Tuesday, April 10, 2007

Nightsister Sith Witch

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 came out, the Nightsister was 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 an okay 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 will 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

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