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View Full Version : Marquee Primer Hammer Of Thor Marquee Primer - part 2 (Uncommons)


anonym0use
11/22/2009, 11:43
<img src="http://www.hcrealms.com/forum/picture.php?albumid=158&pictureid=7252.jpg" style="width:300px;">
Hammer of Thor Edition

Primer Review
Part 2:Uncommons
Balder (#017) to Daredevil (#032)


Click "full story" below to find out how the Uncommons rate!

anonym0use
11/22/2009, 12:22
Welcome to the second part of the four part Hammer of Thor primer review.

Previous reviews:
Part 1: Bug (#001) to Thor (#016) (http://www.hcrealms.com/forum/showthread.php?t=264102)

Before we begin:

Please Read:

* These figures are compared only within [their respective] set, only for sealed play.

* There are only a few 1 or 5 [Shield] ratings, based on their sealed play strength.
So even though your favorite character didn’t get five [shields] like you think it should, the ratings are only my recommendation. If you really like a fig, by all means play it.

* Everything written here is intended to be very broad in order to give a general idea of what may or may not work - These are not specific suggestions “you must play this!”
These are just my recommendations, and the combination of figures on a team can drastically affect a specific fig’s overall effectiveness.

*!!* 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.

Please note: Most of the dials coded below are pulled from the units section. My ratings use this information, though I realize it may not be 100% accurate.

I'll be using shields to rate the figures, rather than smilies.

:d-normal::d-normal::d-normal::d-normal::d-normal: Unplayable
:d-indomitable::d-normal::d-normal::d-normal::d-normal: Use only as a last resort.
:d-indomitable::d-indomitable::d-normal::d-normal::d-normal: Think twice about using this piece.
:d-indomitable::d-indomitable::d-indomitable::d-normal::d-normal: Fill out a team with this figure.
:d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-normal: Strongly consider playing this figure.
:d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-indomitable: A team winning figure.

Hammer of Thor Uncommons:

ha017 E Balder
Team: No Affiliation
Range: 0 :bolt:
Points: 130
Keywords: Asgardian, Diety, Warrior
m-boota-fistd-normalg-starburst8111838111837101737101737917269172610163610163611154KOKOKOKOKOKOKOKOKOKOKOKO
(Attack) Warrior of Light: Balder can use Pulse Wave as if he had a range of 6.

Lex Luthor should hang out with this guy. You think I'm bald? He's Balder! Bwah ha ha ha! Are you a DC Fan? Team him up with Thunderbird or Shaman for a "Brave and the Balder" team. :rolleyes:

Stupid 'm0use jokes aside, this is a figure to build a team around. He's got the ability to move and attack with Charge, a deep dial full of damage reducers, steady attack values, and a Liberty Belle-like Pulse Wave SP. Balder defines godly. At 130 points he should easily fit on a team with 2 to 3 other support figures and will prove a pain to put down without Outwit, big damage, or powers that bypass damage reducers.

Balder, arguably is a 5 shield hero, though I feel a ranged heavy team will chew him apart before he can push himself to run them down. Yes, Pulse Wave helps, but if a number of the 8-10 range Running Shot figures eliminates Balder's taxi, the warrior deity will struggle playing catch up.

:d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-normal: Strongly consider playing this figure.
========================================

ha018 U Fandral
Team: No Affiliation
Range: 0 :bolt:
Points: 101
Keywords: Asgardian, Warrior, Warriors Three
m-boota-fistd-normalg-starburst9111839101738101738917289162810162710163711153KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
(Speed) Fandral the Dashing: Fandral can use Flurry and Leap/Climb
TRAIT: (Warriors Three) Fandral modifies his attack value by +1 for each other friendly character on the map that has the Warriors Three keyword.

What Fandral lacks in move and attack, he makes up for in spades with frontloaded Outwit and Leap/Climby goodness. His dial looks like a kid brother version of Balder - with horseshoe attack values, and though he may not have as many damage reducers, this third of the Warriors 3 picks up few other tricks. Flurry and 3 damage promise big damage, and two more clicks of Outwit on his back end will help stymie opponents. Even if he's unable to use the Trait, for 101 points, it's hard to go wrong with Fandral.

:d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-indomitable: A team winning figure.
========================================

ha019 R Chase Stein
Team: No Affiliation
Range: 0 :bolt:
Points: 45
Keywords: Runaways, Teen
m-boota-fistd-normalg-starburst691626815258142571425714146131KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
(Speed) Leapfrog: Chase Stein can use Leap/Climb. Chase Stein can use the Carry ability to carry up to eight friendly characters that must have the Kid, Runaways, or Teen keyword. Chase Stein can carry friendly characters with the Runaways keyword regardless of their attack and speed symbols. Chase Stein's speed value is not modified by the Carry ability.

(Attack) Flame: Chase Stein can use Energy Explosion as if he had a range of 4.

Be sure to scream out loud "I got a Chase!" when you pull this figure out of the booster. Leapfrog will make or break Chase's usefulness to a team, helping transport friendly teen, kid, Runaways if applicable. Otherwise, Chase is a decent tie-up piece. Leap/Climb gives him some mobility, and CR will help keep him safe (though in the land of 11 attack an 18 Defense isn't exactly king). 4 damage with CCE is nice, but unreliable at a 9 AV. Bottom line - there's better 'frogs available in the set. After the tournament see if anyone will trade you for your HoT Chase fig!

:d-indomitable::d-indomitable::d-indomitable::d-normal::d-normal: Fill out a team with this figure
========================================

ha020 R Karnilla
Team: No Affiliation
Range: 8 :bolt:
Points: 64
Keywords: Asgardian, Mystical
m-boota-fistd-normalg-starburst810173810163791627916279152691526815358143KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO

How refreshing - no SPs. At first glance, I was unimpressed with this dial. A bare 17 Defense in a set full of 11 AV, 4+ brutes has me nervous about fielding her. Shape Change helps somewhat, but what really sells Karnilla is the frontloaded Psychic Blast. 10 attack may be a bit below average trying to shoot at 18-19 Defenses, but if she hits, it hurts. Given the number of ground pounding bricks in HoT, Karnilla should have an easy time singling out one or two and ripping into them.

Should she get based, she can Teleport Away to set up another psychic assault. Knocked around a bit, she turns from a secondary attacker into a support piece, gaining Enhancement, and Probability Control. 8 clicks of life at 64 points seems like a bargain, as she can easily fit on a team with bigger, better attackers and still hold her own. My vote for most underrated of the uncommons.

:d-indomitable::d-indomitable::d-indomitable::d-normal::d-normal: Fill out a team with this figure
========================================

ha021 E Ulik
Team: No Affiliation
Range: 0 :bolt:
Points: 118
Keywords: Asgardian, Brute, Monster
m-boota-fistd-normalg-starburst10111548121548101537101437914379142KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
(Attack) Uru Knuckles Bands: Ulik can use Quake and Super Strength

(Defense) Strongest of All Rock Trolls: Damage dealt to Ulik is reduced to 1. This power cannot be countered or ignored.

Now that's a defense power! Or is it? Ulik reduces all damage to one (including Pulse Wave!), and has the power for five clicks, which seems like he'd be near unstoppable. Buyer beware! Psychic Blast and Exploit Weakness will cut through this like butter, thanks to the nature of Penetrating Damage:

Penetrating damage: Damage that can’t be reduced by powers that reduce damage dealt.

Bottom line: Penetrating damage does NOT get reduced. Ulik's power Reduces damage. End of story. Still, prepare to hear the rules lawyers chase after that particular Whaaa-mbulance and redefine "counter" or "ignore" to include EW & PB. On the plus side of the power, Ulik's power can't be Outwit, which is still good, and the aforementioned Pulse Wave that normally ignores powers - well that gets reduced too.

At best, Ulik is only be as good as what your opponent is playing. Strongest of All Rock Trolls makes him a gigantic threat to tentpole teams and one man armies without PB/EW but swarm teams with access to those powers or teams with flurry/duo attacks should easily pick apart his low defense. Likewise Poison and Incapacitate will chew him apart. And if he starts taking Mystic Damage? uh-oh. :cross-eye

With a taxi and someone to run interference, Ulik should be able to clean house dishing out 5 to 6 damage a turn. He picks up Exploit Weakness mid dial to help offset the fact that he'll likely have burned through many objects, and still makes a good primary attack piece thanks to high AVs with some help. As it stands, HoT has loads of figures with PB/EW, which makes Ulik a gamble to field, especially when Bug or Moonstone can burn through half his dial in a single attack.

With normal rules: :d-indomitable::d-indomitable::d-indomitable::d-normal::d-normal:
If your venue doesn't play by the rules, and reduces all damage dealt to 1: :d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-normal:
========================================

ha022 E Moonstone
Team: Avengers
Range: 8 :bolt:
Points: 76
Keywords: Celebrity, Masters of Evil, Thunderbolts
m-winga-fistd-normalg-starburst1010173101017399163991629916288153KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO

Moonstone looks like a slightly more mobile version of Karnilla - Psychic Blast, ES/D, Shape Change, Phasing/Teleport. Moonstone picks up a few tricks though with Flight and Running Shot giving a possible first strike. She might see the Outwit if she's not hit too hard, and her point cost lets her fit on most team builds and still pull her own weight. The key to using her effectively will be tying up opposing ranged attackers while letting her sit back and snipe. Push her right away onto that 17 ES/D and keep her in the back row where she'll have 19-20 ranged defense, and she'll do okay cleaning house.

:d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-normal:
========================================

ha023 V Beta Ray Bill
Team: No Affiliation
Range: 8 :bolt:
Points: 159
Keywords: Asgardian, Cosmic, Robot, Omega Flight, Warrior
m-winga-fistd-normalg-starburst1011174101117491016491016489163891538915279152610152611142KOKOKOKOKOKOKOKO

Hey Bill, why the long face? Bwah ha ha!

The set doesn't get much stranger than cybernetic alien-horse/asgardian warrior-types, and dials don't come much better than Bill's. He lacks the 18 :d-normal: that many of the god-level figures in the set have, but he also packs more punch than fellow Uncommons Fandral and Balder thanks to range. 8:bolt: range and Running Shot with Flight, an opening 11 AV, 4 damage and an awesome sculpt demand respect. That 4 damage remains steady, and he'll eventually hit Super Strength giving him a slight bump in close combat if an object is handy.

Beta Ray picks up RCE when his damage drops, and will still be dealing 5 clicks of damage on his 5th click. Damage value dips dramatically at the end dial, but attack gets another upswing, and he picks up Exploit Weakness to hammer home the opposition. At +50% of a team build this horse of a different color is a better than average pull. Indomitable or a better defense would set him over the top, but I imagine he'll win more than his fair share of fights.

:d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-normal: Strongly consider playing this figure.
========================================

ha024 V Namora
Team: No Affiliation
Range: 0 :bolt:
Points: 76
Keywords: Agents of Atlas, Atlantis, Ruler
m-winga-fistd-normalg-starburst810173810163910163910163891528915288152KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
(Special) Special: Namora has the [aquatic] symbol

(Speed) Team Player: When using the Carry ability, Namora can carry two friendly characters if they both share a keyword with her.

(Damage) Electrolytes to the Rescue: At the beginning of your turn, if Namora occupies water terrain, roll a d6 as a free action. Heal her of damage equal to half the result.

It's got electrolytes! Namora packs quite a punch for 76 points. Like her robotic teammate M-11, Namora's attack value is fairly consistent for the first half of her dial. Lots of Super Strength should let her keep hold of an object if she happens to get hit before using it. With no range, she'll need to get in close to be useful, and Toughness won't protect her for long. Her Defense is a little low as well, so it's only a matter of time before she falls to a horde of minions.

Team Player would have been useful frontloaded, and is situational at best. Use her to get first strike and tie up an enemy, while another teammate stays behind and snipes. Take some damage, and if you're not already there, run to the water to use those Electrolytes.

:d-indomitable::d-indomitable::d-indomitable::d-normal::d-normal: Fill out a team with this figure.
========================================

ha025 E Starlord
Team: Defenders
Range: 8 :bolt::bolt:
Points: 90
Keywords: Guardians of the Galaxy, Soldier
m-boota-sharpshooterd-normalg-starburst89162810162891637915271015269142KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
(Attack) Galactic Marksman: Give Star-Lord a ranged combat action. If he targets a single opposing character, modify his attack value by +2. If he targets more than one opposing character, modify his damage value by +2.

I did my homework on this figure, honest. (http://www.hcrealms.com/forum/showthread.php?t=264187) Galactic Marksman can be used with Running Shot, which makes Starlord a force to be reckoned with. Sharpshooter keeps him firing away even when based, and twin targets hedge his bets. Plus- there's the whole double-bump AV/Damage thing. CR on defense means he will want to be up close and personal, as he can't take much of his own ranged medicine. Rocket Raccoon and the SR Valkyrie could give him a defense boost with their TAs, so look for those figures as well. I have no idea who this guy is, but I love him. I shudder to think what will happen in constructed when Starlord gets some Enhancement and Defend.

Dear Neca, can we get a Deadshot this good? Signed, Anonym0use

:d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-normal: Strongly consider playing this figure.

========================================

anonym0use
11/22/2009, 12:22
Note: There is some discrepancy with Pluto's dial. Wizkids Gallery has him at 10 clicks deep, HCRealms Gallery has him with 9 clicks of life. I don't have a figure in hand, so I went with the WK gallery. In any event, that sole extra click (the #2 Enhancement/ES/D) shouldn't sway the argument to play him one way or another.

ha026 U Pluto
Team: No Affiliation
Range: 8 :bolt:
Points: 125
Keywords: Deity, Ruler
m-boota-fistd-normalg-starburst712174711174711164711163710163610163610163691536915369143KOKOKOKOKOKOKOKOKOKOKOKO
(Speed) Soul Syphon: When a friendly charcter with 30 or higher point value is KO'd, Pluto may move to the square they occupied after any current actions are resolved. If Pluto does, he can use Regeneration as a free action.

I'm not quite sure what to make of Pluto, I don't think we've ever seen a dial quite like this. Enhancement makes him a nice swarm leader, provided the minions have decent range. He's 40% of a build total, so finding a strong ranged attacker to pair up with him may be problematic. Still, figures like M-11, Moonstone, and Starlord can easily fit on a team with the lord of the Underworld. He's got a respectable 8 range, impressive attack and damage values, but a bit of a glass jaw. If he's within Charge range, it may be better to push him to get to those damage reducers. Steal Energy will mean healing damage as he dishes it out, but his rear dial is a little bare for my tastes.

Soul Syphon theoretically lets him teleport across the board (again - there is no range on the power, nor does it require Line of Fire), but Regeneration is all luck. A third of the time he won't heal a single click AND he'll be moving adjacent to or into the range of an opposing figure that just KO'd a teammate potentially a very dangerous move considering he has no damage avoidance powers. The true value of Soul Syphon will come in constructed formats, where a player can sacrifice their own figures (perhaps to a phone booth) and teleport Pluto out of harm's way. An expensive gambit, but one that could pay off.

In sealed events, I feel Pluto is more of a finesse piece, especially with no move and attack. He's not as sexy (both literally and figuratively) as other HoT Warriors and there are better picks in the set but provided he has a taxi devoted to him, his 12 attack won't go to waste with the high defenses in HoT.

:d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-normal: Strongly consider playing this figure.
========================================

ha027 E Moondragon
Team: No Affiliation
Range: 10 :bolt::bolt:
Points: 134
Keywords: Animal, Cosmic, Defenders, Infinity Watch, Martial Artist, Psychic
m-winga-fistd-normalg-starburst81017289172891627816210101831091838917388163KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
(Attack) Dragon of the Moon: Moondragon has the [giant] damage symbol. Moondragon can use Blades/Claws/Fangs and Psychic Blast.

I love this dial, which is like a buffet of fun Super Powers. Start with 10 range dual target Psychic Blast. Or fly up and Mind Control two targets the next turn, take some feedback damage and push onto Perplex/TK. Clear, then TK another ally into battle while giving them a Perplex buff. Push to MC again, and BAM! Giant Dragon-lady enters the fight.

Her mid-dial spike turns her into a Giant with Running Shot and Psychic Blast. Remember - Giants have an easier time breaking away, and Giants can shoot over other figures so she should have a good chance of hitting whoever she wants and cut through their damage reducers. Should she want to stay up close and personal she has B/C/F on those "big girl" clicks though it may be wiser to hedge bets and deal the printed 3 damage. She can always choose not to be a Giant, so keep that in mind when an enemy is trying to determine Line of Fire to her.

I wish her upfront attack and damage were just a little better. Moonie will likely use Perplex to increase her own stats when possible, and she'll most often be better served Mind Controlling to deal damage than dish out that frontloaded 2 with PB. 134 points is a sizable investment to make in someone who has no upfront move and attack, but she's got the potential to wreak a lot of havoc. I'd guess that even if you don't win with her, you'll have loads of fun using her. I can't justify her at a 4 in this set, though she's definitely a high 3.

:d-indomitable::d-indomitable::d-indomitable::d-normal::d-normal: Fill out a team with this figure.
========================================

ha028 V Rocket Raccoon
Team: Defenders
Range: 8 :bolt:
Points: 65
Keywords: Animal, Guardians of the Galaxy, Soldier
m-boota-fistd-normalg-starburst8917289162881527814267142KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO

Hey look! A Raccoon with a gun! Not one, but two support powers grace Rocky's dial, and Probability Control will help a lot when dealing with some of the harder defenses to hit in the set. Defender's TA may not amount to much. Starlord has a 16 Defense with the TA, though the SR Valkyrie has an 18 - so look to pair with her if the chance arises. Sadly, the Raccoon doesn't have much bite. 2 damage down the whole dial will relegate him to clean up. He may be a primary target too, as an opponent will want to see that PC/Outwit combo removed before it causes too much trouble. Guard that Outwit, it doesn't come any cheaper in the set and will be instrumental in many a victory.

:d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-normal: Strongly consider playing this figure.
========================================

ha029 V Gorilla-Man
Team: No Affiliation
Range: 6 :bolt:
Points: 61
Keywords: Agents of Atlas, Animal, S.H.I.E.L.D.
m-boota-fistd-normalg-starburst8101728101728101628916279163791637815368153KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO

Hey look! A gorilla with a gun! HoT has a whole Zoology subset going on, with Frogs, Apes, Wolves, Raccoons and Dinosaurs. Gorilla-Man here is another Agent of Atlas, and it shows in his dial. Like M-11 and Namora, monkey-boy has very steady attack, damage, and defense statistics.

Unlike his teammates the simian is barely able to crack Toughness on his top clicks, and will be helpless against about the twenty-odd figures in Hammer of Thor that have Invulnerability or better. Helpless, that is, until he gets knocked onto his rear dial, chock full of Flurry and 3 damage. Bad news - at that point his attack drops, lowering the odds of both Flurry attacks hitting. Don't forget the Battle Fury should an opponent try to shoot you or carry him away (or vice versa). GM ends with three clicks of regen, which may give him a second wind.

Mastermind figures should love Gorilla Man, and his deep dial is an affordable 61 points, making him useful if nothing else as a tie up piece. Pair him with some Enhancement, or use him to attack minions, and he'll do okay. I suspect there's a strong contingent of HCRealms that will play this figure no mater what I rate him, based only on the criteria that he's an Ape. With an uzi. And an AK-47. Ka-chow!

:d-indomitable::d-indomitable::d-indomitable::d-normal::d-normal: Fill out a team with this figure.
========================================

ha030 R Owl
Team: No Affiliation
Range: 0 :bolt:
Points: 48
Keywords: Animal
m-boota-fistd-normalg-starburst891528915279152781427814167131KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
(Damage) 360 Degree Vision: Owl can use Perplex, but can only modify defense values

Hey! They included a Wolverine in this set after all.

Pssst Owl. Mr Hyde called, he wants his outfit back.

This guy redefines Hooty and the Blowfish (emphasis on "blow").

I mean seriously, how can you not poke fun at this boob? Well, I guess Owl's more of a hooter than a boob. Sigh. I suppose I should just rate the figure and move on. Okay. Leap/Climb and Super Senses make him a good tie up figure. B/C/F make sure he won't get ignored. The problem is the low defense. With a 15 at best, even Pip will have an easy time making -2 AV transporter attacks on Owl. Hooty's longevity is only based on SS rolls, but that's okay - his biggest selling point is the weak sauce Perplex power and the sooner he's damaged the sooner he'll see it. Never waste Perplex on the Owl's defense though - pick an opposing figure to weaken with it, or an ally to strengthen.

:d-indomitable::d-indomitable::d-normal::d-normal::d-normal: Think twice about using this piece.
========================================

ha031 E Ronan the Accuser
Team: No Affiliation
Range: 8 :bolt::bolt:
Points: 130
Keywords: Armor, Kree, Warrior, Ruler, Soldier
m-winga-fistd-normalg-starburst8121748111637101637101637915379153681526814257143KOKOKOKOKOKOKOKOKOKOKOKO
(Damage) Ruler of the Empire: All adjacent friendly characters with the Kree keyword modify their attack values by +1.

Ronan's biggest problem is lack of consistency. Sure he hits hard upfront, but lacks move and attack to insure first strike. 17 defense is a little too low for a primary attacker of his point cost, and once he gets knocked past Invulnerability he'll have a hard time pulling his own weight. Dual incap has its uses, though with so many deep dials in 'Hammer, raw damage will net more wins. Ronan is another figure that will fare better in constructed play (with Stunning Blow and a swarm of Supernova Kree), Ronan can't stand up to all the horseshoe dials in HoT.

:d-indomitable::d-indomitable::d-indomitable::d-normal::d-normal: Fill out a team with this figure.
========================================

ha032 R Daredevil
Team: No Affiliation
Range: 4 :bolt::bolt:
Points: 81
Keywords: Martial Artist, Marvel Knights
m-boota-fistd-normalg-starburst81018381017379172791627816268162KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
(Speed) Protector of Hell's Kitchen: Daredevil can use Leap/Climb and Stealth. Daredevil ignores other characters' Stealth.

Leap/Climb and Stealth are great, as is the ability to ignore Stealth. Of course, sniping is almost out of the question with a 4:bolt::bolt: range, but he could still be positioned to make use of it. He's a cheaper dual Incap than Ronan and has EW to back him up when ground pounders get too close. One of the few figures to have Outwit, Mr. Murdock remains useful at his end dial able to Leap/Climb away into hindering terrain and hide. He should be able to Outwit Stealth characters as well thanks to the SP.

:d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-normal:

Troma99
11/22/2009, 13:17
I"m glad to see you believe that Pluto's near on par with Balder as well. I think he'll be insanely under-respected in Constructed tournaments : \.

Ditto on Karnilla


It looks like you got his Dial right...and the gallery is very very wrong

Nighthawk
11/22/2009, 13:21
great job
keep these coming!

cHaO5
11/22/2009, 13:22
Just looked at him, Star-Lord's range is 8.

Rurouni KJS
11/22/2009, 13:27
Dear Neca, can we get a Deadshot this good? Signed, Anonym0use

Dear Anonym0use:

No. Deadshot is only an Earth-bound human. Star-Lord is Lord of Stars and has Space Guns. When Mr. Lawton starts toting Space Guns, then we'll talk.

Insincerely,

Rurouni KJS
:p


I suspect there's a strong contingent of HCRealms that will play this figure no mater what I rate him, based only on the criteria that he's an Ape. With an uzi. And an AK-47. Ka-chow!

Slanderous lies. No one ever plays monkey teams. No one even thinks about it. (http://www.hcrealms.com/forum/search.php?searchid=1559046)

:p

Troma99
11/22/2009, 13:41
Dear Anonym0use:

No. Deadshot is only an Earth-bound human. Star-Lord is Lord of Stars and has Space Guns. When Mr. Lawton starts toting Space Guns, then we'll talk.

Insincerely,

Rurouni KJS
:p




Slanderous lies. No one ever plays monkey teams. No one even thinks about it. (http://www.hcrealms.com/forum/search.php?searchid=1559046)

:p


GRODD BE PRAISED!!!


Dear Letter Writers:
Mr. Lawton Is a Dc Figure, ergo once he hits the 50 year mark he can do whatever the hell he wants.

-Troma99

Dear Globochem:
two men Are Writing Suggestion Letters, PLease Send me as many free items as possible
-Love, David Cross

markrochip
11/22/2009, 13:44
Owl is the only character who got a 2 (or lower) shield review. That's pretty impressive for the HoT Uncommons.

Great reviews! Thanks!

jak7890
11/22/2009, 13:58
I can verify that Pluto has the dial shown on the WK unit list.

Mr.x_20xx
11/22/2009, 14:06
Don't forget the biggest advantage with Star-Lord is that you can target two enemies, but dish it all to one fig for 4 damage. Additional I believe you can do it at base, shooting through the opponent to other enemies (or at another adjacent opposing fig), and if you miss one taget, you still get the +2 damage to stack on the other guy.

Pepsirox08
11/22/2009, 14:46
fill out the team with a 130 pt fig? and namora is still pretty good, but beta ray bill should get a 5 shield rating!!

thebigZZZZZ
11/22/2009, 15:07
yeah I agreed with Pepsirox08 on Beta Ray Bill, really deserves good ratings.

as for the Owl, if you pull two Owls, then they became useful since I saw one guy fielding two Owls and others yesterday and did very well because two Owls are harder to be taken down (kept making the super senses, whoa)...one Owl is not enough. Heh.

Gorilla Man - thinking that his rating should go down a little because at two tournaments, no one fielded him on the team. I mean, no one! As for myself, I have given some thoughts when I pulled him but one problem - points value, team building (theme or not?)....I ended up choosing others so I can have a theme PC. So unfortunately at Marquee...but at regular tournament or for fun, maybe can be useful as a secondary attacker? Who knows? I plan to try him out on Agents of Atlas team.

Fandral - same with Gorilla Man - never faced him at the tournament and you give him a 5 shields? I think his rating needs to drop down a little...maybe 3.5? We have a lot of Psyblasters who can beat Fandral....I saw one guy using Moonstone and Karnilla taking Fandral out in four turns quite easily.

By the way, nice job on the article. At least we can agree to disagree on few ones, eh? :)

flatmatt
11/22/2009, 15:18
I have to say, Owl has been one of the most annoying pieces I've played against in this set. With high defenses being a key part of tentpoling in this set, his defense-only perplex has devastated me in one game, while he hung in there forever with super senses in another. Blades and super senses keep him as a cheap threat to the big guys if he gets the right rolls. Anyway, that's just my experience.

I definitely agree with your Fandral rating. Outwit is key, but leap/climb with flurry and 11 attack, particularly on the map for this set, is huge as well.

techdog
11/22/2009, 15:22
Starlord is a beast in sealed! Having used him in our first sealed tourney, he can really make a huge difference on the board, I cannot wait to run the GotG team!

lancelot
11/22/2009, 15:23
Don't forget the biggest advantage with Star-Lord is that you can target two enemies, but dish it all to one fig for 4 damage. Additional I believe you can do it at base, shooting through the opponent to other enemies (or at another adjacent opposing fig), and if you miss one taget, you still get the +2 damage to stack on the other guy.

Nah, when based, you still are based and you cannot shoot out of adjacency. Starlord can only target the target he is based with.

However, I wonder if he is based by two opposing characters, can he target both?

lancelot
11/22/2009, 15:25
My only disappointment from the Uncommons is the somewhat shallow dial on Ulik.

6 clicks deep, really? With all the PB/EW in this set, it's practically 4 clicks deep.

Oh, well back to using the CM versions.

FlatFootedBoy
11/22/2009, 15:25
Sharpshooter doesn't let you fire away even when based. You can only make attacks against the adjacent figure. Still awesome. Let's Star-Lord target two adjacent figures and deal that 4 damage. He doesn't even have to hit both of them!
SHARPSHOOTER This character can make ranged combat
attacks against adjacent opposing characters. When this character
makes a ranged combat attack, it can ignore the effect of opposing
characters on line of fire.
Played a sealed event and had to argue that you can't shoot through friendly figures. Judge's response was, "No arguing. I'm the judge."

anonym0use
11/22/2009, 15:27
Just looked at him, Star-Lord's range is 8.

fixed it. Thanks!

anonym0use
11/22/2009, 15:29
fill out the team with a 130 pt fig? and namora is still pretty good, but beta ray bill should get a 5 shield rating!!

Bill is good, no doubt, but lacks consistency. Most of the better dials in HoT see an upswing in attack, defense and damage - Bill just gets attack. If he wasn't more than half the team build, I might reconsider.

JGonspy
11/22/2009, 15:40
Fandral - same with Gorilla Man - never faced him at the tournament and you give him a 5 shields? I think his rating needs to drop down a little...maybe 3.5? We have a lot of Psyblasters who can beat Fandral....I saw one guy using Moonstone and Karnilla taking Fandral out in four turns quite easily.

You should try giving Fandral a run sometime. I was using him yesterday in a fun game and I was pleasantly surprised at how potent he was. Even without any members of the Warriors 3, a well used Fandral can be devastating. I managed to take out Quasar and Captain America with Fandral and a generic Valkyrie. He's definitely not a great solo attacker, but with the right support, he's definitely a great piece.

anonym0use
11/22/2009, 16:00
I have to say, Owl has been one of the most annoying pieces I've played against in this set.

It's hard rating figures with Super Senses - and sometimes I think they're overrated by people that are lucky with them. Still, yeah evading attacks all the time is awesome. As is rolling critical hits with any figure.

I don't see Owl doing much heavy lifting though, and because he relies mostly on luck - luck to land any hits with a 8/9 av, luck to roll better than a 2 on B/C/F and luck to make Super Senses people will have mixed experiences with the figure.

anonym0use
11/22/2009, 16:06
Gorilla Man - thinking that his rating should go down a little because at two tournaments, no one fielded him on the team.

Without any actual field data on him, you want me to lower the rating? Just because they didn't play him, doesn't mean he's not decent. I still thank that 2 damage is enough of a "keep away" sign for the ape.


Fandral - same with Gorilla Man - never faced him at the tournament and you give him a 5 shields? I think his rating needs to drop down a little...maybe 3.5? We have a lot of Psyblasters who can beat Fandral

Not if he Outwits psyblast. :laugh: With an 18 D (19 in hindering), Karnilla and Moonstone MUST have been rolling better than average (above a 7) to hit Fandral. Any pair of figures that role better than average and have decent damage values will hurt *anyone* in 4 rounds. :laugh:



By the way, nice job on the article. At least we can agree to disagree on few ones, eh? :)

Completely. :classic:

anonym0use
11/22/2009, 16:09
Owl is the only character who got a 2 (or lower) shield review. That's pretty impressive for the HoT Uncommons.

Great reviews! Thanks!

Wait until you see the rares. :o

This set is extremely well rounded in terms of playability and competitiveness.

thebigZZZZZ
11/22/2009, 16:27
Wait until you see the rares. :o

This set is extremely well rounded in terms of playability and competitiveness.

oh yeah... I am curious on that!! especially on Heimdall, Hela, and other godly figures. :)

Troma99
11/22/2009, 16:30
oh yeah... I am curious on that!! especially on Heimdall, Hela, and other godly figures. :)

welll you're in for a disappointment with Hela....>Just a forewarning.

RavenProject
11/22/2009, 16:37
Fandral - same with Gorilla Man - never faced him at the tournament and you give him a 5 shields? I think his rating needs to drop down a little...maybe 3.5? We have a lot of Psyblasters who can beat Fandral....I saw one guy using Moonstone and Karnilla taking Fandral out in four turns quite easily.

Move adjacent to one, use Outwit to counter the other. Problem solved.

And where was the rest of Fandral's team while this happened?

I played Fandral yesterday, and have to agree with the rating. He was incredible, especially given his cost.

I'm anxious to play a 400+ point game with the Warriors Three and some Asgardian buddies. Wait until Fandral gets Lunge...

-J

Shield001
11/22/2009, 16:46
Lex Luthor should hang out with this guy. You think I'm bald? He's Balder! Bwah ha ha ha! Are you a DC Fan? Team him up with Thunderbird or Shaman for a "Brave and the Balder" team.

its jokes like that, that would get you rep if I didn't have to spread it around...

Vevilaughs
11/22/2009, 17:14
I think Fandrall deserves the 5 shields.

With his 18 DV and Inv. he is a piece you have to concentrate on to get him off that 1st click and at 101 pts chances are there are other threats on the field you may have to deal with. Especially since he will not automatically be in you face.

Also, he is a piece that you want to deal with at range. If you let him base you and you hit him for 4 or 5 (using an object), you then need to deal with 17 DV with CR.

Sure if you play a Thor, Fandral is toast, but most pieces in the set will be toast compared to Thor.

rollinsolo
11/22/2009, 18:11
great review again.

Emberwild
11/22/2009, 18:43
Here is Pluto's true dial.

#026 U Pluto
Team: No Affiliation
Range: 8 :bolt:
Points: 125
Keywords: Deity, Ruler
m-normala-normald-normalg-normal712174711174711164711163710163610163610163691539915369143KOKOKOKOKOKOKOKOSpeed - Soul Syphon: When a friendly character with 30 or higher point value is KOd, Pluto may move to the square they occupied after any current actions are resolved. If Pluto does, he can use Regeneration as a free action.

Marshal Law
11/22/2009, 20:38
Fandral
Lack of move & attack doesn't quite get balanced by Leap/Climb, Flurry with only 3 damage means chewing through damage reducers is a slow, hard slog (don't count on one click of Outwit lasting long for this, especially on a figure that will probably not get the first attack). IMO the comparison made to Balder IMO doesn't show Fandral in the good light portrayed, even at 29 points cheaper I'd rather have a figure that can charge in for 3 damage and then follow up for 5 than one that has to jump in for 0 and then Flurry for 3+3. The inferior damage reducers doesn't help matters much.

I'd consider Fandral mostly for a team backed by cheap ranged attackers that can benefit from Fandral wading into the fray to mix it up (and likely die for his efforts) while they pick apart the occupied opposition. If faced with making a close combat team, I'd rather have a figure with better damage / damage reducers / move and attack.

In a nutshell, I just don't see Fandral being the first choice for team construction - but instead a fill in for a team focussed on other figures being the heavy lifters. Leap/Climb is nice on the water divided map, but you're essentially paying 101 points for an uber-tie up piece. Four stars at best in my book.

Karnilla
A whopping 8 always useful clicks for 64 points is a bargain. Yes, this is a "fill your team out" figure, but its almost a no brainer filler. The praise given for Fandral might actually be valid if he had one or two of these as groupies, picking at the damage reducer opposition Fandral has such a hard time dealing with. This is easily four stars IMO.

Starlord
Only 6 clicks for 90 points is a very tough sell. The seemingly low attack and damage values at first seem compensated by the special ability. But at 90 points you're going to be faced with putting this guy up against figures with damage reducers - leaving you in the unenviable position of either having a decent enough attack number to hit *or* enough damage to penetrate, but *not* both. His low defense against ranged attacks means you probably can't afford to trade shots at range, meaning getting up close and personal in a set with *lots* of figures that do that job better. And while 18 close defense seems great, one good wack and its basically over. I saw a few of these played in recent sealed events, the ones I saw didn't tend to do all that well for the above reasons. Three stars at best IMO.

Gorilla-Man
Low damage and no move and attack seems a problem in this set. But this figure has a very long dial for the cost and is well suited for getting into position for tying up other more dangerous figures, especially ranged attackers. The tail half of the dial can actually be somewhat dangerous. I'm not convinced this figure deserves better than three stars overall, but if your pull in sealed consists of mostly ranged attackers then IMO this figure jumps to four, because few figures for the cost are as well suited for buying time holding off the close combat opposition.

Ronan the Accuser
Granted the dial tapers off to dust. And lack of run & gun hurts. But in a set full of 100-140 point *close combat* monsters with damage reducers, a figure in that range that has similar damage reducers, damage, and attack numbers along with *8* range is nothing to sneeze at. Properly played this figure can often get the first hit in on other figures in the set in the same point range that lack range, and trade blows favorably with the few that do. The force blast option is also notable against the close combat crew - if Charge is abscent or neutralized (Outwit, Ronan first strike, etc) this can frustrate further those figures. And do not under any circumstances discount the double arrow incap - I found this option to be critical in one sealed event this past week. Granted the team I was playing had a medic (making pushing Ronan almost a no-brainer, when normally its a very tough decision), but I'd rate this figure four stars in sealed.

Daredevil
Another expensive figure for the dial length, but a better buy than Starlord for what you get in most cases (situational based on figure pull IMO, for a few cases Starlord would be the better choice). The range is just too low to take advantage of half his special power, and if you get up close and personal you're just one missed Super Sense roll away (and having not made a single Super Sense, Shape Shift, or Impervious roll yet out of *many many* attempts in two sealed events this past week, I can attest to how easy this is) from getting his attack value ground to dust. On a figure eating up a quarter of your build total. Tail end Outwit doesn't help too much when his only other use is hoping someone with a low defense is close enough to be Incapped but not so close as to pound him to end dial past "too late to help much" Toughness. Too expensive and short dialed for a tie up piece, too limited in range or damage to be a secondary attacker. Three stars in my book.

Repulsor rage
11/22/2009, 21:39
I played KArnilla today she was awesome! I had a Thor off (Me and an oppents Thor missed each other four differnt times) and she turned the tide by rolling a crit hit with psy blast!

Samaritan
11/22/2009, 22:26
Another great article!
Disagree on:

Karnilla: 4 - Really, really cheap for what she delivers.

Ulik: 2 - Way too low defense and short dial. The SP will never make him last enough, and he's not even indomitable, so no pushing for him...

And a brief comment about Star-lord, one of the best things of his dial is the ability to Running Shot into melee, because of :a-sharpshooter:.
This makes his CR work even better for him! Great piece!

batjester
11/23/2009, 00:48
Don't forget the biggest advantage with Star-Lord is that you can target two enemies, but dish it all to one fig for 4 damage. Additional I believe you can do it at base, shooting through the opponent to other enemies (or at another adjacent opposing fig), and if you miss one taget, you still get the +2 damage to stack on the other guy.

On click three he has 3 damage - boy was Ultron suprised :grin:

Gorilla man is a great tie up piece. You actually don't mind him taking damage, and when the going gets tough, he just regens. Used him to tie up the afformentioned Ultron and let Star-Lord do his thing (I was always aiming for two for the added damage).

GreenMonster
11/23/2009, 02:05
ULIK: DAMAGE DEALT is reduced to 1.

The damage from penetrating attacks cannot be reduced.

How this works is: Psychic Blast hits for 3 damage. He is dealt 3 damage. All damage dealt is reduced to 1. One damage dealt translates to 1 click.

Ignatz_Mouse
11/23/2009, 02:44
I'm sure we'll have arguments over Ulik, but as worded, penetrating damage will hurt him.

I used Gorilla Man to base Thor, what a wondrous thing. Meanwhile, my own Thor was out there shooting.

WolvieFan9
11/23/2009, 06:49
I played Karnilla and Daredevil this weekend (along with M-11 and SR Valkyrie).

Karnill was fantastic... even when she got hit, she ended up on something useful. From Enhancement (Daredevil ranged attacking for 4!) to PC, she's useful all the way down the dial. And her last two clicks, she's sporting an 8 attack... with 3 damage. Do not think this is insignificant at the end-game... she finished off a Thor with a timely 3-damage blast (and she's got PC to help make that hit).

Daredevil was very good, too. When I picked him, I thought "Oh, Matt's going to get killed, meddling in the affairs of gods..." But he did better than I thought he would, and once figures ended up based by the middle of the game, he was good at L/Cing into the fray to use his EW. I didn't want to push him much, to keep him on that 18 Defense, but he stayed pretty consistent. I only lost him one game, and that was because I moved him out of the way so he could use his Outwit after a hard shot from Thor -- KOing him myself (I thought he had another click of life, oops).

Thanks again for the great reviews! Keep up the good work!

jackstar7
11/23/2009, 11:08
ULIK: DAMAGE DEALT is reduced to 1.

The damage from penetrating attacks cannot be reduced.

How this works is: Psychic Blast hits for 3 damage. He is dealt 3 damage. All damage dealt is reduced to 1. One damage dealt translates to 1 click.

Does that mean you've also been playing Superboy Prime, Iron Man, and SS:I that way?

"INVINCIBLE: Damage Dealt to Superman Prime is reduced to 1."

jackstar7
11/23/2009, 12:11
Likewise, does it mean you use the standard PAC powers that way?

"IMPERVIOUS (NON-OPTIONAL) When this character is dealt damage, roll a d6. On a result of 5 or 6, the damage dealt is reduced to 0. On a result of 14, the damage dealt is reduced by 2."

gatharion
11/23/2009, 12:41
I used Chase Stein and Karoline Dean and being able to have them take turns carrying each other was really potent.
Chase also wrecked Captain America's day. The Cap is a ranged beast, but he does not appreciate being based by someone with Combat Reflexes and his own ES/D did nothing against Chase's CCE.
Once Chase KOed Cap he then helped finish off Balder.

saturnflight
11/23/2009, 13:09
ha020 R Karnilla
Team: No Affiliation
Range: 8 :bolt:
Points: 64
Keywords: Asgardian, Mystical
m-boota-fistd-normalg-starburst810173810163791627916279152691526815358143KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO:d-indomitable::d-indomitable::d-indomitable::d-normal::d-normal: Fill out a team with this figure.
Karnilla is a great ranged team addition, because she can hold her own as a ranged attacker while adding to the rest of the team too. Karnilla brings great supporting abilities, while also bringing the kind of attack formula that made the old CT White Queen so popular (the loss of Mind Control doesn't hurt my feelings). Karnilla will be underrated, Anonym0use is right about that.

ha021 E Ulik
Team: No Affiliation
Range: 0 :bolt:
Points: 118
Keywords: Asgardian, Brute, Monster
m-boota-fistd-normalg-starburst10111548121548101537101437914379142KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO(Attack) Uru Knuckles Bands: Ulik can use Quake and Super Strength
(Defense) Strongest of All Rock Trolls: Damage dealt to Ulik is reduced to 1. This power cannot be countered or ignored.
With normal rules: :d-indomitable::d-indomitable::d-indomitable::d-normal::d-normal:
If your venue doesn't play by the rules, and reduces all damage dealt to 1: :d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-normal:
Ulik costs only 118. Even in 300, that leaves enough room for a competent backup force. Ulik is your insurance policy against a big centerpiece: Thor's not used to wasting 6 attacks on one figure, and certainly not ready to take as much damage back in return as Ulik will give. Both times I saw this guy hit the field, he made a big impression. He WILL be worth playing, and moreso in constructed; in sealed, you should strongly consider him if you plan on running a lot of little folks. 4:d-indomitable: regardless.

ha022 E Moonstone
Team: Avengers
Range: 8 :bolt:
Points: 76
Keywords: Celebrity, Masters of Evil, Thunderbolts
m-winga-fistd-normalg-starburst1010173101017399163991629916288153KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO:d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-normal:
I wanted to like Moonstone more, but she's pretty much always one strong hit away from KO. You're going to push her to click 2 with the attack values this set brings; and once there, you've got 5 clicks until she's dead, so you NEED Shape Change to go your way. At the same time, you'd love to get her Outwit, but she becomes so vulnerable once Shape Change leaves. Moonstone is fun, and a good piece, but she's just too fragile for a HoT sealed environment. 3:d-indomitable:

ha026 U Pluto
Team: No Affiliation
Range: 8 :bolt:
Points: 125
Keywords: Deity, Ruler
m-boota-fistd-normalg-starburst712174711174711164711163710163610163610163691536915369143KOKOKOKOKOKOKOKOKOKOKOKO(Speed) Soul Syphon: When a friendly charcter with 30 or higher point value is KO'd, Pluto may move to the square they occupied after any current actions are resolved. If Pluto does, he can use Regeneration as a free action.
:d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-normal:
I too thought this guy was a must play. But, surprisingly for a 125 point figure, Pluto depends a lot on what you pull. Range is a precious commodity in this set, and unless you get a lot of it, and on low-cost figures, there's not much use for Pluto's first 2 clicks. His next 4 are bizarre close-combat oriented affairs, and Pluto just can't stand up to the close combat professionals in HoT. And the last 4... well, they're a gimmick. Think carefully before you toss him in; 10 clicks for 125 is oftentimes worth it, but Pluto needs synergy to payoff. 3:d-indomitable:

ha032 R Daredevil
Team: No Affiliation
Range: 4 :bolt::bolt:
Points: 81
Keywords: Martial Artist, Marvel Knights
m-boota-fistd-normalg-starburst81018381017379172791627816268162KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO(Speed) Protector of Hell's Kitchen: Daredevil can use Leap/Climb and Stealth. Daredevil ignores other characters' Stealth.
:d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-normal:
Had Daredevil been in any other set, he would have been golden in sealed. High defense, Stealth, and that cool end-dial Outwit trick. But Daredevil is in a set with very few stealth figures; he's likely going to end up Outwitting other Daredevils. His 18 defense isn't so impressive in a set with so many godly attack values. Daredevil will find himself moving a lot, because he won't be in position for an ideal attack. At 81, you can do better. 2:d-indomitable:

hannibalking
11/23/2009, 17:52
I think of Daredevil I'm going to keep thinking of my friend's game in our sealed tournament. He picked up Mjolnir with him. Of course if you're lucky enough to roll that 6 and pick it up, any character will do better with +2 to attack and damage with the ability to use Quake, EE, and Flight.

Of course I felt sorry for Daredevil during one game I played... I know Daredevil is the man without fear, but having to fight Thor and Beta Ray Bill when they are at full health is quite frightening.

GreenMonster
11/24/2009, 00:33
ULIK: DAMAGE DEALT is reduced to 1.

The damage from penetrating attacks cannot be reduced.

How this works is: Psychic Blast hits for 3 damage. He is dealt 3 damage. All damage dealt is reduced to 1. One damage dealt translates to 1 click.

Man, whoever posted this nonsense couldn't "rules" lawyer his way out of property taxes on a lemonade stand!


Freakin' tool!

vamroc
11/24/2009, 03:05
Man, whoever posted this nonsense couldn't "rules" lawyer his way out of property taxes on a lemonade stand!


Freakin' tool!
Nice :devious:
ULIK: DAMAGE DEALT is reduced to 1.

The damage from penetrating attacks cannot be reduced.

How this works is: Psychic Blast hits for 3 damage. He is dealt 3 damage. All damage dealt is reduced to 1. One damage dealt translates to 1 click.
How this works is Iron Man, Superman Prime, and all other charactors with powers like Invincible which states damage delt IS REDUCED TO ONE still count as a DAMAGE REDUCING POWERS. So EXPLOIT, PSYCHIC BLAST, and other attacks that deal penetrating damage get to well penetrate the Invincible power (which neither counters or ignores the power). Yup Iron Man, Superman Prime, and Ulik can EAT A BRICK AND DIE unless they have Repulsar Shield

Space Jawa
11/24/2009, 04:35
I remembered that Bug could also work as a nice matchup with Star Lord, since he also has Defenders and a 17D. He's also got some nice Close Combat Powers (Exploit Weakness and B/C/F), so he can help dish out the damage while he's helping keep his leader in play.

PISCEAN
11/24/2009, 10:54
Ulik is quite a conundrum. When you consider Ulik's character from the Marvel Mythos the wording on his card for his SP is odd. Cannot be countered or ignored. Read as Written, as far as I can see only one power ignores other powers and that is Pulse Wave. However when you look at how powerful Ulik is the concept that his power would also resist EW and PB is not too farfetched. His previous incarnation was about 30 pts more and had a 10 click dial full of Invulnerability which was about right for the toughest of all Rock Trolls. Now he comes in with a paltry 6 clicks and a defense so low that Indy figures snicker at it?? The only explanation I can see for that is that it is intended that the character must be hit a minimum of 6 times to be put away, pushing notwithstanding. Besides that, why word the power to make sure Pulse Wave, a power which usually only does 1 damage, doesn't ignore a defense that won't stop it from doing what it normally does anyway? I really couldn't blame a judge for ruling that EW and PB are affected by the power.
I hope we get an official errata regarding this power at some point soon to just put the question to rest.

GreenMonster
11/24/2009, 12:32
Nice :devious:

How this works is Iron Man, Superman Prime, and all other charactors with powers like Invincible which states damage delt IS REDUCED TO ONE still count as a DAMAGE REDUCING POWERS. So EXPLOIT, PSYCHIC BLAST, and other attacks that deal penetrating damage get to well penetrate the Invincible power (which neither counters or ignores the power). Yup Iron Man, Superman Prime, and Ulik can EAT A BRICK AND DIE unless they have Repulsar Shield


After all, I am my own worst critic.

imaleximsweet
11/25/2009, 17:54
Ulik is quite a conundrum. When you consider Ulik's character from the Marvel Mythos the wording on his card for his SP is odd. Cannot be countered or ignored. Read as Written, as far as I can see only one power ignores other powers and that is Pulse Wave. However when you look at how powerful Ulik is the concept that his power would also resist EW and PB is not too farfetched. His previous incarnation was about 30 pts more and had a 10 click dial full of Invulnerability which was about right for the toughest of all Rock Trolls. Now he comes in with a paltry 6 clicks and a defense so low that Indy figures snicker at it?? The only explanation I can see for that is that it is intended that the character must be hit a minimum of 6 times to be put away, pushing notwithstanding. Besides that, why word the power to make sure Pulse Wave, a power which usually only does 1 damage, doesn't ignore a defense that won't stop it from doing what it normally does anyway? I really couldn't blame a judge for ruling that EW and PB are affected by the power.I hope we get an official errata regarding this power at some point soon to just put the question to rest.


emphasis mine; single target pulsewave is one of the most powerful things in the game if he was within distance for a full powered 4 damage pulsewave, i would hit him with it. but they made the power to where i cant, so i guess i wont.

also, i would blame a judge playing it this way, because he is not following the rules as written.

sure one could argue that ulik in comics is "that" powerful, but he's 118 points, not 300.

and to me it always seems the big rock trolls and other big tough things seem to go down easy once a pyscic gets in their head...

he is not immune to psy blast, or e.w. there really doesnt need to be any errata on this... the second sentence is not related to the first.

but this is a thread for reviews, not rules disagreements.

great thread mouse

Vigilante
12/13/2009, 13:26
moonstone and ronan are awesome when played together