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AZS
03/04/2003, 11:30
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Welcome to my reviews and thanks for reading.
I’m writing these to start discussions, have some fun, and I hope you will too.
These reviews look at stats, cost, playability and strategy in the context of 200 and 300 pt games. Also, while I have nothing against mixing sets, to make this a little easier, these are only discussed in relation to the Marvel Universe.
Feel free to object or agree with anything! If you have a valid point, I’ll be more than happy to back you up.


This review has been “revisited.” Meaning I’ve gone back and looked at it again since the new rules took effect Oct, 2003 and added some thoughts about how the playability of this figure has changed under the new rules.
The revisited part is in a different color at the end of the original review.
I’m still new to many of the rules, just like all of you, so if I got anything wrong, speak up. I don’t want to spread misinformation.

Magneto (http://www.hcrealms.com/cgi-bin/get_unit.cgi?num=ic127)
80/89/103


Magneto, the Master of Magnetism, the man who’s gone through more name changes than your local phone company. First he was Magnus, then he was Eric Magnus, then he was Eric Lesshussurhrs (or something, Maybe JonL knows how to spell it). But in the end I guess you can just call him Maggie, or maybe Mr. Neeto. But you probably shouldn’t call him that to his face. And Magneto is the paradigm of bad comic continuity, he’s died and been resurrected more times than he’s changed his name. A cat’s got nothing on this guy; Nine lives are what he goes through over a bowl of cereal in the morning. (Damm you infernal Grape Nuts!)

In his Clix version, Magneto is moreso the Master of Telekinesis, with more clicks of TK than anyone else in the game. But that is as good a representation of his magnetic powers as you can get.

You’d think that being the originator of the Brotherhood of Eeevil Mutants should be enough to put him on that team for all his versions, but I guess everyone can let go of the hate for a little while. Magnus takes time out in his Experienced version to join the X-men. Even though through some fluke in the rules he still can’t be on the same team as his Arch Enemy Professor X. For people looking for an explanation for that, Prof X was off in space for a while (I use that excuse occasionally too) and in his absence, Magneto turned over a new leaf and became headmaster of Xavier’s school. This lasted for about 1.5 years of issues until Magneto realized that Wolverine kept making rude gestures behind his back, and every time Colossus armored up he was inexplicably attracted to ‘The Master.’ Magneto then went back to his evil ways, and not surprisingly, Colossus followed.

Anyway, back to the clix.
Maggie actually suffers from Swiss Army Syndrome. He’s useful for too many things and can end up being stretched too thin. Do you use him as a taxi thanks to the free move? Use TK to move your teammates around? Or how about using him to attack? Is he support or is he an attacker? Its easy to think that he can front a team and you’ll get to use all his abilities all the time. But because he gets weak quickly, you actually don’t get to use him for everything that you’d like and can end up just pushing him past his useful clicks without getting what you want out of him.

Most people focus on Magneto’s glass jaw, and might not actually see his overall playability. Even though you’d like the rookie to be a major attack piece for his 80 points, that just isn’t the case. However, he is still playable as a heavy duty support figure. For starters, he has the Brotherhood team ability for your wildcards to copy and he has leadership down the whole dial to help with actions. That’s a 2 action advantage in 1 figure. There’s also the respectable 18 defense against range, and he has a consistent movement of 8 for several clicks. Add his TK into the mix, and you have a figure that is great for getting your team around regardless of who they are. TK people into position 10 squares away, and even though his damage is just a low 2, he can still TK objects for greater damage, and at a greater range. Plus he’s good to use TK to expose stealthed enemies hiding on objects. None of these things require a good attack value or high damage, but still make him useful.
All around he’s very playable, just not as a front running attacker, and definitely not in small point games. If you want to experiment, you might be able to fit him on 300 pt teams, but he’s probably better off in even larger games where you can afford the 80 pts and still have room for your big guns.

For 9 points more the Experienced Magnus is a little bit better. Nothing really stands out about him over the rookie, just a slight increase in stats down the dial, and most notably a better starting damage. Also as mentioned before he is a member of the X-men in this incarnation. If you’re big into the X-men teams, this can be useful, but overall I personally prefer the Brotherhood team since you don’t need any other figures to be able to use it, it doesn’t cost you an action to use (actually saves you one), and you don’t have to be adjacent to anyone either. But with all the new X-men coming out in Xplosion, there might be some new uses for this middle Magnet.

The Vet is where this guy really becomes a super conducting magnet of power! Ok, maybe that’s a little over the top, but the Vet Magneto really shines compared to the others, and in clix overall. He is the cheapest figure that can deal 4 damage at range, and its natural damage, so it can be boosted with Perplex or Enhancement (as opposed to RCE which can’t) and can’t be outwitted. Plus he still has an impressive range of 8, and the attack value of 10 is fairly decent, if not great. Mr. Neeto’s defense is a marvel as well at 17 plus Energy Shield/Deflection, giving him a 19 to range. Park him in hindering terrain and he has a superlative 20 defense to range. Most people don’t even bother trying to attack him at that point, also figuring, hey, its Magneto, what’s he gonna do? Then they get smacked for 4 clicks!
This Magneto isn’t the supporting swiss army knife of the previous versions. Sure he still has all those great options, but this is where you won’t want to push him so he can remain on that great first click, graduating from supporting character to attacker. Give him a taxi of his own, and lay out your objects so he has a perch with a place to hide is a good way to set up. Then move him in and take your shot. If someone manages to land a hit on Maggie, he’ll take damage naturally and click down pretty quick. He still has all his powers down the dial, but after a few clicks he’s not too useful offensively. However, his defense falls embarrassingly fast, so he should be very easy to heal back up to his very first click and then head back out to the field for more magnetic mayhem. (like erasing your enemy’s credit cards). :)

Unfortunately even at 103 points Vet Magneto still isn’t up to snuff to front his own team. You should have other heavy hitters on the team to make up for Maggs glass jaw, and keep a medic nearby. Because of his impressive defense, he should be kept back as strictly a ranged attacker, but if need be, don’t forget that you can use TK on your opponent, and on the objects they’re hiding in too.
Vet Maggs fits well in a 300 pt team with enough room for other solid attackers. Be careful about protecting him though, with that glass jaw he could be a juicy 103 pt target for your opponent.

Overall Magneto isn’t quite the threat he is in comics, but strictly as a clix piece, he’s not the garbage people make him out to be either. In the lesser versions he can be excellent support pieces for a variety of tasks, and you can even push him if need be because his movement and powers stay strong even while his other stats take a plunge. In the vet version he graduates to be a true threat, but still not a front runner. When compared to other figures from Infinity Challenge he may not seem to rate, but with each expansion he fits in and falls in line more with the current balanced stats.
Pull the old purple caped one out of your tackle box and give him a look. He might surprise you.

---------------------------------------------
(Revisited - 10/24/03)
Many many sets later, and Vet Magneto is still the cheapest figure in the game with a ranged attack and base damage of 4. The only fig who is less is Vet Human Torch with 4 damage at the end of his dial for his ‘Nova Blast’ but that’s not quite the same (hard click to get to, low AV, etc).
Even though as pure offensive muscle Mags is seriously challenged by the similar but more powerful Elcipso who is just 5 points more.
Still, Mags still stands the test of time as an offensive bruiser. But his role as a support fig has changed significantly.
I covered a lot of the main points of TK in the original portion of the review, but there are still a few things were revisiting.

For starters, Magneto is towards the top of the rather short list of figs in the whole game with Telekinesis. And he has it in abundance. In addition to TK, Mags also has a dial full of Leadership. Many people don’t point it out, but leadership will play an important role under the new rules. Eliminating the majority of the free move taxis and making you rely on TK or moving figs out on their own is going to eat up your actions much faster than you’re used to. So the extra move that Leadership can provide can be key for getting done what you want each turn.

In the new light, the Rookie Magneto actually becomes a lot more playable while ironically the Vet falls to the wayside a bit. If you don’t look at the rookie as an attacker but rather as purely support then you can see you’ll get a lot out of him. The amount of TK is the most obvious. Don’t worry about pushing him repeatedly to get your figs out into the field because he has TK for 6 out of his total 7 clicks. His longevity is another plus, many of the other TKers in the set don’t have the depth of dial that even R Mags has. Of course many aren’t the high 80 points that he is either. But still, you can push him all you want since his usefulness doesn’t decline. That he is a brotherhood member and a flier too is just an added bonus. One one turn fly a fig up a bit into position, and the following turn push Magneto to TK your attacker into action.

The Rookie is a great fig for the points, but the Exp is a little trickier. He’s not a lot more expensive, but you also don’t get a lot more use out of him. If he were an attacker his improvements would be great, but as support he doesn’t gain you much more. The biggest difference is the change to X-men which will change your strategy a bit. No longer is he a free move flier. But now you can do a few different tricks with him. For starters, he can take clicks of life from your damaged X-men, it still won’t hurt his playability, then when he’s healed them a bit he can TK them back into action. Another trick is to Push him to TK some figs into the field, then trade a click with Colossus (a SS charger) to activate him, then TK Colossus into action. It’ll take a couple of turns, but at least Colossus won’t otherwise waste those actions doing the pee-pee dance alone.

Finally we come back to the Vet. Whereas previously I really liked this fig as an offensive piece, he even started to grow on me as general defenses in the game got lower his 10 AV was better and better. But now that fliers can’t carry fliers he’s not as easy to get into battle to set up his nice attack and damage. Sure he can still be TKed like anyone else, but its not as sweet, and he just loses a bit of his shine. Plus he does not bode Pushing well, and having a TKer in the field and not using him to move your team around will just eat at you.

Ultimately the Rookie gets significantly better in the role of a support piece, offering you many many options for his variety of talents, none of which (thankfully) rely on his attack value or damage. Ironically though the Vet gets correspondingly worse just for the fact that he’s a flier and is now shunned by other fliers and thus can’t be carried. He still packs a great punch for the points, but he’s more difficult to use and there ~are~ other figs out there that can deal 4 damage at range, its just not 4 natural damage. But I think we can learn to live with that.
The Exp Magneto is still the odd man out with the X-men team ability. The huge jump in the number of X-men alone makes him a more appealing choice for some teams, but the majority of the time the Rookie will fill the same function for fewer points.

I hope you enjoyed my first revisit. I’ll try to get these out on some sort of regular basis, but since I’m still doing the regular reviews too, I can’t make any promises. You can always subscribe to Mr. Pilkington’s review list thread to be notified whenever a new review or revisit goes up.
Thanks for reading, and I hope you’ll reply with some comments of your own.

Batman1983
03/04/2003, 11:32
first post
I'm going to go post this elsewhere, but don't you think someone with RCE should get benifits from Enhancement & RCE? If they're already a RCExpert, then why would enhancement hurt their att.

Great review by the way azs you made my day brighter.

Oldguynewbie
03/04/2003, 11:32
Thanks again for your efforts!

Dr Phibes
03/04/2003, 11:41
Hey great review as always.

Thanks

gelf13
03/04/2003, 11:46
Nice job Azs.
I would like to comment, however, on one facet of Mags that you overlooked...
The psychologigal warfare aspect of his-magneticalness. He is one of the coolest looking figs in the game and has an effect on other players. I have never put him out on a map and NOT had people say:
"Uh-oh!
It's Magneto!
I gotta go!"
(Or something to that effect):)
Players will either focus on him, or run from him, but NEVER take him for granted.
(and he does have the best cape in the game:D )
Gelf

sluggo
03/04/2003, 11:52
When the Sentientals came out I always thought that the rules should have allowed Magneto to mind control them

shin-goji
03/04/2003, 11:58
Great job as usual, azs. I admit Maggy isn't the powerhouse he is in the comics, but he is far from useless. With perplex now coming out in Marvel's X-Plosion, Mr. Mag-nuts doesn't have to rely on Mizz Quinzel anymore for marching mutant domination into the future.

Veggiehater
03/04/2003, 12:02
Nice job again azs,

You are right on the money as usual. BTW when do you expect to start your X-plosion character reviews, would these be anytime soon since the stats are up already? ;)

VH

NateTG
03/04/2003, 12:16
Here's a list of figures in IC and HT that match that description.

REV Firelord
REV Cyclops
REV Claw
RED Dr.Strange
EV Hercules
REV Hawk
REV Dove
REV Steel
REV Bane
EV Batman
U Catwoman
EV Hawkman

But, In general, I agree with your review, too much utility, not enough staying power.

Edited in response to criticisisms.

Asz said:
[Magneto] is the cheapest figure that can deal 4 damage at range, and [that damage] is natural damage, so it can be boosted with Perplex or Enhancement (as opposed to RCE which can’t) and can’t be outwitted.

which is not the same as saying
Magneto is the cheapest figure with four natural damage and a ranged attack.

Moreover, Vet Human Torch costs 73 points, has a ranged attack, and one click of 4(natural) damage.

EvilGenius
03/04/2003, 12:25
NateTG,

I think his point was 4 "natural" damage. The kind that can't be outwitted, can be perplexed, and in general is usable with other superpowers. ;)

jolt
03/04/2003, 12:30
Also, it was natural 4 damage at range

jolt

MrFantasgreat
03/04/2003, 12:30
4 natural and ranged damage

- bah jolt wins

Xanth
03/04/2003, 12:39
Actually, what he said was "He is the cheapest figure that can deal 4 damage at range, and its natural damage, ". As written, he is the cheapest figure that can shoot and do 4 damage and the fact that it is natural is only an aside. However, that may be seen as nitpicking.

ultimatemark
03/04/2003, 13:00
"...Eeevil Mutants should ..."
azs, this line alone makes me feel the need to request a review of Mermaid Man and Barnicle Boy.

...please?

AZS
03/04/2003, 13:50
Originally posted by ultimatemark
"...Eeevil Mutants should ..."
azs, this line alone makes me feel the need to request a review of Mermaid Man and Barnicle Boy.The whose'n the whatsit now?

Veggiehater: I'm not going to start reviewing Xpl until the figs are actually released and people start posting discrepancies to the preliminary list. I've been burned a couple times discussing incorrect info. However, I might start writing now, just to get a jump on the set.

Dr. Phibes & OGN: thanks. :)

LuckyJ
03/04/2003, 14:05
Adding an Invisible girl in the mix gives Mags a 21 defense in an object...not too shabby.

Also, Nate, you forgot Titania. She does 4 damage for 85 points.

gelf13
03/04/2003, 14:23
rules question on that IG issue. If you perplex up her DV...
A. Does it last after the end of your turn?
B. Can she then share her perplexed up DV?

I'm pretty sure upping the DV has no effect after the end of you turn, but if it did... YOWZA! That would be nasty.

AZS
03/04/2003, 14:26
Originally posted by NateTG
Asz said:

quote:
--------------------------------------------------------------------------------
[Magneto] is the cheapest figure that can deal 4 damage at range, and [that damage] is natural damage, so it can be boosted with Perplex or Enhancement (as opposed to RCE which can’t) and can’t be outwitted.
--------------------------------------------------------------------------------

which is not the same as saying

quote:
--------------------------------------------------------------------------------
Magneto is the cheapest figure with four natural damage and a ranged attack.
--------------------------------------------------------------------------------


Moreover, Vet Human Torch costs 73 points, has a ranged attack, and one click of 4(natural) damage.Actually it is saying the same thing, yours is just worded a little better. I wrote this is a tiny bit of a hurry to get it posted 'on time.' Please excuse possible poor wording that still correctly conveys the overall message.

Also, Vet Torch deals 3 damage, not 4. :)

LuckyJ
03/04/2003, 14:28
I hate to dispute the review god (;) ) but Human Torch does 3 to start and 4 on his 6th click to represent "nova blast"

Good review all the same

Veggiehater
03/04/2003, 14:30
Originally posted by azs

Veggiehater: I'm not going to start reviewing Xpl until the figs are actually released and people start posting discrepancies to the preliminary list. I've been burned a couple times discussing incorrect info. However, I might start writing now, just to get a jump on the set.


azs,

That's great to hear. Looking forward to them, especially Green Goblin, Hulk, Spider-Man, Abomination and Doc Samson. (hmmm that's a lot!) :)

Thanks,
VH

AZS
03/04/2003, 14:34
Originally posted by LuckyJ
I hate to dispute [you] but Human Torch does 3 to start and 4 on his 6th click to represent "nova blast"

Good review all the same You are right, HT does 4 on that elusive 6th click.
Nitpicking asside, (Nate's not yours), I doubt people will play HT for his 4 damage vs Magneto for his 4 damage. The essence of the original point is still there.

rotru
03/04/2003, 14:38
What's this place for if not nitpicking? Certainly not crochet...

By the way, I hate to bring it up, but you have a little bit of mustard in the corner of your mouth. I mean, your review was great, but I found it hard to concentrate...

:)

AZS
03/04/2003, 14:48
Originally posted by rotru
By the way, I hate to bring it up, but you have a little bit of mustard in the corner of your mouth. I mean, your review was great, but I found it hard to concentrate...I'm saving that for later.

btw, thanks for the levity. :)

Spookythecat
03/04/2003, 14:50
Y'know, I've always liked Magneto, and I thought he had potential, even if I'm not quite a good enough player to use him effectively. :) Between flying, TK, and leadership, he seems like one heck of a good board control figure, if not an awesome outright attacker. I run an X Annihillus, X Magneto team (Annie and Maggie!) and try to use the running shot/TK combo to make sure my characters are where they need to be at all times. Plus the X-men Team Ability has always been fairly useful for me, dunno why.

Although I will say that the R and X versions tend to be less useful than Moondragon in terms of playability. But there's a definite psychological advantage to having the master of Magnetism on your team over some bald chick.

the itsy bit
03/04/2003, 15:09
I'm still looking for the Vet. master of Magnetism.

Magneto didn't change his name, his name was shortened a lot.

I like Magneto and play him in my brotherhood team(I only have the Rookie), but there's is just something depressing aboot Magneto the adversary of the X-men beaten up by the lowly Vulture !:(

Mongoose
03/04/2003, 15:27
Good review. My main gripe w/ Magneto is his glass jaw and 8 range. The guy should have a 10 range at the least (He affected a boat that was several miles away from him, in an X-Men issue). I admit that the 4 damage is awesome, even if it is for only 1 click. Upon reviewing Apocalypse's stats I think that Mags could have an additional 2-3 clicks of 3 damage though. I mean after getting stabbed by Wolverine, he was still able to pull out Wolverine's adamantium skeleton. The way I look at this fig is in a timeline context. I believe this to be the old Magneto (Before rejuvenation), hat led the Brotherhood, and not the Acolytes. He is very useful, just not a front runner, which Mags is currently in the comics. I still play him, because I enjoy the idea behind it, and not just winning.

Wileyone
03/04/2003, 15:32
I enjoy all of azs' reviews, but I cannot resist posting to this thread.

Rookie and Veteran Magneto are two of my favorite figures. I haven't tried the Experienced yet (could be nice for X-Men but Phoenix may cut into his action?)

I have played Rookie Magneto many times. If you think he is a overpriced support figure, think again!

The combination of Flying and TK is awesome. Having the flexibility to throw or carry a figure has played huge in many of my games. An opponent can often predict your next move with just a taxi or with just TK. But, flexibility increases your opportunities for both attacking and maneuvering.

The rookie Magneto fits perfectly into 300pt Brotherhood teams. He plays to the strength of the Brotherhood, which is many low cost members, used in a swarm attack. One of the best strategies for a swarm attack is to tie-up the opponent and limit his options. Swarming the opponent is best realized when the opponent has your figures everywhere around him, causing problems everywhere, like a swarm of bees stinging him everywhere.

You don’t really want a lot of taxi’s in a swarm attack, because it will reduce your ability to spread out and tie-up the opponent. But, using one highly versatile taxi (Magneto) will maximize your effectiveness, moving in, out and around your own figures. Meanwhile, the opponent is constantly rolling for breakaways or wasting time fighting low cost figures while you KO his big guns.

Sorry, if this is becoming a strategy post. But, I don’t think you can truly appreciate Rookie Magneto without discussing strategy and maneuvering. The power of Rookie Magneto is best observed in a swarm attack team. And, his power is vital to the whole team.

So many people play a “power game” but “the meek shall inherit the earth”

Beware the Swarm,
-Wileyone

Wileyone
03/04/2003, 15:46
Spookythecat:

You stated that Magneto was "less useful than Moondragon in terms of playability". I am sure that you utilize Moondragon for very different reasons than I use Magneto. Thereby, giving us a different view point on the two figures. However, Moondragon has only 2 clixs of TK. I love it when the opponent teams up Moondragon with Spiral or some other deadly "battle furry" character. Many times I have smacked the bald one for 2 clixs leaving Spiral and friends "high and dry". It's really upsetting to the opponent when he trys to run up and attack without his TK! And, lots of fun for me watching his frustration. To bad my Quicksilver is standing next to your medic. I know you REALLY need that healing for your Moondragon.

This is another reason why I like R. Magneto. His purpose is not to do the damage himself, but to let his underlings do the damage. I never worry about pushing Magneto (like I would Vet Magneto, Moondragon or others).

I can carry a figure on one turn and then throw the same figure forward on the next turn. This also tends to catch the opponent off guard. Pushing the Rookie Magneto is not a big deal. But, the effectiveness of it can be deadly for the opponent.

Beware the Swarm!
-Wileyone:D

Wileyone
03/04/2003, 16:14
Mongoose:

I think you are right about Magneto's heroclix being the "Old Magneto". But, this is also what makes him so great IMO. Yes, the present day Magneto has more raw power, but there are plenty of raw power figures in Heroclix. Perhaps, Wizkids will make another version (eventually) to represent Magneto's raw power (perhaps a Unique?).

However, the "free move" team ability of the Brotherhood combined with all of the low cost Brotherhood members, really plays toward the concept of the old Magneto as well as the playability of Magneto's heroclix figure.

I recall the old school Magneto sending in his (often-weak) little underlings to attack the X-Men. Meanwhile, He stood back and manipulated the battle. His role generally wasn't a direct attack. But rather, subtle attacks, or surprise attacks that ALWAYS caught the X-Men off guard. Why were the X-Men off guard? Because, they were busy dealing with the little underlings. Xavier would sometimes warn them at the last minute to counter Magneto’s attack. But, the strategy was played out in many comics.

Whether by intention or not, Wizkids have done a masterful job at building a Brotherhood team that so effectively simulates the whole idea while being both playable and "Winable"

Personally, I would not say Magneto has a "Glass Jaw". Especially, not to his face ;) since you'll have a hard time ever getting near his face due to his hordes of underlings charging at you.

Beware the Swarm (broken record yet?)
-Wileyone :)

Mushroomfantas
03/04/2003, 16:22
Another great review Azs

Mongoose
03/04/2003, 16:46
I think you are right about Magneto's heroclix being the "Old Magneto". But, this is also what makes him so great IMO. Yes, the present day Magneto has more raw power, but there are plenty of raw power figures in Heroclix. Perhaps, Wizkids will make another version (eventually) to represent Magneto's raw power (perhaps a Unique?).
I hope they make a unique Magneto (In his younger, rejuvenated form). On another note, of course the Brotherhood is a great team. Heck they have the best team ability, bar none. Sabretooth is probably the most useful amongst them. I'd even venture to say that i can kill the experienced Juggernaut with him quite easily (It all depends on how well you roll the dice for his B/C/F). Do you think that Juggs should do a little more damage, and have charge attack?

Wileyone
03/05/2003, 00:32
Hi Mongoose,

I'm trying to remember Magneto in his rejuvenated form. Was this the time he was reborn. It's been awhile, but I seem to recall a baby Magneto that was him reborn. What would this form be like?

I think most people wish Juggernaught had Charge and would like to see another version created. However, He is already too expensive for my taste (especially for Brotherhood use). I've only used him once and lost the game to my 8 year old daughter (now age 9).

I never thought 3 damage was bad, when combined with a heavy object (super strength) for 5 damage! I know Juggernaught is a Powerhouse but raw strength was always his second feature. His first feature was that you could not stop him. They tried to simulate this via lots of Invulnerability. Sadly, this makes him vulnerable (very vulnerable) to Outwit and Incapacitate. He just seems to come up short of the comic book idea but maybe it's me.

It used to take up the whole issue of comic book whenever Juggernaught was the opponent. Furthermore, it took the whole X-men team to fight him and he was the only opponent. (unless you count Black Tom) Perhaps charge could make up the difference. But, I'm not sure how to better adapt his "unstoppable force" feature.

Billy Jack
03/05/2003, 00:40
Hey Azs, nice review my man. I agree with ya 100 percent on magneto, he's allways been one of my favorite clix characters. especially the vet

kepha
03/05/2003, 03:52
great rewiew as allways, azs.

i use r Magneto a lot. What's great with him is not what he really does in the battlefield, it's what he could do, and what your opponent knows he could do. Will he taxi someone? Tk someone? Tk an object next to, let's say Hercules? Or use the object himself? Even if you don't use him as a major part of your strategy, he will allways be a threat, and versatile enough to force your opponent to play differently.

Spookythecat
03/05/2003, 17:24
Originally posted by Wileyone
Spookythecat:

You stated that Magneto was "less useful than Moondragon in terms of playability". I am sure that you utilize Moondragon for very different reasons than I use Magneto. Thereby, giving us a different view point on the two figures. However, Moondragon has only 2 clixs of TK. I love it when the opponent teams up Moondragon with Spiral or some other deadly "battle furry" character. Many times I have smacked the bald one for 2 clixs leaving Spiral and friends "high and dry". It's really upsetting to the opponent when he trys to run up and attack without his TK! And, lots of fun for me watching his frustration. To bad my Quicksilver is standing next to your medic. I know you REALLY need that healing for your Moondragon.

This is another reason why I like R. Magneto. His purpose is not to do the damage himself, but to let his underlings do the damage. I never worry about pushing Magneto (like I would Vet Magneto, Moondragon or others).

I can carry a figure on one turn and then throw the same figure forward on the next turn. This also tends to catch the opponent off guard. Pushing the Rookie Magneto is not a big deal. But, the effectiveness of it can be deadly for the opponent.

Beware the Swarm!
-Wileyone:D

The thing is... 80 points is a heck of a lot to play for a taxi, even a great taxi like Magneto. You drop 8o points on Mags, that's 80 points that the opponent is going to spend on attackers and blockers. For that cost, I need my taxis to take a pot-shot at the other team every once in a while. Plus... She's got Mind Control! Which means not only does she put her own figures where she wants them, but she can put the opponents figures where she wants them as well. And, heck, if you're playing a swarm team, there should be a whole hive of monions in between Moondragon and the other teams gunners.

Mongoose
03/05/2003, 19:09
I'm trying to remember Magneto in his rejuvenated form. Was this the time he was reborn. It's been awhile, but I seem to recall a baby Magneto that was him reborn. What would this form be like?

I think most people wish Juggernaught had Charge and would like to see another version created. However, He is already too expensive for my taste (especially for Brotherhood use). I've only used him once and lost the game to my 8 year old daughter (now age 9).
The current Mags, is the rejuvenated form (Or atleast i believe him to be. He doesn't need to enhance his powers via machines, or other mutants). Eric the Red turned him from an infant into a 25-28 year old adult. That is why he looks so young facially. The old Magneto showed his age.
Thinking about Juggernaut, I recall that he was as strong as Hercules. I think that he should have a damage dial similar to his. His AV is too high, and his battle fury lasts too long (I'd say that it should only last for 4 shots, unless he has the Skull cap). I mean all around he is a good fig, just not as great a fig as in the comics.

Wileyone
03/06/2003, 12:08
Spookythecat: Good points.

I get away with spending 80pts on R. Magneto because his underlings have low costs and good damage. I use V. Pyro, E. or V. Sabertooth and V. Whirlwind (who is helped by Scarlet Witch) in addition to the little hordes. Moondragon is almost as expensive as R. Magneto.

Your right, she can give you offense but everyone seems to run away when she gets smacked for 2 clixs. I guess it's in how well you are able to manuever and position your pieces. If you fail to TK Spiral (or whoever) it can really mess up your strategy. Whereas, Magento seems to TK for ever. I'm sure Moondragon is better for the way you play and the team members you select.

I just did a double glance at your comment,

"She's got Mind Control! Which means not only does she put her own figures where she wants them, but she can put the opponents figures where she wants them as well."

I guess I've only played against her about 3 times. I don't remember why my opponents haven't tried this. Maybe they couldn't get LOF? Or, they were to busy moving her to ever use it.

Anyhow, I think I'll have to see some more people play her. She would mess up my evil mutant theme but maybe I'll try her on some other teams.

AZS
03/06/2003, 12:40
Originally posted by Wileyone
If you fail to TK Spiral (or whoever) it can really mess up your strategy. If I read this right, Spiral is your own figure?
Then how can you fail to tk your own fig? You don't have to make any roll to tk a friendly fig, even out of combat.

Mr. Pilkington
03/06/2003, 13:31
I think the idea was that Moondragon has less TK than Mags, so if she is hit you may lose TK before you throw Spiral where you wanted her. But I could be wrong. :)

Wileyone
03/06/2003, 23:33
azs:

Mr. Pilkington is correct. Sorry, if I wasn't typing clearly.
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Your right, she can give you offense but everyone seems to run away when she gets smacked for 2 clixs. I guess it's in how well you are able to manuever and position your pieces. If you fail to TK Spiral (or whoever) it can really mess up your strategy. Whereas, Magento seems to TK for ever. I'm sure Moondragon is better for the way you play and the team members you select.
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When I said everyone seems to run away, I meant my opponents run away....that is they run Moondragon away to get her healed. 2 out 3 times I have hit her before she could throw anyone. Instead of trying to MC they always run her back for healing.

I was using a swarm team against her everytime so they may not have had LOF to any good figures of mine or maybe I was advancing so many pieces that they decided to run away. I'm not sure.

Oh, by the way it was a R. Magneto team that I have beaten her with each time, so.......

AZS
10/24/2003, 09:21
This is the first in a series of "revisited" reviews. I'll be posting these on Fridays for as long as I have the patience to go back and keep redoing them.
Since its just once a week, obviously I won't get to a lot of the figures I've already reviewed. So if you have a request for a "revisited" review, feel free to post to the Request thread.
Thanks, and enjoy.

Spidersense
10/24/2003, 09:28
Bring it on! I just played the Rookie again last week but cant make myself treat him as a strong support figure. I used him with an E Juggernaut and went after the wrong figure. I need to have him TK Juggy (holding an object) next to the biggest threat and then maybe try to TK objects up to Juggy for him to keep bashing.

The new rules definately help this combo as it allows the forces to get closer together before the actual fighting starts, thereby making the 10" you can TK Juggy pretty effective.

thugit
10/24/2003, 09:30
I've always thought that Vet Magneto, Vet Sabretooth were one of the better team affiliated tag teams.

shin-goji
10/24/2003, 09:34
I don't envy you azs. I have only four files to redo whereas you have many. One of the things I still point out is the back of the Sentinel package which advertises Magneto as their most dangerous enemy. Capturing or killing Magneto with even a 100 point Sentinel couldn't be easier. Being immune to TK is a big bonus.

shin-goji
10/24/2003, 09:37
Originally posted by Spidersense
Bring it on! I just played the Rookie again last week but cant make myself treat him as a strong support figure. I used him with an E Juggernaut and went after the wrong figure. I need to have him TK Juggy (holding an object) next to the biggest threat and then maybe try to TK objects up to Juggy for him to keep bashing.

The new rules definately help this combo as it allows the forces to get closer together before the actual fighting starts, thereby making the 10" you can TK Juggy pretty effective.

I was honestly surprised you didn't do this earlier in our game. My whoel strategy was to use Ultron only for his mimicking of the Sinister Syndicate ability and move him up to Boomerang for the surprise attack. When I saw you throw Juggs over by my snipers I was pretty surprised.

Greenandgold
10/24/2003, 09:41
I just can't imagine using the experienced Magneto at all. If you are playing an X-Man theme, Jean Grey is going to be the TK'er of choice. She also has TK in spades with a defense as high as Mags to boot. And if you take away the free move, being a flyer isn't worth the extra 40-50 points you spend on Magneto.

AZS
10/24/2003, 10:12
What you get with Mags is Leadership and a ranged attack option.

Not really worth the extra points, so I agree I'd go with Jean Grey, or even Phoenix instead.

shin-goji
10/24/2003, 10:13
Originally posted by Greenandgold
I just can't imagine using the experienced Magneto at all. If you are playing an X-Man theme, Jean Grey is going to be the TK'er of choice. She also has TK in spades with a defense as high as Mags to boot. And if you take away the free move, being a flyer isn't worth the extra 40-50 points you spend on Magneto.

I'd use V Magneto in a themed team. He really is a lot of fun to play.

Greenandgold
10/24/2003, 10:16
I would definitely use either V or R Magneto on my Brotherhood teams. Sadly, I only have R Magneto, so the E and V aren't really options for me.

Batman1983
10/24/2003, 10:22
I only have the Vet, but want to run the team w/ the rookie... I'll pick one up eventually.

Spidersense
10/24/2003, 13:35
Originally posted by shin-goji
I was honestly surprised you didn't do this earlier in our game. My whoel strategy was to use Ultron only for his mimicking of the Sinister Syndicate ability and move him up to Boomerang for the surprise attack. When I saw you throw Juggs over by my snipers I was pretty surprised.

Well, you plunk me enough times with Sniper fire, I get a little distracted. :) I'll just say Juggernaut wasnt thinking straight. Not one of his strong points.