View Full Version : Marquee Primer DC 75th Anniversary Marquee Primer: Commons
anonym0use
12/11/2010, 13:33
<img src="http://www.hcrealms.com/forum/picture.php?albumid=1096&pictureid=11567" style="width:200px;">
DC 75th Anniversary
Primer Review
Part 1:Commons
Easy Company Soldier (#001) to Beast Boy (#016)
It's that time again, as DC celebrates it's 75th anniversary with 75 new Heroclix figures (or at the very least 75 new dials!).
Click "full story" below to find out how the Commons rate!
anonym0use
12/11/2010, 13:36
Welcome to a Sealed Primer review of DC 75th Anniversary.
As many long time HCRealms members know AZS has had a long history of providing excellent Primer Reviews. I was asked to take over the Primers with Hammer of Thor, and like a clown's understudy, I know I have some pretty big shoes to fill. (http://www.hcrealms.com/forum/showpost.php?p=4418979&postcount=18) I can only hope I continue to do the series some justice.
I'm continuing with AZS's format, specifically:
Please Read:
* These figures are compared only within the [DC: 75] set, only for sealed play at 300 points.
* There are only a few 1 or 5 ratings, based on their sealed play strength. So even though your favorite character didn’t get five 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.
New game mechanics.
In addition to continuing the Army Building mechanic which debuted in Hammer of Thor, this set introduces a new dimension to Heroclix with the Morph: Beast Boy trait, found mostly in the commons slot. To read up on what the Morph ability is look here (http://heroclix.com/blog/2010/11/24/dc’s-“wild-kingdom”/).
Please note, for the purposes of this review it will be difficult to rate Beast Boy's Morph trait and Army Building figures because there’s no guarantee a player will pull two corresponding Morph figures to play together in a sealed event, and even then they may want to put both on their force. Players lucky enough to make Army building figures and Morph counterparts work, should consider their rating slightly (one shield?) higher.
Speaking of ratings, I'll be using shields to rate the figures.
:d-normal::d-normal::d-normal::d-normal::d-normal: - Unplayable in a 300 point format.
:d-indomitable::d-normal::d-normal::d-normal::d-normal: - Think twice before committing to this figure.
:d-indomitable::d-indomitable::d-normal::d-normal::d-normal: - There might be a better choice.
:d-indomitable::d-indomitable::d-indomitable::d-normal::d-normal: - an all around average figure
:d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-normal: - a good figure to build a team around
:d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-indomitable: - a winning figure!
Finally, the review is based on the initial pull report threads, and the units section, which has been updated a few times since I started writing this piece. Please let me know of any discrepancies and I will correct them.
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anonym0use
12/11/2010, 13:56
#001 E Easy Company Soldier
Team: none
Range: 6 :bolt:
Points: 30
Keywords: Past, Soldier
m-normala-normald-normalg-normal79162681526814157131KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKODamage - Minion: Commanding officer: Whenever a friendly character with the Soldier keyword and point value of 50 or higher is within 8 squares, Easy Company Soldier can use Running Shot and modifes his attack value by +1.
Ten-hut! Easy Company gets promoted (to special power status), albeit without the useful PD TA that Sgt Rock's platoon debuted with back in CJ. This 'Soldier provides some range, and CR makes it a decent tie up piece. In all, this figure is filler, and should pull its weight, especially with a Soldier Keyword to shout orders and activate that minion ability. There's plenty of Soldier keywords in the set - The Atom, Warlord, John Stewart and Superman all pass muster. At Ease!
:d-indomitable::d-indomitable::d-indomitable::d-normal::d-normal:
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#002 E Zamaron
Team: None
Range: 6 :bolt:
Points: 67
Keywords: Cosmic, Violet Lanterns Corps, Warrior
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Zamarons bring the love to DC75 with Mind Control and Incapacitate to woo their dates. Should the date get grabby they can Force Blast them away. In all, an average piece (average range, attack values, and damage) makes for team filler that could surprise some with a potent Mind Control attack or a 5 damage "love hurts" punch with CCE.
The Galactic Amazon is also the cheapest taxi in the set, something to consider if strapped with a lot of ground pounders. This dial/figure gets my personal "surprise hit" vote of the set - many non-comic fan players won't know who or what a Zamaron until this cupid puts a whammy on them.
:d-indomitable::d-indomitable::d-indomitable::d-normal::d-normal:
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#003 E Dominator
Team: none
Range: 4 :bolt:
Points: 36
Keywords: Cosmic, Scientist
m-normala-normald-normalg-normal8916188161871618715188151KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOSpeed - minion:Lowercaste: whenever a friendly character named ruling-caste dominator is within 8 squares,dominator can use outwit as a power action intead of free action.
Like CSM needed more help. :rolleyes: This Dominator's got a glass jaw but should be in demand for Enhancement in this ranged heavy set. Nothing really special here, though note the Dominator can use Outwit, but only as a power action, and only if his Caste member boss is nearby. Got a lot of ranged attackers? Figure out how to put this guy on your team. Plan on playing him with Doomsday? Rate him a little less valuable.
:d-indomitable::d-indomitable::d-indomitable::d-normal::d-normal:
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#004 E Gorilla City Warrior
Team: No Affiliation
Range: 0 :bolt:
Points: 56
Keywords: Animal, Warrior
m-normala-normald-normalg-normal8101737917279162691526815268151KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKODamage - Minion: Solovar or Grodd?: Whenever a friendly character named Solovar is within 8 squares, Gorilla City Warrior can use Incapacitate as if he had a range value of 8 and :bolt::bolt:. Whenever a friendly character named Grodd or Gorilla Grodd is within 8 squares, Gorilla City Warrior can use Penetrating/Psychic Blast as if he had a range of 4.
Most players will go ape over this generic which acts as a great tie up piece that can't be ignored - use Super Strength to deal 5 possible damage to a strong target, or pick on a weaker figure - most of the figures in Gorilla's point range can be one shot with 5 clicks. Toughness and Super Senses keep the ape in the game longer than an opponent would like. Plus, it's an Ape!
:d-indomitable::d-indomitable::d-indomitable::d-normal::d-normal:
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#005 V Deadshot
Team: Suicide Squad
Range: 8 :bolt::bolt:
Points: 89
Keywords:Checkmate, Gotham City, Secret Six, Suicide Squad
m-normala-sharpshooterd-normalg-normal81216281116271116371015271015269152KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOAttack - Time to set-up the shot: If he has no action tokens and occupies hindering terrain, Deadshot can use RCE, and deals penetrating damage with that attack.
True to form Deadshot packs a lot of firepower, and judging by the low defense he doesn't care if he gets hit back. Note: Just because he's a :a-sharpshooter: Sharpshooter, doesn't mean you should actively base opponents with him. Rather, it gives him options when based. His low defense and powers (ES/D, Stealth) hint that he's better off in the back row.
With one of the highest opening attack values in the set, Stealth to keep him from being shot, and the ability to deal 4 penetrating damage, this Secret Sixer will be a tentpole's bane. Don't forget that Sharpshooter lets him see around opposing (but not friendly) figures - so send in a tie up figure and sit back, blasting away.
:d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-normal:
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#006 V Donna Troy
Team: Titans
Range: 0 :bolt:
Points: 79
Keywords: Amazon, Teen Titans
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There's metaphorical glass jaws, and then there's LITERAL glass jaws. Donna begs to Charge in and deal damage, but her defense hints that she's better off throwing objects while hiding in hindering (try this and fool an opponent) for a 21 ranged defense. PC is always helpful, and Donna needs it to avoid ending up on her rear dial where she remains useful in damage output with CCE. Solid damage down her dial, but there's bigger and better secondary attacker/support pieces in the set.
:d-indomitable::d-indomitable::d-indomitable::d-normal::d-normal:
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#007 E Ice
Team: JLA
Range: 8 :bolt:
Points: 47
Keywords: Global Guardians, Justice League International
m-normala-normald-normalg-normal81017189171891617916279162KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOAttack - Freeze in Place: Ice can use Incapacitate. If she hits with Incapacitate, no game effect can move or place her target away from the square(s) it currently occupies until the beginning of your next turn.
Ice provides some cheap Barrier in a ranged focused set, and should pull her weight on most teams so long as she stays out of close combat. Tied up she loses RCE but still remains useful with SP Incap. I hate to say her combat values are too good, but I know some of you are thinking it, so consider her like SR Venus - a "goddess" figure that's a bit of a one trick pony with great attack values, little damage output, and a short dial.
:d-indomitable::d-indomitable::d-indomitable::d-normal::d-normal:
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#008 V Crimson Avenger
Team: No Affiliation
Range: 6 :bolt::bolt:
Points: 29
Keywords: All Star Squadron, Seven Soldiers
m-normala-normald-normalg-normal7917269172691626916259151KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
Crimson Avenger is one of those few figures that's so cheap and effective you should just plan on using somehow if at all possible. Point for point, click for click, the figure is a giant-killer, capable of taking out pieces twice his point cost without help. Of course he may not do much but chisel away at the Toughness+ set but he should keep much of the big bruisers annoyed with a 19 defense up close. Dial wise - the figure pays homage to it's CD Unique antecessor's dial, with a steady 9 av.
:d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-indomitable:
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anonym0use
12/11/2010, 13:56
#009 E Bart Allen
Team: Titans
Range: 0 :bolt:
Points: 84
Keywords: Central City, Future, Teen Titans, Young Justice
m-normala-normald-normalg-normal1110172119172109172109162108161108161KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOSpeed - A Different Kind of Speedster: Give Bart Allen a power action and move him up to his speed value. He ignores opposing characters and hindering terrain for movement purposes. He can then make one close combat attack as a free action, and then move him up to the remainder of his speed value. This power can't be countered.
Don't have a cow when you see my rating. Bart's special power is worded to work like HSS, though it also allows him to ignore hindering terrain and it can't be countered (take *that* Kid Zoom!). Some players love HSS and will play this figure no matter what I say, though personally at 84 points, without some serious Perplex to increase that 2 damage Bart is a bust in a 300 point game.
:d-indomitable::d-indomitable::d-normal::d-normal::d-normal:
I'd actually rate him a 1 in this set - with all the other, better HSS'ers available this 30th Century model is obsolete on all but theme teams. The only thing keeping him from scraping the bottom of the booster is his TA, and late dial Peprlex which keeps him useful. However, he can't do enough damage to be a credible threat and doesn't offer as much as other, forthcoming speedsters. Don't agree? Compare him to the next figure.
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#010 R Johnny Quick
Team: No Affiliation
Range: 0 :bolt:
Points: 50
Keywords: All-Star Squadron, Reporter
m-normala-normald-normalg-normal681511310172129162119152108151KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
Activation click, Shmacktivation click - most fights don't begin until turn 2 or 3 anyway. Move over Bart, THIS is what a good HSS/Support piece looks like. Low enough cost to justify putting him on a team for drive by "nickel and dime" attacks. Push him fast to get to Perplex and HSS and use him to ping opponents off a sweet spot, while pumping up teammates combat values while he's catching his breath (clearing tokens).
:d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-indomitable:
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#011 V Mr. Terrific
Team: JSA
Range: 0 :bolt:
Points: 59
Keywords: All-Star Squadron, Justice Society, Martial Artist
m-normala-normald-normalg-normal710172710171691716916168161KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOTRAIT: Fair Play - Each time an action resolves in which an opposing character has used Outwit targeting Mr. Terrific or an adjacent friendly character, Mr. Terrific may use Outwit as a free action, but can't counter any game effect that allows a character to use Outwit.
A terrific source of cheap Outwit with a terrific trait that, if I know my source material - isn't quite comic accurate but more of a pun on the "fair play" words he's associated with. Cancel my power will ya? Well, I'll cancel one right back - fair is fair.
I pity the fool who uses multiple Outwits near Mr. "T" - there's apparently no limit to the number of times he can use Outwit per turn - so long as an opponent uses it first. Keep in mind he gets to interrupt the opponent's Outwit - so taking away a damage modifier is good (CCE, RCE) but perhaps removing a move and attack ability is even more terrific.
Terry Sloan is otherwise an olympic level athlete (albeit slower than WoS's Mary Jane Watson!) with decent combat values and a defensive power set that earn him a terrific rating.
:d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-normal:
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#012 V The Atom
Team: JSA
Range: 0 :bolt:
Points: 50
Keywords: All-Star Squadron, Justice Society, Soldier
m-normala-normald-normalg-normal9917399163991628816288152KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKODefense - Radiation Absorption: The Atom can use Energy Shield/Deflection and Toughness.
Three damage on an average human is impressive, but then so is a full dial of Toughness. He may have a hard time hitting some of the bigger guys with his 9 AV, so pack some perplex, or stick to picking on the small defenses.
:d-indomitable::d-indomitable::d-indomitable::d-normal::d-normal:
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#013 V Green Arrow
Team: JLA
Range: 9 :bolt:
Points: 80
Keywords: Justice League, Justice League of America, STar City
m-normala-sharpshooterd-normalg-normal810162810162810162791627915279151KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
Stealthed Sharpshooters are the new black, or perhaps Green as the 'Arrow upgrades to Sharpshooter with a stable but otherwise lackluster dial (where's the trick arrows?). The Sharpshooter symbol pushes a little strategy to the side with this figure, making him so much of a point and click piece that Deadshot is jealous.
:d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-normal:
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#014 V Beast Boy
Team: Teen Titans and Outsiders
Range: 0 :bolt:
Points: 60
Keywords: Animal, Doom Patrol, Teen, Teen Titans, Titan
m-normala-normald-normalg-normal91017281016389162891627915278151KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
Trait: Morph: Beast Boy Give Beast Boy a move action that deals no pushing damage. After the action resolves, replace him with any character with this trait on the same click number. Existing action tokens and action tokens for the action are applied to the replacement.
What are the odds that we'll see "U-foe" packs in DC 75 that contain "not so random" pairings of teammates, or in this case Beast Boy and another form he can turn into? BB's "alpha" form makes for a handy tie-up and support piece with L/C, getting him where he needs to be while CR and Shape Change keep him safe.
Dual TA's for 60 points is almost criminal, especially Outsiders which counters a whole mess of powers on a figure (ES/D, CR, CCE, RCE to name a few). Outsiders is only a useless if you make it useless. Consider how it crimps the common Zamaron or Donna Troy's damage output and defenses before relegating it to garbage. This is probably the best version of Gar in the set to run if you can't use the Morph ability. If you can use the Morph ability, then more *powers* to you. :p
:d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-normal:
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#015 R Beast Boy (Bear Form)
Team: none
Range: 0 :bolt:
Points: 60
Keywords: Animal
m-normala-normald-normalg-normal610173611174610173591735916248152KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
Trait: Morph: Beast Boy Give Beast Boy a move action that deals no pushing damage. After the action resolves, replace him with any character with this trait on the same click number. Existing action tokens and action tokens for the action are applied to the replacement.
Bear with some of my puns. While this is not my favorite beast form, it is certainly powerful - especially the second 11av / 4 damage click. Stable defense and lots of Toughness extend his dial, but don't make him stand out from the crowd the way a green bear should.
:d-indomitable::d-indomitable::d-indomitable::d-normal::d-normal:
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#016 R Beast Boy (Cheetah Form)
Team: none
Range: 0 :bolt:
Points: 60
Keywords: Animal
m-normala-normald-normalg-normal1091721091621091511081529816198152KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
Trait: Morph: Beast Boy Give Beast Boy a move action that deals no pushing damage. After the action resolves, replace him with any character with this trait on the same click number. Existing action tokens and action tokens for the action are applied to the replacement.
I would not, could not eat green eggs and ham, but I might play a green cheetah. Consider the low damage output of this figure on the HSS clicks. Off the HSS clicks, this is one feline that may as well be a green duck of the sitting variety, rare and soon to be extinct. As for the rating... well, see Bart Allen, above.
:d-indomitable::d-indomitable::d-normal::d-normal::d-normal:
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lancelot
12/11/2010, 15:21
Is it criminal I want to see the rest of your articles already? :laugh:
Agreeing with all of your ratings up there!
I hate to say [Ice's] combat values are too good, but I know some of you are thinking it, so consider her like SR Venus - a "goddess" figure that's a bit of a one trick pony with great attack values, little damage output, and a short dial.
Are you out of your tree? She deals 3 damage at 8 range for only 47 points. Sure, she could be based...but she does have leap/climb to get away and/or position herself out of the reach of tie-uppers, and again, is only 47 points.
anonym0use
12/11/2010, 15:30
Are you out of your tree? She deals 3 damage at 8 range for only 47 points. Sure, she could be based...but she does have leap/climb to get away and/or position herself out of the reach of tie-uppers, and again, is only 47 points.
So you disagree with the rating?
commandercool
12/11/2010, 15:33
I usually disagree with at least a few of your ratings, but this time it looks a lot like what I would have said. I might bump Donna Troy up to a four just because Probability Control is golden in sealed, but I'm not sure.
So you disagree with the rating?
Not really, I'm not sure whether I'd personally rate her at 3 or at 4 Indomitables...that just seemed like an odd comment to me.
Thanks, I always enjoy your point of view.
kirbunkle
12/11/2010, 15:47
Love the articles, Love them.
I'm am part of the group that is a little surprised to see Bart Allen get such a low rating, though in a sealed match I can understand. I used Kid Zoom in the first B&B sealed event, and he did... basically nothing.
Gotta get that Deadshot!
saturnflight
12/11/2010, 16:12
Great argument for defying the Outsiders misconception. Forget Batman Allies; Outsiders is the one team ability I continually wish Marvel would get...
The Incredible Mate
12/11/2010, 16:19
cant wait to see the Rares and SR's ratings just for the lantern ratings.
anonym0use
12/11/2010, 16:34
Not really, I'm not sure whether I'd personally rate her at 3 or at 4 Indomitables...that just seemed like an odd comment to me.
She's actually closer to 3.5 for me. I can see where my comment seems odd - keep in mind it's semantics, and we're dealing with a lot of power houses this set (move over Prowler, step aside Rocket Racer) that have much better damage values.
Also - your previous comment about Leaping out of base contact is true, but that means you're moving, not shooting.
agrippa1737
12/11/2010, 16:40
Love it... I agree with everything... I might make Ice a 4 stars but then her dial is short.
Thanks for the review. 16 of 75 down...59 to go? I wish more were common and less were super-rare...I can't afford it.
Mr. T is the man...Fairplay is going to change games!
NeoShazam
12/11/2010, 16:57
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#011 V Mr. Terrific
Team: JSA
Range: 0 :bolt:
Points: 59
Keywords: All-Star Squadron, Justice Society, Martial Artist
m-normala-normald-normalg-normal710172710171691716916168161KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
Terry Sloan is otherwise an olympic level athlete (albeit slower than WoS's Mary Jane Watson!) with decent combat values and a defensive power set that earn him a terrific rating.
:d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-normal:
The lack of speed (especially compared with MJW) with no leap/climb is pretty disappointing. I guess they used up all the love for the Leap/Climb, Stealth, Supersensing , outwitting Detective Chimp.
edward_nigma
12/11/2010, 17:09
These articles are my favoritething about HCrealms. Thanks a bunch!
robedestroyer
12/11/2010, 17:18
I agree with most of the ratings with the exception of Donna Troy. With her it's really going to depend on who gets the first hit in. If she gets the first hit she's worth her weight in gold, but if someone else can get the first hit in on her, then watch out. Since this is a range heavy set, her 18 + ESD will be quite invaluable and having CCE at the end of her dial will make that power more useful than it usually turns out to be. I guess she can waffle between 3 and 4 shields, but it depends on your play style.
Jawapimp
12/11/2010, 17:20
9 range on Green Arrow? Is that a typo or is that some trick arrow? :P
I've been reading these reviews since the begining back when there actually was a marquee to get excited for. They keep getting better and better, and there is little to disagree with here. Ice is a top tier third stringer with decent ranged attack and barrier. Plus, push away with her, she's only 47 points. I think she could be a four, or at least 3.5
Also, Donna Troy seems like she might be a four. As mentioned before, PC is huge in sealed, and at less than 100 points its even sweeter. Her ESD gives her protection to get in charging range without getting blown to pieces. Once shes in hand to hand, opponents are going to be dealing with her high, back end damage output. Possibly a 3.5-4 for her.
anonym0use
12/11/2010, 17:24
For all those who really push for Donna to have 4 - I'd meet you halfway. She's a good 3.5 in my book. I'm just not fond of someone of her caliber who can get easily pinged by an HSS'er, poisoned by Larfleeze, etc.
For everyone that does well with her, there's bound to be someone who doesn't. I'll be happy to be proven wrong when the sealed events start. :)
anonym0use
12/11/2010, 17:27
9 range on Green Arrow? Is that a typo or is that some trick arrow? :P
I just post what is in the Dials thread. It's listed also in the units section, FWIW.
No trick Arrows for that version of Ollie. He's based on the post Cry for Justice story where he uses only regular arrows and dropped a lot of his moral when considering the well being of his targets. This is definately Brightest Day Green Arrow.
She's actually closer to 3.5 for me. I can see where my comment seems odd - keep in mind it's semantics, and we're dealing with a lot of power houses this set (move over Prowler, step aside Rocket Racer) that have much better damage values.
Also - your previous comment about Leaping out of base contact is true, but that means you're moving, not shooting.
Fair enough. I suppose this is a pretty aggressive set.
Is there a complete list of what figures are in this set?
Prof. Aragorn
12/11/2010, 18:27
One thing to consider with any activation click in this set is playing on the Hawkworld map.
Especially with Kyle Rayner on your force.
Free action TK Johnny Quick, have him fall, take a click, wind up on hypersonic with perplex and back where he started next to Kyle, who just shoves him off again.
fearofanubis
12/11/2010, 18:29
Good ideas for these figures. There were some I didn't even think of. You always help me play better.
commandercool
12/11/2010, 18:35
No trick Arrows for that version of Ollie. He's based on the post Cry for Justice story where he uses only regular arrows and dropped a lot of his moral when considering the well being of his targets. This is definately Brightest Day Green Arrow.
Yeah, but in Brightest Day Ollie could hit things.:p
I'm cranky because he has the worst attack of any Green Arrow so far (if you assume that the Justice League and Crisis ones are always making ranged attacks). I would gladly trade the 10 attack and 2 damage for 11 attack and 1 damage.
Previously Banned
12/11/2010, 18:44
These articles are always a highlight for me. Reading your review of Deadshot and Green Arrow, I'm not sure which I'd prefer to get in a sealed tournament. Of the two, which do you think is better, and why?
robedestroyer
12/11/2010, 18:44
One thing to consider with any activation click in this set is playing on the Hawkworld map.
Especially with Kyle Rayner on your force.
Free action TK Johnny Quick, have him fall, take a click, wind up on hypersonic with perplex and back where he started next to Kyle, who just shoves him off again.
That would be pretty slick, but the problem is that Kyle Rayner doesn't have TK. If he has no action tokens, once per turn he can use TK as a free action, but then he can't use TK as a power action because he doesn't actually have TK on his dial.
Yeah, but in Brightest Day Ollie could hit things.:p
I'm cranky because he has the worst attack of any Green Arrow so far (if you assume that the Justice League and Crisis ones are always making ranged attacks). I would gladly trade the 10 attack and 2 damage for 11 attack and 1 damage.
I love this Green Arrow. Since he has the Sharpshooter ability, he'll be doing 4 damage whether you base him or are at range his entire dial except for the last click. That's a pretty efficient dial.
commandercool
12/11/2010, 18:51
I love this Green Arrow. Since he has the Sharpshooter ability, he'll be doing 4 damage whether you base him or are at range his entire dial except for the last click. That's a pretty efficient dial.
Oh I agree, if you can roll numbers with your dice. I cannot, so I need my attack values as high as possible.
psycho69
12/11/2010, 18:58
excellent reviews. i agree on all but the leopard form.
anonym0use
12/11/2010, 18:59
These articles are always a highlight for me. Reading your review of Deadshot and Green Arrow, I'm not sure which I'd prefer to get in a sealed tournament. Of the two, which do you think is better, and why?
an013 V Green Arrow
Team: Justice League
Range: 9 :bolt:
Points: 80
Keywords: Justice League, Justice League of America, Star City
m-boota-sharpshooterd-shieldg-starburst810162810162810162791627915279151KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
an005 V Deadshot
Team: Suicide Squad
Range: 8 :bolt::bolt:
Points: 89
Keywords: Checkmate, Gotham City, Secret Six, Suicide Squad
m-boota-sharpshooterd-shieldg-starburst81216281116271116371015271015269152KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
(Attack) Time to set-up the shot: If he has no action tokens and occupies hindering terrain, Deadshot can use RCE and deals penetrating damage with that attack.
=================================================
You made me think long and hard on this one. On the one hand, Green Arrow's defense is great up close. Deadshot's defense is lousy but he has that amazing SS TA and can come back from being injured. Green Arrow however is more consistent with damage output (RCE for 4 every attack) whereas Deadshot can only RCE once every third turn.
Let's say you're facing down Doomsday or Ganthet, and need to beat down a ~19/20 defense (assuming they're standing in hindering).
Who do you want on your side?
The guy who has a 10 attack, or the guy who has a twelve?
It's the difference of rolling a 7 or 8, versus a 9 or 10.
Let's say you do hit:
Who do you want dealing damage?
The guy who *might* deal 2 net damage (if they fail the impervious roll), or the guy guaranteed to deal 4 damage?
With a primary strike from Deadshot, you're eliminating a lot of chance. Floyd is dealing 4 penetrating damage - so Impervious figures don't even get to roll to avoid it. Combined with a 12 AV, I think I'd err towards using Deadshot - he'll be able to chew up a big tentpole in a way that GA is not guaranteed to. Of course Deadshot needs hindering terrain to pull off that trick :grin:
Good question.
anonym0use
12/11/2010, 19:01
I love this Green Arrow. Since he has the Sharpshooter ability, he'll be doing 4 damage whether you base him or are at range his entire dial except for the last click. That's a pretty efficient dial.
I agree - it's almost too efficient, and edges towards a boring design.
Timeshadow
12/11/2010, 19:52
I just posted how much I was missing these articles literally just a few minutes ago..little did I know this was being posted as I typed.......YAY! I love these and the rateings all seem fairly spot on thanks
Contingency Plan
12/11/2010, 20:11
an013 V Green Arrow
Team: Justice League
Range: 9 :bolt:
Points: 80
Keywords: Justice League, Justice League of America, Star City
m-boota-sharpshooterd-shieldg-starburst810162810162810162791627915279151KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
an005 V Deadshot
Team: Suicide Squad
Range: 8 :bolt::bolt:
Points: 89
Keywords: Checkmate, Gotham City, Secret Six, Suicide Squad
m-boota-sharpshooterd-shieldg-starburst81216281116271116371015271015269152KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
(Attack) Time to set-up the shot: If he has no action tokens and occupies hindering terrain, Deadshot can use RCE and deals penetrating damage with that attack.
=================================================
You made me think long and hard on this one. On the one hand, Green Arrow's defense is great up close. Deadshot's defense is lousy but he has that amazing SS TA and can come back from being injured. Green Arrow however is more consistent with damage output (RCE for 4 every attack) whereas Deadshot can only RCE once every third turn.
Let's say you're facing down Doomsday or Ganthet, and need to beat down a ~19/20 defense (assuming they're standing in hindering).
Who do you want on your side?
The guy who has a 10 attack, or the guy who has a twelve?
It's the difference of rolling a 7 or 8, versus a 9 or 10.
Let's say you do hit:
Who do you want dealing damage?
The guy who *might* deal 2 net damage (if they fail the impervious roll), or the guy guaranteed to deal 4 damage?
With a primary strike from Deadshot, you're eliminating a lot of chance. Floyd is dealing 4 penetrating damage - so Impervious figures don't even get to roll to avoid it. Combined with a 12 AV, I think I'd err towards using Deadshot - he'll be able to chew up a big tentpole in a way that GA is not guaranteed to. Of course Deadshot needs hindering terrain to pull off that trick :grin:
Good question.
I agree with this spot on. That penetrating damage is almost too good to pass up, especially with a 12 attack. If you are one of the lucky ones and pull Deadshot and one of the Dominators.....5 penetrating thanks to Enhancement!! Wow.
gfishfunk
12/11/2010, 20:15
Who do you want on your side?
The guy who has a 10 attack, or the guy who has a twelve?
It's the difference of rolling a 7 or 8, versus a 9 or 10.
Let's say you do hit:
Who do you want dealing damage?
The guy who *might* deal 2 net damage (if they fail the impervious roll), or the guy guaranteed to deal 4 damage?
With a primary strike from Deadshot, you're eliminating a lot of chance. Floyd is dealing 4 penetrating damage - so Impervious figures don't even get to roll to avoid it. Combined with a 12 AV, I think I'd err towards using Deadshot - he'll be able to chew up a big tentpole in a way that GA is not guaranteed to. Of course Deadshot needs hindering terrain to pull off that trick :grin:
Good question.
I would think the difference would be whether or not you pull a taxi. Deadshot needs to set up the shot to do penatrating damage, whereas Green Arrow can consistently do 4 damage, pushing if necessary.
The most determinative phase in the game is during those first few rounds. If Deadshot can get in position and fire, he is golden, but has to clear to do it all over again. Without a taxi, you are looking at shooting 4 penatrating 3rd turn at earliest, whereas Green Arrow can immediately begin shooting at turn 2, causing the push.
It really is hard to say--the figures need to play slightly different, but are extremely similar and both just wonderful.
And then again....if you get both you don't necessarily need to choose if you got some good supporting pieces.
And wonderful review! [Disagree on Ice, a wonderful power piece for her incap power at 8, and maybe Donna for her prob. I think you nailed each character, either way. EDIT: and Dominator, 36 points for some cheap enhancement, really good considering, though they can't do anything else.]
spider_ham
12/11/2010, 20:20
All of the common generics are great. Zamarons for Star Sapphire and BN Wonder Woman, Gorillas for Solovar and Grodd, and Easy Company Soldiers for any Soldier-keyworded character 50 or over.
The Colonel has finally found a good use: as a commander for the Easy Company!
Great stuff. Thank you (and rep coming).
Looking forward to the rest of the figure reviews.
specialmagic
12/11/2010, 20:57
If you are lucky enough to pull Deadshot with one of the 15+ characters who have opening dial telekinesis, he becomes incredible.
konasavage
12/11/2010, 21:04
You have Donna Troy listed as zero range, is this correct? Your statement leads me to believe otherwise.
spider_ham
12/11/2010, 21:22
Only Superboy and Superman have anti-Stealth capability; players who pull at least one Sharpshooter will definitely have an advantage (as was the case with Bullseye in WoS).
Crimson Avenger, Deadshot, Green Arrow, and Solovar are 296 points (3 Common, 1 Uncommon), giving you two Stealthed Sharpshooters, a mobile TK/Indomitable ranged attacker, and a really annoying Stealthed tie-up piece. Solovar has Leadership to allow Crimson Avenger to move for free. Keeping CA nearby to Deadshot to push to move adjacent and KO himself, or having CA KO'd while adjacent to Deadshot triggers Suicide Squad for healing.
If you win the map roll, choose the Airport.
gatharion
12/11/2010, 21:47
Only Superboy and Superman have anti-Stealth capability;
My favorite anti-stealth capabilities are called "Charge" and "Hypersonic Speed". TK can also do wonders against Stealthed figures and all three of those powers are pretty common in this set.
Ignatz_Mouse
12/11/2010, 22:02
One thing to consider with any activation click in this set is playing on the Hawkworld map.
Especially with Kyle Rayner on your force.
Free action TK Johnny Quick, have him fall, take a click, wind up on hypersonic with perplex and back where he started next to Kyle, who just shoves him off again.
Doesn't the Hawkworld map state that clicks are taken when "actions" are complete? I took that to mean the end of the turn, no?
specialmagic
12/11/2010, 22:08
Only Superboy and Superman have anti-Stealth capability;
Alan Scott Green Lantern also ignores stealth.
mermaidmurder
12/11/2010, 22:17
great review
who do u guys think is the best clix in this set with sharp shooter?
son of shamrock
12/11/2010, 22:47
I agree with 'mouse, in a pinch, Deadshot has a 12 attack AND can hit for 4 penetrating AND is 89 pts AND has Suicide Squad. A great piece
anonym0use
12/11/2010, 23:02
If you are lucky enough to pull Deadshot with one of the 15+ characters who have opening dial telekinesis, he becomes incredible.
Or use SMOKE CLOUD with Deadshot - not the best use of an action - but then again if you want a guaranteed 4 damage, it might be worthwhile.
anonym0use
12/11/2010, 23:03
You have Donna Troy listed as zero range, is this correct? Your statement leads me to believe otherwise.
Which statement? The part where I suggest throwing objects rather than Charging in immediately?
Previously Banned
12/12/2010, 01:11
Thanks for going through that; I definitely agree. Rep to you.
You must spread some Reputation around before giving it to anonym0use again.
....nuff said
Trader2699
12/12/2010, 15:10
Well done. Always look forward to reading these reviews. Since the set was spoiled, I had gone through and rated them as well prior to this.
Aside from a few differences (Johnny Quick is a :d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-normal:, Beast Boy is a :d-indomitable::d-indomitable::d-indomitable::d-normal::d-normal:) you are right on the money with me.
obesesniper93
12/12/2010, 19:34
Are you out of your tree? She deals 3 damage at 8 range for only 47 points. Sure, she could be based...but she does have leap/climb to get away and/or position herself out of the reach of tie-uppers, and again, is only 47 points.
i TOTALLY agree. in sealed she will stop tentpoles in thier tracks(literally).
i see her incapping the Q figures with reduecers, barrier-ing to protect her allies, and using her RCE to chip away at figures with toughness/ESD/NOTHING.
i will almost CERTAINLY play her if i get her :p
on another note, THANKS for the thread. i agree with all your values EXCEPT her.
anonym0use
12/12/2010, 21:17
on another note, THANKS for the thread. i agree with all your values EXCEPT her.
Well, I can't be right all the time. :laugh:
rollinsolo
12/12/2010, 23:26
How the hell does the Atom deal out 3 or even 4(CCE) damage?
SevenFeathers
12/13/2010, 00:37
Or use SMOKE CLOUD with Deadshot - not the best use of an action - but then again if you want a guaranteed 4 damage, it might be worthwhile.
ummm Robin from Arkham...a non useless smoke cloud, along with lamp post batman...just pulled lampost and oh my gawd...domination, sorry i degress, but ya...Robin, incapacitate and smoke cloud, with the batman ally and perplex there good stuff
(by the way again degressing, but Lamp Post on his third clix with a fresh Robin next to him is an easy way to piss off Venom from Hammer)
SevenFeathers
12/13/2010, 00:40
How the hell does the Atom deal out 3 or even 4(CCE) damage?
sorry about the double post, but alot of the shrink characters through out the comics always start small and BAM grow with their fust under your chin...hence the impressively high damage.
sorry about the double post, but alot of the shrink characters through out the comics always start small and BAM grow with their fust under your chin...hence the impressively high damage.
The Atom Doesn't SHRINK..... That atom anyway...
Quebbster
12/13/2010, 04:14
How the hell does the Atom deal out 3 or even 4(CCE) damage?
Apparently he became super strong circa 1948...
Shawnbesaw
12/13/2010, 12:54
Always love your articles and with all the feedback its a awesome bonus. The ratings are pretty much spot on (not like I could ever do better) and the comments to me validate them even more. Thanks again!
It's worth mentioning that Crimson Avenger is the lowest cost piece in this set at 29 points.
That means in sealed it's going to be difficult for most players to get a team close to 300 points. It will be common to see people underbuilding teams by 10, 15 maybe even 20 points.
Also it will be difficult to make a team with more than 3 decent pieces on it. Expect to see most people playing 3 or even 2 pieces. And some will be brave and try to play just one piece with some of the expensive pieces like Ganthet, Doomsday or White Lantern Superman, if he's pulled.
Agree with the rating on Donna. She has potential, but if she charges and misses her opening shot, she'll be tenderized.
She strikes me as a figure that you could build a decent team around in constructed, to make up for her soft defense. But in sealed, at that point cost, she has as much potential to be a liability as an asset.
Agree with the rating on Donna. ...for her soft defense.
Why do you guys think her DV isn't good? She has an 18 DV when based. I don't see too many figures in this set who have better, and I see many of them who have worse.
anonym0use
12/19/2010, 16:07
Why do you guys think her DV isn't good? She has an 18 DV when based. I don't see too many figures in this set who have better, and I see many of them who have worse.
It's not the 18 that's a problem so much as the loss of damage reducers.
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