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anonym0use
04/18/2010, 12:15
<img src="http://www.hcrealms.com/forum/picture.php?albumid=158&pictureid=9285" style="width:200px;">
The Brave and the Bold

Primer Review
Part 4:Super Rares & Chases
Batman & Green Arrow(#046) to Nekron (#059)
Click "full story" below to find out how the Super Rares and Chase figures rate!

anonym0use
04/18/2010, 12:16
Welcome to the third 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)
Part 2: Batman(#016) to Parademon (#030) (http://www.hcrealms.com/forum/showthread.php?t=274320)
Part 3: Brainiac (#031) to Wizard Shazam (#045) (http://www.hcrealms.com/forum/showthread.php?&t=274479)

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 SUPER RARES
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bb#046 BATMAN AND GREEN ARROW
Team: No Affiliation
Range: 10 :bolt::bolt:
Points: 204
Keywords: Detective, Justice League of America
m-normala-duod-normalg-normal812183711172610163791728101637917271018381016269152KOKOKOKOKOKOKOKOKOKOKOKOSpeed - from the dark alley: Batman and Green Arrow can use stealth and ignore other characters stealth
Attack - No Guns... Utility Belts and Trick Arrows: Batman and Green Arrow can use incapacitate. If the attack succeeds against any target, they can use smoke cloud as a free action for each success.
:star: Batman and Green Arrow possess the :a-sharpshooter: ability.

We kick off the duo reviews with the playboy millionaire team-up that also happens to be the Brave and the Bold's only Sharpshooter. I love the 12 AV, the stellar 18 defense (CR no less) and the Incapacitate/Smoke cloud combo (which should trip up all the grounded speedsters in the set). I hate that I have to push them off it to get Stealth protection, Outwit and the ability to see through Stealth. I love that the have :a-sharpshooter: but hate that Psychic Blast can't be used in a duo attack. I love the 10 range and 2 :bolt::bolt: targets, and I hate the point cost.

For some reason I thought double bases reduced point cost because they were bigger targets on the field (evidenced by previous transporters like... Lockjaw). I hate to say it, but this pair is a bit too bloated for my taste. To run them effectively in 300 points, I'd want plenty of tie-up pieces to hold the enemy in place while I sniped from range, and there's just not enough available in B&tB for that to happen. Given a 400 point game they could really shine, and I expect them to fully abuse Enhancement in constructed events (GCPD Detectives anyone?), but I'd feel bad telling someone they were a sure fire figure, even if they do have a 12 AV.

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

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#047 U THE FLASHES
Team: No Affiliation
Range: 0 :bolt:
Points: 225
Keywords: Central City, Keystone City
m-normala-duod-normalg-normal1191611291611391611410172151017216101721711183181118319111832012194210200KOKOKOKO:m-boot: Into the Speed Force: Give The Two Flashes a power action. Remove all objects and up to 300 points of other characters from the map. Place all removed objects back on the map and then place all removed characters on the map. All placements must be legal. Deal The Two Flashes 1 unavoidable damage.
:a-duo: Help From The Future: The Flashes can use probabilty control.
:g-starburst: Around the World in 80 Microseconds: The Two Flashes can use Flurry. Before each attack while using Flurry, you may place The Two Flashes adjacent to any opposing character on the map if their entire base is adjacent to the target character and in clear terrain.

Perhaps my favorite concept piece in the set is the Flashes duo, with their amazing speed, defense, and SPs. If only they could duo attack while HSS'ing. 1 damage doesn't inspire much confidence from a figure that's the head, shoulders and backbone of a team (75% of build total). To crack Impervious, they'll need to be in base contact and use that CCE. Their opening defense is easily hit, which is actually fine for this figure - you'll want to be knocked onto clicks 4-6 to use Around the World in 80 Microseconds which is perhaps the figure's biggest selling point (10av Flurry with PC). Late dial TK gives them some surprise range, and Perplex is welcome in boosting defense, when it's not going to damage (duo attack + Perplex = 11AV/7 damage). Unfortunately they lack move-attack at the end, when their dial is at it's peak values.

To win with this figure, you really need to employ some dirty tactics - namely KO'ng 76 points of the opposition, and then running away from the opponent the rest of the game. Even then, at a big venue, you'll likely lose on points to another 3-0 player, and lose out on fellowship for your battlefield antics. As evidenced by Into the Speed Force: I'm not sure the Flashes are a standard tournament figure, but rather meant for 1000+ point "Crisis-level" gaming. Personally, if I pulled the Flashes, I'd play them as a challenge to my skills, and see how far I could get, but I wouldn't recommend anyone else do the same.

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

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bb048 R FLASH AND GREEN LANTERN
Team: JLA
Range: 0 :bolt:
Points: 200
Keywords: Central City, Coast City, Justice League of America, Police
m-winga-duod-normalg-normal12101941291831291731281631281721281631291731291831210194KOKOKOKOKOKOKOKOKOKOKOKOWing – Who’s carrying who now? - The Flash and Green Lantern can use Hypersonic Speed and have the :m-boot: boot symbol
Attack – The Brave and the Bold – give The Flash and Green Lantern a power action. They can use Telekinesis twice as a free action.
Damage – Two Man Justice League – Once during your turn as a free action, you may choose a standard damage power that no other character on your force currently possesses or can use. The Flash and Green Lantern can use that power until the beginning of your next turn.

Easily one of the top 5 sculpts in the set, take note Wizkids - by avoiding a static sculpt you've created a very dynamic duo, that's both showcase and display shelf worthy. I only wish a few others had the same treatment (Fire and Ice, Lantern & Arrow) that could justify a double base. The dial is interesting (movement is a constant 12!), though lack of range really mires this pair in quicksand. Double TK makes up for the 0:bolt: but at that rate you'll run out of objects fast, and be relegated to close combat for most of the match. 0 :bolt: Barrier is good for little more than a protective bubble, and really - your 200 point figure should be attacking at that point with HSS.

Two Man Justice League is fun and creative, but has some harsh limitations. For starters there's a number of powers they'll never to hardly ever use with it. RCE, Battle Fury, Leadership will take a backseat to the support powers of Enhancement, PC, Outwit, Perplex, Support or the defensive Shape Change. For close combat attack options there's Exploit Weakness and Close Combat Expert, but again, that's only if they no other figure on the team can use them. They look fun and provide a lot of options for a team, but for the points, you might be able to do better.

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

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bb049 U SUPERMAN AND FLASH
Team: No Affiliation
Range: 0 :bolt:
Points: 199
Keywords: Justice League of America
m-normala-duod-normalg-normal10111741010173101017210101821091828111638101728101828917289163KOKOKOKOKOKOKOKOTrait - Keeping Pace: Before any non-free action, you may replace Superman and the Flash's speed value with the highest unmodified speed value among characters on the map until that action is resolved. Use this ability only if you haven't chosen Superman or The Flash.
Attack - And the Winner Is...: (non-optional) Once per game, when this power is first revealed, you must choose Superman or the Flash. For all other Special Powers for this character, only use the powers of the chosen character this game. This character has :a-fist:. This power can't be countered or ignored.

THE FLASH
Movement - : The Flash can use Hypersonic Speed, has :m-boot:, and modifies his speed value by +2
Defense - : The Flash can use Super Senses
Damage - : The Flash can use Outwit

SUPERMAN
Movement - : Superman can use Charge and has :m-wing:
Defense - : Superman can use Invulnerability
Damage - : Superman can use Enhancement and modifies his damage value by +2

The Flash hate train keeps rolling as we get to Superman & the Flash, a duo that... uh oh...is faster than a speeding locomotive of HATE! Onoz!1! Derailed! This figure pleasantly shocked me when I heard about it. I never figured this pair to team up on a clix base the way other characters nearly scream to be made a duo (Green Arrow & Black Canary), but it makes sense given their tendency to team up and race around the world. As the week rolled down to the B&tB release, this was the dial I wanted to see the most. Thankfully, it does not disappoint.

The Keeping Pace Trait, is fun, and accurate without being game breaking (unless you use HT Jay Garrick for a 20 :m-boot: ;) - hey look, combined they make a 300 point team!). Outstanding attack values and a versatile power set make up for lack of range. Perhaps the biggest "sale" point is And the Winner is which gives a player options. In game terms, what happens is, either Superman of Flash wins the race, and you finish the match with one or the other - but not both. The figure loses it's duo attack, and picks up a new power set. Take a look:

#BB049 U THE FLASH
Team: No Affiliation
Range: 0 :bolt:
Points: 199
Keywords: Justice League of America
m-normala-duod-normalg-normal1011174101017310101721010182109182||||101116310101721010182109172109163KOKOKOKOAttack: The Flash has :m-boot:

#BB049 U SUPERMAN
Team: No Affiliation
Range: 0 :bolt:
Points: 199
Keywords: Justice League of America
m-normala-duod-normalg-normal1011174101017310101721010182109182||||8111658101748101848917489165KOKOKOKOAttack- : Superman has :m-wing:

Most of the time, I think I'd pick Superman to win the race, for raw damage potential and damage soaking, but there will be other times that Flash's Hypersonic Speed and Outwit will appeal to me. The best part is that you get to pick mid-game, depending on how the battle is going for you. Options like this are very, very good.

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

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bb050 E FIRE AND ICE
Team: No Affiliation
Range: 8 :bolt:
Points: 131
Keywords: Checkmate, Global Guardians, Justice League International, Super Buddies
m-winga-duod-normalg-normal101017310101738101738917389162791627916178151KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKODefense - Freeze'r Burn: Fire and Ice can use Barrier, Poison, and Toughness. When this figure uses Poison, it may treat all opposing figures which ended the previous turn adjacent to one of Fire and Ice's blocking terrain markers as adjacent.

Another duo that's worth the points without the :a-duo: ability: Fire and Ice. This smoking hot (or cold?) pair have a nice power set that makes you want to use standard attack powers, especially with Freeze'r Burn, a power that grants this double based duo loads of squares to poison the opposition (though their Poison is only applied once, no matter how many barrier segments you're next to.

Options abound: RCE can soften a hard target, or Duo attack two soft targets. Psychic Blast and some Pulse Wave give them plenty of means to bypass damage reducers, and I kind of like the mid dial Running Shot, which allows them some mobility after they've been hit (where most figures lose mobility once they've been hit). This figure will really burn up the map in constructed as the backbone of a Checkmate team, and they should also do allright in sealed with enough support.

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

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bb051 GREEN LANTERN AND GREEN ARROW
Team: No Affiliation
Range: 10 :bolt::bolt:
Points: 187
Keywords: Justice League of America
m-normala-duod-normalg-normal1011184121118310101831010173810172891728916299152KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO

:star:Trait: Must help… my sidekick… the Junkie
Green Lantern and Green Arrow ignore damage dealt by characters using Poison. Friendly characters do not take pushing damage if they can use Poison and are adjacent to Green Lantern and Green Arrow when the pushing damage is applied.

Attack- Save more than the Blue, Orange and Purple Skins – Whenever Green Lantern and Green Arrow use the Duo attack ability for ranged attacks they can target more than one target with each attack and ignore any damage modifiers from the Duo attack ability.

Damage – Helping the Underprivileged - Adjacent Friendly characters of 30 points or less modify their attack values by +1.

While Lant-arrow's Trait is somewhat comic accurate, I can't help but think it's just a little in bad taste. It's also a little confusing that this duo *helps* poison people I really wish it was like this:
:star: (Trait) Must help… my sidekick… the Junkie
Green Lantern and Green Arrow ignore damage dealt by characters using Poison. Friendly characters do not take poison damage if they are adjacent to Green Lantern and Green Arrow. What Hal & Barry lacked in range, Hal & Ollie (Hollie?) make up for with 10 :bolt::bolt: and enough Running Shot for three or four figures. No flight is a bummer, and some harder defense would have been appreciated (Toughness at least).

Their special :a-duo: power makes up for some drawbacks - full damage when making duo attacks, and multi-target as well, mean they can scattershot most of a map when they're in the center. Of course ranged attacks mean nothing if you're based and don't have :a-sharpshooter: and they don't. Green Lantern & Green Arrow should get first strike in a match, but I doubt they'll be able to carry a 300 point team without a lot of luck ands a little support.

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

anonym0use
04/18/2010, 12:16
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bb052 V BLUE BEETLE AND BOOSTER GOLD
Team: JLA
Range: 8 :bolt:
Points: 82
Keywords: Extreme Justice, Justice League International, Super Buddies
m-winga-duod-normalg-normal10917281017299172991618915188151KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOAttack - Super Buddies Forever: Friendly adjacent characters modify their attack value by +1 if they either share a keyword with Blue Beetle and Booster Gold or can use the Duo attack ability
Defense - My Gadget or Yours?: Blue Beetle and Booster Gold can use Energy Shield/Deflection and Toughness
Trait - Yes, I Guess I'll Carry You: Blue Beetle and Booster Gold can't carry other characters. When they use the Duo Attack ability, they ignore any damage modifiers from the Duo Attack ability.

Move over green and green, make room for Blue and Gold. The most economical duo pairing in the set won't disappoint their fans, with a bevy of thematic sp's and powers that make them an asset to JLI and "buddy" teams alike. A +1 modifier to av will come in handy in constructed, but may not see much use in sealed. Their low damage is offset by a :star: Trait, Perplex, and Outwit.

A little move an attack gives them options against Stealth, but why Charge for 5, when they can stay safely at range and :a-duo: shoot two for 8:bolt:? Defensively, they pack both Toughness and ES/D giving them a 20 against range while in hindering, so stay back, and have fun. Blue & Gold may be a tad pricey for some players (especially if they shun icky duos), but if they can grant another teammate a +2 AV bump, it'll be worth it (bump their rating by 1 if you can swing that combo).

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

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bb053 E HARLEY QUINN & POISON IVY
Team: Batman Enemy
Range: 6:bolt:
Points: 175
Keywords: Gotham City
m-normala-duod-normalg-normal810173810173891736917379163791636816258152KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO:star: Toxic Immunity Serum: Harley Quinn and Poison Ivy and friendly characters within 6 squares ignore damage dealt by Poison.
:a-duo: Reclaiming the Land for Nature: Harley Quinn and Poison Ivy can use Poison and Smoke Cloud. When hindering terrain markers placed by Harley Quinn and Poison Ivy are removed at the beginning of the turn, you may destroy one wall or square of blocking terrain adjacent to at least one of the markers.
:d-normal: Ladies' Choice: Harley Quinn and Poison Ivy can use Toughness and Combat Reflexes.
:g-starburst: Mayhem - Harley Style: Harley Quinn and Poison Ivy can use Outwit, but after targeting an opposing character, roll a d6. On a result of 1, this power has no effect. On a result of 2-3, counter one power as normal. On a result of 4-6, counter two powers instead.

Bennifer. Brangelina. Tomkat. Po-quinn Harvey. Okay, some couple names sound better than others. Sale point #1 - Toxic Immunity. The Gotham Gals provide Poison immunity to themselves and nearby teammates (and they should be nearby to use that TA). Toughness and Combat Reflexes are good, but to make the most of the pair, they'll want to be hiding in Stealth mode so they can't be shot or Outwit. Damage values don't disappoint, and combined with Perplex, these two pack a hefty punch.

Mayhem is a fun, thematic power that could easily backfire, or work wonders - it's all luck really. Mind Control's right where it needs to be, when their damage Output is lowest. TK is a welcome addition to the Batman Enemies, and I suspect this figure will see a lot of use in constructed, especially because of their extra square of adjacency to share their TA. Unfortunately, they're not very mobile, and if they're not taking advantage of Stealth, easily dealt with at range due to their sheer size.

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

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bb054 E MISTER MIRACLE AND OBERON
Team: JLA
Range: 0 :bolt:
Points: 115
Keywords: Justice League International
m-normala-duod-indomitableg-normal8101828101828101828111728101729916299162KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOSpeed - No Chains Can Hold Me: Mister Miracle and Oberon can use Charge and Leap / Climb. When they use Charge, they can ignore the effects of hindering terrain and characters on movement and automatically breaks away.
Attack - Prison Break!: Friendly characters within 6 squares ignore opponent's Plasticity and succeed on break away results of 2-6.
Defense - "Your Head is My Jumping-Off Point!": Friendly adjacent characters can use Telekinesis option 2, but only targeting this character.

Mister Miracle and Oberon are the first, and only Duo in B&tB to have the ability ALL duos should have - Indomitable. That candy striped shield makes all the difference for these two on the battlefield. MM&OB make the ultimate tie-up piece: Leap/Climb, double based adjacency, Perplex to boost their own defense to a stunning 21 in close combat.

Leap/Climb is nearly irrelevant considering they can automatically breakaway and avoid hindering terrain AND characters on movement. They extend breakaway privileges to nearby teammates, making opponents tie-up nearly useless. No one can tell these two where to go, especially end dial when they grant teammates the ability to TK them. Please note, this figure is allowed to be TK'd, per errata from the RA.

Attack values are a little more generous than I'd have given such a defensive pair (though I'm not complaining ;)), their string of 10av's is one of the longest in the set, and only broken by an 11, before dropping back to 10, and finishing off at 9. They cost over 30% of total, and demand an aggressive play style, but could easily hold down most of an opposing team while the rest of your 185 points cleans house.

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

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bb055 SHAZAM AND BLACK ADAM

Shazam and Black Adam
Team: JSA
Range: 0 :bolt:
Points: 280
Keywords: Justice Society, Mystical.
m-winga-duod-normalg-normal91217591116411101631191649915399143||||101117510111741010183101017381016389164KOKOKOKOTRAIT - Reluctant Team-Up: When you build your force, choose a 140 or 280 point cost. In both cases, each time you reveal your force at the beginning of the game choose the light green starting line (Shazam!) or the dark green starting line (Black Adam). If you choose 140 points, this character is KO'd when the first red KO line is crossed. If you chose 280 points, this character is KO'd when the second red KO line is crossed.
Attack: Call Down the Lightning: Shazam can use Energy Explosion as if he had a range of 6. Each character successfully hit is dealt damage equal to twice the number of times it was hit by this attack instead of once.
:m-wing:Movement: Fury Enough to Destroy Countries: Black Adam can use Hypersonic Speed. If he can also use Close Combat Expert or Exploit Weakness, he can use that power as a free action instead of a close combat attack while using Hypersonic Speed.

Let me go on the record and say it's a bad idea to play a 280 point figure with no Outwit protection, and no opening move and attack in sealed. You'll either win big, or lose bigger, and if you can't afford to lose, don't play Shaz-adam at full cost. There's a type of player, I've seen through the years, that sees 200+ points on dial and for some reason it registers in their brain as "automatic win." Winning with a one man army is no easy feat, though it is manageable but I don't want to steer anyone into thinking these two are a "point and click" easy win figure.

This raging bull is easily managed by Outwit, shutting off the Hypersonic, or worse the :a-duo: ability, which neuters the two in close combat. A well rounded Swiss Army team should dismantle these lightning lords with ease, but conversely, the two together can tear through most of the tentpole-ish figures in the set (Lant-arrow, Flash-Lantern). Fortunately, you don't have to play both - you can choose one or the other. But who to choose?

B.A.'s HSS+CCE or EW is nice, but you'll need to push to get to it, and his defense drops like a Rock of Eternity after the Specter pays a visit. Even if he packs loads of reducers into that small dial clicks 2-5 have under-whelming numbers compared to the rest of the set (even if they accurately represent Adam's careless attitude).

Shazam's end of the dial is much more tournament friendly, opening with HSS, he should have 2 chances to one shot someone with PC, 5 damage (+2 with a Heavy Object) and 11 av. 6 clicks may be a bit shallow, and while he loses damage reducers in the middle, he has the added protection of Shape Change. Loss of mobility is made up for by a ranged attack, as Billy starts throwing lightning (double powered EE). For 140 points, I'll take Shazam over BA any day of the week.

For the first time in the history of Marquee Primers I have to give one figure 3 different ratings...

SHAZAM AND BLACK ADAM :d-indomitable::d-indomitable::d-indomitable::d-normal::d-normal:
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bb055 Black Adam
Team: JSA
Range: 0 :bolt:
Points: 140
Keywords: Justice Society, Mystical.
m-winga-duod-normalg-normal91217591116411101631191649915399143KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO :m-wing:Movement: Fury Enough to Destroy Countries: Black Adam can use Hypersonic Speed. If he can also use Close Combat Expert or Exploit Weakness, he can use that power as a free action instead of a close combat attack while using Hypersonic Speed.

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

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bb055 Shazam
Team: JSA
Range: 0 :bolt:
Points: 140
Keywords: Justice Society, Mystical.
m-winga-duod-normalg-normal101117510111741010183101017381016389164KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO :a-fist:Attack: Call Down the Lightning: Shazam can use Energy Explosion as if he had a range of 6. Each character successfully hit is dealt damage equal to twice the number of times it was hit by this attack instead of once.

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


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CHASES

If you've pulled a Chase in sealed - congratulations, you've pretty much already won. The chase figures for B&tB are all fairly competitive, and with exception of Kal-L, can easily fit on a 300 point team. Take a look:

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#56 Black Hand
Team: No Affiliation
Range: 8 :bolt:
Points: 111
Keywords: Black Lantern Corps
m-winga-normald-normalg-normal10111831011173910172910162991628916189151KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOAttack - Drain the Spectrum: At the beginning of your turn choose red, oronge, yellow, green, light blue, blue, or purple. This turn opposing characters within 8 squares of Black Hand displaying a power of the chosen color modify their defense value by - 2.
Damage - Avatar of the Black Hand: Black Hand can use penetrating/ Psychic Blast. Whenever an opposing character is KO'd within 4 squares of Black Hand, you may heal 1 damage on any one friendly character to whom Black Hand can draw a clear line of fire.

First up is Black Hand, whose excellent speed value means he'll be able to get in the fight quick. Of course with no damage reducers, and an 8 range, it's probably better if he hangs back, or better, carries a burly teammate to the front line. Hand is a very expensive support piece: Outwit damage reducers/evaders, reduce defense by 2, and attack!

Avatar of the Black Hand makes for great battlefield healing, though his damage drops by the time he gets there, lending him to stay at range and use his Psychic Blast to soften enemies. Steal Energy and Regeneration should add a few clicks to his dial, even if those powers single a bulls eye for opponents to attack him. At 111 points, he should be able to fit enough attackers to order around, and secure a win.

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

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#057 U Martian Manhunter
Team: No Affiliation
Range: 8 :bolt:
Points: 187
Keywords: Black Lantern Corps
m-winga-normald-indomitableg-normal101017410917410918310818311101651191741091639816381016379153KOKOKOKOKOKOKOKO
Speed - Decaying Embrace: Martian Manhunter can use Plasticity and Phasing/Teleport. Whenever an adjacent opposing character fails a break away roll, deal that character 1 damage after the action is resolved.

:star: Power Levels Rising Whenever an opposing character is KO'd within 4 squares of Martian Manhunter, you may heal Martian Manhunter of 1 damage

Evil Cookie Monster may be the best of the Chase for sealed play, with opening HSS, Indomitable, and Super Strength helping pull his weight. Attack values could use shoring up, but damage is consistent - he should be able to heal himself a few times by one shotting all the grunts and peons in the set. 8 ranges gives him versatility against CR figures, and if the Trait weren't enough, he packs Steal Energy at the end of his dial, giving him 2 clicks of life if he KO's a figure. With some higher AV's, he'd rate better for sealed play, but as is, makes a formidable opponent.

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

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#058 U Kal-L
Team: No Affiliation
Range: 4 :bolt:
Points: 254
Keywords: Black Lantern Corp
m-winga-normald-indomitableg-normal12101951211185121018411121741010173109174911174910164991638916378163KOKOKOKOAttack - Fending Off Two Supermen: Kal-L can use Flurry. For each character successfully hit while using Flurry, after the close combat action is resolved Kal-L can use Force Blast as a free action targeting that character.
Trait - Power Levels Rising: Whenever an opposing character is KO'd within 4 squares of Kal-L, you may heal Kal-L of 1 damage.

What I said about the 280 Shazadam goes double for Kal-dead here. Outstanding speed and attack values make the Martian jealous, but it's the Charge + Flurry + Force Blast that will have him tearing up the board. 4:bolt: range is a little lackluster but does provide options, especially if he needs to follow up to an opponent he Force Blasted away the previous round. Like the Martian, the Trait + Steal Energy is amazing. Again, he'll easily dismantle tent pole teams, but could fall prey to a Swiss Army team with plenty of Outwit, so buyer beware and all that.

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

=========================================================
#59 Nekron
Team: No Affiliation
Range: 2 :bolt:
Points: 146
Keywords: Black Lantern Corps, Deity
m-boota-normald-normalg-normal1010184101118410101741091739917388163781627915269152KOKOKOKOKOKOKOKOKOKOKOKOAttack - Terror of a Dark God: Nekron can use Pulse Wave as if he had a range of eight. After the Pulse Wave action is resolved, each character hit is knocked back two squares. This knock back can't be ignored.
Damage - Blackest Night: Whenever an opposing character is KO'd during your turn within eight squares of Nekron, they are considered KO'd but do not remove them from the map and heal them of one damage. After all current actions are resolved, that character becomes friendly to your force and you may immediately assign them one action as a free action. After this action is resolved, remove that character from the map.

Nekron is perhaps my least favorite dial on a Chase figure. 2 range is uninspiring, especially combined with a defense power that begs to be used at range. My suggestion is to park him very close to opponents, and use other figures to hold them in place. The Pulse Wave is great, though keep in mind, it could well knock opponents out of his range.

I really wish Nekky had some Indomitable or Willpower to prevent pushing damage, which is really what you need on a figure that takes up half of your build total. Lack of move and attack is also a huge drawback. Sure everyone loves the Blackest Night sp, though it would be handier on his top dial, when he wasn't so close to those dreaded KO slots. It's a neat chase figure, but I don't put a lot of faith in Nekron's battlefield prowess.

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

=========================================================
BONUS!!!

bb100 R Batman & Catwoman
Team: Batman Ally
Range: 3 :bolt:
Points: 142
Keywords: Detective, Gotham City
m-normala-duod-normalg-normal81017389172891728916278162791637915278152KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
:star: (Trait) I Already Stole the Real One: Once at the beginning of the game, after objects are placed, you may remove an object placed by an opponent from the map and place a standard light object in the same square.
Speed - Double Pounce: Batman and Catwoman can use Leap/Climb. When Batman and Catwoman are given a move action, after the movement is complete Batman and Catwoman may use the Duo Attack ability as a free action.
Attack - Summon the Bat or Set the Trap: Give Batman and Catwoman a power action and choose target character within 6 squares who possesses the Batman Ally or Batman Enemy Team ability (line of fire is not required). Place the target character in an unoccupied square adjacent to Batman and Catwoman. If the target is friendly, it can't be given an action until the end of your next turn.
Defense - Romantic Tension: Batman and Catwoman can use Combat Reflexes and Willpower.

You won't pull a brick figure in sealed play, but in the past people have asked me how I feel they rate compared to the rest of the set. In short, I love them. The Bat and the Cat could easily be the most playable duo in Brave and the Bold, thanks to Double Pounce, and Perplex or Enhancement will make this ability just mean in constructed play. I Already Stole the Real One should frustrate opponents wanting to use Special Objects. Combat Reflexes + Willpower + Perma-stealth is all sorts of win.

Range could be better, though let's face it: they'll be teaming with GCPD Detectives to get PD/Enhancement bring their ranged Av/Dv up by 3 each. The two are also very economical for constructed events, especially considering the number of low cost gotham-ites they can team with.

Wizkids knocked it out of the park with this one.
:d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-normal:

bugleboy
04/18/2010, 12:32
Incredible article, as always, Mouse. I agree down the board, except that I saw two S/BA's played in sealed and they dominated. Keep in mind that you can choose to start on either BA's dial or Shazam's dial. So you can start with Move and Attack. And that is a big first hit.

anonym0use
04/18/2010, 12:41
In all, I'd say that this is an excellent set layout. I kind of like the common's/generics REV distribution, though I WISH THE SET WAS BIGGER TO ACCOMMODATE MORE UNMADE CHARACTERS. I have no problems with the set other than it's too small (note: I want and am willing to buy more!) Ragdoll, Max Lord, etc. really should have been in the set, grumble grumble. :p

Aside from that quibble, it's nice not having Unique Iron Mans and Unique Hercules taking up commons slots. Kudos to Wizkids for addressing that issue, let's hope they keep it up in the future.

The Uncommon & Rare slots are filled with the set's best/most powerful attackers, again, good set design. The SR's slots contain the highly contested, love-em or leave em duos, which as far as I'm concerned is a good thing. People that don't want them will have a hard time getting them - another good thing.

My personal brick had only 1 non-generic uncommon double that I didn't need (Talia), and I pulled 3 SR's - a testament to good collation. Even the sculpts people had issues with, I thought looked better than initial pictures indicated.

Overall, I think the set plays remarkably well, and game design has a good handle on SP usage. Black Adam's HSS+CCE testify to that. Blue and Gold's SPs mostly work better with the JLI than with anyone else, making them fun, themey and accurate. Silver Bullets are fun - I can see some nice potential on the horizon there.

I'm anxious to see Battlefield Promotion on non generics (the X-men's Rogue comes to mind) and would like to see the REV's continue (though not necessarily in smaller sets) in some form.

If I have one complaint, it's that I want more original characters. I'd like a DC set similar to HoT that features New Gods, a LoSH themed set (not to mention my JLA Detroit!). We were promised something like 25 unmade figures in this set, and really I think I counted 14 characters that never existed in clix in some form (not including chases, or every generic):

Cave Carson, Damian Wayne, Phillipus, Parademon, Sensei, Checkmate x2, Holiday, Max Mercury, Inertia, Gizmo, Kryptonite Man, Extant & Black Flash.

That's it.

Granted we needed some of these new versions of figures (Wizard Shazam, Brainiac) and updates of figures (Power Girl, Metallo), and I wouldn't want to cut anybody, so again I plead - if this is the direction new sets are headed, make them a little bigger.

anonym0use
04/18/2010, 12:42
Incredible article, as always, Mouse. I agree down the board, except that I saw two S/BA's played in sealed and they dominated. Keep in mind that you can choose to start on either BA's dial or Shazam's dial. So you can start with Move and Attack. And that is a big first hit.

Holy crow. I had not factored that in. :nervous: I still think I'd rate them at 3:indomitable: I'd rather use one or the other at 140 with support than risk everything on both.

ericbookout
04/18/2010, 12:48
I just want to note that I pulled GL/Flash in a sealed event and won against both Chase martian manhunter and mister miricle and oberon. The guy who pulled chase martian manhunter also beat mister miricle and oberon. I'd rather have the chase fig, but GL/Flash deserve a 3 1/2 or 4 shield rating.

ericbookout
04/18/2010, 12:57
And why can't you Psychic blast in a duo attack? You use a power action to activate the duo attack and it gives you two free attacks. PB only requires a ranged combat action. It isn't a power action. Wuldnt it activate with any ranged combat action you made as your free attack from the duo attack?

bugleboy
04/18/2010, 13:10
And why can't you Psychic blast in a duo attack? You use a power action to activate the duo attack and it gives you two free attacks. PB only requires a ranged combat action. It isn't a power action. Wuldnt it activate with any ranged combat action you made as your free attack from the duo attack?

Actions and attacks are different things. Combat actions lead to combat attacks, but combat attacks do not lead to combat actions. The only powers that work with the DUO ability are Super Strength and Steal Energy.

ericbookout
04/18/2010, 13:14
What about multi attack then? Can any powers or abilities be used with it?

Mr. Cranberry
04/18/2010, 13:37
Speed - No Chains Can Hold Me: Mister Miracle and Oberon can use Charge and Leap / Climb. When they use Charge, they can ignore the effects of hindering terrain and characters on movement and automatically breaks away.

Leap/Climb is nearly irrelevant considering they can automatically breakaway and avoid hindering terrain AND characters on movement.

Nice review on the remaining figs. Though I think the L/C was in there because they only ignore terrain & characters when using Charge. Since usually one can't use Charge & L/C together.

That last sentence seems to stand alone and just gives Charge the use of L/C minus ignoring different elevations on movement. Which is where L/C comes in on a basic move to ignore different elevations.

neilr1
04/18/2010, 13:44
it's so sad when all of these articles are finished. No more until Spider-Man...



Excellent work!

anonym0use
04/18/2010, 13:52
I do like this version of the dial better. :cool:

bb055 SHAZAM AND BLACK ADAM

Shazam and Black Adam
Team: JSA
Range: 0 :bolt:
Points: 280
Keywords: Justice Society, Mystical.
m-winga-duod-normalg-normal
101117510111741010183101017381016389164||||91217591116411101631191649915399143KOKOKOKOTRAIT - Reluctant Team-Up: When you build your force, choose a 140 or 280 point cost. In both cases, each time you reveal your force at the beginning of the game choose the light green starting line (Shazam!) or the dark green starting line (Black Adam). If you choose 140 points, this character is KO'd when the first red KO line is crossed. If you chose 280 points, this character is KO'd when the second red KO line is crossed.
Attack: Call Down the Lightning: Shazam can use Energy Explosion as if he had a range of 6. Each character successfully hit is dealt damage equal to twice the number of times it was hit by this attack instead of once.
:m-wing:Movement: Fury Enough to Destroy Countries: Black Adam can use Hypersonic Speed. If he can also use Close Combat Expert or Exploit Weakness, he can use that power as a free action instead of a close combat attack while using Hypersonic Speed.

anonym0use
04/18/2010, 13:53
Nice review on the remaining figs. Though I think the L/C was in there because they only ignore terrain & characters when using Charge. Since usually one can't use Charge & L/C together.

That last sentence seems to stand alone and just gives Charge the use of L/C minus ignoring different elevations on movement. Which is where L/C comes in on a basic move to ignore different elevations.

L/C also lets them attack different elevations, which is nice.

DiscoHippo
04/18/2010, 13:53
Anyone else notice that every single group of figs starts with a B?

bruce
batman
brainiac
batman/greenarrow
black hand
batman catwoman

i find this to be awesome

wiccan001
04/18/2010, 13:58
Wow... Sunday Happy Sunday

DrugSex
04/18/2010, 13:58
bb049 U SUPERMAN AND FLASH looks awesome...!

Nice work dude.

bludd72
04/18/2010, 14:29
I just wanted to address a couple things regarding the Shazam/Adam duo. First off, I think there may need to be an errata done on this fig because judging by the review you gave it, or rather the explanation, it's a bit off. Black Adam actually starts off with the 10 hypersonic and Shazam has the naked 9 speed to start (I think you wrote the opposite m0use).

It says on the card
"TRAIT - Reluctant Team-Up: When you build your force, choose a 140 or 280 point cost. In both cases, each time you reveal your force at the beginning of the game choose the light green starting line (Shazam!) or the dark green starting line (Black Adam). If you choose 140 points, this character is KO'd when the first red KO line is crossed. If you chose 280 points, this character is KO'd when the second red KO line is crossed.

now looking at my figure, the dark green (adam) clearly shows hyersonic on the dial, whereas the light green (shazam) is a naked 9. yet the white power on speed is directed specifically to Black Adam, but appears on the shazam half of the dial. HUH? Did anyone else catch this?
o and by the way, you bull this sucker at a sealed event, choose the 140 point version and you will clean up. this fig is worthy of a much better rating as i did manage to pull him in a sealed and demolished 2 UMartian manhunter teams and a power girl team, with ease and without losing a single piece in all 3 matches. this piece kicks butt :D

bludd72
04/18/2010, 14:31
EDIT: 'bull' = pull :D

Quebbster
04/18/2010, 14:35
I did very well with Lantern & Arrow in a sealed game, backed up by Bruce Wayne and a Parademon Drill Sergeant. Granted, a lot of that was due to luck - my opponents had a hard time hitting their high defense.
My favorite moment was probably when the Sensei moved into close combat with them, and they proceeded to wipe him out with a close combat Duo attack for 7 damage. :) Given their lack of ranged combat powers I don't really see the lack of Sharpshooter as a problem per se.

petevaldez
04/18/2010, 14:47
green lantern/green arrow is a little better than 3 stars, imo. they're a real cannon when paired with some white knights. i handed ol' superman and black adam they're respective behinds.

caex
04/18/2010, 15:39
Not agreeing with you on the flashes he dominated our sealed event yesterday he is not fun to play against

anonym0use
04/18/2010, 15:45
green lantern/green arrow is a little better than 3 stars, imo. they're a real cannon when paired with some white knights. i handed ol' superman and black adam they're respective behinds.

I'll bet if you could guarantee they'd always be pulled with White Knights, they'd rate higher. ;)

anonym0use
04/18/2010, 15:48
I did very well with Lantern & Arrow in a sealed game, backed up by Bruce Wayne and a Parademon Drill Sergeant. Granted, a lot of that was due to luck - my opponents had a hard time hitting their high defense.
My favorite moment was probably when the Sensei moved into close combat with them, and they proceeded to wipe him out with a close combat Duo attack for 7 damage. :) Given their lack of ranged combat powers I don't really see the lack of Sharpshooter as a problem per se.

I think given a world class olympic level archer and a power ring, they'd rate a :a-sharpshooter: I also think their sp duo attack at range is not a lack of ranged combat power, it rather makes them one of the most powerful (if not the most powerful) of the ranged duos. :p

caex
04/18/2010, 15:49
Actions and attacks are different things. Combat actions lead to combat attacks, but combat attacks do not lead to combat actions. The only powers that work with the DUO ability are Super Strength and Steal Energy.

I thought that you could use B/C/F with duo as well.


BLADES/CLAWS/FANGS When this character is given a close combat action,
roll a d6 after making a successful attack roll. The result replaces this character’s damage value
when resolving the attack. If the target was blocking terrain, a wall, or an object, it is destroyed on
a result of 3–6.


Maybe I'm missing something

anonym0use
04/18/2010, 15:50
Not agreeing with you on the flashes he dominated our sealed event yesterday he is not fun to play against

I just don't understand how this pair does any damage on those first 3 clicks. Someone posted great success with Black Flash, but when you look at the teams they faced their opposition had little to no damage reducers. :confused:

anonym0use
04/18/2010, 15:53
I thought that you could use B/C/F with duo as well.


BLADES/CLAWS/FANGS When this character is given a close combat action,
roll a d6 after making a successful attack roll. The result replaces this character’s damage value
when resolving the attack. If the target was blocking terrain, a wall, or an object, it is destroyed on
a result of 3–6.


Maybe I'm missing something

Duo attack: Give this character a power action to make a duo attack. It makes two separate attacks against opposing characters as free actions (making two separate attack rolls). These attacks can be close combat attacks or ranged combat attacks (ranged combat attacks can have only a single target). Resolve the first attack before making the second; this character’s damage value is modified by –1 for the second attack, to a minimum damage value of 1. If this character is defeated as a result of the first attack in a duo attack, the second attack is not made.

See, it's all in the actions.

caex
04/18/2010, 15:58
I just don't understand how this pair does any damage on those first 3 clicks. Someone posted great success with Black Flash, but when you look at the teams they faced their opposition had little to no damage reducers. :confused:
well he just ran the flash up and let him get hit as the flashes get better as they take damage he also had jason blood and meatllo on the team ( we played 500 points) i don't remember what else he had and no body could seam to hit him.

Herrbrane
04/18/2010, 15:59
This is great though I've never knew there was a game mechanic called "life of fire" :cheeky: (batman & catwoman)

anonym0use
04/18/2010, 16:06
well he just ran the flash up and let him get hit as the flashes get better as they take damage he also had jason blood and meatllo on the team ( we played 500 points) i don't remember what else he had and no body could seam to hit him.

And there you go folks. In 500 points, the Flashes rule. Too bad these reviews are for 300 point games. :confused:

caex
04/18/2010, 16:19
See, it's all in the actions.

See I thought that close combat attacks and actions were the same thing, ok got it now.

caex
04/18/2010, 16:24
And there you go folks. In 500 points, the Flashes rule. Too bad these reviews are for 300 point games. :confused:

yeah sorry we just don't play 300 point games at my venue 400 is about the lowest we go.

I don't see how the point value of the game matters thou actually in 300 we would do better I think Like i said the Flashes were the only ones that really did anything no body could hit his high defense toward the end of the game he got him to stop on that 19 defense clix all three games and he landed on that clix

psycho69
04/18/2010, 16:24
I just wanted to address a couple things regarding the Shazam/Adam duo. First off, I think there may need to be an errata done on this fig because judging by the review you gave it, or rather the explanation, it's a bit off. Black Adam actually starts off with the 10 hypersonic and Shazam has the naked 9 speed to start (I think you wrote the opposite m0use).

It says on the card
"TRAIT - Reluctant Team-Up: When you build your force, choose a 140 or 280 point cost. In both cases, each time you reveal your force at the beginning of the game choose the light green starting line (Shazam!) or the dark green starting line (Black Adam). If you choose 140 points, this character is KO'd when the first red KO line is crossed. If you chose 280 points, this character is KO'd when the second red KO line is crossed.

now looking at my figure, the dark green (adam) clearly shows hyersonic on the dial, whereas the light green (shazam) is a naked 9. yet the white power on speed is directed specifically to Black Adam, but appears on the shazam half of the dial. HUH? Did anyone else catch this?
o and by the way,

i completely agree. my ba starts with a dark green line and hss. obviously it was meant to be the other way around.

Rob

Quebbster
04/18/2010, 17:32
I think given a world class olympic level archer and a power ring, they'd rate a :a-sharpshooter:
For thematic reasons... no argument there. For gameplay reasons... Don't see the need.
I also think their sp duo attack at range is not a lack of ranged combat power, it rather makes them one of the most powerful (if not the most powerful) of the ranged duos. :p
That's why I said "lack of range combat powers" - my point was that they have no Ranged Combat Expert, Psychic Blast etc, and therefore has little need for the Sharpshooter ability. If they get based... Not a big problem since the Duo attack works just as well in close combat.

themonkey
04/18/2010, 18:52
Great write-up, as always.
I agree with the rating on The Flashes. At 225 points they wouldn't do much in a 300 point sealed. And with those 3(!) almost useless starting clix and an entire dial of soft defense, I'd only play them in large fun games as something different.

My theory is that NECA printed the dial backwards. The Flashes should start with Into the Speed Force so you can rearrange the battle from your starting area. Then they become a great support piece with phasing, TK, defend and perplex. Finally they become a clean up piece with Around the World in 80 Microseconds, PC, and HSS with lower damage. That would be worth 225 points! :laugh:

fox007
04/18/2010, 19:51
I ran:
Green Lantern and Green Arrow
R Checkmate pawn white
E Checkmate pawn white
R League Assassin
V Damien Wayne

And this almost won me the marquee but my dice died in the last round

daemiendrake
04/18/2010, 20:15
I have to agree with the supes/flash rating. Pulled him and cleaned up. My team was:
R Checkmate Pawn White
Pawn 502
cave carson
Supes/Flash

Used the lowbies as tie up while supes flash beat up on everything. Landed in and the winner is twice and chose supes to finalize the endgame :D

A_Higher_Level
04/18/2010, 21:01
The Superman/Flash duo is the only real figure I want from this set. Even more than the chases.

Having the ability to choose between different strategies midgame is so my playstyle and quite frankly, it's evil... :laugh:

larthosgrr8
04/18/2010, 21:12
nekron is a clown, black hand is the best chase IMO. i like the sr's from this set, and the power set is fantastic. i can't wait for the next set. will the sr's and chases get better??

darkjacen
04/18/2010, 21:28
Interesting review. I have to admit that I never really looked closely at what Mr. Miracle & Oberon's dial. The sculpt doesn't exactly inspire greatness.:ermm: Statwise though...they're actually usable.:cheeky:

I also think Hal and Ollie should be a little more than 3 stars. Granted that they lack :m-wing:, but their damage potential and defense is something considering sealed events. They're ranged monsters that also support figures that excel in ranged. (gotta love all those checkmate pawns and knights)

Great article again. ;)

Phoenix_Icewing
04/18/2010, 21:59
The Superman/Flash duo is the only real figure I want from this set. Even more than the chases.

Having the ability to choose between different strategies midgame is so my playstyle and quite frankly, it's evil... :laugh:

haha i pulled 2 Superman and The Flash's, and am looking for a Nekron =^^= i lurrrve scythes for no real reason.

The options this one... er.. two... .... The options THEY bring to the board... Together... leave you with everything tucked under your hat, and makes your opponent hesitate to hit them early, because they dont want you to get a charging, object carrying high damage return on their attack, nor will they want a HSS outwitter who dodge a good amount of attacks sent his way. everyone wants to know what they are facing, and at least with BP checkmates, and AE change-outs, you know what to expect. Even Black Adam and Captain Marvel (Cmon Marvel, just let em use it for the game, at least!) let you both clearly see what's in store for you from the beginning of the game. Clark and Barry say "Nyaa Nyaa, you can't Guess me!"

Honestly? if they werent a unique, id run 2 of them and only have to decide which to choose first!

Nickel97
04/18/2010, 22:06
I played Metallo + Miracle/Oberon as a team. Only 4 range, but double charge and double Indomitable were pretty solid.

airdomin8
04/18/2010, 23:04
Fantastic article! Always an entertaining and interesting read!

absolutvt69
04/18/2010, 23:20
I played MM/Oberon and they did very well. Their only downside is the low damage which makes the duo attack almost useless unless you Perplex their damage to 3. But that defense is great along with the indomitable and the special power that let's them move freely whether they're Charging or just moving. For the points they're pretty solid and they definitely fit into a more aggressive play style as you are encouraged to get right in someone's face w/ them.

vamroc
04/18/2010, 23:31
Dear god Black Adam/Shazam + Lunge OMFG that's such an evil tactic :devious: I can't wait to try it

TheFreak
04/19/2010, 00:30
Holy crow. I had not factored that in. :nervous: I still think I'd rate them at 3:indomitable: I'd rather use one or the other at 140 with support than risk everything on both.

I pulled him...I REALLY considering doing him and Black Flash for 290 points even...in the end I wanted some back up.

I definitely would have gone for the 140 Black Adam side i think...

arkzist
04/19/2010, 01:30
only one star for flashes, oh well i wanted one and i got it

Zatara55
04/19/2010, 01:50
Supes and Flash are 199 points. Wasn't their first race in Superman 199? I don't know if this was planned or not, if not it's a fun coincidence.

crazymike2501
04/19/2010, 02:49
just read the flashes part and had to reply. that is exactly how i played him when i had the chance. that fig is soooooo much fun and i hope to make him the best tent pole that i have. great work and thanks so much for the reviews.

Vivi22
04/19/2010, 08:07
I don't see how the point value of the game matters thou actually in 300 we would do better I think Like i said the Flashes were the only ones that really did anything no body could hit his high defense toward the end of the game he got him to stop on that 19 defense clix all three games and he landed on that clix

The thing is, in a 300 point game The Flashes would be over 2/3rds of your build. That doesn't buy you much in the way of supporting figures. To top it off, you need to base someone to cut through damage reducers, leaving them open to an outwit and some hard hits from your opponent before they may even get the chance to do deal damage. Late dial they can't move and attack either leaving them to either stay put and risk some more hard hits, or run away. But if they're based and someone outwits phasing you're stuck. The fact that the defense isn't even that high the whole way down just kind of seals it for me.

I like the looks of the piece and I hope I pull one so I can try it in some higher point stuff or just for fun, but I think you'd have to be pretty lucky, either during a game or in your opponents build to make him work at 300 points. Doesn't mean it can't work, it'd just be pretty hard and there are some much better pieces for the points in this set.

anonym0use
04/19/2010, 08:43
I don't see how the point value of the game matters thou actually in 300 we would do better I think...


Point total is everything. In smaller point games, if you run a one man army, or tentpole you can easily get outactioned. Additionally, almost any figure gets better in bigger point builds because you can add more support for the team as a whole. Note: By support, I don't mean powers like Outwit & Perplex as much as I mean tie-up pieces, taxis, secondary attackers, etc.

It should be no surprise that most of the duos in this set rate higher in larger build total games. The real challenge is making them work with a limited budget, which is why 300 points remains a competitive benchmark. I realize venues all over do whatever they want, but tournaments officially run by Wizkids at conventions often stick to the 300 point limit for a reason - it allows balanced play.

I'm all for officially raising the bar to 400, because I think that's what most people want. I also think that if 400 is the new standard it would make reviewing figures for the marquee primer a little bland. A lot of 1's and 2's would get bumped into 3's and many 3's would move up to 4's or even 5's. You'd see a pretty large skewing of figures in 4+ range, with very, very little in the 1-2 range. :ermm:

Jarimy123
04/19/2010, 09:00
Great read again!

One thing I noticed - Leap/climb on Oberon/MM seems redundant - but it allows you to charge and then attack someone on elevate terrain. So it does help you some, on top of now being able to ignore the hindering terrain and characters while charging since you can't use L/C while charging, but you can attack a figure on elevated terrain when you make the attack.

anonym0use
04/19/2010, 09:07
Great read again!

One thing I noticed - Leap/climb on Oberon/MM seems redundant - but it allows you to charge and then attack someone on elevate terrain. So it does help you some, on top of now being able to ignore the hindering terrain and characters while charging since you can't use L/C while charging, but you can attack a figure on elevated terrain when you make the attack.

Pounce works wonders on them. Full move, ignore figures, bam!

Jarimy123
04/19/2010, 09:12
They will only get +1 to damage with pounce though right? The bonus to attack says it adds +1 to single fist, so it won't work with duo fist for the attack part. I hate that.

anonym0use
04/19/2010, 09:53
They will only get +1 to damage with pounce though right? The bonus to attack says it adds +1 to single fist, so it won't work with duo fist for the attack part. I hate that.


Yeah, you're right. Kind of a dud on that part. :cry:

Jarimy123
04/19/2010, 10:01
15 for +1 to damage is probably worth it in Golden Age. You could paid 11 points for a rookie Con Artist. You would need to push her, and be within 10 squares, and have line of site. She would offer some more flexibility on turns when they are pushed, but still 15 is probably worth it. The con artist can also be 1 hit KO'd easily.

Then again for 5 more points you could just put ICWO on them and another figure, so yea I guess probably a dud hahahaha.

ThorKnigh83
04/19/2010, 10:12
I know one thing the flashes would be awesome in a bizarro format tournement. Starting them on their last click and clicking backwards. Wow rearrange the whole battlefield at the beginning of the game. could be nasty.

The7ofDiamonds
04/19/2010, 20:58
Good article 'Mouse! I agree on every one.

gatharion
04/20/2010, 00:10
In all, I'd say that this is an excellent set layout. I kind of like the common's/generics REV distribution, though I WISH THE SET WAS BIGGER TO ACCOMMODATE MORE UNMADE CHARACTERS. I have no problems with the set other than it's too small (note: I want and am willing to buy more!) Ragdoll, Max Lord, etc. really should have been in the set, grumble grumble. :p

Aside from that quibble, it's nice not having Unique Iron Mans and Unique Hercules taking up commons slots. Kudos to Wizkids for addressing that issue, let's hope they keep it up in the future.

The Uncommon & Rare slots are filled with the set's best/most powerful attackers, again, good set design. The SR's slots contain the highly contested, love-em or leave em duos, which as far as I'm concerned is a good thing. People that don't want them will have a hard time getting them - another good thing.

My personal brick had only 1 non-generic uncommon double that I didn't need (Talia), and I pulled 3 SR's - a testament to good collation. Even the sculpts people had issues with, I thought looked better than initial pictures indicated.

Overall, I think the set plays remarkably well, and game design has a good handle on SP usage. Black Adam's HSS+CCE testify to that. Blue and Gold's SPs mostly work better with the JLI than with anyone else, making them fun, themey and accurate. Silver Bullets are fun - I can see some nice potential on the horizon there.

I'm anxious to see Battlefield Promotion on non generics (the X-men's Rogue comes to mind) and would like to see the REV's continue (though not necessarily in smaller sets) in some form.

If I have one complaint, it's that I want more original characters. I'd like a DC set similar to HoT that features New Gods, a LoSH themed set (not to mention my JLA Detroit!). We were promised something like 25 unmade figures in this set, and really I think I counted 14 characters that never existed in clix in some form (not including chases, or every generic):

Cave Carson, Damian Wayne, Phillipus, Parademon, Sensei, Checkmate x2, Holiday, Max Mercury, Inertia, Gizmo, Kryptonite Man, Extant & Black Flash.

That's it.

Granted we needed some of these new versions of figures (Wizard Shazam, Brainiac) and updates of figures (Power Girl, Metallo), and I wouldn't want to cut anybody, so again I plead - if this is the direction new sets are headed, make them a little bigger.

I pretty much agree with everything you said here. The SR duos ended up being more effective than I had guessed they would be and the new mechanics add some fun new elements without being overly complicated.

My main complaint about the characters is just how a lot of the ones with reused sculpts feel like they really should have been LEs. Pawn 502 being the most obvious example of this. I'm also really unsure just who was clamoring for Goodness & Mercy; that was such an oddball addition.
IMO Goodness & Mercy should have instead been Stepphenwulf or another Female Fury or some other Apokolips character to go with the parademons. Pawn 502 and the League Elite (or the Sensei) should have been LEs and their spots given to the likes of Sasha Boardeux, Ubu, Max King, Nightmaster, Ragdoll, or whoever.

HoT did a great job of presenting a strong central theme that was then bolstered by strong and fairly complete mini themes (Agents of Atlas, Runaways, Thunderbolts, and Guardians of the Galaxy.) BatB's theme was pretty much just in the Atom & Hawkman plus the SRs while the "mini themes" (Amazons, Checkmate, and League of Assassins) just don't feel like they're quite there.

Still, overall a fun set.

UniqueLoginNamor
04/20/2010, 15:21
i completely agree. my ba starts with a dark green line and hss. obviously it was meant to be the other way around.

Rob

This has already been addressed. The lines are switched by accident.

anonym0use
04/20/2010, 20:20
only one star for flashes, oh well i wanted one and i got it

Overall, I don't think they're bad. I think they're a fun piece. But in sealed, at 300 points, they don't stand up well. :ermm:

kzcmzd
04/21/2010, 13:44
Supes and Flash are 199 points. Wasn't their first race in Superman 199? I don't know if this was planned or not, if not it's a fun coincidence.

Not only that, but World's Finest #199 was the 2nd part of a two part story of a race between Superman and The Flash. This was the third race between them and the first one in which there was a definite winner and not a tie.

BTW the winner was THE FLASH!!! GO BARRY!!

gtydizzle
04/21/2010, 16:55
Personally I think The Flashes getting a score of 1 is an injustice. Considering that they just get faster and better everytime they take a hit. I can't wait to try them and one or to smaller point figs. in a 300 point game. So far every chance I have had to play them the other player wants to bump up the point value...but so far they DOMINATE.

ophyjgjhnfn
04/21/2010, 20:29
Loved pulling Flash and Green Lantern last night to tear it up.

Anyone got dibs on Hallie Barry yet? Loved calling them that all night and so far, response has been positive.

George Smiley
04/22/2010, 15:40
Anonymouse,

I enjoyed your Brave and the Bold primer article. Are you planning to do a wrap up with figures numbered 60 and above?

GreenArrow001
04/25/2010, 19:12
i definately don't agrre with the flashes duo rating. when they get their flurry ability, it makes them a very useful piece because they can place themselves almost anywhere on the map, make 4 attacks and then run away 14+

fox007
04/25/2010, 19:14
i definately don't agrre with the flashes duo rating. when they get their flurry ability, it makes them a very useful piece because they can place themselves almost anywhere on the map, make 4 attacks and then run away 14+
um u can flurry and use the duo abiltiy...although that would be awesome

LZorro
04/28/2010, 09:52
I'm curious if your rating for The Flash and Green Lantern would change now that they've been errata'ed to have 8:bolt::bolt:.

anonym0use
04/28/2010, 09:54
I'm curious if your rating for The Flash and Green Lantern would change now that they've been errata'ed to have 8:bolt::bolt:.

WHAT? Where/when did this happen? Link please!

Edit: Nevermind, I found it. Still, let it be known that it's easier to address claims like this if accurate sources are provided.

Does having 8 :bolt::bolt: make them better? I'd say yes. To make use of the duo ability with 0:bolt: they needed to be in close combat, which presents two distinct problems.

First - they need to be in base contact to use their duo ability. They have Charge, so it's not that big of a deal. But now, rather than Charge on one turn and either push or clear the next, they can duo attack at range, increasing damage potential from 4 damage to 7. That's a huge plus.

Second, being in close combat has some inherant drawbacks, namely it subjects them to further retalliation. With Range, the two can snipe in hindering and gain a bump on defense. Another friendly figure can tie up their target while Flash & GL whittle away the opponent safely across the board.

There's a few situations where they'd want to use Charge, that I can think of: an opponent Outwits the Duo Ability, the opponent is using Stealth in hindering, or the opponent has a high ES/D defense (like R Brainiac) that makes it difficult to hit with a ranged attack.

Overall, I think having 2 targets is a bit overkill for range - it's not like they can use two targets with the Duo attack, or the possible RCE that OMJL provides. I wish the pair had a little more ranged attack support - Running Shot for instance, but regardless of what I want, we have some nice options available now with that 8:bolt::bolt:.

Does it cahnge my rating? Definitely. However, keep in mind, that the pair have some serious drawbacks. They have a horseshoe dial, that drops to a low 8 av, which will make it hard for them to hit a lot of the defenses in the set once they get pinged. I'd definitely give them another shield in a 400 point build, but in 300, I still consider them a risk. I figure they're probably 3.5 to 4 material though. :)

dpatterson0069
05/01/2010, 23:28
i just gotta say that i used Kal-L in a recent match and he did GREAT!

There were 3 teams, each team had two players. Each individual team was 400pts, so basically 800pts per two people.

800pts vs. 800pts vs. 800pts.

Kal-L's trait in which he gains a click back when someone is Ko'd is such a bonus! The map we used was big, but even then 4 spaces is a good distance, especially when you are in the middle of the "mosh pit".

Also, that fury with force blast laid waste to so many characters. Not to mention the late dial hypersonic speed which just helped to tear people up even more.

I would say by the end of the game, even though Kal-L ended up dying (everyone decided he had done enough damage and ALL enemies were focused on him).. i would say he dealt roughly 50+ clicks of damage and took/was healed around 20+ clicks of life.

Great figure. A+++ from me. =)

tidge
05/08/2010, 17:50
I've had the chance to use Mister Miracle & Oberon in constructed play, and despite their low damage value, I'm satisfied with them.

Opponents end up using everything in their bag of tricks to crack that defense (Outwit, Perplex, etc.), and the one time they were based with Poison, I took advantage of the free-breakaway Charge/Indomitable to get them to safety.

They do need to be paired with a team that benefits from them being the target of Outwit...but that's not much of a problem.

The only feats I'd consider using on them:

Protected, mainly because with Indomitable you should be able to keep them from taking a big hit at an inopportune time.

Maneuver, because it offers even more board control (and plays nicely with the duo attack)

Sidestep seems ok, but it's too pricey (compared to Maneuver) and doesn't work with Charge. Despite the bargain-basement price, Vault is really quite conditional. If three points is all I have left, I'd probably consider it, but it's been rare that I didn't simply want to Charge (which essentially allows me the same freedom as Vault, but before the attack) or Duo-attack opponents.

tidge
05/30/2010, 10:51
I actually pulled Black Hand in a semi-sealed event, and used it in the bye round.
#56 Black Hand
Team: No Affiliation
Range: 8 :bolt:
Points: 111
Keywords: Black Lantern Corps
m-winga-normald-normalg-normal10111831011173910172910162991628916189151KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOAttack - Drain the Spectrum: At the beginning of your turn choose red, orange, yellow, green, light blue, blue, or purple. This turn opposing characters within 8 squares of Black Hand displaying a power of the chosen color modify their defense value by - 2.
Damage - Avatar of the Black Hand: Black Hand can use penetrating/ Psychic Blast. Whenever an opposing character is KO'd within 4 squares of Black Hand, you may heal 1 damage on any one friendly character to whom Black Hand can draw a clear line of fire.


First up is Black Hand, whose excellent speed value means he'll be able to get in the fight quick. Of course with no damage reducers, and an 8 range, it's probably better if he hangs back, or better, carries a burly teammate to the front line. Hand is a very expensive support piece: Outwit damage reducers/evaders, reduce defense by 2, and attack!

Avatar of the Black Hand makes for great battlefield healing, though his damage drops by the time he gets there, lending him to stay at range and use his Psychic Blast to soften enemies. Steal Energy and Regeneration should add a few clicks to his dial, even if those powers single a bulls eye for opponents to attack him. At 111 points, he should be able to fit enough attackers to order around, and secure a win.

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


In sealed BatB, this may be a 4-:d-indomitable: figure piece, in constructed... not-so-much.

The only trouble Black Hand has was against a team that had great range backed up by a couple figures from the non-sealed portion (a PD with Perplex to boost ranged attacks) and an OotS Batman.

I have a tiny disagreement with one part of the above review: Under no circumstances should Black Hand be "held back". If he takes any damage, he NEEDS to be close to opponents, preferably adjacent to one, in order to secure healing.

The graveyard map suits him well, since he can almost always end up in hindering and be adjacent to an opponent.

In constructed, you will need him paired with very-mobile figures that can make many attacks (the peanut-based duos should work well), so that you can take advantage of his Avatar power.