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View Full Version : Marquee Primer HeroClix A to Z – SuperNova Marquee Primer: Part 1 - Commons


AZS
11/13/2006, 09:14
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Marquee Primer Review

This week the Marquee is upon us!
Prepare for battle on a cosmic scale with the week long review series.

We didn’t get to see all the figures in time for Prerelease, but now that that is passed, the remainder of the set has come to light.

The dials for this review are based on the Prerelease Reports thread. (http://www.hcrealms.com/forum/showthread.php?t=180866) Unless the figures have officially been revealed on WK site.
I apologize in advance for any possible errors.

Here’s the review schedule:

Part 1 – Commons (Today)
Part 2 – Uncommons (Tues)
Part 3 – Rares (Wed)
Part 4 – Uniques (Thurs)
Part 5 – Cards & Special Objects (Fri)

These reviews are intended strictly for sealed, 300 point games with only this set.

Click ‘Read More…’ below for the full review.

AZS
11/13/2006, 09:17
Welcome to yet another Marquee Primer Review!

We are getting another ‘theme’ set, this time focusing on the intergalactic goings-on of the Marvel Universe. Starting with local mall heroes like Jubilee and Night Thrasher and going all the way up to the galactic titans like Thanos and Drax.

Even though there are a lot of big power pieces in this set, there is also a very balanced mix of strong mid-range figs (80-120 points) and lots of filler, like generics, monkeys, and other assorted low cost pieces that will make good companions to the high price figs, or stand on their own in a midrange cost team. This set could see teams with anywhere from just 1 figure loners to 6-7 fig ‘swarms.’
All around, it’s a pretty versatile set.

This review is for a 300 point, 3 booster Sealed event only.
Using a Smiley :) rating system.

:confused: – Steer clear of this figure.
:disappoin:disappoin – Not so good. Should be considered with caution.
:rolleyes: :rolleyes: :rolleyes: – Fair. Based on how you need to fill out a team.
:cool: :cool: :cool: :cool: – Good. Definitely consider this figure.
:laugh: :laugh: :laugh: :laugh: :laugh: – Great! Should be a top choice for your team.

These figures are compared only against the SuperNova set, so there will be only a few 1 or 5 smiley ratings here.
So please realize that even though your favorite character might not have gotten five smileys 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 pulled will work together to determine which are more playable than others. This is particularly true due to the high number of cooperative team abilities, like; Sinister Syndicate, Defenders, and Wildcards.


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.

Brief comment about SuperNova and things to look out for:

As you’re well aware by now, there are a lot of high powered figures in this set.
But what that means for team building is that you should keep a few points in mind –

Make sure your team can deal a lot of damage. With lots of Inv/Impervious out there, along with deep dials, it will take a lot of clicks to put these figures down.

Don’t necessarily think that one great fig will automatically make you the winner. Unlike previous sets with just one or two big guns that could sway a game, there could be lots of people playing ‘tent pole’ teams. So don’t put all your faith on pulling Thanos or Thor.

The Space Map is not only a new map to learn, but there’s a new terrain type that will require different thinking. Halving range in space terrain will trip up a lot of players, and the knockback aspect is easy to forget.
Make sure you understand the map before you get to the tournament.

That’s all on that, now (finally) on to the review!


Part 1 – Commons

#001 R Kree Warrior
Team: SHIELD
Range: 4 ~
Points: 22
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#002 E Kree Captain
Team: SHIELD
Range: 4 ~
Points: 27
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#003 V Kree Colonel
Team: SHIELD
Range: 6 ~~
Points: 41
m-normala-normald-normalg-normal8916279152781516914159131KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO

The Rookie Warrior can be a good addition to a force thanks to Willpower and the Shield TA. Just keep in mind that you can’t use the TA with Running Shot or HSS because it is an action. Also, EE is somewhat wasted here due to the short range, but a 9 AV with 2 damage is never really a waste on a 22 point fig.
The Captain has a slightly better range plus RCE so he can at least hurt all the Invulnerable/Impervious (Inv/Imp) figs out there. Toughness might also help him survive a hit from the big guns.
The Colonel may be good for the Leadership alone, if you get a big team. Otherwise the double target EE is nice, but might end up being wasted against the high number of figs in the set with damage reducers who would just shrug off such an attack.
R – :rolleyes: :rolleyes: :rolleyes:
E – :rolleyes: :rolleyes: :rolleyes:
V – :rolleyes: :rolleyes: :rolleyes:


#004 R Skrull Infiltrator
Team: Skrulls
Range: 0 ~
Points: 25
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#005 E Skrull Warrior
Team: Skrulls
Range: 4 ~
Points: 30
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#006 V Skrull General
Team: Skrulls
Range: 6 ~
Points: 43
m-winga-normald-normalg-normal891728817178162771527714167131KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO

The Infiltrator will be a good addition to your team for the sole reason that there are a ton of rangers in the set and no Ultimates or Trick Shot. So Stealth will be a huge help for blocking and protecting the rest of your force from all the high damage/range figs. Additionally, his Skrull TA and Shape Change power (and Combat Reflexes on click 2) will make him far more frustrating to KO than he’s worth.
The Exp also has Stealth but only for the first click. Subsequent clicks are vulnerable, although he does also get Shape Change later. However, a savvy opponent will use the high number of figs with Double (or triple) range targets against your Skrull in order to hedge their bets.
The General is cool for the flight and Leadership. His offense is ok, better on click 2 with RCE, but also vulnerable there. Plasticity on the other hand makes him good for tying up an opposing heavy hitter. If that’s worth sacrificing 43 points.
R – :laugh: :laugh: :laugh: :laugh: :laugh:
E – :rolleyes: :rolleyes: :rolleyes:
V – :cool: :cool: :cool: :cool:


#007 R Shi'ar Warrior
Team: SHIELD
Range: 4 ~
Points: 27
m-normala-normald-normalg-normal8816278152871518714197141KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO

#008 E Shi'ar Borderer
Team: SHIELD
Range: 6 ~
Points: 33
m-normala-normald-normalg-normal9815188152881427714277141KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO

#009 V Shi'ar Admiral
Team: SHIELD
Range: 0 ~
Points: 40
m-normala-normald-normalg-normal891529815287152871428714278141KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO

The Warrior isn’t much of a fighter, but will still have his uses; thanks to Leap/Climb and Super Strength he can ~yoink~ an object out from under a figure. Mobility also makes him a good tie up piece, and thanks to a starting click of Toughness, he might not die in one hit.
The Borderer has better range and RCE, but isn’t suited to offense due to his 8 AV. At 33 points he’s a little rich for filler.
The Admiral on the other hand is a great piece. He offers Leadership plus Charge & B/C/F! Factor in Combat Reflexes for added close combat defense and he’s a bargain for the cost.
R – :rolleyes: :rolleyes: :rolleyes:
E – :disappoin:disappoin
V – :cool: :cool: :cool: :cool:


#010 R Badoon Warrior
Team: Skrulls
Range: 8 ~
Points: 30
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#011 E Badoon Gaurd
Team: Skrulls
Range: 6 ~
Points: 33
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#012 V Badoon Commander
Team: Skrull
Range: 6 ~
Points: 37
m-normala-normald-normalg-normal8916278162781526714267132KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO

This Warrior, like the others, is just average. The only standout is the 8 range, otherwise for 30 points you get a bit of toughness, flurry and oooh, smoke cloud.
The Guard (E) at least starts with Stealth for some defense and a better 9 AV. Starting with Smoke Cloud is more or less a waste, but if you can use it to trip up a grounded charger, then you’ve got your points worth. The Vet Commander is the standout of the group thanks to both Stealth and Enhancement. The Vet can be carried around by any number of Running Shot figs in the set and help with Enhanement, then act as a blocker with Stealth.
R – :disappoin:disappoin
E – :rolleyes: :rolleyes: :rolleyes:
V – :cool: :cool: :cool: :cool:


#013 R Night Thrasher
Team: Spider Ally
Range: 0 ~
Points: 37
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#014 E Night Thrasher
Team: No Affiliation
Range: 2 ~
Points: 46
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#015 V Night Thrasher
Team: Spider Man
Range: 4 ~
Points: 73
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Even though Rookie Thrasher’s stats are perfectly average, he still manages to bring a lot to your game. Leadership can be helpful, moreso at least than Smoke Cloud. But Willpower and Stealth are his real assets. On one turn he can move to block LOS to a more important figure and push to move out of the way next turn.
The Exp starts with Charge and a nice 17 defense. Higher AV, Incap and Outwit on click 2 are also pretty helpful. His variety of powers can be useful in the right situations, but his low damage is a sad counterbalance.
The Vet at least starts with his best stats and powers, plus charge and the Spider-man TA. He’s a handful of points, but the Outwit could well be worth it. Plus there are so many different TA’s in the set you may pull something else that boosts his worth.
R – :rolleyes: :rolleyes: :rolleyes:
E – :disappoin:disappoin
V – :rolleyes: :rolleyes: :rolleyes:


#016 R Jubilee
Team: No Affiliation
Range: 4 ~
Points: 27
m-normala-normald-normalg-normal8816287161771516714187131KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO

#017 E Jubilee
Team: X-men
Range: 6 ~
Points: 35
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#018 V Jubilee
Team: X-men
Range: 6 ~~
Points: 51
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Starting out as pure Stealth blocking, Rookie Jubilee could be worth her 27 points as a meat shield. Otherwise she doesn’t bring much to the table. The Exp isn’t much better, but trades Stealth for L/C. If you pull any wildcards or other X-men she could be a method for easy healing, but isn’t worth much else. The Vet at least starts with Running shot and double target EE, which could be handy. She’s not too easy to hit either, thanks to 16 def + ES/D. If you have 51 points to spare and can use her, go for it.
R – :rolleyes: :rolleyes: :rolleyes:
E – :disappoin:disappoin
V – :rolleyes: :rolleyes: :rolleyes:


#019 R Super Apes: Igor
Team: Minions of Doom
Range: 4 ~
Points: 50
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#020 E Super Apes: Mikhlo
Team: Minions of Doom
Range: 0 ~
Points: 50
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#021 V Super Apes: Peoter
Team: Minions of Doom
Range: 6 ~
Points: 50
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A lot of the Super-Apes playability may come from what other TA’s you play for them to copy. Even so, they’re not too shabby on their own either. Igor’s mobile with L/C and somewhat protected by Shape Change and a high defense. He can be a good tie up piece. Mid dial perplex helps him be a team player, and Plasticity helps with the tie-up factor. Mikhlo is probably the least of the bunch, with generic Super Strength and Toughness. He’ll depend mostly on what you pull for him to copy.
On the other hand, everyone will want Peotor, and since he’s a common there will be a lot of him to go around. Of course this is purely for his TK. Not only does he have an impressive 4 clicks of TK, but he gets better AV mid dial, so you shouldn’t hesitate to push him to get your team into play. Then use his to throw objects at TK’s natural 10 range for a surprise attack.
R – :rolleyes: :rolleyes: :rolleyes:
E – :disappoin:disappoin
V – :laugh: :laugh: :laugh: :laugh: :laugh:


#022 R Raza
Team: No Affiliation
Range: 4 ~
Points: 44
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#023 E Raza
Team: No Affiliation
Range: 6 ~
Points: 64
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#024 V Raza
Team: No Affiliation
Range: 6 ~
Points: 74
m-normala-normald-normalg-normal8101738917369162781628815299131910122KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO

Raza starts off as a simple extra attacker. Charge and 9 AV are nice, but 2 base damage won’t be much help against the glut of damage reducers to be found in this set. Still, he could be a Stealth killer in a pinch and isn’t a lot of points. His Exp does a little better thanks to Running Shot, but he’s just as likely to get sniped himself. A starting click of Invulnerability will help with that though. Charge on click 2 is bolstered by a higher AV and damage, better for taking out Stealthers or just getting in close for an attack and tying someone up.
The Vet at least starts with RS and higher damage, but might be pushing the edge of usefulness for 74 points. His saving grace is 2 clicks of Regen that help him be somewhat more self sufficient.
R – :rolleyes: :rolleyes: :rolleyes:
E – :rolleyes: :rolleyes: :rolleyes:
V – :rolleyes: :rolleyes: :rolleyes:


#025 R Sunspot
Team: X-men
Range: 0 ~
Points: 38
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#026 E Sunspot
Team: Brotherhood
Range: 6 ~
Points: 70
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#027 V Sunspot
Team: X-men
Range: 8 ~
Points: 85
m-normala-normald-normalg-normal891638101738916289162781537815469142KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO

Sunspot is a pretty straight forward figure in the rookie with just Super Strength and Willpower. Use him primarily if you need an X-men battery. Other than that, he’s easy pickin’s for easy points. His Exp version does a little better thanks to Charge and higher damage. He also has some defensive powers, but not much. The Brotherhood TA can be useful, if you’re tight on actions.
For 85 points the Vet can definitely be a solid secondary attacker. Running Shot is nice to start with, but push him quickly to his second click that has higher Defense and AV. Poison mid dial is interesting, but may be shrugged off by damage reducers.
R – :confused:
E – :rolleyes: :rolleyes: :rolleyes:
V – :cool: :cool: :cool: :cool:


#028 R Marvel Boy
Team: Spider-man Ally
Range: 6 ~
Points: 53

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#029 E Justice
Team: Spider-man Ally
Range: 8 ~
Points: 72
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#030 V Justice
Team: Avengers
Range: 10 ~
Points: 94
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TK is going to run rampant in sealed games thanks to 2 common figures with the gray square for around 50 points. That alone makes Marvel Boy desirable, and he has a similar Wildcard TA to Peotor the Ape. Late dial Defend will also be helpful, and your opponent may not see it coming.
Exp Justice mixes it up a bit with offense and utility thanks to a click of Running Shot and Mid-dial Defend. But he’s pushing the limits for ROI (return on investment) at 72 points. That probably won’t dissuade people from playing him though.
You should think twice before putting the Vet on your team as a knee jerk reaction. Sure if this is the only TK you pull, its tempting, but then again you’re spending near 100 points for it. His Offense and Defense capabilities do help round him out, but by serving so many roles on your team, you’re likely to push him off his best clicks fairly quick. Ask yourself if he’s worth a third of your team’s points.
R – :laugh: :laugh: :laugh: :laugh: :laugh:
E – :cool: :cool: :cool: :cool:
V – :rolleyes: :rolleyes: :rolleyes:


#031 R Tessa
Team: Brotherhood
Range: 6 ~
Points: 39
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#032 E Sage
Team: Brotherhood
Range: 6 ~
Points: 60
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#033 V Sage
Team: X-men
Range: 6 ~~
Points: 78
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Like the Baddoon, Tessa will be worthwhile for her Enhancement alone. But Perplex and Probability Control later in her dial help keep her useful for a while. Her Exp isn’t shabby either thanks to Outwit, and her 3rd click is interesting with 18 Super Senses, PC and phasing. The rest of her dial isn’t bad either. Similarly the Vet has a lot of utility, but may be asking a lot for you to invest so many points for it. Particularly when you look at the number of high cost figs in the higher rarities. And Perplex isn’t as important in this set as it was in Sinister.
R – :cool: :cool: :cool: :cool:
E – :rolleyes: :rolleyes: :rolleyes:
V – :disappoin:disappoin


#034 R Nocturne
Team: X-Men
Range: 4 ~
Points: 35
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#035 E Nocturne
Team: Brotherhood
Range: 4 ~
Points: 43
m-normala-normald-normalg-normal99162991638815288141881427713177161KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO

#036 V Nocturne
Team: X-men
Range: 6 ~
Points: 65
m-normala-normald-normalg-normal891739101629917189162781518815287143KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO

Unless you need an X-men battery, the rookie is worth very little outside of being a tie up piece. The Exp doesn’t get much better. She has a bunch of interesting powers, but nothing that gels with her stats to make them useful. If anything it will probably frustrate you to wrack your mind thinking she should be more useful than she is.
The Vet at least has a strong opening click and keeps a fair AV for over half her dial. If you have 65 points to spare and need a secondary attacker, she’s not a bad choice.
R – :disappoin:disappoin
E – :confused:
V – :rolleyes: :rolleyes: :rolleyes:


Thanks for reading, check back tomorrow for the Uncommons, and the rest of the week for Rares, Uniques and Cards!

Jason Blood
11/13/2006, 09:32
Always great to read your primers

freakazoid_x
11/13/2006, 09:35
I don't want to seem to be a wet blanket here, as these reviews are fantastically awesome and gets me all excited for the Marquee. But wouldn't it be prudent to also put the Marquee reviews for Sinister back up on the mainpage seeing as some stores won't be able to get enough product for the Marquee?

It's just a question and I think a good suggestion. So take it at face value as a suggestion and please note that I am very excited to play in the Marquees this week.

See a few of you there.

AZS
11/13/2006, 09:39
I don't want to seem to be a wet blanket here, as these reviews are fantastically awesome and gets me all excited for the Marquee. But wouldn't it be prudent to also put the Marquee reviews for Sinister back up on the mainpage seeing as some stores won't be able to get enough product for the Marquee?Thanks for the concern, but to clarify, SuperNova is only sold out at the WK level. Distributors still have lots of product and venues should not have trouble getting it.
So no need to (incite a) panic.

If by chance someone wants to check out the Sinister primer, click the reviews link in my signature.

Shadow40
11/13/2006, 09:47
Thanks for the reviews, I always enjoy reading them.

PresidntVictor
11/13/2006, 09:57
I realize that this will be discussed later this week, but I'd like to point out that the Poor Teamwork BFC is in this set and could easily make your "cheep" TK worthless.

Personally, I hope to pull all three monkeys and the Red Ghost. Even if I pulled a Thanos, I'd have to play them!

Thanks for the awesome breakdown! (Not that I agree/disagree with everything, but even Ebert and Roeper aren't correct 100% of the time. :) )

freakazoid_x
11/13/2006, 09:59
Thanks for the concern, but to clarify, SuperNova is only sold out at the WK level. Distributors still have lots of product and venues should not have trouble getting it.
So no need to (incite a) panic.

If by chance someone wants to check out the Sinister primer, click the reviews link in my signature.

It is not my intent to start a panic. Thanks for the clarification.

I hope everyone pulls many Zombies.

Pseudotheist
11/13/2006, 10:15
Any chance of speeding up the rest of these articles, as some marquees are going ot be run as early as Thursday?

Oh, and great reviews as always...

fathernson
11/13/2006, 10:25
9 out of 36 got 4 smiles or better. A nice even 25%.
18 out of 36 got 3 smiles. Exactly 50%.
So 1 or 2 smiles on 25% of the commons.

That seems pretty good.

olcottr
11/13/2006, 10:37
Great primer. Good call on the perplex. I think greater weight should be given to Outwit in this set, though, considering the amount of PB, EW, HSS/RS/Charge, and Imp/Inv.

Marlow
11/13/2006, 10:42
9 out of 36 got 4 smiles or better. A nice even 25%.
18 out of 36 got 3 smiles. Exactly 50%.
So 1 or 2 smiles on 25% of the commons.

That seems pretty good.

It is also interesting to note that 5 of the REV's have one vertion in each of the categories (above average/average/below average) making this a real mixed spread!

dernjg
11/13/2006, 10:52
I'd say the Badoons are a tad underrated. And the leadership on the Shiar general is handy? What team are you building in a 300-point marquee that needs more than three actions, what with all the Avengers and Brotherhood and wild cards?

Tarakas
11/13/2006, 11:02
As always, great reviews.

I do disagree with you on the Experienced Justice, though. His 72 points do get you some TK, but his offensive capabilities are so weak, I just don't think he is worth it. There are a lot of figures he just can't hurt, and he doesn't make much of an attacker for 1/4 of your build total. If someone plays Poor Teamwork, then he loses what little value he has. And with so many high cost characters you might end up only having a few figures, and Justice-E just doesn't pull his weight on a small team. For the about the same cost, there are better figures (in my boosters at the pre-release, at roughly the same cost I had Legacy-R, Machine Man-U, Justice-E, and Major Victory-V. I went with Legacy and Machine Man for damage potential, and I did not regret it).

AZS
11/13/2006, 11:14
And the leadership on the Shiar general is handy? What team are you building in a 300-point marquee that needs more than three actions, what with all the Avengers and Brotherhood and wild cards?Uh, I believe all I did was list that he had leadership as well as a couple other powers and said that he's an overall bargain. I don't recall saying "Leaderhip is handy" on that figure, or even implying as much.

Sigdr
11/13/2006, 11:22
Personally, I'd put V Badoon at a 5 rating. The 3 clicks of Enhancement and even more of Stealth make him super-pushable for a secondary attacker, and the Stealth + Skrulls TA make him a really annoying blocker or even tie-up if you need to. Also, every bit of Enhancement you can get is extremely useful in Supernova, where range dominates and high damage is important.

Also, I want to disagree with you on V Night Thrasher - he's better than 3/5 - or, rather, he would be in any other environment. The only reason I agree with you on his (low) 3/5 rating is the number of Power Cosmic figs in this set, which make his Outwit dead weight. Otherwise, he's a superb fig.

Corwin
11/13/2006, 11:23
Most of all, thanks for the dials since WK hasn't done the advance posting as it has in the past.

AZS
11/13/2006, 11:26
Most of all, thanks for the dials since WK hasn't done the advance posting as it has in the past.The real thanks goes to the people who coded and posted them in the Prerelease thread. I just copied that and did the menial busywork to put it in the review. :)

Glen Quagmire
11/13/2006, 11:47
I'd say the Badoons are a tad underrated. And the leadership on the Shiar general is handy? What team are you building in a 300-point marquee that needs more than three actions, what with all the Avengers and Brotherhood and wild cards?

My pre-release team had five figures and three pogs and faced a Poor Teamwork team once. But I had R Night Thrasher's leadership to get things moving. I don't I've ever needed leadership more.

Even if someone doesn't pull pogs, there's lots of generics to be pulled.

StormCrawler
11/13/2006, 11:58
Great review, although I think R Sunspot is a bit short of love. Willpower + superstrength and a decent attack value makes him quite interesting. He helped me big time in the pre-release.

bluedragonx
11/13/2006, 12:06
I'd say the Badoons are a tad underrated. And the leadership on the Shiar general is handy? What team are you building in a 300-point marquee that needs more than three actions, what with all the Avengers and Brotherhood and wild cards?

At the pre-release I had an 8 character army (7 figs and 1 pog). The highest point character I had was R Legacy and I pulled no vets. Leadership can come in handy in some instances.

olcottr
11/13/2006, 12:15
At the pre-release I had an 8 character army (7 figs and 1 pog). The highest point character I had was R Legacy and I pulled no vets. Leadership can come in handy in some instances.
Plus, Avengers and Brotherhood don't help when attacking.

anonym0use
11/13/2006, 12:17
Great review, although I think R Sunspot is a bit short of love. Willpower + superstrength and a decent attack value makes him quite interesting. He helped me big time in the pre-release.

Yeah, R Sunspot's Willpower combined with SSTR allows him to pick up an object, base an enemy, then attack the following turn for possibly 4+ damage. He's not to be ignored. You can kind of force your opponent to deal with him, possibly making your opponent push to get rid of him. He's not 4+ smileys by any means, but I saw him used to good effect at the pre-release on a number of teams... I thought I could neuter him with a shot from one of my secondary attackers, and he just ended up bumping him to his 3 damage click. Good thing my opponent rolled a crit miss with him on his turn...

anonym0use
11/13/2006, 12:22
Also wanted to say it was a good article, but I noticed a typo.

"Night Thrasher" is mispelled. I saw the dial at the pre-release and it should read Nlight Thrasher

Of course, this is the infamous silent "L" and should have no effect on the wlord's prolnunciation...

again, alnother glood arlticle.

I can't wait for the nlext installmenlt...

;)

Ghost_Rider
11/13/2006, 12:29
Good review.

The only thing is, I think all the Leadership praise is a bit overdone. Yes, it can be useful if you do manage to pull seven or eight cheap figures (including a few bystanders). However, these cases will be extremely rare since Supernova is bursting at the seams with expensive characters.

And why all the negativity for Smoke Cloud? If I had to choose, I'd much rather have someone with Smoke Cloud over Leadership - especially on guys like Night Thrasher that also have Willpower. Not only can it help protect you from someone charging in, it can also help give you a hindering modifier against range attacks - which is really useful on the new space map.

AZS
11/13/2006, 12:38
Good review.

The only thing is, I think all the Leadership praise is a bit overdone. Yes, it can be useful if you do manage to pull seven or eight cheap figures (including a few bystanders). However, these cases will be extremely rare since Supernova is bursting at the seams with expensive characters.

And why all the negativity for Smoke Cloud? If I had to choose, I'd much rather have someone with Smoke Cloud over Leadership - especially on guys like Night Thrasher that also have Willpower. Not only can it help protect you from someone charging in, it can also help give you a hindering modifier against range attacks - which is really useful on the new space map.Well for one thing, Smoke Cloud costs you an action (for something of questionable advantage) whereas Leadership grants you an extra action.

You do bring up a good point about using SC though, and if I'm thinking of this correctly it could be a big bonus on the space map.

Q: Can you put SC tokens under a figure?

If so, then when the figure is on SC, they are technically on Hindering Terrain, instead of Space Terrain. Which would affect the half range modifier.
So you could A) Put SC tokens under an opposing figure and then shoot them full range (from an asteroid or other non-space terrain), or vice-versa put the SC marker under your own fig and shoot onto land.

Its one of those 1 on a million use things, but it could be a huge trick if you pull it off.

olcottr
11/13/2006, 12:42
Also wanted to say it was a good article, but I noticed a typo.

"Night Thrasher" is mispelled. I saw the dial at the pre-release and it should read Nlight Thrasher

Of course, this is the infamous silent "L" and should have no effect on the wlord's prolnunciation...

again, alnother glood arlticle.

I can't wait for the nlext installmenlt...

;)
Yes, that silent 'L' can be tricky.

Pseudotheist
11/13/2006, 12:46
Well for one thing, Smoke Cloud costs you an action (for something of questionable advantage) whereas Leadership grants you an extra action.

You do bring up a good point about using SC though, and if I'm thinking of this correctly it could be a big bonus on the space map.

Q: Can you put SC tokens under a figure?

If so, then when the figure is on SC, they are technically on Hindering Terrain, instead of Space Terrain. Which would affect the half range modifier.
So you could A) Put SC tokens under an opposing figure and then shoot them full range (from an asteroid or other non-space terrain), or vice-versa put the SC marker under your own fig and shoot onto land.

Its one of those 1 on a million use things, but it could be a huge trick if you pull it off.

Actually, they would be on Hindering Space terrian. Placing the hindering trrrai nwithin the space boundaries won't negate the effects of space.

pyr66
11/13/2006, 12:48
Great Reviews!! I agree with most (even the damn dirty apes!), but I disagree with Night Thrasher and Exp Nocturne. People have already posted on Thrasher so I won't repeat what they said but Exp Nocturne should have gotten atleast a 2 or three if you pull Mental Shields. That second click Mind Control is very unexpected and can hit a person hard if you MC the right person. If they are using two big guns than she could MC one to hit the other.

AZS
11/13/2006, 12:59
Actually, they would be on Hindering Space terrian. Placing the hindering trrrai nwithin the space boundaries won't negate the effects of space.Has this been officially stated. Because then a figure would be getting a double terrain bonus for a single square, which seems a little much.



Great but I disagree with Exp Nocturne. but Exp Nocturne should have gotten atleast a 2 or three if you pull Mental Shields. That second click Mind Control is very unexpected and can hit a person hard if you MC the right person. If they are using two big guns than she could MC one to hit the other.I disagree. For starters, assigning a 15 point feat card to a figure that can only use it for one click is extreme on a good day. But since the click in question is her second click, and she has a range of only 4 with which to use MC (2 ~ in space), I think it would actively be a bad idea to do that.

:ermm:

Casby
11/13/2006, 13:03
Starting out as pure Stealth blocking, Rookie Jubilee could be worth her 27 points as a meat shield. Otherwise she doesn’t bring much to the table. The Exp isn’t much better, but trades Stealth for L/C. If you pull any wildcards or other X-men she could be a method for easy healing, but isn’t worth much else. The Vet at least starts with Running shot and double target EE, which could be handy. She’s not too easy to hit either, thanks to 16 def + ES/D. If you have 51 points to spare and can use her, go for it.


Boo!

Jubes gets :laugh: :laugh: :laugh: :laugh: :laugh: for just being in the set!

But it is a kewl review. Lots of useful facts. I finally found a case I could preorder as well :)

Ghost_Rider
11/13/2006, 13:07
Well for one thing, Smoke Cloud costs you an action (for something of questionable advantage) whereas Leadership grants you an extra action.


That's true, but when most teams only have three or four figures - some with even just two, that extra action from Leadership is completely useless.

At least with Smoke Cloud, you could essentially put up a mild barrier that someone with stealth can hide in, stop a charge cold in its tracks, or even give a nice defensive bonus from range attacks. Furthermore, most of the Smoke Cloud characters only have 1 or 2 base damage anyway, so they wouldn't necessarily be using their actions for attacks.

shaithisx
11/13/2006, 13:09
Has this been officially stated. Because then a figure would be getting a double terrain bonus for a single square, which seems a little much.


As per the rulings this weekend at WWT,

Outwit, Perplex, and TK operate at the full 10 squares (none of them use the range value).

LoF passing through space has no effect. All that matters is whether you are in space making the ranged attack or attacking someone in space. Shooting from asteroid to asteroid, you have full range (at least as far as possible space halving is concerned.) The same goes for shooting to/from hindering terrain to an asteroid or vice versa. Smoke cloud/object, etc out in space means the square is no longer "clear" terrain, so it's not "space" terrain.
Further more, using Smokecloud or Barrier from non-space is full range (even if you are putting it in "space", however, using it from space, your range is halved because these 2 powers do use the range value.

Skarn
11/13/2006, 13:13
It doesn't matter what R and E Nocturnes' range is with MC. She has Battle Fury on those clicks, so she will only be MC people adjacent to her.

About the S.H.I.E.L.D. team ability not working with running shot or HHS, is this true? I know you can't CARRY a S.H.I.E.L.D. person and use it. I remember using U Warbird in the Critical Mass marquee and doing a running shot over to my S.W.A.T. Heavy Weapons figure, who activated his TA to boost her damage to 3.

AZS
11/13/2006, 13:14
Awesome Shaithisx! Thanks for the details!!

UltraSuperGuy
11/13/2006, 13:19
I think E Sage should have gotten 4 smilies or higher, 60 points for outwit that's hard to hit (16 ESD) is very nice.

People who pulled E Sage in the pre-release said she was huge for them.

Also, I think the vet Raza is really a pretty strong fig for his points, pre-release players who played him praised him.

Monkey Joe
11/13/2006, 13:29
Good write up, thanks AZS. I want to pull the R Skrull so bad. I saw him last like 10 mins alone vs. a Super Skrull, Karnak, and two others. It was exciting to watch.

The Rookie Warrior can be a good addition to a force thanks to Willpower and the Shield TA. Just keep in mind that you can’t use the TA with Running Shot or HSS because it is an action.

You can't? I mean, the TA is still an action when I don't use RS or HSS.

olcottr
11/13/2006, 13:50
It doesn't matter what R and E Nocturnes' range is with MC. She has Battle Fury on those clicks, so she will only be MC people adjacent to her.

About the S.H.I.E.L.D. team ability not working with running shot or HHS, is this true? I know you can't CARRY a S.H.I.E.L.D. person and use it. I remember using U Warbird in the Critical Mass marquee and doing a running shot over to my S.W.A.T. Heavy Weapons figure, who activated his TA to boost her damage to 3.
It works with RS because you place the SHIELD fig down before you shoot. It does not work with HSS because you shoot before you place the SHIELD fig down.

AZS
11/13/2006, 13:57
It works with RS because you place the SHIELD fig down before you shoot.Sorry, this is not correct...
NAAT (No Action After Taxi) says that you can't assign the Shield figure an action to use the TA after its been carried as part of the RS movement.
(You may be thinking of Enhancement, which works with RS but not HSS as you describe.)


It is legal to run up to a stationary Shield figure and use the TA, because in that case they haven't been carried.

clixer11
11/13/2006, 14:11
Great review!

I think E Sage should have gotten 4 smilies or higher, 60 points for outwit that's hard to hit (16 ESD) is very nice.

People who pulled E Sage in the pre-release said she was huge for them.

Also, I think the vet Raza is really a pretty strong fig for his points, pre-release players who played him praised him.

I'd have to agree these two figures should have a :cool: :cool: :cool: :cool:

The V Raza is 10 points/click of life and pays off on most of those clicks. the E Sage is useful on her entire dial, and the Outwit is huge. Some say there are "lots" of Power Cosmic figures in the set. I see three...

Pseudotheist
11/13/2006, 14:14
Has this been officially stated. Because then a figure would be getting a double terrain bonus for a single square, which seems a little much.

It was ruled by Hair10 in the Wizkids Judges forum on October 20th. If it hleps, think of "space" like "indoor", or "elevated" terrain.

Pseudotheist
11/13/2006, 14:18
Some say there are "lots" of Power Cosmic figures in the set. I see three...

I see three more than any previous Heroclix set. If the team you build isn't prepared to deal with a Power Cosmic opponent, it's not prepared to win a Supernova marquee.

AZS
11/13/2006, 14:21
It was ruled by Hair10 in the Wizkids Judges forum on October 20th. If it hleps, think of "space" like "indoor", or "elevated" terrain.I think this post would contradict that...

As per the rulings this weekend at WWT,

Outwit, Perplex, and TK operate at the full 10 squares (none of them use the range value).

LoF passing through space has no effect. All that matters is whether you are in space making the ranged attack or attacking someone in space. Shooting from asteroid to asteroid, you have full range (at least as far as possible space halving is concerned.) The same goes for shooting to/from hindering terrain to an asteroid or vice versa. Smoke cloud/object, etc out in space means the square is no longer "clear" terrain, so it's not "space" terrain.
Further more, using Smokecloud or Barrier from non-space is full range (even if you are putting it in "space", however, using it from space, your range is halved because these 2 powers do use the range value.

raphael76
11/13/2006, 14:31
I think this post would contradict that...

My main question would be, since the map rule states that you ranged attacks drawn to a character, as well as any power that requires line of sight, range is halved. That would seem to me to indicate that the range of outwit, TK, PC, etc would be halved as well.

Anyone else gotten anything official on this?

clixer11
11/13/2006, 14:35
I see three more than any previous Heroclix set. If the team you build isn't prepared to deal with a Power Cosmic opponent, it's not prepared to win a Supernova marquee.

Yes, three more is three more than zero, but come on. They are all rares.

You would seriously pass up a free move Outwitter that is useful to your team on every single click? And is only 60 points.

As far as facing a Power Cosmic team, at the worst her Outwit may get rid of a Shape Change or Toughness on a blocking piece before she goes down.

I'd also like to point out that she can NOT be KO'd in one hit by Surfer, Thanos, or Korvac, so she will more than likely get to use her Perplex, Enhancement, or PC.

Last, I'm not building a team to JUST face Thanos/Surfer/Korvac. Her Outwit has a far GREATER chance of being used to counter Hyperion, R Surfer, Drax, Kang, Thor (do I need to go on?)...especially there move/attack or defense powers. Oops...Thanos can one punch her on his CCE clicks.

Actually, now that I've gone through all that, I think she deserves :p :p :p :p :p , but that's just my opinion.

AZS
11/13/2006, 14:39
My main question would be, since the map rule states that you ranged attacks drawn to a character, as well as any power that requires line of sight, range is halved. That would seem to me to indicate that the range of outwit, TK, PC, etc would be halved as well.

Anyone else gotten anything official on this?Slow down, take a breath.. now actually read the post that you quoted.

clixer11
11/13/2006, 14:42
Interesting...so based on the contradictory decisions between Hair10's unofficial rulings and the WWT official rulings (for WWT) I would recommend players ask their Judges:

How does space terrain work (objects, range)?
How does Meteorite work?

Those are probably the two biggies...

AZS
11/13/2006, 14:43
You would seriously pass up a free move Outwitter that is useful to your team on every single click? And is only 60 points.You say 'only 60 points' but I say 60 points for what essentially is a support figure. With 6 range, moderate AV and mediocre damage, she's really only useful for Outwit, and 60 points is a big investment for that.
And its not like I panned her, she got a perfectly average rating.

Pseudotheist
11/13/2006, 14:43
I think this post would contradict that...
Then it's a matter of which is more authoritative; the month old ruling on the official judge's forum from the (at the time) Rules Arbitrator, or the unofficial report of rulings at the WWTX tournament. Personally, until I see somethnig official, I'll stick with what's on the judge's forum. Any judge should be able to verify that ruling by reading the "SuperNova Map Questions" thread.

AZS
11/13/2006, 14:45
Interesting...so based on the contradictory decisions between Hair10's unofficial rulings and the WWT official rulings (for WWT) I would recommend players ask their Judges:

How does space terrain work (objects, range)?
How does Meteorite work?

Those are probably the two biggies...Am *I* the one being obtuse here?
Where's the contradiction or confusion? The WWT tournament was the big tournament of the season. If that's how it was run there, that's how it works. It seems very clear to me.

Pseudotheist
11/13/2006, 14:47
You would seriously pass up a free move Outwitter that is useful to your team on every single click? And is only 60 points.
If she didn't fit on a team with my Thanos or Vet Silver Surfer, yes I would. I'm not arguing that she's not a good piece, just that Power Cosmic is prevalent enough that you WILL see it. Approximately 1 in every 4 or 5 players will pull a Power Cosmic piece.

clixer11
11/13/2006, 14:53
Am *I* the one being obtuse here?
Where's the contradiction or confusion? The WWT tournament was the big tournament of the season. If that's how it was run there, that's how it works. It seems very clear to me.

I only mean that since we've probably all experienced Judges that have ruled things like adjacency granting LoF, it would be best to ask.

However, I think you are more than justified in using WWT rulings to back your article (so perhaps my advice has no real bearing on this particular thread?).

I thought the advice did bear mentioning since a Judge that decides Smoke Cloud does not get rid of the space terrain effect may cause a player to put a SC figure to the side.

Pseudotheist
11/13/2006, 14:58
Am *I* the one being obtuse here?
Where's the contradiction or confusion? The WWT tournament was the big tournament of the season. If that's how it was run there, that's how it works. It seems very clear to me.

A: It's not an unofficial ruling; at the time the ruling was made on the forums, Hair10 was still the Rules Arbitrator.

B: Do we need to dig up the threads of a Rules Arbitrator either actually making an incorrect ruling at a major eventy, or (more often) being misquoted about a ruling at a major event, to demonstrate that just because it was supposedly ruled one way at a particular event doesn't mean it was right?

I'm not saying that the forum ruling is necessarily right, I'm just saying that the tournament ruling may not be either.

clixer11
11/13/2006, 15:00
If she didn't fit on a team with my Thanos or Vet Silver Surfer, yes I would. I'm not arguing that she's not a good piece, just that Power Cosmic is prevalent enough that you WILL see it. Approximately 1 in every 4 or 5 players will pull a Power Cosmic piece.

You just named the TWO figures she can't be on a force with out of the entire set.

AZS rating is based on the general usefulness a character in a 3 booster sealed tournament, NOT the character's usefulness on a Vet Surfer/U Thanos team.

Looking at her dial (and not just the front click), she does not deserve a :noid: :noid: :noid: It's really that simple. Again, just my opinion.

Wolverine_Hulk
11/13/2006, 15:23
Great review!

fecundity
11/13/2006, 15:45
As per the rulings this weekend at WWT,
...
The same goes for shooting to/from hindering terrain to an asteroid or vice versa. Smoke cloud/object, etc out in space means the square is no longer "clear" terrain, so it's not "space" terrain..

So this means that a character standing on an object in space can attack with its full range value? Hmm...

krusticlese
11/13/2006, 16:04
As per the rulings this weekend at WWT,

Outwit, Perplex, and TK operate at the full 10 squares (none of them use the range value).

LoF passing through space has no effect. All that matters is whether you are in space making the ranged attack or attacking someone in space. Shooting from asteroid to asteroid, you have full range (at least as far as possible space halving is concerned.) The same goes for shooting to/from hindering terrain to an asteroid or vice versa. Smoke cloud/object, etc out in space means the square is no longer "clear" terrain, so it's not "space" terrain.
Further more, using Smokecloud or Barrier from non-space is full range (even if you are putting it in "space", however, using it from space, your range is halved because these 2 powers do use the range value.

This made my brain hurt a little, but thanks for the update. :)

krusticlese
11/13/2006, 16:21
My main question would be, since the map rule states that you ranged attacks drawn to a character, as well as any power that requires line of sight, range is halved. That would seem to me to indicate that the range of outwit, TK, PC, etc would be halved as well.

Anyone else gotten anything official on this?

The map rules say nothing about powers that require LoS to be drawn, only when making attacks.

ol_Dut
11/13/2006, 17:32
These are always great - thanks!

I just wish some of the generics were a little more usefull. Although, I'm liking the Super Apes a little more than I thought I would, so that's cool.

tyroclix
11/13/2006, 17:42
I pulled 2 E Sages at the Pre-Release. At first I was thinking - 2 Outwitters, that could be useful. Then I thought about it. If I'm playing for all the marbles (and in Sealed I always am) then I will face at least 1 Power Cosmic figure and more likely 2-3 teams with one on it.

Outwit had no real value, therefore and I kept both Sages on the bench.

A huge part of the game is knowing the rules of the map and I wouldn't be surprised if most games come down to who remembered the rules better...

UltraSuperGuy
11/13/2006, 17:46
You say 'only 60 points' but I say 60 points for what essentially is a support figure. With 6 range, moderate AV and mediocre damage, she's really only useful for Outwit, and 60 points is a big investment for that.
And its not like I panned her, she got a perfectly average rating.

60 points is a lot?!? The only decent non-retired figure that has outwit in the game for less points is the E starter batman at 47 points and I don't see him in this set.

You could make the claim that Red Ghost is better at 59 points but is less likely to be pulled.

Also, how about Sage's third click with probability control? 60 points for outwit and later PC and you need to hit either 16 ESD or 18 super senses.

Also, moderate damage? She's 60 points and can damage anyone that's not power cosmic (you see, that outwit power). And oh, she also gets perplex. Just a fantastic utility piece for 60 points.

I'll play her!!!

Ghost_Rider
11/13/2006, 18:12
60 points is a lot?!? The only decent non-retired figure that has outwit in the game for less points is the E starter batman at 47 points and I don't see him in this set.

You could make the claim that Red Ghost is better at 59 points but is less likely to be pulled.

Also, how about Sage's third click with probability control? 60 points for outwit and later PC and you need to hit either 16 ESD or 18 super senses.

Also, moderate damage? She's 60 points and can damage anyone that's not power cosmic (you see, that outwit power). And oh, she also gets perplex. Just a fantastic utility piece for 60 points.

I'll play her!!!

E Night Thrasher is much better, and only 46 points. Just push him on his second click, and there you go. He even has a click with exploit weakness, and another with blades.

But the fact remains that most finals have either Thanos or Surfer V, so I'd rather spend my points on someone who's more than just a 60 point one trick pony.

Sigdr
11/13/2006, 18:39
Speaking of the rules, I've not played a game on that map where we didn't forget Space Knockback.

UltraSuperGuy
11/13/2006, 18:57
E Night Thrasher is much better, and only 46 points. Just push him on his second click, and there you go. He even has a click with exploit weakness, and another with blades.


E Night Thrasher only has 2 range (!!!!) and his one click with outwit he has 16 willpower, very easy to get him off of it, not as easy to get Sage off of her outwit with 16 ESD.

She gets PC and perplex, she's hardly a one trick pony.

Ghost_Rider
11/13/2006, 19:20
E Night Thrasher only has 2 range (!!!!) and his one click with outwit he has 16 willpower, very easy to get him off of it, not as easy to get Sage off of her outwit with 16 ESD.

She gets PC and perplex, she's hardly a one trick pony.

So? You can still outwit from a range of 10. All I'm saying is that most of her usefulness is dedicated to the damage slot, and for 60 points, it's a bit expensive.

Badgerbite
11/13/2006, 20:10
I'm not going to argue with AZS review one bit, everyone has their own opinion and it's silly to get pissy about it.
I will disagree with the Vet Badoon he was just awesome for me at the pre-release and I would give him all 5:laugh: 's having played him.
I also got to see the Monkey in the middle in action a "2" is a bit lite for a 50 point super strength wild card. Bud pulled him and he was a monster.

clixer11
11/13/2006, 20:40
So it's "pissy" to post opinions and discuss, even at length, the merits of a particular figure?

I don't get it. Should the only responses to a review like this be to point out possible factual errors?

If I were AZS, or if I wrote these, I'd welcome a variety of opinions on the ratings assigned to a character so that anyone reading the thread for advice on what to play in the Marquee is exposed to more than one point of view.

If posting opinions regarding the review is not, IYO, the point of all this, would you feel it's better the thread be locked and stickied, questions about possible errors PMd, and rep posted in lieu of saying "great review"?

adamical
11/13/2006, 21:51
I want to say V Justice has a second good trick. If you push him to TK (or push him whenever) he gets a 17 defend. This is pretty awesome if you have an ESD figure or two- Kang, for example. I think his giving the rest of the team 17 D after TKing them out into position gives him more utility than just the TK, perhaps.

webhead817
11/13/2006, 22:04
Great stuff as always.

The abundance of cheap wildcard TK is kind of nutty...it could be the glue to hold a standard team together, or what puts a big gun over the top.

Badgerbite
11/14/2006, 07:50
So it's "pissy" to post opinions and discuss, even at length, the merits of a particular figure?

I don't get it. Should the only responses to a review like this be to point out possible factual errors?

If I were AZS, or if I wrote these, I'd welcome a variety of opinions on the ratings assigned to a character so that anyone reading the thread for advice on what to play in the Marquee is exposed to more than one point of view.

If posting opinions regarding the review is not, IYO, the point of all this, would you feel it's better the thread be locked and stickied, questions about possible errors PMd, and rep posted in lieu of saying "great review"?

No, I agree with you it was the attacks I was commenting on.

Lonehawk
11/14/2006, 11:49
I'd just like to start the campaign to upgrade the stars for R Jubilee.

How my heart sank when I pulled 2 of em in the pre-release, But I found I had just enough points to fit her in (and no one else fitted the bill) so in the team she went.

Well, all I can say is whatever you do make absolutely sure that...

1) You use her if possible
2) You push her on to the 2nd click basing one or more of your opponents figures. With stealth and 16DEF/CR she is going to take some moving.

In my second match she tied up Power Princess, Ant-Man AND Raza for 3 turns while my V Kang flew around making a real mess of my opponents force :p

On the down side in the open against flyers she's toast, but if it means that V Thor is taking her out rather than your main attacker then you're still getting your points worth.

Curse you WK for making Jubilee useful!!!!

DarkPoeT
11/14/2006, 19:38
Is A realy nice review, and nice info for the prerealease, and like everybody said before, outwit rules in this prerelease.

joeldad
11/14/2006, 20:50
Once again, have 1 problem. E Skrull Warrior DOMINATED on my team. His cheap stealth, Super Strength, and Flurry combined with Skrull/Shape Change with Flurry and high defense with CR made him a huge bargain at 30 pts. He is the best generic on that list IMO, especially when you consider he's the only one of them who can do over 4 damage (namely a soda machine).:classic: