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View Full Version : Marquee Primer HeroClix A to Z – Fantastic Forces Marquee Primer: Part 2 – Uncommons & Rares


AZS
06/23/2005, 10:48
Another set and another Pre-Release means another “Marquee Primer” review!

WizKids has been posting ‘sneak peeks’ fast and furious, filling out the last few gaps in the set. Yesterday the last of the figures were revealed, so I can finally post this part of the review.

WK has also added a few venues to the Pre-Release tournament schedule so even more people will be getting their game on this weekend.

For the rest of us, the Marquee is still several weeks away, but that doesn’t mean we can’t play in a few friendly sealed games before then.

This review will be posted in 4 parts:
Part 1 – Commons
Part 2 – Uncommons & Rares
Part 3 – Uniques & Super Rares
Part 4 – Cards & Bystanders

click on comments below to read the review.

AZS
06/23/2005, 10:48
This portion of the Marquee Primer will look at the higher rarity figures and rate them based on how they may work with the rest of the set in a sealed tournament.


Standard Intro:
This review and rating system is for a 300 point, 3 booster Sealed event only. This doesn’t take into account how these may play in constructed and open format tournaments (where some might be better or worse.)

This review uses a star (*) rating system.

* Steer clear of this figure.
** Not so good. Should be considered with caution.
*** Fair. Based on how you need to fill out a team or have Wildcard options.
**** Good. Definitely consider this figure.
***** Great! Should be a top choice for your team.

There will be very few one or five star ratings here. So please realize that even though your favorite character might not get five stars like you think it should, I’m just trying to be fair.

Everything written here is in the most general form possible.
Since the specific combination of figures drawn in a sealed booster tournament work together to determine which are more playable than others.

Lastly, this review is just my opinion. And these are a lot of work to write, so I ask you very kindly, please don’t get angry at me for my ratings. I give reasonable explanations for each choice. If you disagree (and you are welcome to do so), please try to do the same.



Part 2 – Uncommons & Rares

Asp
27 / 34 / 39 – All Serpent Society
For starters, Asp is cheap and very useful. If you pull any wildcards (that you want to play), her Serp Society TA will be extremely useful. Besides that, she’s one of the few figures in this set with Stealth, (and there’s no Trick Shot, and almost no anti-stealth in this set!). Her Psychic Blast is also pretty good, although somewhat limited by her short range. (Obviously making the Vet the best of the bunch.)
But even the need to move her into range isn’t a total loss, since she can be used as bait and is cheap enough to sacrifice. If she takes a small hit or pushes, use her Poison to hurt figures with Super Senses or ES/D that your other figures might have difficulty with.
R - ***
E - ***
V - ****

Shocker
40 / 51 – MoE / 68 – Sinister Syndicate
In a sealed game, any character with mobility powers is more useful. And Fan Forces has only 1 figure with TK, so you’ll need as much Running Shot and/or Charge as you can find.
Shocker’s good AV and defense are nice, and he hits for a solid 3 damage in all his versions. Toughness will also keep him around a little longer.
The SinSyn TA on the Vet could also be very helpful if you pull any wildcard to share his AV with.
R - ****
E - ****
V - ****

Tigra
40 / 46 / 54 – All Avengers
A cheap secondary attacker with the potential for big damage with BCF, and with a great defense. As with Asp, Tigra gains some usefulness here thanks to a click of Stealth, and as with Shocker, Tigra has good mobility thanks to Charge that follows stealth. Exploit Weakness at the end of her dial keeps her dangerous, and look for the upward trend of AV toward the end of her dial.
But keep in mind that like Talia from the last set, Tigra can’t use Flurry and EW together either. :(
R - ***
E - ***
V - ****

Jolt
32 / 46 / 55 – All Avengers
Twice the sugar and all the caffeine? No, not that Jolt.
This is Jolt of the Thunderbolts, and she has an interesting combination of powers.
Her Rookie and Exp can be used in either close or ranged combat. Use her in close early on not to hit one target twice, but to soften up two targets at once. (Or give you two chances). Remembering when attacking figures like Asp and Tigra that they only have a single click of Stealth.
The Vet mixes things up a bit with an Activation Click followed by HyperSonic Speed. She doesn’t hit hard in this version, but she can move in, make a ranged attack, and retreat to safety. All with that coveted Avengers free move TA that will allow her to use HSS as a free attack.
R - **
E - **
V - ****

Karma
43 / 49 / 59 – All X-men
Don’t underestimate the power of a good (cheap) Mind Controller.
Karma is a one trick wonder, but it’s a very good trick. There is a limited amount of Stealth in this set, and many many good figures under 100 points, so Karma should have plenty of unwilling targets!
Her Exp and Vet have multiple target capability, but be careful about controlling 2 targets just because you can, since if they add up to over 100 points, she’ll take a click of damage.
The Vet is a diamond in the rough with her great AV and impressive 10 range. There aren’t many figs in this set with 10 range either, so she may be able to use her longer range as a defense by keeping out of range for retaliation. She doesn’t have much for defense, so don’t count on her sticking around if she does get hit though. Still, don’t discount her Incapacitate at the end of the dial either.
R - ****
E - ****
V - *****

Vulture
33 / 41 – Sinister Syndicate / 53
A cheap flying Charger is always extremely playable.
In this case, after Vulture charges in, he gets Force Blast, which could be fun and is a nice way to mix the character up. The Exp is more useful if you pull someone to go with him, but still pretty good on his own. And his SynSin TA could also help any Wildcards you play.
The real standout though is the Vet with lots of Charge plus Blades!
R - ***
E - ***
V - ****

Songbird
44 / 67 / 79 – All Avengers
As the only TK in the set, anyone who pulls Songbird is bound to play her.
Please don’t use her strictly for TK and then ignore her though, she’s pretty good in her own right. Yeah the Rookie is little more than a glorified Jean Grey, but if she can get off one attack after TKing your team in, then more power to her.
The Exp and Vet are more mobile thanks to Running Shot, but none of them are particularly long lived, so don’t push her unnecessarily.
The Vet in particular is very pricey for only 6 clicks of life. I’m sure that won’t dissuade anyone from playing her (“Hey! I got TK!”… “you suck”) but be aware that adding that utility to your team will take a large chunk of that team’s points.
R - *****
E - ****
V - ***

Iron Fist
39 / 55 / 71 – Spider-man Ally (vet)
Iron Fist is just a first rate clix. Great AV, Defense, damage powers, mobility, and even self sufficient with Regeneration.
He gets Charge and Exploit Weakness on the second click in all 3 versions, but for the Vet don’t push him off his first click needlessly, his 12 AV may be useful for hitting some tough opposition, and his own 17 defense with Super Senses may make people think twice before hitting him. (Particularly if they think hitting him will put him onto Charge/EW).
All this, and he’s super cheap too.
R - ****
E - ****
V - ****

Power Man / Cage
72 / 87 / 109 – Spider-man Ally (vet)
A simple and straightforward bruiser. There’s bound to be at least one in every set, though they’re usually more costly. The price point for Power man / Cage is pretty good; his rookie fits as a secondary attacker, and his Exp can be one of a few to front a team of strong mid priced figures (as opposed to a single piece fronting a team).
The Vet is similarly strong, with more charge and a killer defense. He might be a tight fit for a team since he only has base 3 damage, but his high mobility, strong AV and Spidey TA could turn him around.
R - ***
E - ***
V - ***

Scarlet Witch
35 – Brotherhood / 49 – Ult X-men / 62 – Ultimates
A ton of PC, a dash of Stealth, and a sniper’s range of 10 all in a tight little package. What’s not to like?
For 35 points, her rookie is well worth the points. PC alone is worth it, but a free moving stealthed shooter (with a chance to re-roll her low-ish attack) is excellent.
The Exp is only better due to her increased AV, and the potential to bump that up another point with the Ult X-men TA. This TA could end up being even more useful for you if you pull some of Wildcards. Her 5 click dial and lack of real defense could leave her vulnerable, but thanks to her 10 range and Stealth, she should be able to stay mostly out of the way and snipe from safety.
Her Vet is pushing the limit of cost vs playability at 62 points for PC and some secondary attack capability. However, if you have Wildcards (especially shooters), her Ultimates TA will be a huge boon to your team!
Also remember that she can make stealthers re-roll their attacks (!), and by ignoring the hindering terrain modifier, her otherwise average 9 AV is that much better. Still she’s really only great if you have Wildcards that can take advantage of the TA.
She’s still good and could be especially useful to pinging other Stealthers off their stealth clicks (most only have 1 click) so the rest of your team can follow up. But she may be a tough fit on a 300 pt team at her cost.
R - ****
E - ***
V - ***

Rogue
79 – Brotherhood / 88 – X-men / 95 – X-men
No more “rookie Rogue syndrome!” This time Rogue is a flyer, even in her rookie! (Although she starts off with a click of Earthbound.)
Still, rookie Rogue is a tough figure to play. At least pushing her to her good click won’t eat up precious actions thanks to the Brotherhood TA, but once you finally get to that click, Rogue only has 6 clicks of useful life and an average 9 AV, and you’re 4 turns into the game. She’s strong for sure, but may be tough to play successfully.
Her Exp mixes her power set up considerably. She starts with Charge (But lower damage) and gets a strong ranged attack starting on her second click! She could take a lot of people by surprise, particularly if she Charges in, takes a hit, and then shoots someone else outside of close combat. Also, with so much good MC in the set, her starting click of Battle Fury might not be such a bad thing!
Her Vet mixes it up again with Blades/Claws/Fangs on her second click and Regen on her last 2.
All 3 versions have Steal Energy and Exploit Weakness, that do work together! (Finally someone with Steal Energy that can always use it!)
The rookie is a little hard to pull off, partly for the Activation Click, and partly for the otherwise short dial. The Exp is a little better thanks to more versatility. And the Vet is much better since she can be partially self sufficient thanks to Regen. All three are a little tricky, and if you see one on the other side of the board, pay attention to which version it is! You don’t want to be caught off guard when Rogue starts shooting at you!
R - **
E - ***
V - ***

Dr. Strange
82 / 96 / 110 – Spider-man Ally
This is Strange as we’re mostly used to, but with some small improvements that make the overall package better.
The rookie is a very strong support figure with high movement and Phasing, plus Outwit and Psychic Blast. Thanks to his rubic’s cube dial, he stays useful to the very last click (which has Outwit again).
The Exp takes all things good about the rookie and bumps it up a notch. The two are nearly interchangeable, but the Exp still manages to be worth the increased cost.
The Vet is where Strange really shines. His 10 range is huge and goes great with his 11 AV! Split Psy Blast between two targets to ping Impervious figures off their starting clicks. Outwit whatever you need, and hope his long range and 18 defense from range keeps him safe.
His Spidey Wildcard TA will be icing on the cake if you pull anything useful to go with him.
R - ****
E - ***
V - *****


Green Goblin
80 / 103 / 119
Running Shot and dual target EE may be all you really need to know about the (finally!) classic Green Goblin.
Mobility is the absolute key to any game, so Running Shot is always welcome. The scarcity of Stealth in this set will give credence to RS and EE, and GG’s overall strong and consistent dial is good in its own right, even after taking a hit.
The rookie is a great secondary attacker, or one of many on a team made up of mid price pieces. The Exp gets a little better thanks to a 10 AV and deeper dial. The Vet is where its at though; starting with a 10, and keeping a 9 AV all the way to his 6th click! He also gets perplex a few clicks in to adjust his stats as needed, or help out a teammate.
All 3 versions get Outwit mid dial, so look to land on that if he takes a hit. Late dial double incapacitate can also be very useful, especially coupled with Willpower.
This Goblin is playable and dangerous throughout his entire dial, a huge advantage for any figure in a sealed format (without any medics).
R - ***
E - ****
V - ****

Juggernaut
119 / 140 / 154 – X-men (vet)
What can you say? He’s a juggernaut!
Charge and Super Strength are welcome powers, and his indomitable defense and deep dial will be huge in a sealed format. The key to using him will be to get him into close combat and keeping him there. Charge will help with that a little, but his Rookie and Exp have Battle Fury, so you can’t carry them into battle. (The Rookie loses battle fury around click 5, so you can carry him out of battle. The Exp has BF for his whole dial).
Juggy’s movement isn’t slow, but he’s not really fast enough to get into battle on his own. If you do have a cheap transporter (like Lockjaw) use him to block for Juggy. Or use a stealther to hide behind. Otherwise Juggernaut is likely to either get pinged off his Charge, or have his powers Outwitted. The Exp may have a better chance of survival thanks to his huge defense.
The Vet is easier to pull off since he doesn’t have any BF. His defense and damage are a little less than the Exp, but his AV is more consistent and he has a little more charge. If you pull another X-man (or Wildcard) to help keep the Vet healthy, he can be that much more dangerous (imagine your opponent going out of his way to ping Juggy for 1 or 2, just to have the damage transferred to a cheapo teammate!)
(btw, the Rookie and Exp are great figures, but their BF hurts them in this format. In a regular game where you have TK, they’ll be strong pieces).
R - **
E - **
V - ****

Sub-Mariner
116 – Doom / 130 – Defenders / 150 – Avengers
Plain and simple, Sub-Mariner (aka: Namor) is a close combat monster. His starting damage is strong in all 3 versions, charge helps him get into action, and he’s got a very deep dial, topping out at the full 11 clicks in the Vet.
Namor is ideal for facing down other heavy hitters. Charge him in for a first strike, and if he takes a hit back, he can end up on his Flurry / high AV clicks!
Like Green Goblin, Namor stays strong for most of his dial, and can take a hit and keep on dishing it back.
A few things to keep an eye out for:
When the Rookie gets to his Flurry clicks his damage is only 2, so if he’s still facing a figure with Invulnerability he won’t be able to do much (assuming that even if he had an object, he used it in the opening attack).
Similarly the Exp starts his Flurry clicks with 2 damage, but bumps it up to 3 damage when his AV drops back down to 9.
The Vet is the most dangerous with natural 3 damage on all of his Flurry clicks (and them some).
And even though all 3 versions stay generally tough and playable to the very end, their damage values are in the tank. So after he faces the big guns, he’ll be relegated to clean up duty on the lightweights.
The Rookie’s Minions of Doom TA is like all the other Wildcards, depends on what else you pull. The Exp’s Defenders TA could come in handy if he has other Wildcards to share it with, and the Vet’s Avengers TA is standard fare unless you’re fortunate enough to pull the Thunderbolts Feat (Don’t count on it, you are not that lucky).
R - ***
E - ****
V - *****

Human Torch
51 / 81 – FF / 102 – FF
Rookie Torch is a great bargain for his 51 points. He’s a little hard to hit from range (even though that is counter productive to his Poison). He has a fair AV and decent damage. His Poison can be useful for pinging figures with Super Senses, or just forcing your opponent’s target (if Torch carries a more dangerous figure into close combat, your opponent has to choose between attacking the Torch to get rid of poison, or the attacker who will hurt them next turn.)
It helps too that R Torch has 4 clicks of Poison, so an average attack won’t knock him off that power.
The Exp bumps up his cost considerably for the FF TA and Running Shot. He’s really not much better than the Rookie, and if anything he has less poison. Between that and his high cost I’d be more reluctant to put him into danger in close combat to use his poison.
The Vet justifies his higher cost with more RS and higher damage and AV. And yet he’s not so pricey that you can’t fill out the rest of your team.
If you pull other FF members, or Wildcards, his AV will be useful, but otherwise you may be paying for something you won’t get to use. And like the Thunderbolts feat, don’t count on getting the FF alternate TA feat (or even if you do get it, you may not have anyone else to use it with!)
R - ***
E - ***
V - ****

Invisible Woman
28 / 47 – FF / 67 – FF
“Human Shield” is more like it! The rookie just plain rocks for her measly 28 points. Put her out as mobile blocking terrain, carry her in to tie up an opponent, and absolutely make sure to use her barrier! Even though her range is only 4. And oh yeah, she can attack if the opportunity comes up.
Like the Torch, her Exp jumps considerably in price thanks the FF TA. She still plays the same role though, Barrier and stealth blocker, though you may not want to throw the Exp away as a tie up piece. Her 6 range is better, and she’s a little longer lived. Good, but not as good as the rookie.
The Vet will be a great figure in Constructed tournaments where you can really take advantage of her 18 defense. In this format though, unless you’re lucky enough to pull other FF members and the FF feat, that 18 will be mostly wasted. (Why even bother attacking her if you’re likely to miss, and she’s not really hurting you anyway?)
Her 9 AV is good, so use her to attack when you can, but in this format she probably won’t pull her weight at 67 points.
R - *****
E - ***
V - **

The Thing
83 / 105 – FF / 128 – FF
A ‘standard fare’ bruiser, the Thing has decent stats and the always useful Charge. The thing that makes The Thing stand out is the reappearance of Charge midway through his dial. This will definitely help keep him mobile, and thus playable, after he’s taken some licks.
As a bruiser, Thing has average stats, though Impervious even on the rookie is nice. He has a deep dial with Toughness to the end, so he’ll be difficult to put down. And his starting 4 damage in all versions is also good.
The Vet is the strongest of the bunch thanks to the starting 10 AV. He’s competition for the Giant Characters with similar stats at a similar cost (namely Atlas) or Juggernaut, who is also similar. Thing is hurt a little by his AV, and that his Damage falls to 2 toward the end of his dial with no Super Strength to help it. All around, he’s pretty much an average clix.
R - ***
E - **
V - ***

Mr. Fantastic
47 / 62 – FF / 78 – FF
Like Invisible Woman and Torch, Rookie Mr. F is good for his lack of TA (by comparison). For a reasonable 47 points he brings mobile Perplex and a smattering of other powers. Chances are you may not get to use anything beyond his first click because he’s somewhat easy to hit and has a shallow dial. But even so there are enough figures in this set that are ‘good’ and would be ‘great’ with just a tiny bit of help from Perplex. So it will go a long way in this format.
His Exp is pushing the envelope for a utility piece (in a sealed format). His stats are up accordingly, but once again you’re paying for the FF TA.
The Vet is knocked completely out of contention at 78 points for purely utility powers. If you’re one of the lucky 1 in a million that pulls Mr. Fantastic, Brilliant Tactician, and enough other FF (or WC) to make it useful, go to town.
For the rest of us, Vet Mr. F is best left on the sideline.
(This may be the first figure to ever get 5 stars in one version, and 1 star for another, and for the good rating to be on the rookie!)
R - *****
E - ***
V - *

Nightcrawler
36 / 47 / 61 – All X-men
The fuzzy blue elf makes a reappearance with a very interesting sculpt.
For his dial, by not starting with HSS, he’s not as useful (or as abusable) as his CT version, but that’s not to say he isn’t useful at all.
His rookie has high movement and Super Senses and can make a great tie up piece. Push him and he gets onto his HSS clicks, but don’t push him just to get there, you’ll probably be wasting actions. At only 36 points, he can also be a good damage sponge for the X-men TA with either other X-men or any Wildcards you pull. (Particularly if you use him to take push damage from someone else and end up on his HSS click.)
His Exp is a little better thanks to higher AV and Defense, but still without any obvious offensive use since HSS still starts on the second click.
The Vet can probably make the best use of his HSS since he still has a playable 9 AV on his second click, but don’t just waste the first click by pushing off it, particularly since he doesn’t have an overly deep dial.
The Exp and the Vet are decent secondary attackers, and the Rookie is a good tie up piece. All 3 could be better with any Wildcards or other X-men you play.
R - ***
E - ***
V - ***

Iceman425
06/23/2005, 11:08
Now how am I supposed to catch anyone off guard with the unheralded pieces in the Pre-Release if you go telling everyone how good they all are?

Asp, Karma, Shocker...I am looking forward to trying to pull them and get some use out of the lesser pointed figs in this set.

V Iron Fist, V Doctor Strange, any Scarlet Witch....those are other must plays for me...

mohenjo
06/23/2005, 11:08
Songbird
44 / 67 / 79 – All Avengers
As the only TK in the set, anyone who pulls Songbird is bound to play her.


Dr. Strange also has TK, but it's not front-loaded. Songbird is the only piece in this set with front-loaded TK.

Nighthawk
06/23/2005, 11:13
Nice job AZS, looking forward to the rest sooner now that the list is out.

mohenjo
06/23/2005, 11:28
Yes, nice job. And thanks!

MysticThanos
06/23/2005, 11:46
I LOVE these reviews. It really helps me feel more prepared.

Smaug317
06/23/2005, 11:49
Now how am I supposed to catch anyone off guard with the unheralded pieces in the Pre-Release if you go telling everyone how good they all are?

Asp, Karma, Shocker...I am looking forward to trying to pull them and get some use out of the lesser pointed figs in this set.

V Iron Fist, V Doctor Strange, any Scarlet Witch....those are other must plays for me...



yeah i know!!!!! oh well.... maybie they wont read this thread...... :devious:

Mister J
06/23/2005, 11:52
I'm torn on how I feel about E-Juggy. I had been thinking that he'd be a must play with that deep dial and massive 18DV with IMP to start, but you make an exellent point about his lack of mobility. And with all the damage penetrators, especially among the double based figs, even that high DV can only protect so much as you slowly trudge towards the enemy.

Still, with all the good MC out there the Battle Fury might be great though. (I expect to see a LOT of Karma get played. She is good enough and cheap enough I bet most of the ones that get pulled will see play.) You made a good point about how useful it is on Rouge, but it might be good on Jugernaught as well. I see enough of the top teams having some kind of good MC that I think Jugernaught is my Bruiser of choice this set, as he won't be beating up my own team and wasting his heavy objects doing so. The other big bruiser types, especially the Giant figs, are just begging for a Karma to MC them into doing a ton of damage to the team.

SimonMoon5
06/23/2005, 12:08
unless you’re fortunate enough to pull the Thunderbolts Feat (Don’t count on it, you are not that lucky).



Hey, yes I am! I pulled Ares, Fortitude, and Bright Lights at the Legacy pre-release.

Phantom
06/23/2005, 12:12
I think you may be underrating E Juggernaut, especially in this format. He’s one of only three figures in the set with a natural 18 defense, with Impervious on top of it. With few figs packing more than a 10AV, and almost no front-loaded Outwit in the set (REV Strange, U Nimrod, and U Doom being it for the list, and I doubt either of them will rate “Must-Play” status), he’s going to be a royal pain to deal with.

Likewise, Songbird is going to be universally playable due to her mobility, high starting defense, and mid-dial Pulse Wave. She has dual-targets to hedge bets. And as far as being pricy for her use, she comes out to 13.2 points per click. V Strange is 13.75 points per click and rates a 5* rating, despite turning into U Quasar after a couple clicks of damage.

tyroclix
06/23/2005, 13:02
Well done review and I agree with all your points.

These sealed events could be the most balanced as nearly (NEARLY) any combo will have a broad spectrum of strengths and weaknesses.

Someone pulls Juggernaut or Thing? They can easily be tied up by a Giant Figure.

Got a Giant Figure? Plenty of Psychic Blast and long range to ping away.

With so many Wildcards there will be TA combos all over the place.

Saturday's Pre-Release can't get here any faster!

Charaxes
06/23/2005, 13:05
Twice the sugar and all the caffeine? No, not that Jolt.

I'm glad to see that I'm not the only one on here who remembers Jolt Cola. That stuff was great...


All 3 versions have Steal Energy and Exploit Weakness, that do work together! (Finally someone with Steal Energy that can always use it!)


That is the first thing I thought about when I saw the new Rouge. Steal Energy + Exploit Weakness = a fig with steal energy that actually is efficent!

Charaxes
06/23/2005, 13:07
I forgot to add: another excellent review! You really know your 'Clix!

darkphoenix226
06/23/2005, 13:20
Isn't it going to be great? I'm so happy I get to attend this one....two days. YAY! Thanks for the help, man!

Kirby
06/23/2005, 13:38
Thanks Azs.


I would just like to say, I'm a little disappointed in the way the TA's were handed out this time:
the R F4 members... without the F4 TA?!
R Songbird should have been Screaming Mimi and MoE. Now, how am I ever going to be able to use her when we get Angar the Screamer!
Mad Thinker and Volcana with MoD...

But I digress.

The REV's are what sells me on this set. Good to see there are many playable pieces.


ASP! :D

Phantom
06/23/2005, 13:48
Well done review and I agree with all your points.

These sealed events could be the most balanced as nearly (NEARLY) any combo will have a broad spectrum of strengths and weaknesses.

Someone pulls Juggernaut or Thing? They can easily be tied up by a Giant Figure.

Got a Giant Figure? Plenty of Psychic Blast and long range to ping away.

With so many Wildcards there will be TA combos all over the place.

Saturday's Pre-Release can't get here any faster!
I think the one dealbreaker for this tourney is going to be the Thunderbolts TA. With 21 Avengers and 9 Wild-Cards in this set, it’s a guarantee that you’ll be able to use it for whatever you need to exploit your opponent’s vulnerabilities.

Facing a range team? You’re Batman Ally.

Facing stealth? You’re Ultimates.

Facing a single powerful centerpiece, and realize you need some Outwit? You’re Superman Enemies.

Mister J
06/23/2005, 13:54
I think the one dealbreaker for this tourney is going to be the Thunderbolts TA. With 21 Avengers and 9 Wild-Cards in this set, it’s a guarantee that you’ll be able to use it for whatever you need to exploit your opponent’s vulnerabilities.

Facing a range team? You’re Batman Ally.

Facing stealth? You’re Ultimates.

Facing a single powerful centerpiece, and realize you need some Outwit? You’re Superman Enemies.

The one thing that should keep this a bit under control is that the DC teams might not be allowable. As it is not a open event, but a sealed Marvel event I think that judges would be well within their right to say that only Marvel team abilities can be chosen. I belive that is what the Judge for my Pre-Release is thinking about doing. That will not make that card that much worse, but will keep Batman Ally, Superman Enemy, Green Lantern Corps, and Mystics away.

Sink74
06/23/2005, 13:56
The Thing
83 / 105 – FF / 128 – FF
A ‘standard fare’ bruiser, the Thing has decent stats and the always useful Charge. The thing that makes The Thing stand out is the reappearance of Charge midway through his dial. This will definitely help keep him mobile, and thus playable, after he’s taken some licks.
As a bruiser, Thing has average stats, though Impervious even on the rookie is nice. He has a deep dial with Toughness to the end, so he’ll be difficult to put down. And his starting 4 damage in all versions is also good.
The Vet is the strongest of the bunch thanks to the starting 10 AV. He’s competition for the Giant Characters with similar stats at a similar cost (namely Atlas) or Juggernaut, who is also similar. Thing is hurt a little by his AV, and that his Damage falls to 2 toward the end of his dial with no Super Strength to help it. All around, he’s pretty much an average clix.
R - ***
E - **
V - ***


Average!? He stinks. Ben's Vet costs 128 points for a whopping one click with attack value greater than 9. Who was complaining about the U Batgirl back in the day?

thespiderfly
06/23/2005, 13:59
It's the weirdo uniques that I look forward to hearing about!

Great write-ups on sections I & II. I don't think that I would have given R Mr. F five stars, but if that's my only squabble, then you must be doing an excellent job. :cool:

AZS
06/23/2005, 14:06
Average!? He stinks. Ben's Vet costs 128 points for a whopping one click with attack value greater than 9. Who was complaining about the U Batgirl back in the day?Its a sealed tournament! The freakin' Shocker is going to be a good pull here. I don't think calling Thing "average" is out of line. And I did only give him 2 and 3 stars. Would you feel better if I vilified him?


edit - sorry, that came off sounding bitter, and it was meant to just be sarcastic.

Consider a ' :p ' at the end there.

:cool:

Grinner
06/23/2005, 14:40
The one thing that should keep this a bit under control is that the DC teams might not be allowable. As it is not a open event, but a sealed Marvel event I think that judges would be well within their right to say that only Marvel team abilities can be chosen. I belive that is what the Judge for my Pre-Release is thinking about doing. That will not make that card that much worse, but will keep Batman Ally, Superman Enemy, Green Lantern Corps, and Mystics away.

Official word straight from Hair10's mouth is that all Heroclix teams that aren't wildcards or uncopyable are valid choices. Which means you can be Batman Ally/Kabuki, Mystics/Crossgen, Superman Enemy, GLC, 2000 AD, etc.

DemonRS
06/23/2005, 14:42
things you didn't note asz... Nightcrawler is MENT for passenger in an open format. So that activation click isn't a big deal..

thugit
06/23/2005, 14:45
Thing is fine. A brick with Charge to start AND mid-dial is going to be useful. As for his attack--he's the ULTIMATE UNIVERSE version--he's not as powerful as the "real" Thing.


I think he'll do just fine in this environment and in regular tournies.

Gacy's Clown
06/23/2005, 14:54
Great review and prep material for this weekend. Saves me the time of trying to look everything up myself.
Thanks!

DS-00-0, FSD
06/23/2005, 15:29
Official word straight from Hair10's mouth is that all Heroclix teams that aren't wildcards or uncopyable are valid choices. Which means you can be Batman Ally/Kabuki, Mystics/Crossgen, Superman Enemy, GLC, 2000 AD, etc.


Well, IF every Judge who's running the event gets that info, it shouldn't be a problem.

I'd hazard to guess that there will be at least one event out there where a judge makes the call that it's only Marvel TAs allowed.

Not like I'll have that problem since hair10 and I will be at the same pre-release. :cool:

Jason Blood
06/23/2005, 16:05
Doesn't the good doctor have TK as well as Songbird?

PaxZRake
06/23/2005, 16:35
Wasn't aware that Steal Energy and Exploit Weakness worked together. Go Tyrone Johnson!

DemonRS
06/23/2005, 17:02
yeah all you need for the steel energy is to make a successful close combat..

AbeSapien
06/23/2005, 21:07
Well, IF every Judge who's running the event gets that info, it shouldn't be a problem.

I'd hazard to guess that there will be at least one event out there where a judge makes the call that it's only Marvel TAs allowed.

Not like I'll have that problem since hair10 and I will be at the same pre-release. :cool:


Oh, and we have such delicious deaths planned for all of you. STL takes on Illinois;

Just remember:

"I came to bring the pain"
-Lil' Flip ft. Ludacris, Tity Boi, Static

lobo1
06/24/2005, 00:43
yeah the reviews are really nice. i can't wait for the marquee, marquees are the best tournaments. when the set come out next wednesday, i'll have to call up the locals and try to do a mini marquee. we all buy 3 boxes and play a 300 tourney. then we all throw in money like 2 or 3 dollars and the winner gets the money which gets spent on more clix. yeah!! i'm gonna take a look at the full list and see what would be the best possible marquee team.

cheers

lobo1
06/24/2005, 01:08
ok here would be my dream marquee team...

110 V dr. strange
84 V hawkeye
71 U wolverine
35 R scarlet witch

with 3 bfcs...i know just pretend

astral plane, power dampening field, low gravity

move strange, and wolverine together. have wolverine be his personal body guard, that way if strange take damage, he can get it back from x-men TA and wolverine can always regenerate. have scarlet witch just sit in stealth and snipe the weaker opponents down. hawkeye can fly around and shoot anyone. astral plane will help wolverine charge through hindering. PDF will help make the damage dealt to you less, and will not have an effect on wolverines BCF. and low gravity would be beautiful for this ranged team, knoking back all people that get
close. i hope i pull at least one unique.

cheers

Phantom
06/24/2005, 02:25
ok here would be my dream marquee team...

110 V dr. strange
84 V hawkeye
71 U wolverine
35 R scarlet witch

with 3 bfcs...i know just pretend

astral plane, power dampening field, low gravity

move strange, and wolverine together. have wolverine be his personal body guard, that way if strange take damage, he can get it back from x-men TA and wolverine can always regenerate. have scarlet witch just sit in stealth and snipe the weaker opponents down. hawkeye can fly around and shoot anyone. astral plane will help wolverine charge through hindering. PDF will help make the damage dealt to you less, and will not have an effect on wolverines BCF. and low gravity would be beautiful for this ranged team, knoking back all people that get
close. i hope i pull at least one unique.

cheersPDF actually will have an effect on Wolvie's BCF. BCF only replaces the printed damage value with the result of the dice roll. PDF says that any damage values greater than 3 become 3. Since a BCF roll of 6 is only giving you a damage value of 6, that number will get capped at 3.

pascal21
06/24/2005, 03:48
Completely agree with you azs.
But i prefer E juggernaut than the V one. Should be nice with unstoppable.

lobo1
06/24/2005, 10:30
PDF actually will have an effect on Wolvie's BCF. BCF only replaces the printed damage value with the result of the dice roll. PDF says that any damage values greater than 3 become 3. Since a BCF roll of 6 is only giving you a damage value of 6, that number will get capped at 3.


well, maybe i won't play PDF then. :(

cheers

Gambit
06/24/2005, 13:54
I have to agree with you Azs...vet Strange I think is a must for any team and in the marquee he will be nasty. Nightcrawler isn't anything amazing. IMO, he should really be rated less.