rating: 4.5
Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.

 
Sith Dragon Sith Witch
Imperial
Cost: 17
HP: 60
DEF: 16
ATK: +8
DAM: 20

Empathy; Melee

Force 3
Force lightning (F2)

Today's card is a great utility piece for the empire, or for certain gimmick squads based on savage creatures. Her stats are average for her cost. She will do okay against grunts, but against bigger characters she will have problems. With only 60 HP you have to be very careful with accurate shooters as they can bring her down fairly quickly, especially where Aurra is involved.

There are two things she is good for. The first is empathy. She was the first character that could remove the savage from characters within 6, making them subject to CEs. This was widely exploited when she came out, but has since fallen back as most people don't play savage armies any more.

The second of her abilities, and the theme for the week, is her ability to use lightning. Unlike Dooku/Tyranus, She has Force lightning. When she hits her target with it, she must hit two other adjacent characters if there are any, and this includes herself if she is adjacent and there are less than two more enemies adjacent to the target.

The Sith Witch has 3 force points. The up side to this is that you can use 1 force point to reroll a bad roll or move two more squares without hurting the number of times you can use lightning. The bad side is that she can only lightning once, leaving the extra force point. There is a way around this limitation, but I will cover that with Fridays mini.


100 PT: She can make a good filler here if you want to use her. Her attack is solid as is her HP for a filler character, but 100 pt games are dominated by shooters and Jedi Hunter. She can't do much against either of these. For 17 pts you would be better off with Baby Boba.

200 pts: Here she can be VERY good. Her biggest downside here is constantly running into Blue Man Groups (Thrawn not the band). Her lightning won't work against him, so Thrawn has almost single handedly run her out of the game. She is worth running one of just for those cases where either there is no Thrawn, or you can get her in on the side to hit someone outside of the bubble. I will cover her abilities here a bit more with Friday's character.


"Dude, the fat guy totally just blew up!" -Pink 5
 
Ten-Eyed
Man

 
Friend to Wampas, feared by bodyguards and astromechs, the Nightsister Sith Witch is one of the great utility pieces in the game. Her numbers are respectable for a bargain basement lightsaber wielder, but the primary reason to pay her point cost is for her abilities.

Until Champions of the Force comes out in a couple of weeks, the Nightsister is the only way in the game to get Savage characters to benefit from Commander Effects. It is therefore a happy coincidence that she's Imperial, with access to most of the best CEs in the game. A Rancor is a decent piece, but a Rancor benefitting from Grand Admiral Thrawn, Stormtrooper Commander and Imperial Officer is a holy terror.

The Sith Witch was also the piece to break Emperor Palpatine's monopoly on Force Lightning (not that namby-pampy Sith Lightning that many Dark Side types use). While she's only got enough Force Points for one use of it, the fact that she can use it at all (and all of it's bodyguard-annihilating goodness) while only costing an expendable 17 points is great. As we all know, Mace Windu standing next to R2-D2, Astromech Droid is one of the scariest sights in the game. A Sith Witch, however, will happily run up to them and slap a guaranteed 30 on to Mace and destroy R2 altogether. She'll probably get killed for her trouble, but that's generally a small price to pay.

Finally, there's the squad revolving around Nightsisters and Emperor Palpatine (Rebel Storm version). What's better than a 17-point figure that can use Force Lightning? A 17-point figure that can use it more than once. One of my favorite little theme squads is Palpatine, three Nightsisters, and a Probe Droid; when the Emperor and his sinister cadre of rodeo clowns starts throwing inclement weather at you, you'll know the meaning of fear.

The Nightsister is a great piece, both for specialized squads and as a general purpose low-end beatstick. At 17 points, you really can't go too far wrong.

Overall rating in 100: 4.5
Overall rating in 200: 4.5
 
Skilanky64

 

Hey all you fanboys and girls out there, this is Justin T., coming to you (semi) live from my Kitchen to tell you all about the NIGHTSISTER SITH WITCH!

Nightsister Sith Witch
17 points
Imperial
Uncommon

Abilities:
Empathy
Melee

Force 3:
Force Lightning

Wow, what can I say? One of the best pieces in the game, the best uncommon in my opinion. And how can you go wrong AT ALL with this piece? Use it in an Imperial Line-Up as a grunt figure, or a helper. Heck, team it up with the Rebel Storm Emperor and you've got a walkin, talkin, Butt-Whoopin machine with almost unlimited force. And that force lightning isnt something to over look either. Are there any other pieces in the game that have that force power and are an uncommon? And for that point value? I think not!

Now let's look at her empathy! Oh boys and girls, this is what to look out for!!!
Nightsister Sith Witches + Rancors (or you can sub that for anything with savage)= a tame, yet unstoppable beast! I mean, come on! You can move a SW next to your target, attack or force lightning, then move the beast into range and without savage, it can do what it pleases! Oh boy oh boy, one of my favorite combos in the game. Lets look at some stuff per point value

100 pt- 7/10, I could think of better things to use in a 100 pt situation though...
200 pt- 8/10, "Unconcieveable, Unbelievable" to quote the song
300 pt- 10/10!!! The list keeps going up and up and up. I definitely reccomend using this piece in large formats.

I highly reccomend this piece. On my brand new, patented TAS Scale (Tas being short for my last name), from 1-10, I give it an 8.5 or a 9 out of 10. Pretty good for 17 points, eh?

Check back Friday for a review of the coveted Rebel Storm Emperor Palpatine, which turns out to be the First or Second Very Rare I ever got. I'll tell you all that story on Friday!

So be safe, be good, and have a pleasant tomorrow!!! Oh, and for all the High School Juniors who took the SAT last month, good luck with the scores! I'm a sophomore, so I don't have to worry about that until next year. But unfortunately, one of my friends who is really not that smart got a 2060. Is there justice in this world? I don't think so ^_^ Just Kidding...!
 
vornargith NIGHTSISTER SITH WITCH
Cost: 17
Hit Points: 60
Defense: 16
Attack: +8
Damage: 20

Abilities: Empathy • Melee
Force: 3 • Force Lightning

The Good: Force Lightning …. Empathy theoretically gives the witch a pet to protect her as she charges into the enemy lines.
The Bad: Unless you’re teaming the witches with Palpatine, Force Lightning is a one-shot ability. With a below average defense (for a lightsaber wielder), the nightsister will not last long against Jedi. The empathy is effective in larger skirmishes where you have more points for bigger pets.
The Ugly: A good accurate shot character will wipe the witch out before she can be effective. Why is she Imperial? She should have been a fringe character with another character like Nightsister Elder or Matron to support her.

Ratings:
100 pt … 2.5/5 … She can instantly become a liability if you can’t use her one-shot lightning on more than one enemy.
200 pt … 3.5/5 … A team of these girls with a reek or rancor can wreck havoc, especially if your squad has Emperor Palpatine hiding behind cover dishing out his force points to the ladies.
 


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