View Full Version : Marquee Primer Hammer Of Thor Marquee Primer - part 3 (Rares)
anonym0use
11/23/2009, 09:29
<img src="http://www.hcrealms.com/forum/picture.php?albumid=158&pictureid=7252.jpg" style="width:300px;">
Hammer of Thor Edition
Primer Review
Part 3: Rares
Sif (#033) to Spider-man (#048)
Click "full story" below to find out how the Rares rate!
anonym0use
11/23/2009, 09:33
Welcome to the third part of the four part Hammer of Thor primer review.
Part 1: Bug (#001) to Thor (#016) (http://www.hcrealms.com/forum/showthread.php?t=264102)
Part 2: Balder (#017) to Daredevil (#032) (http://www.hcrealms.com/forum/showthread.php?&t=264264)
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: All 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.
RARES:
ha033 E Sif
Team: No Affiliation
Range: 0 :bolt:
Points: 93
Keywords: Asgardian, Deity, Warrior
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(Speed) Odin's Enchantment: Sif can use Phasing/Teleport. If she does, she can use the Carry ability. Sif's speed value is not modified by the Carry ability.
No move and attack, and no range, yet ODIN'S ENCHANTMENT makes her worthwhile as a taxi. Thor's girlfriend doesn't disappoint either. Super Strength and phasing will let her pull objects out from under people. Super Strength, Exploit Weakness and an 11 AV will let her hammer home some serious damage. At 93 points, she's an extremely good bargain.
A decent strategy may be to team Sif with another grounded brick and have her carry them into base with an enemy tentpole that just moved. Said enemy will have to decide weather or not to push the following turn. Even if they do push, who should they attack, Sif or her passenger? Sif's threat range is strong her whole dial. She dips a bit in the middle, but comes back strong trading EW with CCE, and gaining the handy CR on defense. An incredible bargain for 93 points.
:d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-normal: Strongly consider playing this figure.
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ha034 U Hogun
Team: No Affiliation
Range: 0 :bolt:
Points: 96
Keywords: Asgardian, Warrior, Warriors Three
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(Damage) Hogun the Grim: Whenever Hogun is given an action, for that action modify his damage value by +1 for each action token on him at the beginning of that action.
(Warriors Three) Hogun modifies his attack value by +1 for each other friendly character on the map that has the Warriors Three keyword.
Indomitable and damage reducers - two great abilities that go great together. Hogun's kind of a plain guy. Move into position, Charge, attack for 3 damage. Rinse, repeat. His special power makes me want to Mercenary him to the Masters of Evil TA - otherwise he's only ever dealing +1 damage, and tops out with 4 damage at best. 18 defense is respectable, if not average for the set, and the 11 attack that never drops below a 9 will come in handy - especially if his fellow W3 are on the board.
He's not as good at making damage stick like some other figures with CCE/Flurry/EW, but Indomitable will let him attack a lot more than some of his HoT counterparts. Another bargain for less than 100 points, so long as he's got some help to deal damage - a raw 3 just isn't enough to hold up against Balder, Thor, and other deep dial, damage reducing monsters in the set.
:d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-normal: Strongly consider playing this figure.
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ha035 R Loki
Team: No Affiliation
Range: 8 :bolt:
Points: 122
Keywords: Asgardian, Deity, Mystical
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Hey Loki, where'd you get the broad shoulders?
I kind of wish Owl were a Rare so I could make more hooter jokes here. I'm going to go ahead and say Loki would be much more beneficial with the mystics TA. Perplex and Outwit won't go to waste in a battle, and Enchantress is jealous of the 11 AV Psychic Blast, 3 damage, and dashing wardrobe. Loki is a strong ranged attacker, but won't fare so well up close. Dedicate a taxi to carting around the trickster, and devote some minions to get in an enemies face and she'll do okay.
Loki can't take much of a hit, losing effectiveness on the Shape Change clik. Yes, Damage Avoidance is good, but Perplex is better, especially when that damage dips to 2. Phase/Teleport and Outwit make her a handy mobile power disruptor, though it's only useful if there's someone to take advantage of it, and at 122 points there may not be. Outwit is also rear dial, which makes it more of a "reactionary" power rather than a preventative attack measure.
I'm really on the fence about this figure. A better range, and extra :bolt:, Indomitable or an 18 defense would throw it over the top and make her a full 4 shields for me. Compared to others in her point range (Kurse, Balder, Pluto) Loki doesn't pack quite enough punch for me. If she has enough low cost support (M-11, Starlord, Sif) she may do well, but if you play her in a two man team (with Beta Ray Bill, Surtur) she may disappoint. Given that her success will depend largely on what else you pull, Loki gets a 3.
:d-indomitable::d-indomitable::d-indomitable::d-normal::d-normal:
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ha036 U Heimdall
Team: No Affiliation
Range: 0 :bolt:
Points: 149
Keywords: Asgardian, Deity, Warrior
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(Damage) Sight to the Nine Worlds: Characters using Charge, Running Shot, or Hypersonic Speed deal no damage to Heimdall. Heimdall ignores other characters Shape Change and Stealth.
(Speed) Gjallerhorn: Give Heimdall a power action and choose a target friendly character that has the Asgardian keyword and to which Heimdall has a clear line of fire. Put the target in an unoccupied square adjacent to Heimdall. Any target so placed can't be given an action until your next turn.
Heimdall is an annoying snit. There, I said it. Not only does Sight to the Nine Worlds make attacking him problematic, Super Senses adds insult to injury. Okay, so you can't Charge him - you'll have to base him. At which point he uses Indomitable to smash you with a heavy object for 5. I played a very frustrating match against this figure at the HoT release, and he made several Super Senses rolls in a row. Hear some cursing at your venue? It's probably someone who just met Heimdall. The only saving grace for opponents is that he has no ranged attack - unless he has an object. Use this tactic to get the drop on a sneaky character. It won't do much damage, but it may surprise them. Charge and Super Strength with strong attack and damage numbers make him an excellent attacker, though at 1/2 a build total - he'll have to be strong.
GJALLERHORN is an interesting power similar to AA Gordon's "Summon the Bat," and could come in handy, if an ally manages to get dogpiled. It's a power action though, so Heimdall won't be attacking if he's blowing his 'Horn. Heimdall won't fare well against Poison, and really Super Senses is only good for 5's and 6's. He's kind of fragile in that regard, but remains a strong attacker throughout, closing with a 11 AV/4 damage. The key to beating him will be in swarming him or pinning him down with an expendable grunt like Rock Troll, and sniping at range. That, or stay out of his way - if possible ignore him. Focus on his ranged teammates and keep him tied up in hindering. If you can, make him come to you. Heimdall almost rates a 5, but Outwit wrecks his day fast, and he's a bit too pricey to offer guaranteed support.
:d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-normal: Strongly consider playing this figure.
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ha037 V Songbird
Team: Avengers
Range: 8 :bolt::bolt:
Points: 83
Keywords: Celebrity, Masters of Evil, Thunderbolts
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(Speed) Screaming Mimi: Songbird can us Running Shot and Force Blast.
(Damage) Punch Through!: Songbird can use Barrier. Each time Songbird places a blocking terrain marker and before she places her next, remove all blocking terrain markers placed by other characters adjacent to the marker she just placed.
I love the sculpt, and think Mimi will shine in Constructed. In sealed however, this is one fragile 'bird. Running Shot, and Dual incap work well, but keep her back from the brutes - a 16 ES/D makes her quite a punching bag. Songbird's Barrier power is neat, but won't see much use - there's barely any Barrier in HoT aside from hers (and Nico's SP). At 83 points she's a hefty investment for a Taxi/Barrier piece.
Force Blast won't do much good with all the Charge in the set, and mid dial Pulse Wave is nice, though she may get knocked right past it onto her PB clicks. A smattering of RCE makes her a damage monster, but with an 8 AV she won't hit the people she needs to hit - those with 17/18 defenses. Crafty players may want to use her barrier defensively, denying attacks and what not - and it may work, or it may backfire. Spending an action to protect rather than attack just means Songbird's teammates will have to work twice as hard to mop the board. Some synergy could be had with double barrier, but devoting over half a build total to that tactic could be a losing strategy.
:d-indomitable::d-indomitable::d-normal::d-normal::d-normal: Think twice about using this piece.
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ha038 V Venom
Team: No Affiliation
Range: 4 :bolt:
Points: 73
Keywords: Celebrity, Thunderbolts
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(Special) TRAIT: Venom can use Leap/Climb
Shape Change, and Super Senses? Yowza that's annoying. Leap/Climb and Plasticity make Venom a perfect tie up piece. I heart that he has B/C/F and 2 damage. The Blades/Claws/Fangs dilemma is always difficult when natural 3 damage is printed - do I deal 3, or hope for 3+. When I see the red attack power and a 2 damage, I know I have better than average odds of breaking even or better, and risk the d6 roll.
The symbiote crescendos when hit hard, picking up a 10 attack/3 damage/Flurry which combined with Steal Energy will put this Sinister Spider-man right back on his annoying clicks. Battle Fury will prevent him from turning on your allies. I can't wait to introduce Big Mac to Entangle and Camouflage. His opening attack may be a little low, but Mac here provides board control. Plasticity with Shape Change and Super Senses will let him tie up an enemy figure or two while the rest of the team concentrates on a bigger threat.
:d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-normal: Strongly consider playing this figure.
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ha039 U Destroyer
Team: No Affiliation
Range: 10 :bolt:
Points: 196
Keywords: Armor
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(Damage) Life-Force Posession: Once during your turn, another friendly character adjacent to Destroyer can be given a power action. If you do, deal that character 1 unavoidable damage, and heal Destroyer of 1 damage and remove 1 action token from Destroyer.
Big D is built like a brick house, but don't forget to use that intimidating 10 :bolt: range to full effect. Make them come to you. Charge, 12 AV, 4 damage, and Super Strength mixed together = 1 shot KOs. Plenty of damage reducers let him take a few punches and that SP is amazing - it lets him attack every round like Masters of Evil, but pushes the damage off to a friendly ally. In 300 point games a ~200 point figure he won't have too many friendly allies, and I probably wouldn't use destroyer as part of a two man army, but if the support is right, go for it, just look out for Outwit, PB, and EW.
:d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-normal: Strongly consider playing this figure.
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anonym0use
11/23/2009, 09:34
ha040 R Captain America
Team: Avengers
Range: 8 :bolt::bolt:
Points: 72
Keywords: Avengers, Martial Artist, S.H.I.E.L.D., Soldier
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(Attack) Deflection Trajectory: Captain America's line of fire is blocked only by walls and indoor blocking terrain.
Every set needs a mid-point run-and-gun piece, and the log awaited Smokey-foot Cap fits the bill nicely. His biggest asset is that 18 ES/D giving him a 21 in hindering, forcing the point and click 12 attack figures in the set like Thor and Ultron to hit with a roll of 9.
Always, always, always double target with Cap in case you roll a Critical Hit or target two enemies with different defenses to hedge your bets. I see too many people focus on a single target and waste a potential attack when they miss (or hit big!). Don't forget, Cap can see characters hiding with Stealth. When he finally gets chased down and knocked around, Cap picks up the purple powers Willpower and CCE - letting him hit back hard and often. He can't front a team, but man does he round it out nicely.
:d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-normal: Strongly consider playing this figure.
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ha041 E Molly Hayes
Team: No Affiliation
Range: 0 :bolt:
Points: 43
Keywords: Kid, Runaways
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Don't count on Molly to deal a lot of damage. Don't push Molly off that opening 19. Do use Molly to tie up a figure that has a 9-10 AV, or very low damage potential. Molly makes good Mastermind fodder, but think twice - that 19 is gold for the cost but fades fast. Why waste it on Mastermind if another minion is handy? A one trick pony with no move and attack and a low movement, Molly will require a taxi to see battle right away.
I think the dial captures the character perfectly, and with a 43 point tag, she should prove valuable, even if she only buys the team a few rounds by wasting opposing attacks.
:d-indomitable::d-indomitable::d-indomitable::d-normal::d-normal: Fill out a team with this figure.
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ha042 R Phyla-Vell
Team: Power Cosmic
Range: 10 :bolt:
Points: 138
Keywords: Cosmic, Guardians of the Galaxy
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Somewhere along the line, Heroclix players equated Power Cosmic to automatic win awesome sauce. Yes, a counter-proof dial is nice, and no one will complain about full dial Outwit, but not all Power Cosmic figures deserve such respect.
Power Cosmic works best on figures with damage reducers - effectively lengthening their dials by taking away an opponent's option to counter their defense. A PC TA figure with no damage reducers pales somewhat in comparison to their more brick-ish counterparts. Case in point - Phyla here will only be as good as the first Super Sense roll she misses.
Still, Queen Quasar has a lot of strong selling points. A galactic worthy 10 range, 11 AV and Perplex will prove versatile. No opening move and attack will probably force most players to Perplex her own defense up as she positions though.
Should she get hit softly, she'll push onto HSS, turning her into an annoying run and gun figure. Don't forget, Pulsewave does not work with Hypersonic Speed, so choose wisely - hit and run, or target a solo figure for full damage. I suspect opposing teams may have a difficult time running down such a mobile attacker - There's little TK in HoT and the affordable Taxis all have low speed values.
Damage bumps up near the end, but she'll flounder once she's pushed off her HSS - all her numbers fall fast and make her a juicy target. Really, 138 points buys the first 5 clicks as the last three look like a minion's dial, and there's far too many figures in the set that can deal 5 damage in one attack. Phyla is another figure that could win big or lose big, depending on her teammates, and is a borderline 4 rating. Jimmy Woo works wonders with her, but if she can't get the proper support, she'll fail more often than succeed.
:d-indomitable::d-indomitable::d-indomitable::d-normal::d-normal:
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ha043 R Penance
Team: No Affiliation
Range: 6 :bolt:
Points: 53
Keywords: Celebrity, Thunderbolts
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(Speed) 612 Souls: Penance can use Force Blast. If he does, he can target all adjacent opposing characters and make a separate roll for each or choose a single target character up to 6 squares away to which he can draw a clear line of fire.
(Damage) Pain is My Power: When Penance takes damage from an attack made by an adjacent opposing character, the attacker takes 2 damage. This is not an attack.
Bring out the gimp! Ranged Force Blast is just begging to be broken, considering it doesn't require an attack role. I'm also fairly certain Penance can use Force Blast at range, even if he's based by an opposing character - for Force Blast is not a ranged combat action, and not subject to adjacency rules. Given the number of Chargers in the set, Force Blast is of questionable use, though it may help control the board - separating taxis from passengers and pushing ranged attackers out of firing range.
Penance has an otherwise ho-hum dial. Defense lacks compared to the Speedball version, and opponents will have an easy time hitting that 16. Penance likes getting hit, and picks up a damage feedback power on his end dial to discourage attackers from finishing him off.
Edit: I am told that the 2 damage taken is not reduceable or avoidable in any way. SO finish him off at range. ;) Likewise, Quake and EE won't get much mileage when over half of the set has Toughness or better to soak damage. His feedback power only works with close combat attacks, so a sniper should make short work of the emo kid, and Regen may as well be a bullseye. There's better options available for a build, and unless you have a creative way to abuse the Force Blast SP, I'd put the gimp back in the box.
:d-indomitable::d-indomitable::d-normal::d-normal::d-normal: Think twice about using this piece
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ha044 U Air-Walker
Team: Power Cosmic
Range: 10 :bolt::bolt:
Points: 201
Keywords: Cosmic, Herald, Nova Corps, Robot
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What I said about the PC TA for Phyla applies here, and while I'm not happy to see such a soft defensive power up front, I will say, Air-Walker has a few more tricks than 'Vell. For starters, Air Jordan here has a move and attack. HSS, with a 10 range will let him run and gun. At 2/3 of a build total he won't be doing much if he's only pinging Invulnerable bricks for 1, so he'll need to stand still and make use of that RCE at some point.
Unlike Phyla, when Sky-Walker gets hit, he picks up solid damage reducers, and maintains a fairly steady attack down his whole dial. End dial Regeneration keeps him in the game longer, and with the PC TA in play it's nice that he doesn't have to take push damage to use it.
I'm wary of the figure, which I don't think has a strong enough defense to hold it's own as 2/3 of a build total, but I've never been good at running a One Man Army anyway. Players comfortable with the O.M.A. build, or players who pull enough support for this figure (like 2x Jimmy Woo!) should give him a chance.
:d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-normal:
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ha045 E Karolina Dean
Team: No Affiliation
Range: 8 :bolt:
Points: 55
Keywords: Runaways, Teen
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(Speed) Get Behind Me!: Karolina Dean and friendly characters adjacent to her can use Energy Shield/Deflection if they can't already.
Sweet Karolina makes a perfect taxi for a ground pounder with a 10 flight speed (reduced to 8, is better than Fire Demon's reduced to 4!). Sadly she won't be much help as an attacker - with damage no higher than 2, and EE - this Runaway may have to run away from damage soaking bricks and will be forced to ping opponents all game long.
Mid dial PB gives her a bit of a comeback, though it could be moot if she's based by the time she can use it. Props to her SP, which grants ES/D to friendly figures - none of that "checking to see if I got keywords" stuff. Force Blast gives her options when her AV & damage are in the dumpster. She won't last long in a close combat fight, but has her uses as a team player.
:d-indomitable::d-indomitable::d-indomitable::d-normal::d-normal: Fill out a team with this figure.
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ha046 R Fenris Wolf
Team: No Affiliation
Range: 0 :bolt:
Points: 140
Keywords: Animal, Asgardian, Monster
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(Damage) Devourer of All That Remains: Fenris Wolf deals penetrating damage to characters with the Asgardian keyword.
Fenris Wolf reminds me of Ragnarok, the Cosmic Viking from the Dial H for Hero event dial, a giant with charge and blades. Dual Based giant will mean fun in constructed with Shake Off and Armor Piercing. Fenris brings a whole lot of mobility to a team with a full dial of Charge, and with a bonus to break-away he should be able to reach almost anyone he wants to bite. Don't forget he can carry.
The real bonus is B/C/F + Exploit Weakness (and later his SP) that lets him thrash those tough Asgardians. Because he's a giant, he'll be an easy target on the battlefield for all the ranged beasts in the set, and while the opening 11 is nice, it's also going to be a gamble what damage gets rolled for his Claws and Fangs. Sadly, Fenris is at his best at the end of his dial, with a 10AV, 4 damage (possibly penetrating) and Impervious.
There's worse figures in set, but then there's also better. Much better. Range, while nowhere near accurate, would have made this figure more playable. As it stands, Fenris will have to move cautiously upfield, or HOPE that he evades attacks, or he's likely to be the victim of a first strike. Build cautiously, use strategy, get lucky with rolls and you'll do well.
:d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-normal:
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ha047 U Nico Minoru
Team: No Affiliation
Range: 8 :bolt:
Points: 84
Keywords: Mystical, Runaways, Teen
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(Speed) Staff of One: Once during each of your turns, you may give Nico Minoru a free action and choose a standard power you didn't choose during your last turn. Nico can use that power until the beginning of you next turn.
Oh boy, how do I rate a figure that has every power but can only use one at a time? I'd feel safer playing Nico if she had some damage avoidance powers (Shape Change) or even some defense bumps like ES/D. That bare 15 defense doesn't inspire me. Yeah, I can conjure up some Impervious - for a round, but focusing on keeping her alive isn't a winning strategy.
Still, clever players will think of good ways to use this figure. Enhancement! Support! TK! Outwit! Psychic Blast! Barrier! Just remember that you can't use the same one two turns in a row. Also remember, that while she may have a power as a free action she may need to activate it with a token-able action. She trades Leadership with Perplex which should come in handy, and free up the Staff of One to focus on other support powers. In the process of rating the figure, I changed my position. Originally I had her set at 3 shields, but seeing how useful she could be, despite her cost I'll give her:
:d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-normal:
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ha048 R Spider-Man
Team: No Affiliation
Range: 6 :bolt:
Points: 59
Keywords: Asgardian, Teen
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I'm kind of surprised Spider-Thor wasn't a chase figure in the likes of Throg & Sinestro Batman. I'm not complaining, mind you - the sculpt on this figure is exciting, and while it may not be a definitive version of Spidey, I'll reach for it when I want to play an all mallet "Thor Corps" team (Judges! There's a theme waiting to be used: Mallets and Mullets!). This dial makes me long for the days when you could Pounce with objects, and is almost a disappointment compared to si Spidey (but then, what figure isn't?).
HoT Spidey is an overall average figure in a set of gods. He'll want to use Super Strength to augment his damage past that raw 2, and with Leap/Climb he should have no trouble getting to objects. It's a shame that he gives up that 10 attack when he's pushed off the top dial - for the 17 CR will really come in handy against all the 11 AVs in the set. Spidey's dial is long enough that he should prove useful in dishing out some damage especially on the CCE clicks. By the time he hits the end dial he's figured out how to use Mjolnir, with an attack spike and raw 3 damage. Quake is situationally useful, and Charge could be helpful but keep in mind his damage is 3 no matter if he charges or shoots, so it may be better to just snipe. He's just efficient enough and cost effective enough to put on the map.
:d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-normal:
anonym0use
11/23/2009, 09:37
Well, the Numbers are in. I've given 10 of 16 Rare figures a 4 out of 5 rating.
Am I bonkers? Or is the set really this good?
Even some of the 3 ratings could conceivablly be 4. I suspect a few people will take umbrage with Phyla Vell, and Molly Hayes's ratings. Regardless - most of the rares in this set are playable, competitive figures, which should make some very even playing fields.
Given that this was the first set not designed by Seth, I was a little nervous. Even more so when the leaked dials hit the internet. I can safely say that this set is well designed for balanced, sealed play (if a little power-creepy). I expect (or hope anyway) the next marvel set will ratchet it down a bit to more Sinister level of figures, providing some balance rather than a strait up escalation of utility that makes older pieces even more obsolete.
mr-coffin
11/23/2009, 10:18
Don't forget Heimdall can throw objects into stealth. Thats a 3 damage at a 6 range or a 2 damage at an 8 (or 10 with the crate special object). How many points are you expecting these sealed to be? I use you expected 300 but since Thor and Loki are over that by themselves my local venues are doing 400. Great idea for constructed to use Fenris Wolf with shake off and armor piercing, I'm definitely stealing that. I too am looking forward to a Sinister-power level set. Bring on Egghead, Baron Zemo I, Black Knight I, Blackout, Plant man, Porcupine, Armadillo, Cobalt Man, Scarecrow, Unicorn, Mesmero, Mentallo, etc.
supremepontiff
11/23/2009, 10:26
omg. nico should be 5 stars based on the fact that she can tk one turn and support the next, clear, and then regen back the push click.. lol... i used her on saturday and used the following powers with her..tk, outwit, perplex, enhancement,regen,support,CCE,RCE,hypersonic,imperv,involun,supersenses,ESD, willpower,Earthbound (just to use it when she was pushed with nothing else to do), PROB CONTROL (used the the most i think), Psyblast. i think that other than smoke cloud,exploit weakness, and barrier, i used the whole PAC...its a verrrry dangerous piece in the hands of a skilled player...just forewarning you.
-RmL
Granite Moose
11/23/2009, 10:28
Great series of articles, 'm0use. I find myself agreeing with pretty much your entire rating of the set. Looking forward to the SR ratings.
bill4935
11/23/2009, 10:39
Great analysis, m0use! I might think that Nico is overrated in general on HCRealms, but I agree with pretty much everything else.
I expect (or hope anyway) the next marvel set will ratchet it down a bit to more Sinister level of figures, providing some balance rather than a strait up escalation of utility that makes older pieces even more obsolete.
Oh, I hope this is true! There's been a lot of heavy hitters lately. After the recent Hulk set, Alien Invaders set, and now Gods set, Marvel could use some street fighters. A Spidey theme would be good: Harry Osborne, Hammerhead, Silvermane, Black Cat, some henchmen, H.A.M.M.E.R. Agents, etc.
Ignatz_Mouse
11/23/2009, 10:43
I think we won't know Nico's true value until a clever person comes up with the most broken way to use her. But in sealed, I think 4 stars is about right.
CheeseWiz
11/23/2009, 10:55
Thanks for doing this set of articles. Very informative, and very well done.
CaptainNifty
11/23/2009, 11:10
One quibble
(Damage) Pain is My Power: When Penance takes damage from an attack made by an adjacent opposing character, the attacker takes 2 damage. This is not an attack.
I think most bricks will be hesitant to finish off this figure if it means they will take 2 damage. This can't be reduced.
CheeseWiz
11/23/2009, 11:14
I think we won't know Nico's true value until a clever person comes up with the most broken way to use her. But in sealed, I think 4 stars is about right.
I'm working on it!
So far I have:
E shadow lass (for her teen keyword, taxi and defend), 56
Nico + cont. plan, 96
ttl:152
Halfway there. Maybe Spider-girl, or Spider-Thor, along with Kid Flash?
Venom + Lunge = :devious: and IT NEVER GOES AWAY BWAHAHAHAHAHA
Good write up...I thought, though, that damage reducers wouldn't work on Penance's feedback power, since it specifies damage taken as opposed to damage dealt. Also, it would work against a sharpshooter if that character was adjacent I'm thinking. Just a couple little things, yes, but overall I really enjoyed reading this!
Repulsor rage
11/23/2009, 11:43
I'm working on it!
So far I have:
E shadow lass (for her teen keyword, taxi and defend), 56
Nico + cont. plan, 96
ttl:152
Halfway there. Maybe Spider-girl, or Spider-Thor, along with Kid Flash?
You know I was thinking the typical ooh mystical keyword pair her up with Dr Strange. Then I was like wait they dont trust adults at all. So played (By myself)her with Bouncing Boy, SI Hawkeye, AA Batman (Terry), and chase for his ignore everything taxi. USe perplex first turn to up chase's move and it was soo funny to see fliers being legally taxied
anonym0use
11/23/2009, 11:44
One quibble
(Damage) Pain is My Power: When Penance takes damage from an attack made by an adjacent opposing character, the attacker takes 2 damage. This is not an attack.
I think most bricks will be hesitant to finish off this figure if it means they will take 2 damage. This can't be reduced.
Is that really how it works? I may have to look into that. Again, for what Penance is doing on the cliks he has the feedback power, you could pretty much ignore him, and save him for last, or line up a ranged shot.
anonym0use
11/23/2009, 11:45
Venom + Lunge = :devious: and IT NEVER GOES AWAY BWAHAHAHAHAHA
I wasn't aware Traits counted as feat prerequisites. If so, I'm going to love Pounce all over again.
cramcompany
11/23/2009, 11:51
Always a pleasure to read these.
absolutvt69
11/23/2009, 11:55
I can't wait to use Nico. Her special power is just insane. To have that kind of flexibility in the middle of a game will be all kinds of crazy. I'm kind of glad that they toned her down from the playtest version. She needs to be kind of easy to take out to balance out the versatility she brings to the table. How many times have you played a game and on one particular turn thought "Man if I only had Perplex (Outwit, Exploit Weakness, Prob, TK, etc)"? And then when she's close to KO, how much fun will it be to give her Regen and roll a 6? In case you can't tell I'm pretty high on this figure ;-)
Oh and I agree about Penance's special power. It says takes 2 damage... not is dealt. So Toughness, Invulnerability, Impervious do nothing to stop it. It's like Mystics x 2 but only for close combat. Heck it might be worth it when he's on those last clicks just to base a big hitter and force them to attack him. He'll get KO'ed but two damage is worth it sometimes.
You know I was thinking the typical ooh mystical keyword pair her up with Dr Strange. Then I was like wait they dont trust adults at all. So played (By myself)her with Bouncing Boy, SI Hawkeye, AA Batman (Terry), and chase for his ignore everything taxi. USe perplex first turn to up chase's move and it was soo funny to see fliers being legally taxied
Chase can only carry characters with the Runaways keyword with any symbol. He can carry Teens, however, normal carry rules apply to them.
saturnflight
11/23/2009, 12:21
ha033 E Sif
Team: No Affiliation
Range: 0 :bolt:
Points: 93
Keywords: Asgardian, Deity, Warrior
m-boota-fistd-normalg-starburst811173810173810173791627816279162710163611163KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
(Speed) Odin's Enchantment: Sif can use Phasing/Teleport. If she does, she can use the Carry ability. Sif's speed value is not modified by the Carry ability.
:d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-normal: Strongly consider playing this figure.
Sif is competing with too many other great close combatants in this set. She has a wonderful mid-dial Invulnerable streak, which can really offset your opponent if he's playing the wrong team. But in general, Sif is a solid but unremarkable figure. 93 points can get you better, but if you've got no other options, settling for Sif will be okay. 3:d-indomitable:
ha037 V Songbird
Team: Avengers
Range: 8 :bolt::bolt:
Points: 83
Keywords: Celebrity, Masters of Evil, Thunderbolts
m-winga-fistd-normalg-starburst1010162109162109152981538814277142KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO(Speed) Screaming Mimi: Songbird can us Running Shot and Force Blast.
(Damage) Punch Through!: Songbird can use Barrier. Each time Songbird places a blocking terrain marker and before she places her next, remove all blocking terrain markers placed by other characters adjacent to the marker she just placed.
:d-indomitable::d-indomitable::d-normal::d-normal::d-normal: Think twice about using this piece.
This is the wrong set for Songbird to play sealed in. Leave her in the box for sure. Dead on, Anonym0use.
ha039 U Destroyer
Team: No Affiliation
Range: 10 :bolt:
Points: 196
Keywords: Armor
m-winga-fistd-normalg-starburst81218481117481117481017381016379163791636815368152KOKOKOKOKOKOKOKOKOKOKOKO(Damage) Life-Force Posession: Once during your turn, another friendly character adjacent to Destroyer can be given a power action. If you do, deal that character 1 unavoidable damage, and heal Destroyer of 1 damage and remove 1 action token from Destroyer.
:d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-normal: Strongly consider playing this figure.
Destroyer really earned his reputation. Every bit as scary as he appears, Destroyer is the first figure that needs to be KOd in pretty much any battle he's in. And worst of all, you won't likely be able to attack him for the first few turns; a player using him right will be using that full 10 range. A brute that's perfectly capable of taking out 2/3 of the uber-efficient combatants Asgard has to offer. If he's not 5:d-indomitable:, it's because you don't have anyone else to go with him.
ha040 R Captain America
Team: Avengers
Range: 8 :bolt::bolt:
Points: 72
Keywords: Avengers, Martial Artist, S.H.I.E.L.D., Soldier
m-boota-fistd-normalg-starburst101018391017399173891728916278162KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO(Attack) Deflection Trajectory: Captain America's line of fire is blocked only by walls and indoor blocking terrain.
:d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-normal: Strongly consider playing this figure.
He's certainly scary while he lasts, but Captain America is up against a lot of close combat figures who will fight tooth and nail to get adjacent to him. And once there, his 18:d-normal: won't hold out long against the likes of Asgardian attack values. He's best if he can support a scary tentpole like Thor; even better if he can hide behind a line of capable but inexpensive attackers. Still, beware the middial role switch. 3:d-indomitable:
ha047 U Nico Minoru
Team: No Affiliation
Range: 8 :bolt:
Points: 84
Keywords: Mystical, Runaways, Teen
m-boota-fistd-normalg-starburst691526915168141681415713157131KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
(Speed) Staff of One: Once during each of your turns, you may give Nico Minoru a free action and choose a standard power you didn't choose during your last turn. Nico can use that power until the beginning of you next turn.
:d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-normal:
Nico has to be on a team able to afford to let her sit in the back and play with all the colors of the rainbow. If he has to fulfill any kind of attack role herself, she's going to be severely outclassed, and left unable to defend herself. She needs to attack people only when they can't return fire the next turn, as she will have to make use of her Staff of One to give her defensive capabilities. Consider carefully if you can afford to sink 84 points into a supporting actress. 3:d-indomitable:
Jarimy123
11/23/2009, 12:24
So glad these are back!!!!!!!!!
Only thing I don't agree too much on is Phylla-Vell. She was on the winning team at our venue for the release event. Super Senses is one of the best powers in the game. I'd rather face Impervious than SS any day of the week just because psychic blast and EW don't work on SS. Yea you need a roll, but I have seen so many times I have nightmares about it. Help!!! Oops sorry.
Anyway a good read, can't wait for the super rares
anonym0use
11/23/2009, 12:52
Sif is competing with too many other great close combatants in this set. 3:d-indomitable:
This is the wrong set for Songbird to play sealed in. Leave her in the box for sure. Dead on, Anonym0use.
Destroyer really earned his reputation. If he's not 5:d-indomitable:, it's because you don't have anyone else to go with him.
He's certainly scary while he lasts, but Captain America is up against a lot of close combat figures who will fight tooth and nail to get adjacent to him. 3:d-indomitable:
Nico has to be on a team able to afford to let her sit in the back and play with all the colors of the rainbow. Consider carefully if you can afford to sink 84 points into a supporting actress. 3:d-indomitable:
There's just too many character combos and options on the table, and at times I feel like the rating system needs more flexibility. A lot of the 3's could be 4's. A lot of the 4's could be threes.
In a set with so many god-level figures, they all bring the bar down. Phyla Vell, for instance doesn't rate as high here, not because she isn't good, but because there's so much better. Take half of these characters, plunk them down in Sinister, and they go from 3 :d-indomitable:'s to 5:d-indomitable:'s.
I will disagree on Destroyer - so many figures have range in the set, so I'm not worried that I won't get some shots in too. I figure at a crowded venue he'll do well, but may struggle to win 3/3. He's not bad, just needs help. Compare him to Ultron, and tell me who wins out.
anonym0use
11/23/2009, 13:00
Also - Sif's a rare. The set almost seems skewed towards Rarer = better. Passing over Sif with only 10 figures available may not be optional. I'm not sure how much better you can get than a groundpounding taxi that can deal 5 penetrating damage with an 11 attack for 93 points. :ermm:
Here's the options for < 100 point figures. I'd rather play Sif than most of them.
31 Points 008 Phalanx Soldier
33 Points 015 Fire Demon
37 Points 014 Asgardian Warrior
38 Points 003 Hand Ninja, 012 Valkyrie
42 Points 006 Pip the Troll
43 Points 041 Molly Hayes
44 Points 001 Bug
45 Points 004 Rock Troll 019 Chase Stein
46 Points 005 Jimmy Woo
48 Points 030 Owl
53 Points 043 Penance
54 Points 058 Gertrude Yorkes & Old Lace
55 Points 045 Karolina Dean
59 Points 010 M-11, 048 Spider-Man
61 Points 029 Gorilla-Man
64 Points 020 Karnilla
65 Points 028 Rocket Raccoon
72 Points 040 Captain America, Thor, Frog of Thunder
73 Points 013 Bi-Beast, 038 Venom
76 Points 022 Moonstone, Namora
78 Points 002 Kingpin
81 Points 032 Daredevil
83 Points 037 Songbird
84 Points 047 Nico Minoru
90 Points 025 Starlord
91 Points 009 Malekith
93 Points 033 Sif
96 Points 034 Hogun
Shield001
11/23/2009, 13:01
Solomon Grundy wants Destroyer too (for constructed anyway)
great reviews anonym0use !
I too would would like confirmation on Pennances damage power but technically it does sound like the fig just takes 2, the SP does not say its dealt damage...
I wonder how long it will take to get an FAQ for this set.
There's just too many character combos and options on the table, and at times I feel like the rating system needs more flexibility. A lot of the 3's could be 4's. A lot of the 4's could be threes.
In a set with so many god-level figures, they all bring the bar down. Phyla Vell, for instance doesn't rate as high here, not because she isn't good, but because there's so much better. Take half of these characters, plunk them down in Sinister, and they go from 3 :d-indomitable:'s to 5:d-indomitable:'s.
I will disagree on Destroyer - so many figures have range in the set, so I'm not worried that I won't get some shots in too. I figure at a crowded venue he'll do well, but may struggle to win 3/3. He's not bad, just needs help. Compare him to Ultron, and tell me who wins out.
After playing Ultron this week and getting my butt handed to me I think they're both about equal. Of course, in my games Ultron rolled a 3 more times than I can remember, so that soured the experience for me a bit. Also, his MM fodder was taken out before he was hurt so when he hit MM it was useless (or outwitted if my MM fodder was around still). At the least, Destroyer is a self sufficent monster. Sure, having a little buddy to take clicks of damage and remove tokens is nice, too, but he can surely beat heads without it, too.
Just some sour grapes from when I played my most wanted figure from the set and couldn't do diddly with him because of rolls. I'm afraid to play him again, though I know it's just silly... :noid: right?
Vevilaughs
11/23/2009, 13:04
Sif and Balder were my WonderTwins in the first Marque I played. Sif with an Object has a huge target on her, but then they were just going to take a fistful from Blader when she carried and based an opponent. And since Blader is so consistant at the begining of his dial, I wasn't afraid to push him to have him deal out 10 damage in two rounds.
And I have to say, I like Sif's INV in the middle as after an attack of 4 or 5 damage, that is where she ends up and it helps protect her from getting picked off from a secondary attacker.
I also had a Valkyrie that was in the back with a quick Support roll but every time I tried to heal Sif I only got a 1 or 2.
Oh well, you can't have everything but Sif comes pretty close.
anonym0use
11/23/2009, 13:12
Sif and Balder were my WonderTwins in the first Marque I played. Sif with an Object has a huge target on her, but then they were just going to take a fistful from Blader when she carried and based an opponent. And since Blader is so consistant at the begining of his dial, I wasn't afraid to push him to have him deal out 10 damage in two rounds.
And this is how you use her effectively. Force them to push, force them to chose one figure to attack. If they push, who do they attack? If they miss? They're standing next to two damage dealing monsters.
anonym0use
11/23/2009, 13:21
Don't forget Heimdall can throw objects into stealth. Thats a 3 damage at a 6 range or a 2 damage at an 8 (or 10 with the crate special object). How many points are you expecting these sealed to be? I use you expected 300 but since Thor and Loki are over that by themselves my local venues are doing 400. Great idea for constructed to use Fenris Wolf with shake off and armor piercing, I'm definitely stealing that. I too am looking forward to a Sinister-power level set. Bring on Egghead, Baron Zemo I, Black Knight I, Blackout, Plant man, Porcupine, Armadillo, Cobalt Man, Scarecrow, Unicorn, Mesmero, Mentallo, etc.
Someone give this guy some rep. I forgot about throwing objects. He can't throw heavies much farther than his charge range, and light objects won't deal much damage, but it will no doubt surprise someone.
Edited the article to include this. Thanks Mr. Coffin.:grin:
spider_ham
11/23/2009, 13:25
Use Compel on Nico, especially when she has Support or Regen. It's the equivalent of having the MoE TA.
For sealed play, she makes a great Perplex/Enhancement support figure.
supremepontiff
11/23/2009, 13:36
I will disagree on Destroyer - so many figures have range in the set, so I'm not worried that I won't get some shots in too. I figure at a crowded venue he'll do well, but may struggle to win 3/3. He's not bad, just needs help. Compare him to Ultron, and tell me who wins out.
i took on 2 ultrons with destroyer. i won both easily. i think destroyer may have taken 2 clicks in one game, and i didn't take any the second. i did, however, trade for the ultron i did 6 clicks to.
Destroyer + Maelketh= a great chance at winning at 300 points alone.
we did 500 points tho, so my results may be skewed.
Pepsirox08
11/23/2009, 13:47
destroyer 5 shield, CAP 6 shields!, heimdall 7 shields!!!, i dunno i think he isnt a fan of the thunderbolts either... such low scores...
turdburglar47
11/23/2009, 13:49
Just asking while I'm thinking about it, not seeing if it's been answered yet:
Hogun + Indomitable + MoE - would he take pushing damage when taking an action while already having 2 tokens?
Also, putting a mind-controller with Compel might be a handy way to do it, too....
anonym0use
11/23/2009, 13:57
Idomitable does not reduce MoE "push" damage. Compelling Hogun is not a bad idea, though he will take a feedback click from the Compel.
lancelot
11/23/2009, 13:58
I wasn't aware Traits counted as feat prerequisites. If so, I'm going to love Pounce all over again.
Yep, used Pounce, Camo, Entangle on Mac the other day. Didn't even go down against two separate Thor teams...on the same map.
anonym0use
11/23/2009, 13:59
Use Compel on Nico, especially when she has Support or Regen. It's the equivalent of having the MoE TA.
For sealed play, she makes a great Perplex/Enhancement support figure.
Help me out here. I can't draw the analogy between a compelled Nico and the MoE TA.
I fail to see the advantage in Compelling Nico as opposed to other figures. Nico will take a feedback click from Compel. Yes she can choose Regeneration, but that still requires an action token. Am I missing something?
anonym0use
11/23/2009, 14:00
Yep, used Pounce, Camo, Entangle on Mac the other day. Didn't even go down against two separate Thor teams...on the same map.
Can you point out where in the rules it says traits qualify as powers for feat prerequisites, or is this a house ruled thing? I'd like to know so I have something to go to my judge with. :grin:
WolvieFan9
11/23/2009, 14:03
Another great article, 'm0use, and "You must spread blah blah blah."
A great point as well on how this set will do out of Sealed, in regards to the other sets... this set will have the same kind of long-term effect on the game that the KC figs and Crisis did when those sets came out. Put HOT against Sinister, or Arkham, or some of the other "lesser" sets, and these figures will dominate.
Oh, and in my opinion, Nico should lose a shield just because she's the ugliest, most misshapen Clix that I can remember. Bleah.
absolutvt69
11/23/2009, 14:06
Can you point out where in the rules it says traits qualify as powers for feat prerequisites, or is this a house ruled thing? I'd like to know so I have something to go to my judge with. :grin:
At the beginning of Part 4 of the FF rulebook under "Assigning Feats", 3rd Paragraph:
"If a character can use a power or ability via a special power or
trait, it can be assigned a feat with that power or ability as a
prerequisite but it must be able to use the power or ability on its
own."
anonym0use
11/23/2009, 14:10
At the beginning of Part 4 of the FF rulebook under "Assigning Feats", 3rd Paragraph:
THANK YOU:cool::cool::cool:
I will spread more rep tomorrow. In the mean time, help a mouse out, give this guy some rep.
Repulsor rage
11/23/2009, 14:11
So glad these are back!!!!!!!!!
Only thing I don't agree too much on is Phylla-Vell. She was on the winning team at our venue for the release event. Super Senses is one of the best powers in the game. I'd rather face Impervious than SS any day of the week just because psychic blast and EW don't work on SS. Yea you need a roll, but I have seen so many times I have nightmares about it. Help!!! Oops sorry.
Anyway a good read, can't wait for the super rares
I totally understand your fear of super senses. My 42 point Pip the Troll rolled beat up 122 point Fem Loki by making like five supersenses rolls
Woops. Edited my post away because I had apparently missed two pages of the thread, and what I brought up was already said. Nothing to see here, move along.
Repulsor rage
11/23/2009, 14:15
Another great article, 'm0use, and "You must spread blah blah blah."
A great point as well on how this set will do out of Sealed, in regards to the other sets... this set will have the same kind of long-term effect on the game that the KC figs and Crisis did when those sets came out. Put HOT against Sinister, or Arkham, or some of the other "lesser" sets, and these figures will dominate.
Oh, and in my opinion, Nico should lose a shield just because she's the ugliest, most misshapen Clix that I can remember. Bleah.
If you put her head in the right position she looks awesome.
Marshal Law
11/23/2009, 14:37
I totally understand your fear of super senses. My 42 point Pip the Troll rolled beat up 122 point Fem Loki by making like five supersenses rolls
On the other side of the spectrum, my Heimdall was 0 for 12 in rolling Super Senses by the end of my first sealed HoT tournament. To add injury to insult, my opponents had little trouble hitting his 18 defense (often 19) regardless of their attack value.
Add in Impervious rolls and Shape Shift rolls, and I was batting 0 for somewhere around 20 when you add in the results of my second HoT sealed tournament.
I've long since learned to accept Super Senses as something only my opponent can count on.
You know I was thinking the typical ooh mystical keyword pair her up with Dr Strange. Then I was like wait they dont trust adults at all. So played (By myself)her with Bouncing Boy, SI Hawkeye, AA Batman (Terry), and chase for his ignore everything taxi. USe perplex first turn to up chase's move and it was soo funny to see fliers being legally taxied
sorry to say that this doesn't work as chase can only ignore the symbols of his fellow runaways
Surfer13
11/23/2009, 14:46
Don't forget Heimdall can throw objects into stealth. Thats a 3 damage at a 6 range or a 2 damage at an 8 (or 10 with the crate special object).
Heimdall can be quite a pain, but the crate can't be thrown ten squares.
It's one and only special ability is that it can be thrown 8 squares, not thrown +2 squares further than other light objects.
The only thing special about the crate any more is that it is a special object.
spider_ham
11/23/2009, 14:46
Help me out here. I can't draw the analogy between a compelled Nico and the MoE TA.
I fail to see the advantage in Compelling Nico as opposed to other figures. Nico will take a feedback click from Compel. Yes she can choose Regeneration, but that still requires an action token. Am I missing something?
The analogy is that Nico gets to take an additional action during a turn that she has two action tokens, but will receive 1 damage from Compel; a MoE character with 2 action tokens will be able to take an action on their next turn (if it doesn't clear), and receive 1 pushing damage . The only similarity is that the characters have 2 action tokens are are able to be given actions. It's a weak analogy.
Nico uses a free action to activate a power, which doesn't require a token (like using Perplex, PC or Outwit). In the case of being Compelled, Nico cannot change her chosen power, but can always reuse it unless the power is specific to one use per turn; Regen and Support aren't, but PC, Perplex and Outwit are.
Also, as Nico is being Mind Controlled, the action she is given (any) is not assigned a token, despite the fact that she's friendly to the mind controller. The mind controller takes a token, Nico receives 1 damage.
If I'm incorrect, please tell me! :)
Repulsor rage
11/23/2009, 14:48
On the other side of the spectrum, my Heimdall was 0 for 12 in rolling Super Senses by the end of my first sealed HoT tournament. To add injury to insult, my opponents had little trouble hitting his 18 defense (often 19) regardless of their attack value.
Add in Impervious rolls and Shape Shift rolls, and I was batting 0 for somewhere around 20 when you add in the results of my second HoT sealed tournament.
I've long since learned to accept Super Senses as something only my opponent can count on.
Ouch maybe its only for cheaper supersenses characters? Sounds like you should sacrifice your die to a volcano and get get some casino ones.
Just check the card only runaways dur on my part. Still a sick click
Jarimy123
11/23/2009, 14:51
THANK YOU:cool::cool::cool:
I will spread more rep tomorrow. In the mean time, help a mouse out, give this guy some rep.
I would but I can't, absolutvt has said so much rep worthy things in the past few weeks that he is my new manpanion I believe
I wasn't aware Traits counted as feat prerequisites. If so, I'm going to love Pounce all over again.
Yes
The worst part is a charactor who's trait grants the USE of a power can't have it's use of that power outwitted but a figure who has a trait that allows him to possesse a power can have that power outwitted. So in this instance Venom can be feated with Lunge, Pounce, hell even Passenger and he'll have use of those feats until he's K.Oed.
anonym0use
11/23/2009, 15:17
The analogy is that Nico gets to take an additional action during a turn that she has two action tokens, but will receive 1 damage from Compel; a MoE character with 2 action tokens will be able to take an action on their next turn (if it doesn't clear), and receive 1 pushing damage . The only similarity is that the characters have 2 action tokens are are able to be given actions. It's a weak analogy.
Nico uses a free action to activate a power, which doesn't require a token (like using Perplex, PC or Outwit). In the case of being Compelled, Nico cannot change her chosen power, but can always reuse it unless the power is specific to one use per turn; Regen and Support aren't, but PC, Perplex and Outwit are.
Also, as Nico is being Mind Controlled, the action she is given (any) is not assigned a token, despite the fact that she's friendly to the mind controller. The mind controller takes a token, Nico receives 1 damage.
If I'm incorrect, please tell me! :)
No you're right, I just don't see it as being any more useful than compelling, say, a paramedic. The example made me think there was something extra special about Nico doing this, but aside from her multi-power, there's not. :classic:
Mr. Pilkington
11/23/2009, 15:27
While not a sealed situation, I played an all HoT game yesterday. There were three of us so we played two on one with each side having 600 points total. One player pulled a Volstagg that day so he played the full Warriors Three. His partner played Heimdall along with two generic Valkyries and two Asgardian Warriors. I got to be the bad guy, playing Surtur, Fenris, Ulik, three fire demons and two rock trolls. The heroes gave up one point total to the villains so it was very close. We only have one pair of dice between us so no one had a dice advantage either.
Fandral + Hogun is kind of ugly. Hitting those 18 defenses was my biggest issue. The dice were rolling rather poorly all around, but the Warriors Three had insane attack values thanks to their trait. Fenris got eaten up by Hogun and Fandral while Ulik missed everything. I think both have more potential if your dice will even roll average (i.e. occasionally higher than a 5 total). Heimdall was also pretty annoying but shouldn't have been a match for Surtur. The Poison in the middle of Surtur's dial made him very unhappy. Sadly dice luck stole victory as Surtur crit missed on his last click. Overall only a half-dead Heimdall and a barely scratched Volstagg survived.
Epic moment: a half-dead Rock Troll tried a Hail Mary for the crit to hurt the undamaged Volstagg and actually managed to wound the Lion of Asgard. The critical hit must have really surprised Volstagg as he rolled a 1 on his Impervious. If any of the later higher rolls had showed up earlier in the game the bad guys might have taken the rainbow bridge. Also for the most part there was no ranged combat. One valkyrie threw a spear at a fire demon, but that was it. I'm sure Fenris, Ulik, Heimdall, Hogun, Fandral, Volstagg and Surtur will all suffer heavily against ranged teams.
I didnt read the whole thread yet so maybe this was already explained....
Damage TAKEN and Damage DEALT are two different things. Its possible to reduce Damage TAKEN, but there are NO powers at this time that reduce Damage TAKEN.
Bear in mind however that Nanoarmor can prevent modifiers to Damage TAKEN.
Samaritan
11/23/2009, 17:12
Great reviews!
Didn't dig Heimdall that much, compared tom say, Namor, he's pretty fragile.
I'm unsure if i'd give him a 4 or a 3. If he had range, i'd go for 4 easily.
But right now i think it's a 3.
Great review! I can't wait for your Super rare, LE and Chase review. Thanks for the hard work.
mcrounds
11/23/2009, 18:14
If you're playing a sealed event on the Rainbow Bridge map and not using the special rules for the map (which it says not to during the sealed play), then Air Walker should mop up if played well. HSS attack and hide behind one of the elevated areas and repeat. I realize this method is considered cheap, but it is very effective. In the sealed environment on this map I would rate Air Walker a 5.
theboywholived
11/23/2009, 18:39
Great reviews! I for one really enjoy these things! However, I have to say that Captain America is definitely a five star figure. His special power is broken when put in the right position on the Rainbow bridge map. He can see almost anyone, also has move and attack, and is incredibly difficult to take down. I know I think he's good enough to build a team around. Heck, I did yesterday and one the tourney!
Next Set should include the Yellow Claw!!!
Wow, I'm surprised that nobody's mentioned this:
Sif is the cheapest Asgardian Deity in the set!!!
If you pulled a couple of Asgardian minions and Odin, she might be the better choice, and Asgardian is such a common keyword in this set that you'll likely have little trouble building a theme team from constructed.
Question about Hogun's special power.
Does his special power mean that he gains +1to the Damage only when he pushes? That is , when he gets 2 tokens?
Question about Hogun's special power.
Does his special power mean that he gains +1to the Damage only when he pushes? That is , when he gets 2 tokens?
When he takes his second action in 2 turns he gains the +1, yes. Remember that he's indomitable, though, so he's not hurting himself to do it and you're gonna want to take that action most of the time anyways.
I was looking at Chase Susan Richards, her invisible SP reads:
INVISIBLE: Any character that is 7 or more spaces from Susan Richards can't draw a line of fire to her.
Now Cap's SP reads:
DEFLECTION TRAJECTORY: Captain America's line of fire is blocked only by walls and indoor blocking terrain.
Would cap be able to draw a line of fire outside of Sue's 6 range? It doesn't say line of sight is blocked just says it cannot be drawn. But not being able to draw a line of fire generally would be defined by it being blocked. So what do you say can Cap slap this Skrully sneak around from his full 8 range?
jackstar7
11/24/2009, 00:14
Can't ain't blocked. Can't is can't.
Invisible Woman's power says the same thing and Cap's shield just can't do a thing about it.
ophyjgjhnfn
11/24/2009, 00:51
I'd say Cap can't do it on merit of the wording. Basically, just backing what jackstar7 said.
Monkey Joe
11/24/2009, 02:13
what jackstar said. thirded.
Iceman425
11/24/2009, 03:32
I agree with almost all of these...except Destroyer. I think he is a borderline 5 Shielder, I saw him in two instances in sealeds and he just ruled. Such a high range and with so many smaller pointed figures (surprisingly) out there that can add two pieces to a squad with him, he becomes tough to deal with. Even with PB.
CheeseWiz
11/24/2009, 14:53
I think we won't know Nico's true value until a clever person comes up with the most broken way to use her. But in sealed, I think 4 stars is about right.
More Nico abuse!
An excellent object manipulator. Give her Superstrength. Have her pick up something like the shield disruptor and move it over to where it needs to be. Next turn, Nico drops whatever she's holding. She could TK the object as well.
Situational at best, and Congorilla does it better, but just something else fun she can do during constructed.
the itsy bit
11/25/2009, 06:25
More Nico abuse!
An excellent object manipulator. Give her Superstrength. Have her pick up something like the shield disruptor and move it over to where it needs to be. Next turn, Nico drops whatever she's holding. She could TK the object as well.
Situational at best, and Congorilla does it better, but just something else fun she can do during constructed.
Nico is awfull (especially outside of sealed) WAY to many points and only a 15 DV, that's like giving you're game away.
having every power in the book sounds like fun, but you can have 3 figs for the price of 1 Nico....essentially making every power too.:noid:
CheeseWiz
11/25/2009, 07:04
Nico is awfull (especially outside of sealed) WAY to many points and only a 15 DV, that's like giving you're game away.
having every power in the book sounds like fun, but you can have 3 figs for the price of 1 Nico....essentially making every power too.:noid:
Let's see:
Outwit: R Black Panther, 27
Perplex: R Con Artist, 11
Support: R Paramedic, 8
Prob. R Control: Destiny, 18
TK, R Mandriod Armor, 28
ttl: 92
Then, there are more powers: leadership and enhancement, on the support end, and ALL of the offensive powers, like: HSS, Exploit, PB, Close Combat and ranged combat expert, and poison.
Add in several ways to enhance Nico's numbers, and the fact that she has solid keywords, and I think you'll start getting tired of seeing her across from you.
Vigilante
12/13/2009, 12:32
mac gargan sux. eddie brock is the true venom
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