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RavenProject
02/26/2003, 07:30
Thomas Oscar Morrow (http://www.hcrealms.com/cgi-bin/get_unit.cgi?num=ht137)
Hypertime #137
Based on: T. O. Morrow (http://www.hcrealms.com/forum/showthread.php?s=&threadid=14240)
Type: V+
Current eBay Value: $5.10 (26 February @ 6:30AM)

Marvel's LE figures followed a solid pattern pretty much across the board. Take the Veteran version of the figure and add a little extra gravy. It wasn't usually anything earth-shattering, but it was a fun little bonus.

DC, however, upped the ante quite a bit. Though there are far fewer LEs than either Marvel set, almost all of them represent a significant boost over their standard versions. Where Marvel gave you a little extra gravy, DC gave you a second helping of potatoes with your meal.

Compared to the Veteran, you get exactly the same stats on your dial for those nine points. But they certainly used a lot more colored ink on it, with some powers lasting significantly longer and other new powers appearing to boot. They also boosted the mad scientist's range from a respectable 8 to an amazing 10, particularly astounding in DC where there are so few characters with that range. He's the cheapest Hypertime figure with that far a reach.

We're going to start at the end, however, which is where they decided to stick the mad doctor's new powers. On his final two clicks, Morrow gains the Support ability. With his tiny Attack ratings of 5 and 4, it wouldn't seem to be much good... but really, that's because you guys have gotten spoiled by the 8 Support values lately. Remember when V SHIELD Medic *started* with a 6?

While the odds are against you on anyone with a 13 or better defense, Morrow does still provide a last-ditch Medic for your squad. When your own Medics are knocked past Support, or you're just desperate in the endgame, it can be a lifesaver. Don't count on it -- like I said, the odds are against you in most cases -- but remember it's there "just in case." Besides, if Morrow's down *that* far he's not good for much else.

Except, maybe, Force Blast. While his abysmal stats make it nigh-impossible for Morrow to reach an opponent on his own, he does still have a chance of being useful. Have him in the "lobby" for your Medic, and he can act as the bouncer by kicking out anyone who tries to base you. Or taxi him in next to your Batman target and knock them out from behind that gumball machine, leaving him exposed to the firing squad. (Only do this if you're certain you can wipe out Batman, of course.)

Thing is, in either position you better count on losing Morrow fast. The only thing that *might* save your hide this far down is your Super Senses, and that one-in-three chance is just too risky to rely on. But hey, if you're a gambling man, try it.

Moving back up the dial, Morrow's got a lot of dangerous chemicals lying around resulting in four clicks of Energy Explosion compared to just one on the other versions. He has the same amount of Ranged Combat Expert, however -- two clicks worth.

There's something about the combination of RCE and EE that misleads players. I think most of them are used to Bullseye and Firelord, both of whom have RCE and are exclusively used for it. Having anything else is considered redundant and they don't even consider it when planning their strategies.

This can work to your advantage. For example, when your opponent is sitting with their Batsquad planted inside the bubblegum machine, or has their Imerpvious guy ready to smack you, bring Morrow around and use EE on the taxi. It'll spread easily, and if you're lucky you may even get some Knockback out of it. But my favorite moments are when my opponent looks at me quizzically and says, "Wait, you can't use Perplex with Ranged Combat Expert!" I just look up, smile and say, "I know." Which is usually when they realize what I'm about to do to them. Not only will that EE give them a big headache, but they tend to be so thrown by the move that it takes them a turn or two to get their footing back.

And, of course, there's Super Senses. Morrow keeps it all the way to his last click. I think by now all of us have had that moment where we either cursed Super Senses for undoing a crucial strike, or praised it to the heavens for saving our hide when we really needed it. If you take a look at fantasia's probability chart (http://www.hcrealms.com/forum/showthread.php?s=&threadid=22062), you can realize how much of a boon Super Senses can be. For example, against an opponent with the average 9 attack, Morrow's 14 Defense with Super Senses is about as good as a natural 16 Defense. At its very worst, Super Senses means you have a one-in-three chance of escaping an attack unscathed.

Now yes, SS can be negated with Outwit. But sometimes the key to dealing with Outwit is making your opponent suffer from Option Paralysis -- give him so many things to deal with at once that he's hard-pressed deciding which one to affect. Even if you sacrifice Morrow because of Outwit, that's one power on one character you can still use.

At 37 points, Morrow requires a little bit of thought before using. He's cheap enough to be a strong supporting character, but not on every team. While the Force Blast, Support and Super Senses are nice to have, his key advantages are the extended use of Energy Explosion and his tremendous range. If you don't need the EE, or keep everyone close enough that range isn't an issue, then you're safe sticking with V T. O. and finding another use for those 9 points. But on a team with lots of taxis and/or chargers, Morrow can be spectacular for providing cover fire at long range and helpig to clear out some of those mob combats you'll find yourself in.

With the exception of a fish-footed guy with Brad Pitt's wild-man beard, DC LEs have become surprisingly common. There's only a few of them out there, and they've been out for quite a while, so until August or September when the new DC set brings new LE's, odds are the DC LEs will remain really cheap. However, it also means that you can get some extremely playable pieces at a very inexpensive rate, or make a trade without seriously depleting your stock. Averaging near *five bucks,* Morrow's cheaper than any Uniques and almost certainly more playable. While he won't be a piece you use on every team, he'll certainly prove worth the price in points and dollars.

-J

EvilGenius
02/26/2003, 11:32
Hi, great review, thanks!

I think T.O. LE is just great. The 10 range does it for me. :)

I passed up Tommy at a tourney and took the Carter Hall instead. They're both great.

TheShadowsFall
03/02/2003, 08:25
Well that review sums up nicely why I love LE Thomas Oscar Morrow. He is one of my favorite figs and has been in nearly every team I have built since I won him in my first tourney

Styrix
03/07/2003, 10:33
I totally forgot about Force Blast. I love that power, and at the end of Morrow's dial, with a flier, it can make him a real threat with pushing people off of buildings or into walls.

Great review!

AZS
03/07/2003, 10:38
Originally posted by RavenProject
...you guys have gotten spoiled by the 8 Support values lately. Remember when V SHIELD Medic *started* with a 6?Back in my day, we didn't have these fancy Checkmate and AIM medics, we had a Shield Medic and thugs... and we liked it!

webhead817
03/07/2003, 16:11
Good review, and great choice. Thomas Oscar is an absolute steal for his cost, both points wise and in dollars on eBay. 10 range is soooo rare in DC, I think there's like 4 different characters that have it (including Sinestro and various Booster Gold's).

PsychoDBoy
03/12/2003, 14:21
Morrow is the man, if I ever need some filler and range, he's there. In a 500 pt game I played last weekend, he was the resident medic with his 5 attack, healing both v doc oc, an le manbat up for 6 clix. Needless to say, he pulled his weight well in that match, and he's even better if he has a baby Harley close by at all times. (then again who isn't?)

Brigadier M
03/12/2003, 14:37
Originally posted by azs
Back in my day, we didn't have these fancy Checkmate and AIM medics, we had a Shield Medic and thugs... and we liked it!

...We loved it!

Ah, classic '80s Dana Carvey SNL. Thanks azs!:)

M!

Nevest
03/19/2003, 14:04
Great review again. I just got done reading the Knuckles review. You certainly have a good writing style and a strong technical knowledge of the game.