View Full Version : The Trophy Room The Trophy Room: Cassie Sandsmark
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Cassie Sandsmark finally makes her debut in Origin. Although not the first character to carry the name Wonder Girl, to many fans, Cassie is THE Wonder Girl. How does her LE stack up against her REV? Come inside to find out!
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Here are the dials.
#207 LE Cassie Sandsmark
Team: Titans
Range: 6 /
Points: 94
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#062 E Wonder Girl
Team: Titans
Range: 6 /
Points: 87
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LE Cassie Sandsmark’s Gains vs. Experienced Wonder Girl
A few of Cassie’s enhancements are immediately noticeable. For starters, she’s up once click of life over E Wonder Girl, and her sculpt is greatly improved. With bedazzled jeans and lasso in hand, Cassie makes it clear in a single glance that while she may be playing it casual, she’s ready to throw down in white trash YouTube style. Four clicks of Flurry and one more of Charge let her get the rumble started in grand fashion, while an additional click of nine (9) attack, one more dash of Super Strength and and three of Psychic Blast help her deliver the pain to victims both near and far. Cassie also has one more click each of Toughness and Combat Reflexes to potentially protect her from retaliation. Rounding out her augmentations are two clicks of Battle Fury which negate her range, and one more click of two (2) damage.
LE Cassie Sandsmark’s Losses vs. Experienced Wonder Girl
Cassie looses a couple of powers outright to offset the cost of her increases. Running Shot and Incapacitate are conspicuously absent from her dial, though while the Running Shot is a tangible loss, Psychic Blast is a more than welcome trade for a couple of clicks of Incap. Other power reductions include dropping one click of Willpower and two of Close Combat Expert – the later being more painful than the former. Numerically, Cassie takes only a few meaningful hits; she sheds one click of three (3) damage and one of 16 defense.
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Neutral Dial Tinkering
Cassie keeps three (3) damage clicks at the top of her dial where they’ll do the most good, while Wonder Girl has them split up between her top and mid-dial.
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All this and The Brain too.
Cards That Work
Cassie is only as good as the havoc she creates, and to keep her from getting tied up by someone meaningless, outfit her with Slippery. With it, it’s a virtual certainty that she’ll be able to break away from harassers and be able to get to the prime targets. Divebomb is also a sound choice, enabling her to attack grounded figures from soaring and giving her a great tactical advantage.
If ol_Dut had to Choose
LE Cassie Sandsmark vs. Experienced Wonder Girl? With an additional click of Charge, load of Flurry, and some Psychic Blast thrown in for good measure, how could the choice be anything but LE Cassie Sandsmark? Considering she’s got a meaningful extra click of life, there couldn’t be any other decision. Cassie starts with Charge, Super Strength and a respectable nine (9) attack. Even after a push, that remains unchanged. Even more fun starts on clicks three and four, where she’s got a choice to make between Flurry and Psychic Blast. That particular combination provides her with some very entertaining options. If her foe has been knocked off of damage reducers, Flurry is a great choice to really punish the little bugger. If, on the other hand, she’s toe to toe with someone sporting Invulnerable or better, then PB is the way to go, and as a flier she’ll always have that option. Very late in the game, after Battle Fury fades, Close Combat Expert shows up to help Cassie seal the deal. And again with the options, PB comes back on the last click ensuring that whether she’s attacking someone near or far she’ll do an impressive amount of damage.
Sure the E Wonder Girl has some more CCE, but she’s also saddled with that pesky Incap. PB is much sexier. So is Flurry. And while the Vet may have a much more impressive opening defense, she’s also 20 points more and only has one click with a 10 attack. All this factors in to Cassie Sandsmark seeming like a veritable bargain with the same number of clicks as the Vet but a better mix of powers than the E Wonder Girl. In almost every case when a Wonder Girl is needed I’ll be putting Cassie Sandsmark on the field.
Quick and Dirty Price Tag
Cassie’s costume change won’t cost an arm and a leg. In fact, in most cases she can be had for under $10, and for that money every player should have one.
Thanks for reading. Next week we’ll embrace the chaos that is the Guardian of Eternity. Join us, won’t you?
Buddyhoss
06/16/2007, 23:21
She's pretty cool. I don't know about Dive Bomb though. -2 attack isn't going to help her hit anyone.
da-Craig-O
06/16/2007, 23:25
I thought this one wasn't so cut and dry but I always appreciate your opinion.
I kind of miss the running shot, mainly because that CR on a flyer is so useless. Oh well.
mr-coffin
06/16/2007, 23:30
Why would she want to break away? She has flurry almost the whole time she can use Slippery. I think I would prefer Pummel instead, its valid for 1 more click and it helps her hit once her AV drops.
HappyTrain
06/16/2007, 23:45
I love this figure.
I can't waaaaaaaaaaaaaait for the Gaurdian review.
HappyTrain
06/16/2007, 23:46
Why would she want to break away? She has flurry almost the whole time she can use Slippery. I think I would prefer Pummel instead, its valid for 1 more click and it helps her hit once her AV drops.
Slippery would help a lot if you add the obligatory nanobots.
Dang, that rocks.:cheeky:
mr-coffin
06/17/2007, 00:17
Slippery would help a lot if you add the obligatory nanobots.
Dang, that rocks.:cheeky:
I would argue that nanobots works best on a character without superhuman strength so you aren't hitting people with your food. Also its best when the two points of healing put you back on an amazing clix (like putting Sue Storm back on her 19 defense) but Cassie is pretty average all around. By the time you've broken away and moved back to eat an object they've shot you for two again, negating any benefit.
Project: J-ko
06/17/2007, 00:37
Glad to see I'm not the only one that favors LE Cassie.
I'm gonna play this fig into the ground. Right up until the day she retires.
HappyTrain
06/17/2007, 00:38
I would argue that nanobots works best on a character without superhuman strength so you aren't hitting people with your food. Also its best when the two points of healing put you back on an amazing clix (like putting Sue Storm back on her 19 defense) but Cassie is pretty average all around. By the time you've broken away and moved back to eat an object they've hot you for two again, negating any benefit.
That's it, I have to use Sue w/ nanobots before retirement.
TO THE GAME STORE!
mr-coffin
06/17/2007, 00:49
That's it, I have to use Sue w/ nanobots before retirement.
TO THE GAME STORE!
Worthy of the much coveted 'LOL' :laugh:
Wolverine_Hulk
06/17/2007, 10:45
I think And Stay Down! and Damage Shield are good feats for her. This is one time you might want to use Large Object.
#207 LE Cassie Sandsmark
Team: Titans
Range: 6 /
Points: 94
m-winga-normald-normalg-normal8917369163891527815278152771427714267142KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
For my play style, I really appreciate a flier that can switch up between ranged combat and close combat...LE Starfire from Icons is a good example...and the LE Cassie also fits the bill nicely. I especially like the Psychic Blast clicks for pinging those foes that try to stay out of B2B contact!
For feats...she needs only a Mind Control buddy with Compel!
(BTW, lets not use such HIGH resolution photos...it kills load times on the site.)
theanalogkid
06/17/2007, 12:28
I am not a big fan of Cassie, but the LE is nice.
Carnage-E-Hall
06/17/2007, 20:02
Nice review as always!
These reviews ALWAYS make me look at a figure in a different light.
Keep up the great work!
:cool:
samuraigrifter
06/17/2007, 20:03
The LE is nice. I haven't played with any of my REV's yet, so I might give one or two of them a try while I still don't have the LE. Thanks for the review.
Great review! I think both figures are...Ok. I'd go the Vet anyday of the week over them(But hey, she's like 20 more points then each!)
I'd go Cassie just for the deeper dial and Flurry. Love that power!
Spike501
06/18/2007, 06:26
I kind of miss the running shot, mainly because that CR on a flyer is so useless. Oh well.
I'm sorry, but why do people keep saying that combat reflexes on a flyer is useless? First of all, it means you have the option for free breakaway when you get damaged, no knockback damage from hitting a wall, and to gain the +2 defence bonus, all you have to do is carry around a 1 point Lian Harper pog. Then they have the choice of wasting an action getting one point, or having to make a close combat attack against you, unless they're a flyer, in which case Combat reflexes wouldn't help anyone anyways.
ShellShock
06/18/2007, 08:08
Great review
...I still hate the piece and the character, but the review was good as always
bill4935
06/18/2007, 09:21
I concur with ShellShock. Having the 2nd worst TA in the game really ruins what could have been a good 70 point piece. I don't know how the Vet works so much better.
For my play style, I really appreciate a flier that can switch up between ranged combat and close combat...LE Starfire from Icons is a good example...and the LE Cassie also fits the bill nicely. I especially like the Psychic Blast clicks for pinging those foes that try to stay out of B2B contact!
That's one of my favorite things about Cassie. She can get after folks cin close combat or at range thanks to the overlap of Flurry and PB.
rwint1968
06/18/2007, 16:07
Nice review ol_Dut!! I think I'm going to go and trade for a Cassie Sandsmark LE right now (I mean it!). Thanks.
:cool:
epalicki
06/18/2007, 16:54
It's the old punch-in-the-eye/kick-in-the-junk argument.
I can live without either of these, I think.
There were plenty of nice surprises in Origin (Ray, Wildcat, Blackhawks, Hawkman, etc.), but I think Cassie's R/E/V/LE set is, if anything, even more disappointing than Alan Scott's.
Nonetheless, your review was, as always, well-written, even if this particular character does nothing for me.
It's the old punch-in-the-eye/kick-in-the-junk argument.
I can live without either of these, I think.
There were plenty of nice surprises in Origin (Ray, Wildcat, Blackhawks, Hawkman, etc.), but I think Cassie's R/E/V/LE set is, if anything, even more disappointing than Alan Scott's.
Ouch! Cassie may not be spectacular in any of her incarnations, but the LE and Vet are pretty good. With poor, poor Alan Scott, we only get one version, a Rookie at that, and the rest are a mess. That puts her ahead of Alan in my book. But maybe I'm just a sucker for blondes carrying rope. However, no matter which way you slice it, neither Wonder Girl or GL are half as fun to play as E Wildcat:cool: .
tyroclix
06/19/2007, 11:05
Great review.
I wasn't so sure about the LE version but after the comparison, I'm inclined to agree the LE may be where its at over the E. Extra life on a figure with the solid TT TA is always a good thing.
I love this character and figure. The Vet has done great for me with the solid charge in for 5 (with Heavy) followed by a push for another 5. Not much withstands that.
But if I want more teammates, I'll certainly look at LE Cassie to save me the points.
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