RavenProject
02/24/2003, 01:44
Clay Quartermain (http://www.hcrealms.com/cgi-bin/get_unit.cgi?num=ct101)
Clobberin' Time #101
Based on: SHIELD Trooper
Type: V+
Current eBay Value: $16.76 (24 February @ 12:30 AM)
When the CT LE's were announced, many players started immediately griping about how many were based on "generic" figures.
I've never understood the resistance. Almost all of the IC LE generics provided some sort of decent upgrade over their non-unique forms while retaining a low point cost.
CT really took that over the top. Out of the 20 LE's released so far, the most effective playing pieces have been those based on "generic" figures. At the top of that heap are the Scientist Supreme and Doctor Doombot, who we'll come back to later, but there are also some great upgrades like today's subject: Clay Quartermain.
For five points, Clay gives you a major boost over V SHIELD Trooper in almost every category.
- Range goes from 6 to 8.
- Movement starts at 8 instead of 6, dropping by one each click.
- Attack has only one difference, an increase from 7 to 8 on the fourth click.
- Defense is raised by one on every click
- Damage is increased to 2 on the first two clicks.
For these upgrades alone, Clay Quartermain becomes a major support player. Long range and high damage allow him to hang back and play sniper, and his attack remains solid for a backup piece through most of his dial -- 9/9/8/8/7. You won't be a front-line player against Juggernaut, but you will definitely be an inexpensive clean-up piece who stays safely back from the fray.
Thing is, Clay's got an additional power tucked away in his dial: Willpower. Once you hit that third click, Clay pops some experimental SHIELD "performance enhancer" and pushes without fear. It's a strange choice on the surface, but you eventually realize it has some serious applications.
This is a guy who's designed to push over and over again, acting as often as possible. Take a look... First click, 9 Attack, 2 Damage or Explosion. Push, and you put him on... 9 Attack, 2 Damage or Explosion. Clear and repeat, and you knock him down to an 8 Attack and 1 Damage, but he still has Explosion *and* he'll be pushing forever with Willpower in place!
For a different trick, pair Clay with a Mastermind -- he's cheaper than all of them, after all. Early on, they become a "biplane," dealing dual-barrel damage on your target(s). Soon as the partner takes a hit, Mastermind that damage onto Clay. Make your next attack with Clay providing the SHIELD boost, then push and do it again. Clay should still be standing, ready to take another Mastermind hit. For best effect, try this with V Doom's running shot. Any Doctor Doom an easily inflict *ten* damage in two shots this way!
There's one thing to keep in mind, though: Even with his improved Defense, Clay's got a glass jaw. That 15 Defense is eminently hittable and drops steadily from there. You may want to use that Willpower late in his dial just to run away and get back to the Medic. Your only help on that front is that he has five clicks of life, so it's going to be tricky to take him out in one shot. And really, if your opponent is directing that much attention to a 22-point KO, they've got worse problems about to strike.
Or... keep him with the Medic in the first place. We've all heard of "Medic-Killers," right? Support characters with high mobility who are designed to zip in and neutralize the opponent's Medic. Well, think of Clay as your "Medic-Killer-Killer." That long range allows you to maintain a decent zone of protection for your battlefield triage, the natural two damage will let you smack the M-K even if he does manage to base you, and if you're running a SHEILD or Hydra Medic he's got the bonus to his Attack.
All told, you're getting a whole lot of utility out for your 22 points with Clay. He's one of my first choices for a 100-point team, and a favorite support piece for 200 or 300 points. On a team of mostly brawlers, he's a cheap bit of ranged support. On a team of rangers, he'll fit right in and provide solid backup. And most importantly, this guy *never* *stops* *acting!*
Now, is he worth the going rate? *Definitely.* With his low cost and high utility, you'll be able to use Clay in more teams than most Uniques you could buy for the same price. This is one of the CT LEs you'll want in your playing set, not just your collection.
*** *** *** ***
Yah, I started off with an easy one. Had to ease into this, y'know? Right now the plan is to prepare these for Mondays and Wednesdays. Let me know if you want any changes in format, or if there's something you wanted to see that I didn't get to. And yes, I'll take requests. ;)
As for this Wednesday... I'm going to try to drive a little attention mack to the DC forum, by taking on one of my favorite DC LEs. And then, just so it doesn't look like a love fest, next week I'll completely decimate either a DC or Marvel LE, just a matter of deciding which.
Thanks for having me!
-J
Clobberin' Time #101
Based on: SHIELD Trooper
Type: V+
Current eBay Value: $16.76 (24 February @ 12:30 AM)
When the CT LE's were announced, many players started immediately griping about how many were based on "generic" figures.
I've never understood the resistance. Almost all of the IC LE generics provided some sort of decent upgrade over their non-unique forms while retaining a low point cost.
CT really took that over the top. Out of the 20 LE's released so far, the most effective playing pieces have been those based on "generic" figures. At the top of that heap are the Scientist Supreme and Doctor Doombot, who we'll come back to later, but there are also some great upgrades like today's subject: Clay Quartermain.
For five points, Clay gives you a major boost over V SHIELD Trooper in almost every category.
- Range goes from 6 to 8.
- Movement starts at 8 instead of 6, dropping by one each click.
- Attack has only one difference, an increase from 7 to 8 on the fourth click.
- Defense is raised by one on every click
- Damage is increased to 2 on the first two clicks.
For these upgrades alone, Clay Quartermain becomes a major support player. Long range and high damage allow him to hang back and play sniper, and his attack remains solid for a backup piece through most of his dial -- 9/9/8/8/7. You won't be a front-line player against Juggernaut, but you will definitely be an inexpensive clean-up piece who stays safely back from the fray.
Thing is, Clay's got an additional power tucked away in his dial: Willpower. Once you hit that third click, Clay pops some experimental SHIELD "performance enhancer" and pushes without fear. It's a strange choice on the surface, but you eventually realize it has some serious applications.
This is a guy who's designed to push over and over again, acting as often as possible. Take a look... First click, 9 Attack, 2 Damage or Explosion. Push, and you put him on... 9 Attack, 2 Damage or Explosion. Clear and repeat, and you knock him down to an 8 Attack and 1 Damage, but he still has Explosion *and* he'll be pushing forever with Willpower in place!
For a different trick, pair Clay with a Mastermind -- he's cheaper than all of them, after all. Early on, they become a "biplane," dealing dual-barrel damage on your target(s). Soon as the partner takes a hit, Mastermind that damage onto Clay. Make your next attack with Clay providing the SHIELD boost, then push and do it again. Clay should still be standing, ready to take another Mastermind hit. For best effect, try this with V Doom's running shot. Any Doctor Doom an easily inflict *ten* damage in two shots this way!
There's one thing to keep in mind, though: Even with his improved Defense, Clay's got a glass jaw. That 15 Defense is eminently hittable and drops steadily from there. You may want to use that Willpower late in his dial just to run away and get back to the Medic. Your only help on that front is that he has five clicks of life, so it's going to be tricky to take him out in one shot. And really, if your opponent is directing that much attention to a 22-point KO, they've got worse problems about to strike.
Or... keep him with the Medic in the first place. We've all heard of "Medic-Killers," right? Support characters with high mobility who are designed to zip in and neutralize the opponent's Medic. Well, think of Clay as your "Medic-Killer-Killer." That long range allows you to maintain a decent zone of protection for your battlefield triage, the natural two damage will let you smack the M-K even if he does manage to base you, and if you're running a SHEILD or Hydra Medic he's got the bonus to his Attack.
All told, you're getting a whole lot of utility out for your 22 points with Clay. He's one of my first choices for a 100-point team, and a favorite support piece for 200 or 300 points. On a team of mostly brawlers, he's a cheap bit of ranged support. On a team of rangers, he'll fit right in and provide solid backup. And most importantly, this guy *never* *stops* *acting!*
Now, is he worth the going rate? *Definitely.* With his low cost and high utility, you'll be able to use Clay in more teams than most Uniques you could buy for the same price. This is one of the CT LEs you'll want in your playing set, not just your collection.
*** *** *** ***
Yah, I started off with an easy one. Had to ease into this, y'know? Right now the plan is to prepare these for Mondays and Wednesdays. Let me know if you want any changes in format, or if there's something you wanted to see that I didn't get to. And yes, I'll take requests. ;)
As for this Wednesday... I'm going to try to drive a little attention mack to the DC forum, by taking on one of my favorite DC LEs. And then, just so it doesn't look like a love fest, next week I'll completely decimate either a DC or Marvel LE, just a matter of deciding which.
Thanks for having me!
-J