PDA

View Full Version : Marquee Primer The Brave and the Bold Marquee Primer part 2 - Uncommons


anonym0use
04/15/2010, 08:27
<img src="http://www.hcrealms.com/forum/picture.php?albumid=158&pictureid=9285" style="width:200px;">
The Brave and the Bold

Primer Review
Part 2:Uncommons
Batman (#016) to Parademon (#030)
Click "full story" below to find out how the Uncommons rate!

anonym0use
04/15/2010, 08:27
Welcome to the second part of the four part The Brave and the Bold primer review.

Previous reviews:
Part 1: Bruce Wayne(#001) to Parademon Drill Sergeant (#015) (http://www.hcrealms.com/forum/showthread.php?&t=274108)

Before we begin:

Please Read:

* These figures are compared only within [their respective] set, only for sealed play at 300 points.

* 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: Think twice before using this piece.
:d-indomitable::d-indomitable::d-normal::d-normal::d-normal: There might be a better option for you.
:d-indomitable::d-indomitable::d-indomitable::d-normal::d-normal: Not bad, but not the best.
: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.

The dials for this review are based on the Brave and the Bold dial thread. (http://www.hcrealms.com/forum/showthread.php?t=272055) Please let me know of any discrepancies and I will correct them.

The Brave and the Bold UNCOMMONS
===================================================

bb016 BATMAN
Team: Batman Ally
Range: 0 :bolt:
Points: 74/48
Keywords: Celebrity, Gotham City, Trinity
m-normala-normald-normalg-normal101016310916299171910172||||9111728101728916289161KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO

Bruce must have left is Batarangs in his other briefcase. No Range? No Outwit? Is this really Batman? The shock! The horror! This figure must have errata immediately to give him range, so he can be just like every other Batman we’ve ever gotten!!!!1! Okay, some of you hate this version We get it.

Frankly, with the 30+ versions of Batman available (from Hypertime through Alpha) I think this is a fresh take on the Caped Crusader – or as I call him, the Back Alley Bruiser. Attack never drops below 9, long dial, Mastermind to keep you dishing out 3 damage with the top-loaded Charge/EW combo. A dash of Perplex, some CCE all for under 25% of build total. Yes he plays differently than other Batmen, but if you wanted a vigilante that played the same, then you may as well use an old one.

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

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

bb017 R SUPERMAN
Team: Superman Ally
Range: 8 :bolt::bolt:
Points: 216 / 48
Keywords: Metropolis, Reporter, Trinity
m-winga-normald-normalg-normal129184129184121018412101851210174119175119174||||1091749917389163KOKOKOKOKOKOKOKO

He’s got HSS and Super Strength!! But he’s got a 9av. He’s can see through Stealth! But he’s got a 9 av. He has 2 targets! But he’s got a 9av. He can dish out a lot of damage! But… aw you know. If you’re putting nearly 75% of your build total into one figure, that figure better be able to KO 75+% of the other team.

IF you can use Superman to knock out the opponent’s Outwit, Psychic Blast, and Exploit Weakness, and IF Pulse Wave and Incapacitate aren’t an issue, and IF Clark can manage to hit the high defenses in the set and IF an opponent has a hard time hitting Clark’s 18 THEN this figure has a good chance of winning. That’s too many IFs for me. In all, there’s better HSS hit and run types available. IF that opening AV were a little higher or IF he cost a little less and I could guarantee I’d fit more support on him in a 300 point game, or even IF I was playing a 400 point game, he might rate higher. IF only.

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

=========================================================
bb018 WONDER WOMAN
Team: No Affiliation
Range: 0 :bolt:
Points: 108/32
m-winga-normald-normalg-normal91017499173991728917389182||||9101738917389172KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOAttack - Lasso Punch: Give Wonder Woman a power action. Choose a target non-adjacent opposing character within 2 squares of Wonder Woman to whom she has clear line of fire. Place that character in a square of clear terrain adajacent to its current square and Wonder Woman and then she makes a close combat attack as a free action.

The amazing Amazon starts out looking like Namor’s kid sister – 4 damage/Flurry with Super Strength guarantee some neck snapping haymakers. Unfortunately, that’s where the comparison stops – she has no Move an Attack upfront like the King of the Seven Seas. Like her other Trinity members, Diana’s AV never drops below 9, and she packs a lot of bang into her 8 click dial.

The dial changes midway from standard brick to powerhouse support piece, and while they finally got the Lasso Punch sp right, you may want to question the rational behind moving someone closer to you when you have such a soft defense. Not like she has a better choice I guess, what with no range. Still beware the whole action/attack rule when using the Lasso sp – to use CCE as an attack she must be given a Power Action[/], to use the Lasso she must be given another [i]Power Action and you can’t give a character more than 1 token-able action per turn. Still, if nothing else, consider the Lasso like a poor man’s Maneuver feat – she’ll automatically reposition the enemy regardless of an attack roll, so use that reposition to separate an opponent from Mastermind Fodder, or to set up a follow up attack.

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

=========================================================
bb019 V TALIA
Team: Superman Ally and Batman Ally
Range: 8 :bolt:
Points: 86
Keywords: Politician, Spy
m-normala-normald-normalg-normal71017279172691716916179161710161KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO:star:Trait - Undercover: Wildcards cannot copy team abilities from Talia

The “fourth member” of the Trinity on the surface, looks like a game breaker with both Batman & Superman Ally TAs as a selling point. The team abilities make Talia a wonderful sniper/Stealth Outwitter (even if she can’t share) but when I look at this figure I only see flaws. Consider that, you’re really paying 86 points for the first three clicks – once she’s at the halfway point, Talia’s threat ends – she’s easily shut down by any adjacent figure. She needs to stay at the edge of combat so her 8 range gets the most mileage, and she needs Mastermind fodder, but she can’t carry a team on her own with her 2 damage – even if it is Penetrating.

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

=========================================================
#020 E DAMIAN WAYNE
Team: No Affiliation
Range: 0 :bolt:
Points: 42
Keywords: Kid, League of Assassins, Martial Artist
m-normala-normald-normalg-normal88152881518816299171910171KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKODamage - Son of the Bat: Damian Wayne can use Exploit Weakness and Outwit.

Damian Wayne’s dial is the perfect example of how to depict a brash, headstrong individual. He carelessly rushes into the fight (Charge, 8av, low-ish defense) then slowly builds confidence, as his stats crescendo to their final sweet spot, combining Blades/Claws/Fangs with Exploit Weakness, letting you save the Outwit for something more sinister. Damian makes an effective tie-up piece that you can’t afford to ignore. Simultaneously you won’t want to knock him into full “blender” mode either. The problem with the kid, is that he needs to be pushed into a range where he’s threatening, and then he’s just a few more clicks closer to getting KO’d, as such – he’s really just average, though Outwit tips him from 2 shields to 3.

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


=========================================================
#021 E THE HOLIDAY KILLER
Team: Batman Enemy
Range: 8 :bolt:
Points: 43
Keywords: Gotham City
m-normala-normald-normalg-normal6101726111626915268141KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO

Holy Holiday Batman! It looks like Justice is Served for Bat Enemies in the Brave and the Bold thanks to this Gotham Keyword killer. At 43 points, Holiday is a bargain – a full dial of Stealth, loads of Outwit, and Willpower make this figure like a mini-Hush (probably an easy mod too!). Batman Enemies will love sharing those 10’s and 11’s, and his 8 range makes the Scourge of the underworld jealous. He’s easily removed in one shot, but is also a giant-killer capable of taking down figures twice his cost.

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

=========================================================
bb022 E CAVE CARSON
Team: No Affiliation
Range: 0 :bolt:
Points: 24
Keywords: Forgotten Heroes, Scientist
m-boota-fistd-normalg-starburst89151881618815198151KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO:m-boot: (Speed) The Mighty Mole: Cave Carson can use Phasing/Teleport. When he does, he can use the Carry ability, and must place debris tokens into the squares where he begins and ends his movement. Cave Carson ignores the effects of Debris tokens on movement.
:a-fist:(attack)Cave-In When Cave Carson is grounded he can use Quake, but only if he is adjacent to elevated terrain or he occupies or is adjacent to a square that contains a Debris token.

You may ask yourself, why is the Mystery Men’s “Shoveller’ in this set? Or perhaps, who the heck is Cave Carson? And why do we need him, over say… Ragdoll, or Max Lord? I suspect the answer is in the game mechanics. B&tB needed some cheap filler for teams – support pieces that packed a lot of punch into a low cost dial, and Cave here, fits the bill nicely. He’s a cheap Willpower Taxi that groundpounders will love, and Carson generates mobile hindering terrain for Stealthy teammates. A quirky character choice overall, with a short simple dial featuring fun powers. A quick review of Quake reveals Captain Caveman here won’t be dealing much damage without some help… Give this character a close combat action; until the attack has been resolved, this character’s damage value becomes 2 if it is greater than 2
But that’s really not the point. Cave is here to ferry around bricks like Metallo, and he’s darn good at it.

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

anonym0use
04/15/2010, 08:27
=========================================================

bb023 E MAX MERCURY
Team: No Affiliation
Range: 0 :bolt:
Points: 71
Keywords: Central city, Keystone city past
m-normala-normald-normalg-normal1491721391611281811281711110162119162KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKODamage - Speedforce Mentor: Max Mercury can use Perplex, but can only use it to modify another character's speed value by +3

Fan favorite speedster Max Mercury races into the Brave and the Bold as a tie-up/harassment piece. Push him once and he picks up that nifty +3 speed modifier (too bad he can’t use it on himself) which will his teammates effective move and attack threat by at least two squares. I honestly think I’d like him more if he could also Perplex down speed, or if he did a little more damage. To win a game, you need offense power, and Max leaves it home. His 9 attack won’t hit the many 18D’s in the set, and his two damage (which he pushes out of quick) won’t KO figures fast either. Yeah, he picks up Flurry at then end, when his defense tanks, but that red power might as well be a bullseye. There’s plenty better options in the set for the points (Batman, Sensei).

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

=========================================================
bb024 U MIKRON O'JENEUS
Team: Calculator
Range: 6 :bolt:
Points: 79
Keywords: Fearsome Five
m-winga-normald-normalg-normal8916289161891614815248161KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
:star:Trait: Mikron O'Jeneus can't carry other characters.
Attack - Unbelievable Weaponry: Once per game (but not during another action) when Mikron O'Jeneus is adjacent to a non-held object, as a free action remove that object from the game and choose a standard attack power. Mikron O'Jeneus and up to two friendly characters adjacent to Mikron O'Jeneus can use that power until the beginning of your next turn (even if they are no longer adjacent to Mikron O'Jeneus).

I refuse to call shorty here anything but Gizmo, Gremlins copywrites be damned. The last of the classic Fearsome Five shows up in B&tB with a unique SP that grants him any STANDARD ATTACK power. Keep in mind those two capitalized words – standard attack, which limits him to Super Strength, Psychic Blast, Pulse Wave, Poison, Blades/Claws/Fangs, Energy Explosion, Steal Energy, Incapacitate, Smoke Cloud, Quake and Telekinesis.

Some of those powers have better uses than others and like his TA usefulness really it depends on what else you pull to play (for example: granting Steal Energy for a close combat duo attack could be phenomenal!). Aside from that power, Gizmo brings some Perplex to his team, and that’s about it. His Trait prevents him from acting as a taxi, and his shallow dial features average to middling combat values. For more than 25% of your team’s point cost, it’s doubtful Gizmo will be able to make an adequate return of investment.

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

=========================================================
bb025 R GOODNESS AND MERCY
Team: Superman Enemy
Range: 0 :bolt:
Points: 113
Keywords: Apokalips, Female Furies
m-normala-duod-normalg-normal81016489163910153991527101727916261016369153KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOSpeed - A lesson learned: Goodness and Mercy can use Exploit weakness and Willpower.
Attack - No place for Mercy: (non-optional) Goodness and Mercy have the :a-fist: symbol

You’ve heard of getting Rick Rolled? Well this is one figure that got Rock Trolled. Oh Goodness, have Mercy on me for my bad puns but this figure’s dial is as confusing as the sculpt. For the uninitiated, this is supposed to represent the adventures of Young Granny Goodness and her faithful war hound Mercy. I say the sculpt is confusing, because the last time I checked, Granny looked like she was of the Caucasian persuasion. I say the dial is confusing because it gives you the option to use CCE for 5 damage or BCF for a possible 1-6.

Goodness and Scooby Dum start out like a mini-Devil Dinosaur, as a double based duo with Charge and 4 natural damage, they can bring the pain with 7 possible clicks per attack. Low defense should make Toughness fade fast to the point where Dooby… er… Dum… make that Mercy dies, and young Granny Goodness carries on by herself. The attack values remain exceptionally steady throughout, and EW/Willpower as a closer, combined with Invulnerability is nice. Overall the figure is good, but not great – too low defense, too many squares of adjacency with that peanut base, and mobility issues prevent this figure from being a true contender. Interesting tidbit about movement – when Goodness loses Mercy, she can suddenly be carried because she trades in the :a-duo: for an :a-fist: (just like the double-based Crisis Flash).

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

=========================================================
bb026 V THE SENSEI
Team: Batman Enemy
Range: 0 :bolt:
Points: 70
Keywords: League of Assassins, Martial Artist
m-normala-normald-normalg-normal81017281017289161791616916168151KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOAttack - Assassination as Art Form: Once per turn if an opposing character is KO'd by another friendly character that shares a keyword with The Sensei, that action does not count against your action total for the turn and remove one action token from The Sensei
Damage - Fault Line: Give The Sensei a power action and choose the row or column on the map occupied by The Sensei. Destroy all blocking terrain in that row or column as well as any walls that border 2 squares of that row or column. Deal 1 unavoidable damage to The Sensei and 1 damage to all characters that can't use the Flight ability occupying that row or column. Place debris markers as appropriate.

The League of Assassins round out their REV with the Sensei, a figure that looks to be fantastic in constructed events thanks to the action granting SP: Assassination is an art form. Mastermind and Leadership are good powers for a leader figure to have, though in sealed events Mastermind’s really only good for keeping him chipping away at opponents with 10AV/2Dm. He really shines on click 3, where he drops the Leadership for CCE, gains Poison and is finally able to bypass Invulnerability.

Be sure to pack plenty of debris markers when using this figure should you get to use his closing power Fault line. Dealing 1 damage may not seem like much, but it may be worth going out with a bang if you can hit two or 3 figures (note it affects all characters – opposing and friendly). Stealth makes you want to hide him but with no range, (and no ranged support powers like Perplex or Outwit) Sensei needs to be a very agressive attacker otherwise he can pretty much be ignored. If you can use the Art of Assassination he may rate higher, but as it is...

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

=========================================================
bb027 V PHILLIPUS
Team: No Affiliation
Range: 2 :bolt:
Points: 84
Keywords: Amazon Warrior
m-normala-normald-normalg-normal81017381016379163710173691636815269152KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOAttack - The Amazon General: Phillipus can use Probability Control, but can only affect attack rolls. If neither the attacking or any defending characters for a chosen attack roll possess the Amazon keyword, deal Phillipus 1 unavoidable damage after the attack is resolved.
Damage - Superior Strategy: Phllipus can use Outwit but can only counter defense powers.

Phillipus is an outstanding General for the Amazon Army, though her powers are somewhat diminished without her sister soldiers. Attack & Damage values are strong and steady, and she packs enough reducers on the dial to ensure she won’t be a one-hit wonder. Probability Control is welcome, as is Outwit (even if it only works on defense powers). Leadership is likely a waste in sealed, but it will get plenty of mileage in constructed. At 84 points, she’s not exactly a tentpole you can build around, but rather could be one half of a strong two-pronged assault squad.

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

=========================================================
bb028 V PAWN 502
Team: No Affiliation
Range: 6 :bolt:
Points: 44
Keywords: Checkmate, Spy, Strike Force Kobra
m-normala-normald-normalg-normal9916299162891618915189151KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO

Pawn 502 has a fun little dial that reminds me of AW Mystique. Defense is somewhat lackluster, though Shape Change is always a welcome sight. Push off that first click to run-n-gun into hindering and then dare to have opponents base you with that Stealthy Poison. This set is kind of heavy with Poison counters (long overdue perhaps) but the power should be good to damage, or force a push on some of these 18D+ figures. Beware pushing off that second click – CCE is nice, but Shape Change is this Pawn’s best protection. With a little math we see that from that middle click...

502
-3 damage
44 points (for 1 opponent)

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

=========================================================
bb029 V MADEMOISELLE MARIE
Team: No Affiliation
Range: 8 :bolt:
Points: 73
Keywords: Checkmate, Soldier
m-normala-normald-normalg-normal81017281017279162791627815178151KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOAttack - Improvise: Whenever Mademoiselle Marie ko's an opposing character, put an improvise token on her character card if she doesn't have one already. If an attack roll made by her misses, but is not a critical miss, you may remove an improvise token to automatically hit instead.

I think Avengers Taskmaster is jealous of Ms. Marie here. At nearly half of Tasky's bloated price she shoots like Hawkeye, Punches like Cap, Hides, Charges, and can shoot on the run.

Use her to make killing blows, and thanks to Improvise, she’ll (almost) never miss that critical attack. I, along with my unlucky dice brothers out there (you know who you are) look forward to using this figure often (a team up with Monsieur Mallah perhaps?). What can I rate a figure that can hit a defense of 20+ automatically for 4 damage?

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

=========================================================
BB030 V THE PARADEMON
Team: Suicide Squad
Range: 0 :bolt:
Points: 94
Keywords: Apokolips, Secret Six
m-winga-normald-normalg-normal8917489163881637815279152610142610142KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOAttack - Motherbox Detonation: "The Parademon" can use Pulse Wave as if he had a range value of 10. After that action is resolved, deal him 1 unavoidable damage.

As a big Secret Six fan I really want to rate Parademon higher for 300 point sealed events. There’s not many figures in this set that can Charge in with a Heavy Object and dish out 6 clicks of damage, but his AV really needs shoring up. Sadly, he’s just not cost effective at 30+% of build total. The SS TA is a mixed bag, it keeps him in the fight (at the expense of his teammates), but it also relegates him to those 8’s & 9’s on attack. For the points, there’s better taxis and attackers in the set.

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

Grategy
04/15/2010, 15:33
Very nice! I always enjoy reading these things. For this particular one I think the only times I disagree are "The Parademon" and Gizmo. Parademon's opening click is beastly. 94 points for charge invuln and a potential for 6 damage? yes please. I'd probably rate him 4 but with the 9 attack I could see why you'd put 3.
Also I would have at least put Gizmo a 2 if not a three just for that special power. Imagine someone who normally shouldnt have Super Strength or psychic blast having one of those powers. Granted you can only use it once a game, but that flash thats been sitting there with 14 movement and 2 damage just zipped across the map and smacked someone for 4 or that Thor just Running Shot up and PB someone for 5. It feels good.

A_Higher_Level
04/15/2010, 15:46
I only wish this Batman had range, but he's great Mastmind fodder for Talia onto Bruce Wayne who can transform into Batman and engage the opposition when they close into close combat.

anonym0use
04/15/2010, 15:49
I played a game where Batman Masterminded Damage to Clark Kent (who then turned into Superman). Kind of funy imagining Bruce hiding behind Clark.

Bruce: "Get over here!"

*shoves Clark into a hail of bullets*

absolutvt69
04/15/2010, 15:58
Here's a question with Gizmo...

Say he and 2 teammates were adjacent to a brick with Super Strength and Impervious. On the previous turn one of Gizmo's teammates Outwitted SS causing the opposing figure to drop the object. On their next turn, at the beginning of the turn, Gizmo uses his Special Power to turn the object into Poison for himself and his teammates. The teammate with Outwit uses it (still at the beginning of the turn) to Outwit Impervious. Would that work causing the opposing figure to take 3 clicks? I know you can Outwit then Poison. I'm just not sure if you can Unbelievable Weaponry, Outwit, Poison. I know it's highly situational but that would be awesome.

GreatCarcass
04/15/2010, 16:04
Awesome post definitely gettin' some rep from me! My only small concern is Max Mercury. Only 1 shield? I honestly don't care to much about this character (which is why this is only a minor concern) but he does have 14 movement with hypersonic and 17 defense with combat reflexes... not to mention with a simple push he becomes a move-n-attacker's dream! 9 characters, in this post, benefit greatly from his perplex as they have either charge, running shot, or hypersonic speed somewhere on their dial... Then of course there's mister Cave Carson who will more than likely be carrying someone on your team and to turn his -2 carry movement into a +1 carry movement is great! If it were me I'd give him 3 shields... he isn't great but is certainly noteworthy

anonym0use
04/15/2010, 16:04
Here's a question with Gizmo...

Say he and 2 teammates were adjacent to a brick with Super Strength and Impervious. On the previous turn one of Gizmo's teammates Outwitted SS causing the opposing figure to drop the object. On their next turn, at the beginning of the turn, Gizmo uses his Special Power to turn the object into Poison for himself and his teammates. The teammate with Outwit uses it (still at the beginning of the turn) to Outwit Impervious. Would that work causing the opposing figure to take 3 clicks? I know you can Outwit then Poison. I'm just not sure if you can Unbelievable Weaponry, Outwit, Poison. I know it's highly situational but that would be awesome.

That's one for the rules forum. I'd guess in the order of events, you'd have to Outwit first, but I could be wrong. :confused:

GreatCarcass
04/15/2010, 16:05
I also agree with batman! I like him a lot and I think the hypertime unique batman should more like this dial!

luper4
04/15/2010, 16:05
I personally really like this Batman. He kinda feels like a rookie version of the lamppost batman; one that really want to get into a fight and throw some punches, instead of hanging in the back and not participating. His 3 clicks of mastermind positively scream for contingency plan in Golden Age/home games.

anonym0use
04/15/2010, 16:08
Awesome post definitely gettin' some rep from me! My only small concern is Max Mercury. Only 1 shield? I honestly don't care to much about this character (which is why this is only a minor concern) but he does have 14 movement with hypersonic and 17 defense with combat reflexes... not to mention with a simple push he becomes a move-n-attacker's dream! 9 characters, in this post, benefit greatly from his perplex as they have either charge, running shot, or hypersonic speed somewhere on their dial... Then of course there's mister Cave Carson who will more than likely be carrying someone on your team and to turn his -2 carry movement into a +1 carry movement is great! If it were me I'd give him 3 shields... he isn't great but is certainly noteworthy

Problem with Max is - you push him, he's only doing 1 damage. You've just spent 25% of your build total on a fig who's only purpose is to speed up another figure. His awesome movement and stats aside, I don't see him as a major threat in sealed. AN annoyance, maybe - but the guy can barely dent the Checkmate grunts. It'll take him 4 rounds to KO a 3 click deep Toughness figure (and he'll have to push to do it).

I think Max is great, and will do well in constructed, but here, he kind of fizzles.

Deadpool55
04/15/2010, 16:09
Gizmo is also the only wildcard in the set (that I know of). There are a lot of Jason Bloods being pulled. I used him rather sucessfully with Metallo also.

Phillipus IMO doesn't deserve 4. The prob power is really not good. You can blast her and she can't do anything about it because she has the amazon keyword. Plus with all the Amazon's in this set just attack her with those.

Vevilaughs
04/15/2010, 16:27
i would have given Talia 4 shields for her ability to Outwit into Stealth. So many pieces in this set have Stealth as a power that her ability to nerf that power if FANTASTIC. And if you have another piece with range on your team, all the better.

turdburglar47
04/15/2010, 16:43
Apparently Goodness and Mercy weren't Rock Trolled. (http://en.wikipedia.org/wiki/Granny_Goodness)

Why her skin tone changed is anybody's guess.

theanalogkid
04/15/2010, 16:50
Anyone remember the Dark Knight Detective LE? It also had no range and played rather well.

penancefan8
04/15/2010, 16:50
ok so played one yesterday had jason blood clark kent and bats also had etrigon and supes while fighting bruce (couldnt change didnt have bats) and diana (could change) i had robin he had damian i thought we should have had bruce and clark box but he didnt want sups by his bruce

anonym0use
04/15/2010, 17:00
Apparently Goodness and Mercy weren't Rock Trolled. (http://en.wikipedia.org/wiki/Granny_Goodness)

Why her skin tone changed is anybody's guess.

Maybe the lighting in that picture is dark? :nervous:

turdburglar47
04/15/2010, 17:02
Maybe the lighting in that picture is dark? :nervous:

No clue, but it's Apokolips. Maybe black people turn white when they reach 90 there. Who knows when Darkseid turned gray. Aliens are weirdos.

anonym0use
04/15/2010, 17:10
No clue, but it's Apokolips. Maybe black people turn white when they reach 90 there. Who knows when Darkseid turned gray. Aliens are weirdos.

Just one more thing that TB47 & I agree on.

soygi
04/15/2010, 17:18
i this this superman awesome just me

crazymike2501
04/15/2010, 17:36
im liking the new sp. for many figs it seems like they have built in feats.

DemonRS
04/15/2010, 17:50
In granny goodnesses case... Can't she use B/C/F with duo attack, thus making it actually have a point over CCE?

So like.. a straight 5 or a potential 12?

spiderhero
04/15/2010, 18:06
Anyone else notise production problems with this set? Half of the pictures on cards are pixelated. I've also had to open a good number of my dials to push the sticker against the base. I know this doesn't speak to the topic at hand, but I was wondering.

fecundity
04/15/2010, 18:15
The prob power is really not good. You can blast her and she can't do anything about it because she has the amazon keyword. Plus with all the Amazon's in this set just attack her with those.

I think you are reading the power wrong. She takes damage only if there are no Amazons involved in the attack. If someone attacks her, it works just like ordinary prob.

Mr. Pilkington
04/15/2010, 18:16
In granny goodnesses case... Can't she use B/C/F with duo attack, thus making it actually have a point over CCE?

So like.. a straight 5 or a potential 12?

BCF doesn't work with a duo attack. Duo Attack is a Power action granting two attacks. BCF activates when a Close Combat Action is given. So her options are 5 in one hit with CCE, 1-6 in one hit with BCF or 5 in two hits with Duo Attack.

Mr. Pilkington
04/15/2010, 18:22
I found it interesting that I had two or three boosters spread across my two cases that had Diana and WW in them. I never saw Bruce+Batman, Clark+Superman or Jason+Etrigan in one pack, but multiple Diana+WW. That would make for an interesting sealed game to actually pull off the Alter Ego swap.

I think I like the innovative use of special powers in this set. Lasso Punch is great, I like the changes to Goodness when Mercy dies and the Motherbox Detonation is much better than a previous attempt at the same effect, namely the original Statesman figure in Indy. He has a 12 range and a dial full of Battle Fury to keep it turned off until his last click where he drops the Fury for Pulse Wave. Sure, it got the job done but it was clunky.

TheUnstoppable
04/15/2010, 18:36
umm quick question i might have been out of it for a while.

I get bats getting superman shot instead of himself, but aren't you only allowed to mastermind to characters with a lower point value than yourself.

....that being the case (if thats right) boy bats is a jerk to people lower point value than him who aren't goingto have a lot of imperv or invuln

:edit:

yeah bats is a jerk

MASTERMIND Each time this character would be dealt damage, you can instead choose to have all the damage be dealt to a single adjacent friendly character with a point value less than this character’s. If the damage resulted from an attack with knock back, the character that takes the damage is knocked back. If a character is defeated by damage dealt using this power, it is considered to have been defeated by the character that originally dealt the damage. Damage dealt by this power is not an attack.

DarkCorsair
04/15/2010, 18:46
Here's a question with Gizmo...

Say he and 2 teammates were adjacent to a brick with Super Strength and Impervious. On the previous turn one of Gizmo's teammates Outwitted SS causing the opposing figure to drop the object. On their next turn, at the beginning of the turn, Gizmo uses his Special Power to turn the object into Poison for himself and his teammates. The teammate with Outwit uses it (still at the beginning of the turn) to Outwit Impervious. Would that work causing the opposing figure to take 3 clicks? I know you can Outwit then Poison. I'm just not sure if you can Unbelievable Weaponry, Outwit, Poison. I know it's highly situational but that would be awesome.

I don't see why you couldn't, since they're all free actions. Free actions don't take you out of the "beginning of turn" phase, so that should be a legal (and, as you said, awesome) play.

larthosgrr8
04/15/2010, 18:53
umm quick question i might have been out of it for a while.

I get bats getting superman shot instead of himself, but aren't you only allowed to mastermind to characters with a lower point value than yourself.

....that being the case (if thats right) boy bats is a jerk to people lower point value than him who aren't goingto have a lot of imperv or invuln

:edit:

yeah bats is a jerk



i think my batman will be masterminding to all those street thugs he was fighting before thanos and them arrived!!:grin:

kingpotato
04/15/2010, 18:56
Anyone else notise production problems with this set? Half of the pictures on cards are pixelated. I've also had to open a good number of my dials to push the sticker against the base. I know this doesn't speak to the topic at hand, but I was wondering.

Yes, plus I have notice a number of typos as well. I wonder how small the 'clix team is because of the frequency of this.

Great post anonym0use!

I totally agree with your assessment of Mademoiselle Marie. She is amazing and deserves 5 :d-indomitable:. I played with her last night and she almost single handedly wiped out the opposing force. (PS my Atom and Hawkman only took pushing damage the entire time...) Can you imagine how much more awesome this fig would have been with the :a-sharpshooter: symbol??? Game Breaking! :laugh:

I think you may have overestimated Pawn 502 a little though. I have looked his dial over many times and it seems alright, but in play he never seems to be effective. I think in this case he is a little worse than middle of the road. Especially considering how many other figs are at this point range. 2 :d-indomitable:???

Damain Wayne is another fig that didn't play that well. I like the concept behind his dial and really appreciate the creativity. However, when he was played he tended to get knocked down fast. Maybe a toughness on click 2-4 would have helped more. I also give this piece a 2 :d-indomitable: at best.

I have to agree with GreatCarcass that Max Mercury doesn't deserve the 1 :d-indomitable:. I thinks this may be more about play style though (as with Atom & Hawkman). I personally would give him a 3 :d-indomitable: with my play strategy. The extra movement on that first click really helps to annoy the opponent and then he becomes a decent speed support after that. Maybe we could settle on a 2 :d-indomitable:...

theboywholived
04/15/2010, 19:30
Wow, I can't agree with the review of Max Mercury. He would be great to knock down the various generics in this set and yet stay out of harms way. The 14 speed and 71 pts makes him one of the best investments for the points.

Owlman
04/15/2010, 20:33
Yeah, Max Mercury is better than you give him credit for. He runs clean-up on weaker enemies and bumps up your ability to charge/running shot/hypersonic enemies from further away. Maybe Max isn't te best, but he's not a 1 shield piece.

pseudosoldier
04/15/2010, 21:38
bb025 R GOODNESS AND MERCY
Team: Superman Enemy
Range: 0 :bolt:
Points: 113
Keywords: Apokalips, Female Furies
m-normala-duod-normalg-normal81016489163910153991527101727916261016369153KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOSpeed - A lesson learned: Goodness and Mercy can use Exploit weakness and Willpower.
Attack - No place for Mercy: (non-optional) Goodness and Mercy have the :a-fist: symbol

You’ve heard of getting Rick Rolled? Well this is one figure that got Rock Trolled. Oh Goodness, have Mercy on me for my bad puns but this figure’s dial is as confusing as the sculpt. For the uninitiated, this is supposed to represent the adventures of Young Granny Goodness and her faithful war hound Mercy. I say the sculpt is confusing, because the last time I checked, Granny looked like she was of the Caucasian persuasion.

The art from this storyline (http://asylums.insanejournal.com/scans_daily/229509.html#cutid1)made it look like she had darker skin, so I guess that's why they went with it.

LZorro
04/15/2010, 21:44
Why wouldn't Gizmo be able to use Quake or Telekinesis? I'm reading "choose a standard attack power" as "select a standard power that normally falls on the attack slot of the dial".

At first I thought you might have interpreted it as "choose a power that requires an close/ranged combat [that is, an attack] action to activate", but that doesn't explain why you'd omit Quake (a close combat action). Then I thought you might have just plain forgot them. ;)

vlad3theimpaler
04/15/2010, 22:03
I played a game where Batman Masterminded Damage to Clark Kent (who then turned into Superman). Kind of funy imagining Bruce hiding behind Clark.

Bruce: "Get over here!"

*shoves Clark into a hail of bullets*

That was the first thing I thought of when I saw that Batman had mastermind. Hopefully I'll get a chance to try that this weekend when I get some games in.

Rahxepha
04/15/2010, 22:26
You give Max Mercury FAR to little credit. Only one shield... That's insulting. At very least you should have given him 2 shields for being a very nice for a Central City "Speed Force" team. No love for the Flashes...... FOR SHAME!!!!!

Grumpygoat
04/15/2010, 22:32
You give Max Mercury FAR to little credit. Only one shield... That's insulting. At very least you should have given him 2 shields for being a very nice for a Central City "Speed Force" team. No love for the Flashes...... FOR SHAME!!!!!

The pieces are only graded on sealed play. How many Central City pieces are there in the set...?

tidge
04/15/2010, 22:53
In three rounds of sealed I only faced two uncommons: Cave Carson and Damien Wayne. One player had Superman ready to swap in for Clark Kent but did not. I played neither of the two Uncommons I pulled.

I don't know if that is because of the quality of the commons, or the fact that most players have twice as many commons to use as uncommons...but I think it's because the uncommons just aren't as likely to be useful in a sealed game.

tyroclix
04/15/2010, 23:30
Solid points overall. Love Wonder Woman and I like your points about the Madame, Mercy, & Damien. (Mercy can't be carried because of peanut base).

Batman I'm not sold on. I wanted to like him so badly but I'm not sold on his purpose. Who does he go after?

Stealth with 0 range and no Leap/Climb means Batman has to stay out of Hindering or be bogged down.

EW makes we want to bash a damage reducer but Bats is getting smacked back hard (16 defense?). Well Mastermind means I can bring a meat shield - but then he has to run up and join Bats, too, in not very choice locations.

Talia is a heckuva lot better. She is everything Batman isn't. Mobile and long reach and sitting back from the fight lets keeping masterminding fodder available and protected much easier. And she is protected from most pieces.

I'll find out tomorrow...

comi-man
04/15/2010, 23:44
I have to disagree on the max mercury, i ran 2 of them in the marquee and went undefeated they were huge in catching all the other hypersonicers

kingpotato
04/16/2010, 00:10
The art from this storyline (http://asylums.insanejournal.com/scans_daily/229509.html#cutid1)made it look like she had darker skin, so I guess that's why they went with it.

Thanks for the link. Gives me a whole new perspective on that piece! :cheeky:

I was really happy with the number of Apokolips figures from this set. Now i just need to get a few more Parademons

Repulsor rage
04/16/2010, 00:56
Favorite article on the realms. I agree with Batman. At first i was confused by his dial then I started loving it. Him pushing Clark into a hail of bullets? Awesome. Also what would you hate more than a seemingly unoutwitable, undamageable character that can deal pentrating damage?

Nitecralwer24
04/16/2010, 01:17
cant gizmo give telekinesis? perhaps a typo on your part, but im curious.
also, the amazon probs amazons w/out damage, deadpool55

trackerjay
04/16/2010, 01:32
If I'm reading it correctly the damage dealt by the sensie's fault line isn't penetrating. Since it's damage dealt it can be reduced. An interesting power that changes the map, not sure how many characters it will actually hurt.

Sink74
04/16/2010, 02:21
Seriously. What is the deal with attack values in this set? Superman would need to roll a 9 to hit himself. If two people play Superman teams against each other in a sealed event-- which is not all that unlikely-- it will be little more than a Big Blue Slapfight [TM].

kallisti
04/16/2010, 03:32
This is a good article, and I agree with most of what you have said. However, I have to join in the chorus of people who are questioning the rating of Max Mercury. Especially in the face of The Sensei being one less point, quite a bit less useful, and rated higher.

A hypersonic speed character will always be better than a figure with no move and attack, mediocre damage, and a special power that is completely useless if there are no shared keywords on your team. Max is faster than all the other hypersonic figures in this set (I think) at least to start out, and with his 19 defense against close combat will be difficult to hit for most of the poor attack valued characters (or which there are a lot sadly) in this set.

anonym0use
04/16/2010, 07:58
Why wouldn't Gizmo be able to use Quake or Telekinesis? I'm reading "choose a standard attack power" as "select a standard power that normally falls on the attack slot of the dial".

At first I thought you might have interpreted it as "choose a power that requires an close/ranged combat [that is, an attack] action to activate", but that doesn't explain why you'd omit Quake (a close combat action). Then I thought you might have just plain forgot them. ;)

I'm flattered that you'd think I couldn't make a mistake. But I did. :confused:

anonym0use
04/16/2010, 08:06
You give Max Mercury FAR to little credit. Only one shield... That's insulting. At very least you should have given him 2 shields for being a very nice for a Central City "Speed Force" team. No love for the Flashes...... FOR SHAME!!!!!

The set is rated for sealed play, and the characters are ranked against each other. You can have a :d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-indomitable: figure in sealed that's worth :d-indomitable::d-indomitable::d-indomitable::d-normal::d-normal: in constructed, or a :d-indomitable::d-normal::d-normal::d-normal::d-normal: that's worth :d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-normal:.

My problem with Max is his LOW damage. How is he hurting anyone who is Invulnerable? I realize you need to pick your targets with him, but if you go up against any one of the Bricks in this set, he's nearly useless. I understand people have had success with Max, but I just don't see him rating much higher.

I'm also real curious. Comi-man said he used two of them...

I have to disagree on the max mercury, i ran 2 of them in the marquee and went undefeated they were huge in catching all the other hypersonicers - what the rest of the 150 points of your team looked like. Did you have Outwit? Perplex? Was it a 300 point game? A 400 point game? I'm dying to know.

anonym0use
04/16/2010, 08:07
If I'm reading it correctly the damage dealt by the sensie's fault line isn't penetrating. Since it's damage dealt it can be reduced. An interesting power that changes the map, not sure how many characters it will actually hurt.

The information I have said the damage was was unavoidable - I don't have the card in front of me. :nervous:

anonym0use
04/16/2010, 08:19
(Mercy can't be carried because of peanut base).

I disagree. This is a common misconception because most Peanut based figures have some other ability that prevents them from being carried. Peanut base has nothing to do with being carried (see: Cr SR Flash). What prevents figures from being carried is the :a-duo: ability or the :m-wing::m-wing-trans::m-dolphin-trans::m-boot-trans: abilities.

Please feel free to correct me if I'm wrong, but be prepared to cite evidence. :classic:

Quebbster
04/16/2010, 09:16
I disagree. This is a common misconception because most Peanut based figures have some other ability that prevents them from being carried. Peanut base has nothing to do with being carried (see: Cr SR Flash). What prevents figures from being carried is the :a-duo: ability or the :m-wing::m-wing-trans::m-dolphin-trans::m-boot-trans: abilities.

Please feel free to correct me if I'm wrong, but be prepared to cite evidence. :classic:
You are not wrong.

anonym0use
04/16/2010, 09:39
Of course, I say that now - and in a month the rules will change and prove me wrong. :laugh:

Jarimy123
04/16/2010, 10:13
Not sure that the Sensei deals unavoidable damage to the figures in the row or column. It says to "Deal Sensei one unavoidable damage, and deal 1 damage to all figures in that row." Sounds to me like he deals himself 1 damage that can't be avoided, and deals 1 straight up damage to anyone in the row.

trackerjay
04/16/2010, 12:22
Not sure that the Sensei deals unavoidable damage to the figures in the row or column. It says to "Deal Sensei one unavoidable damage, and deal 1 damage to all figures in that row." Sounds to me like he deals himself 1 damage that can't be avoided, and deals 1 straight up damage to anyone in the row.

This is how I read it as well.

Spider-Bat
04/16/2010, 13:55
That is how it's worded. Sensei KO's himself to do a single Damage to a whole row/column. Useful? Yes. Great? Maybe, in the right instance.

And I do have to say, any figure that ran hit and run is going to be useful, but is MUCH better when you have Support/Perplex/PC on your team. Keeping Max on his 1st click is key (especially if you pulled the Superman/Flash Duo), but I would certainly not give him :d-indomitable::d-normal::d-normal::d-normal::d-normal:.

Thunderclese
04/16/2010, 14:04
What are the chances Pulse Wave will be changed to be usable in close combat? So many characters that have the power (such as The Parademon and Human Bomb) are the types that run into peoples faces and explode.

Although I'm sure that would break so many figures it wouldn't be funny.

rollinsolo
04/16/2010, 15:06
Great article.
Question: Does the Sensi damage sp deal penetrating damage? It dosn't day that in his power, it says deal him 1 unavoidable damage. When I read it I thought "this would be a great sp to use if you have alot of ESD figures lined up somewhere.
edit: looks like I'm not the only one who thought this.

DrugSex
04/16/2010, 15:28
Again... dunno why the Batman from this set has 5 :d-indomitable:... c'mon... that dude only deserves 3. I'm ok with the rest.

anonym0use
04/16/2010, 15:28
I obviously read the Sensei's power wrong so I removed the penetrating damage part of the article, though I suspect damage has been done, and many people are misinformed. :( Sorry to anyone who had their plans foiled by this.

ericbookout
04/16/2010, 18:35
Talia is amazing. I used to pair AA two-face with a couple jimmy woos and agent brand. two face masterminded damage back and woo and brand, shield ta increases his damage while he rolled for pb. now talia will replace two face for this strategy.

tyroclix
04/17/2010, 00:36
Just a quick review of pieces I have now used:

Holiday is decent thanks to Outwit. His range and attack are stellar but his Defense is so low he's easy as heck to knock out. Better than the common Bruce Wayne for less points but Holiday is a bigger target as a result.

Goodness & Mercy - amazing piece. I almost left them on the sidelines for UC Wonder Woman but decided what the heck. So worth it (on my team) as they could deliver big damage. Eats support pieces alive and took a big ol' chunk out of SR SHAZAM! (half). Another 2 minutes of play time and she would have won me the tournament. Good girl! <woof!>

Rokk_Krinn
04/18/2010, 03:09
Problem with Max is - you push him, he's only doing 1 damage. You've just spent 25% of your build total on a fig who's only purpose is to speed up another figure. His awesome movement and stats aside, I don't see him as a major threat in sealed. AN annoyance, maybe - but the guy can barely dent the Checkmate grunts. It'll take him 4 rounds to KO a 3 click deep Toughness figure (and he'll have to push to do it).

I think Max is great, and will do well in constructed, but here, he kind of fizzles.

That's true but one thing to consider is the sealed environment. This set is packed full of HSS figures - there's better than middling odds, I would think, that you'll be able to use Max's Speed Boost.

Along similar lines, I was a little surprised to see you thinking of figures like Talia as "fragile past her Mastermind" or Wonder Woman having defensive issues. It's true they're "soft defenses" but they're also high numbers - Talia's going to be a 19 to hit (no reason you should be getting attacked at range) and Diana's at 18; I know we got used to those 12's over in HoT but in TB&TB with attacks averaging 9-point-something (albeit not dipping below 9's very often) your opponent has less than a 50% chance of connecting on those Defense values.

anonym0use
04/18/2010, 11:01
That's true but one thing to consider is the sealed environment. This set is packed full of HSS figures - there's better than middling odds, I would think, that you'll be able to use Max's Speed Boost.

Along similar lines, I was a little surprised to see you thinking of figures like Talia as "fragile past her Mastermind" or Wonder Woman having defensive issues. It's true they're "soft defenses" but they're also high numbers - Talia's going to be a 19 to hit (no reason you should be getting attacked at range) and Diana's at 18; I know we got used to those 12's over in HoT but in TB&TB with attacks averaging 9-point-something (albeit not dipping below 9's very often) your opponent has less than a 50% chance of connecting on those Defense values.

You may be right about finding use for Max's speed boost, but I stand by my rating on that one - you'll have to push to get to the power, and then he's dealing 1 damage. There's just too many other figures you could include for the points (25% of total) that I think would do better. If it makes any difference I'd rate him higher in 400 points.

With Talia I was thinking more or less her usefulness after those first 3 clicks - 1 damage RCE isn't much of a threat if she's based, especially by Toughness+ damage reducers. There's also quite a bit of Poison in this set, so high defenses don't always thrill me.

While perhaps I could have given them some more weight in regards to high defenses, I have a hard time high giving scores to defensive characters only because there's no controlling the dice. I usually just assume someone's going to get hit their defense regardless. :)

Shield001
04/19/2010, 00:51
MIKRON O'JENEUS deserves another look.

He is the cheapest TK in the set and there is a handful of comon/uncomon charge.

I had him TK Batman or the 50 point amazon all 3 rounds and won becasue of the TK.

There are a good nuber of figures that can't be TKed but for the ones that can and the other attack power options and WC I think he should get at least 2 :shieldy things: maybe even 3 .


As for Batman, he worked very well on my team because I had some generics to mastermind to. He has a 5 charge and the Exploit weakness is very useful. TK and extra perplex from Micron helped a lot, but even without that.

One tactic I used was to have Bats stand on an object and then have Micron eat it when the time was right to TK and attack.

Long story short hes nice if you got someone to MM to.

The7ofDiamonds
04/19/2010, 06:14
'Mouse I normally love everything you do and pretty much every post you make, but I just gotta be honest here and say that I disagree with most of your analysis on here.... to the point where I can't even list specifics because it would be easier to list the ones I don't disagree with on here.

I agree with Mademoiselle and Holiday Killer.... and sadly, that's it.

anonym0use
04/19/2010, 08:50
'Mouse I normally love everything you do and pretty much every post you make, but I just gotta be honest here and say that I disagree with most of your analysis on here.... to the point where I can't even list specifics because it would be easier to list the ones I don't disagree with on here.

I agree with Mademoiselle and Holiday Killer.... and sadly, that's it.

Can you pick one or two figures to elaborate on? I know I'm far from perfect but I find it hard to believe I'm way wrong on most of these. :cross-eye

The7ofDiamonds
04/19/2010, 17:43
Can you pick one or two figures to elaborate on? I know I'm far from perfect but I find it hard to believe I'm way wrong on most of these. :cross-eye

Sure. Thanks for taking the time to react to the criticism. I think I will try to choose the two I disagree with most I guess.

I'll start with Superman. Hypersonic is something that is tough to handle, but manageable.... it becomes less manageable and thus more powerful in the sealed environment where you might not necessarily have the right stuff to deal with it (just ask anyone that played in the Coming of Galactus tournaments and had to deal with Surfer).

Not only does Superman have Hypersonic but he has a very high move Hypersonic at 12 movement while also sporting a respectable 8 range with 2 targets. Another thing you kept on stressing (and stressing, and stressing, and stressing lol) was his 9 attack. Yes it's a starting 9 attack... but it's also a 9 attack that never falls below a 9. Now that's consistency.

And that's really where I see Supes strong point here... consistency. His consistency keeps him viable all game long and makes sure he is always a threat. Consistent attack, as I said earlier. Consistent Damage: Two 5's and 6 4's (4 of the 6 sporting RCE). And look at that defense, 4 in a row of 18, and the next 4 with 17... with his first 7 clicks having -2 reduction. I believe that his rating should have been at least :d-indomitable::d-indomitable::d-indomitable::d-indomitable: for a sealed environment, if not 5.

-----------------------------------------------

The next I'll choose is Phillipus. Though I agree she is competitive in sealed, I do not believe she is worthy of :d-indomitable::d-indomitable::d-indomitable::d-indomitable:. She kind of needs TK if she doesn't just want to sit back and add actions to the team via leadership (unlikely giving her highish cost).

I really don't agree with your assessment on her defensive ability. It is only so so I think. It might be better if she was a ranged combatant and could sit comfortably back and shoot from 8 or 10 range.... but because she only has that 8 movement and relies on being up close to charge, she leaves herself wide open and only has a sole click of Invulerability to protect from retaliation before her defense (both in numbers and powers) drops off swiftly. This isn't good giving the timing on her dial of her move and attack. If she isn't within 2 range, she's going to be in an awkward situation in which she will become an 84 point paper-weight in terms of combat usefulness.

Her half support powers are good, but not timely in a sealed environment for where they are positioned in her dial where she'll likely end up due to her need to get close and lack of good defensive options. If she does ever manage to get close, her defense options betray her once again as she switches to energy shield defense late dial. Overall, I'd probably give her :d-indomitable::d-indomitable: for sealed.

Oh.... and these are just my opinions, so don't feel bad about it. I though your assessments on the commons was far far better (moving onto the Rs+SRs today).

anonym0use
04/20/2010, 09:15
I see where you're coming from 7, and i respect it. My problem with Superman, more or less comes from one number on his dial - the cost. At 216 points in 300, you're really putting all your eggs in one basket. Hypersonic doesn't mean much if you get Outwit. PLayers familiar with his dial will know how hard to hit him to keep from putting him back on HSS. This is an easy example of a figure whose rating jumps based on the point value of the game.

I also think Phillipus has value, because she can use PC on herself, and Outwit damage reducers. She's a reasonable cost, and capable of a nasty first strike that could one shot many figures in the set.

anonym0use
04/20/2010, 09:37
MIKRON O'JENEUS deserves another look.

He is the cheapest TK in the set and there is a handful of comon/uncomon charge.

My problem is the points. Mikron costs about 80. He has TK for one use only. You're using him to fling one, maybe two figures forward once per game. Given 3 actions, even if you fling two figures forward, only one will attack (without some lucky Leadership)... so you better hope that attack hits. Useful? yes. But I wouldn't build a solid strategy around it unless I had no other choice (I still think there's better powers to use than TK).

Shield001
04/21/2010, 04:18
And he has perplex so whoever gets tked gets +1 probably attack but could be anything. The second tk could be to move micron up so he can still perplex and or attack. With Esd he gets 19 def in hindering. The wildcard might be useful if you get Jason blood or a bat ally.

He is pointy but if you get some nice mid point attackers like batman phillipus or even a brick that leaves you enough for him. I think that warrents 2 or 3 definently not 1 which is like auto ignore right ? Well it's a matter of opinion, but if you have tk even if only a turn that gives you an edge .

anonym0use
04/21/2010, 08:45
:d-indomitable::d-normal::d-normal::d-normal::d-normal: = Think twice before using this piece.

Gizmo is a piece that requires a lot of strategizing, especially because he can't stand to be in the front line of a battle. I'm sure there's plenty of people who pulled him and used him effectively, and given the right pulls where he can copy TA's (like Batman for instance) he'll do better than I gave him credit for. But you can't guarantee those pulls.

Take Kid Nova for example:

sv038 E Kid Nova
Team: Spider-Man
Range: 0 :bolt:
Points: 66
Keywords: Celebrity, New Warriors, Teen
m-winga-fistd-normalg-starburst68151891731010162129161108152981429714187131KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO

For the Supernova Marquee AZS panned this figure for having an activation click and being generally hard to use. I pulled one, and played it despite his recommendation, because I had a vast number of TA's I could copy.

Kang carried Kid nova around, and Kid Nova copied the Shield TA to give Kang more damage. I pushed to activate Kid Nova using Shield, then when he had two tokens on him, I took opponents off guard by pushing Kid Nova again, using the MoE TA from Kang to launch a surprise attack.

They thought Kid Nova was tied up and therefore not a threat because he had 2 tokens. The point is, I was able to make him work - not necessarily because he was a good figure, but based solely on my other pulls, team synergy, and strategy. If I hadn't had Kang, or a Kree soldier, I never would have used Kid Nova, and I feel Gizmo is kind of the same way.

To some extent, every figure is useful - I originally had the White Pawn rated at 2 shields, because he could tie up someone for a round or two. When I thought about it - anyone could tie-up an opponent, but Pawn's shallow, fragile dial just means you're throwing points away. Maybe some people used him for Plasticity, but I doubt very many used him to KO anything, and I'll bet he was often the first to drop. Now, if the Pawn had been protected with an 18 Defend, that pawn would have had a different value, (not because the Pawn was so good, mind you).

Can you make Gizmo work? Sure - some of the time. Can everyone make him work all of the time in sealed? That depends on what they pull. ;) That's also why he earns a "think twice" rating.

Shield001
04/22/2010, 02:24
Oh ok I see your point, his useabilty does depend on who you pull. He is also a finess piece. I really had to think on how to use him.

spider_ham
05/15/2010, 03:52
I prefer this Batman over the LE Dark Knight Detective, as:


Batman's AV never drops below a 9. :)
In AE mode, Bruce Wayne/Bats has 4 clicks instead of the standard 3 of the others (Etrigan, Superman, and WW).
Batman deals 3 damage on every click (via CCE or Perplex), with the exception of #2 and #3, but on those clicks he either has CR or Mastermind (a win/win, either way).
DKD lacks Perplex and Leap/Climb, and his Charge+CCE clicks are incompatible.
Batman has an 18 DV for more than half his dial (CR/Perplex).