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anonym0use
12/12/2010, 00:16
<img src="http://www.hcrealms.com/forum/picture.php?albumid=1096&pictureid=11567" style="width:200px;">
DC 75th Anniversary

Primer Review
Part 2:Uncommons
Sgt. Rock (#017) to Superman (#032)

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 Uncommons rate!

anonym0use
12/12/2010, 00:17
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.


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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#017 V Sgt. Rock
Team: No Affiliation
Range: 6 :bolt:
Points: 68
Keywords: Past, Soldier
m-normala-normald-indomitableg-normal710172691726101736916268162KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOTrait - The Rock of Easy Co.: Friendly characters under 50 points, with the Soldier keyword, and within 8 squares can use Willpower if they can’t already.


'Rock is one of the few figures in DC 75 to open with Running Shot, and perma-willpower is nice but consider his somewhat pricey tag for what he delivers. 2 damage and a soft jaw with a shallow dial could make his tour of duty short (and pointless). Defend is useful if it's high, and while 17 isn't bad by any means, it is a common number in this set.

Sarge can still make himself useful to shore up the defenses of injured figures, but for what he does well others in the set can do better, so unless you can swing the trait in your favor this is one Rock you may want to skip. Across a lake. Like a skipping stone. Nevermind.

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


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#018 V QUEEN AGA'PO
Team: Quintessence
Range: 8 :bolt:
Points: 166
Keywords: Cosmic, Ruler, Violet Lantern Corps, Warrior
m-winga-normald-normalg-normal121118411101831010173109172109162109162109162KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOSpeed - paralyzing love: Queen Aga'po can use mind control. if she hits with mind control, you may give her target an action token after action resolve.
Damage - Love never hurts: Friendly characters with the violet lantern corps keyword take no damage when using mindcontrol to control character less 200 total points.

If you're the type that likes to put most of your eggs in a little pink basket than maybe you should play this Queen. With a point cost greater than 50% of build total, the Queen needs to be capable of eliminating +50% of the opposition on her own, something the Q TA goes a little ways in helping, but perhaps not far enough.

8 range Mind Control is amazing with the SP, and a solid attack value keeps her a threat to some, but not all of the figures in this set. Her biggest drawback? Lack of move and attack. She'll have a hard time with tentpoles - MC is nearly useless on a one man army (Ganthet, Doomsday). Experienced players may do well with her, but casual/newbs should stick to something more user friendly. She's a good case of a figure that maybe deserves a 3.5 rating, but I'll just have to round it down.

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

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#019 V Ruling-Caste Dominator
Team: No Affiliation
Range: 8 :bolt:
Points: 76
Keywords: Cosmic, Ruler, Scientist
m-normala-normald-normalg-normal891618916188161881618816177151KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO:star:Planning The Invasion! - Other friendly characters within 8 squares and with the Cosmic keyword modify their range value by +2.

Despite his giant grin the Ruling Caste Dominator lacks the teeth necessary to make him a threat on his own. One damage doesn't mean much, even with Outwit to make it stick. The Stealth, Mastermind and Outwit combination makes for great annoyance pieces. Uncommon Dominator can be useful in wrecking a tentpole but Mastermind demands fodder, and this alien already weighs in at a hefty 76 points. If you MUST play with Outwit and have no other choices, maybe you can justify spending 25% of your total on a soft jawed, soft fisted, and otherwise all around soft figure - but I can't.

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

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#020 V Solovar
Team: No Affiliation
Range: 8 :bolt:
Points: 98
Keywords: Animal, Ruler
m-normala-normald-indomitableg-normal91017391018291017289172891728816388163KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO

Solovar's TK may help get in a first strike in this Phase heavy set, but then what? You'll probably want to push to get Outwit, because Leadership is often unnecessary in a sealed 300 event. Pushing Solovar seems a waste of resources - it means giving up the Indomitable ability, so it's probably better to sit back and snipe with 8 range or fling objects like a monkey flings... banana peels.

Hope to get the Outwit when your Super Senses fail (really, something you shouldn't wish for - so think of it as a happy side effect). Too expensive to be a tie up piece, too weak to be anything other than a secondary attacker and a dial geared towards constructed play over sealed Solovar is a mixed bag that feels like an average piece.

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

=====================================================

#021 V Warlord
Team: No Affiliation
Range: 0 :bolt:
Points: 50
Keywords: Ruler, Soldier, Warrior
m-normala-normald-normalg-normal81116381116271017281015289153KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOSpeed - .44 Auto-Mag: Warlord can make ranged attacks as if he had a range value of 6.

This is a cheap, brutal attack piece capable of solid damage down the whole dial. The Skartarian soldier is short lived, but then it won't exactly wreck the rest of the team if Warlord drops, so feel free to push, and push again to get the most of his damage potential before he falls - and with those combat values he's sure to draw fire.

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

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#022 E Nightmaster
Team: Mystics
Range: 0 :bolt:
Points: 69
Keywords:Mystical, Shadowpact
m-normala-normald-normalg-normal81017389162710162791627815278151KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOTrait: Mystical Guardian:: Nightmaster deals penetrating damage to characters with the Mystical keyword.

Oh look, I can mod this guy into Bron for my Crossgen teams! Nightmaster's a simple figure to use.

Step 1.) - move into position
Step 2.) - start stabbing

Penetrating damage to Mystical Keyword figures will give Osiris, Isis, and a few others pause but may see more use in constructed. The threat of feedback damage may keep some from attacking him, and without a way to counter Toughness Nightmaster will likely deal out 2 unavoidable damage from his Mystics TA before he drops. Tips for those facing him - Outwit the sword, and he's somewhat tame, or attack him first - use the Feedback damage to push off a toploaded Phase click to get move and attack.


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

#023 V Osiris
Team: none
Range: 3 :bolt:
Points: 101
Keywords: Mystical, Teen Titans
m-winga-normald-normalg-normal1110174101016399163891627815267142KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO:star: A Brother's Rage If a friendly character named Isis has been KO'd this game, modify Osiris's combat value by +1 for the rest of the game.

Like his comic book counterpart, Osiris is short lived, but full of power. Damage potential on this figure is both huge and toploaded. Capable of a hard hitting first strike Osiris may be best used one-shotting a support piece or hitting another tentpole and running. Meanwhile his teammates can tie up the remaining figures keeping him from a swift retaliation. 101 points is a lot to pay for one great click, two okay clicks, and a whole lot of meh so use him with the wisdom of Solomon.


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

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#024 E Detective Chimp
Team: None
Range: 0 :bolt:
Points: 62
Keywords: Animal, Detective, Mystical, Shadowpact
m-normala-normald-normalg-normal7918269171691715816158151KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO:star:No One Touches the Monkey -- Detective Chimp can use Leap/Climb and Super Senses.
Damage - Occult Investigator: Detective Chimp can use Perplex. If he targets another character with the Mystical keyword with Perplex he can use it normally or modify any combat value by +2 or-2 except damage.

The good news: Detective Chimp is a team player. The bad news: that team is the Mystical keyword. Still, this Ape takes Batman's place as cheap mobile Outwit with a full dial of L/C and a lot of Stealth. Note the Chimp can't bump his own values up +2 with Perplex - the power specifically states *another* figure. I'd be a monkey's Uncle if I told you this figure could KO much on his own. D.C. should provide his teammates a lot of help with knockouts though, and that's good enough for a 4.

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

anonym0use
12/12/2010, 00:18
#025 R Sargon the Sorcerer
Team: Mystics
Range: 4 :bolt:
Points: 57
Keywords: All-Star Squadron, Mystical
m-normala-normald-normalg-normal89162891617915161015268141KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOSpeed - Illusionary Swap: Sargon the Sorcerer can use Smoke Cloud. When he does, he may exchange any two non-immobile objects in the game with each other, as long as one of the objects occupies or is being carried by a characters who occupies the same square as one of the hindering terrain markers he placed. if a chosen object was carried, the replaced object is carried.

Sargon joins the ranks of the invisible Mystics in DC75, as in - it's going to take all of one solid hit for an opponent to make him disappear. Left in the background he acts as a great support piece, and might rate higher if he were a taxi, but is too soft jawed to be really viable as an attacker. Wise opponents will gladly trade a click of feedback damage to eliminate Probability Control AND Perplex in one shot. If only his SP worked on characters and not just objects.

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

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#026 V Superboy
Team: Superman Ally/Titans
Range: 6 :bolt:
Points: 153
Keywords: Legion of Superheroes, Teen Titans, Young Justice
m-winga-normald-normalg-normal10101849101738917389172910163109162108163108152KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOAttack - Conflicted Parentage: At the beginning of your turn, if you haven't already chosen this game, choose Truth or Lies. If you choose Truth, Superboy can use Willpower. If you choose Lies, Superboy can use Exploit Weakness.

Another figure that eats up half of build total, and thus must KO half the opposing team each game. Conner actually delivers, packing damage values that can crack Invulnerability on every click (with CCE).

Anti-Stealth and a healing TA round him out nicely and provide several options. When it comes to Truth or Lies, while there may be times when lying is a better option, err on the side of Truth, if only because Lies can't work in conjunction with HSS.


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

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#027 V Ocean Master
Team: No Affiliation
Range: 3 :bolt:
Points: 65
Keywords: Atlantis, injustice Gang, mystical, Secret Society of Super-Villains
m-dolphina-normald-normalg-normal9101739917399162891628916169151KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO:star:Son of the Sorcerer When ocean master accupies water terrain,he can use probability control.
Attack - mystical linked trident: ocean master can use blades/claws/fans when given a close or ranged combat action.when he rolls a ad6 for blade/claws/fangs,on a result of 1 or 2, deal him 1 unavoidable damage after action resolve.

Ocean Master's a watered down version of Aquaman in almost every way. Aquatic based Probability Control is only as good as the map he's on, and top dial Mastermind could make you wonder why you'd bother to push damage onto a minion - it's not like he has any powers worth protecting up front.

Further back he gets kind of neat, when his damage drops he can use B/C/F as a close or unprecedented RANGED attack - with some obvious drawbacks. Unfortunately, without a great map this guy's a fish out of water - and probably even makes a sucking sound as he gasps for air.

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

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#028 E Mera
Team: None
Range: 0 :bolt:
Points: 85
Keywords: Atlantis, Ruler
m-dolphina-normald-normalg-normal121017381017389173891637916271015279152KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO

The next member of the swim team will be a must have for all Atlantis themes for that juicy TK (though I'm surprised it's not limited to within water terrain only). Phasing Teleport is a tad redundant on a swimmer, but don't tell Mera - she has anger management problems.

The Aqua-Queen is surprisingly pushable - Move up, then TK. Clear, then phase in and grab an object to use with Exploit Weakness for big damage. Toughness and Regeneration keep her around and solid AV's (her attack never drops below 9) make her a viable supporting attacker.

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

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#029 E Aquaman
Team: None
Range: 0 :bolt:
Points: 106
Keywords: Atlantis, Justice League of America, Justice League International, JLA, Ruler
m-transport-dolphina-normald-normalg-normal91017499173910173810162791637916378152KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOSpeed - Sea Life Telepathy: Aquaman can use Mind Control. If Aquaman uses mind control targetting a character with the atlantis keyword, he modifies his attack by +3 and takes no damage from mind control.
Attack - Rise from the Deep: Give Aquaman a power action. if he occupies water terrain, you may place him in any square of water terrain within his speed value, and then make a close combat attack.

Holy Mackerel! The second Aquaman Transporter in as many months isn't quite as promising as the BD action pack version. A short lived powerhouse, Aquaman will have trouble using the Transporter mode to hit much of anything in this set. Mind Control is a neat trick, but default 4 :bolt: range will relegate it to secondary use - like when he can't CCE someone for 4+ damage. Again, powers like Rise from the Deep are only as good as the map he's on. At least he can carry his super friends on his slimy sea-cycle sidecar.

Note to game design - I have no problem reusing sculpts, however I like my figures to have different point values for team building options in the post REV era. With BD Aqua-bud weighing in at 105 points, there's not a whole lot of versatility here.


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

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#030 E WONDER WOMAN
Team: JLA
Range: 0 :bolt:
Points: 127
Keywords: Amazon, JLA, Justice League of America, Justice league International, Trinity, Warrior
m-winga-normald-normalg-normal10111841012174911173910173910173991738916389163KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKODamage - Lasso of Truth: Whenever Wonder woman hits a character already possesing two action tokens, all damage to that character this turn is penetrating damage.(Including damage from this attack.)

Speaking of point cost and versatility... why is it that many Wonder Women (and girls) come in 3 distinct point brackets (~94 points, ~106-8 points, ~127 points)? I can dig alternate versions of the same figure but with the dissolution of the REV set, I'd appreciate some different build totals for team building options (see: Osiris).

Gripes aside D-fense WW packs a 12 attack with 4 damage on that second click, possibly handing out 6 clicks of penetrating truth and justice with an object. Like the princesses' predecessors Diana is a powerhouse, capable of dishing out damage but as with so many figures in the set she opens with soft defenses meaning she can dish it, but can't take it. Translation - first strike is important again.

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

=================================================

#031 V Batman
Team: Batman Ally
Range: 4 :bolt:
Points: 77
Keywords: Detective, Gotham City, Martial Artist
m-normala-normald-normalg-normal811173810163711162710172791626916269151KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOAttack - Smoke Cloud Maneuver: Once at the beginning of your turn, if Batman has no action tokens, he can use Smoke Cloud as a free action. If he does and places at least 4 hindering terrain markers, he and one friendly character named “Robin” can move up to 2 squares.
Damage - Paracape: Batman can use the Flight ability.

Too bad Robin's not in the set to make use of the Smoke Cloud. Bats can self use it I suppose. Remember, just because he can fly, doesn't mean he can carry (something he'd need the symbol for). While most Batmen are giant slayers this not-so-tricky Richard lacks the Outwit necessary to take down the big guns. Without it Gray-Bats is mostly left to harassment and could earn his 77 points if he picks his targets wisely, sniping from 4 away, or tying up low av opponents.

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

=================================================

#032 V Superman
Team: Superman ally
Range: 8 :bolt:
Points: 173
Keywords: JLA, Justice League, Justice League of America, Metropolis, Soldier, Trinity
m-winga-normald-normalg-normal10101741010174101118391017399163991638916389173810172810172KOKOKOKOKOKOKOKO

Last but not least is the subject of the best thread on HCRealms this year. (http://www.hcrealms.com/forum/showthread.php?t=295543) Sure Superman can Charge 5 squares, just remember he can also shoot for 8 through Stealth. Finally, a brick with solid damage output and damage reducers. Unlike some of the questionable 150+ point figures in this set, Superman makes for a solid tentpole.

Watch that mid-dial Battle Fury - Clark usually isn't so angry (he's probably mad at this sculpt), and his TA will mean squat by then. Victory is not a guarantee with this Kryptonian - his opening AV could be better for the cost, and a well rounded swarm team could wreck him, but he's cheap enough that he can still fit a bit of pit crew to make him a threat.

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

Troma99
12/12/2010, 00:55
SOlid review but with mostly negative comments on Dick-Batman ....like why give him a four its IF he earns his points. I mean I'd probably see him as a 3...maybe a 3.5


Agreed ON Warlord when I saw his dial my first thought was "Balder"-lite

spider_ham
12/12/2010, 01:04
Detective Chimp is a must for Mystical teams as a Brilliant Tactician (especially with Doppelganger and Nightmaster).

On a related note, Nightmaster is a great foil to Spectre, Trigon :devious:, The Wizard Shazam, and Shazam and Black Adam (especially if he rolls a 6 when attacking the 140 point versions of each character for a one-hit KO). Compelling Nightmaster to deal a potential of 12 penetrating damage in a single turn is simply brutal, despite the Mystics and pushing damage he will take.

Wilx
12/12/2010, 01:14
Awesome. Thanks for posting. These threads are always great. It won me a sealed in Web of Spiderman when I chose to played Puma and Solo over Carnage, on your recommendation. Thank you

Glad to see Superboy get a high rating.

commandercool
12/12/2010, 01:31
Personally I would put Solovar, Mera, and Wonder Woman all at five stars, but that may just be a knee-jerk reaction to the usual rarity of Telekinesis in sealed. Indomitable Telekinesis seems incredibly valuable, though, and Mera is versatile enough to add a ton of value to the team. Wonder Woman only really works if you have a way to move her into position (like Solovar and Mera:noid:) but she seems freakishly powerful.

Grumpygoat
12/12/2010, 02:52
SOlid review but with mostly negative comments on Dick-Batman ....like why give him a four its IF he earns his points. I mean I'd probably see him as a 3...maybe a 3.5


Dick can effectively Charge for 6 through hindering, can move every single turn (2 squares, taking no other actions), has a 19 defense, and has an 11 attack for 3 damage. I'd say that he more than earns that 4.

Troma99
12/12/2010, 02:58
I Don't Disagree grumpy but with the way its worded it makes him sound like a crippled figure without outwit.

DARKKNIGHT188
12/12/2010, 04:10
Dick can effectively Charge for 6 through hindering, can move every single turn (2 squares, taking no other actions), has a 19 defense, and has an 11 attack for 3 damage. I'd say that he more than earns that 4.

Would it not be just better to just use his special power then his full movement then clear, the restart process, rather than just moving 2 every round?

UltraDRGN
12/12/2010, 04:58
Watch that mid-dial Battle Fury - Clark usually isn't so angry (he's probably mad at this sculpt),

HA! So true.

anonym0use
12/12/2010, 07:39
Team UC Batman with Deadshot - Free action Smoke Cloud means Deadshot will always have hindering available to use his penetrating damage SP.

I Am The Game
12/12/2010, 09:45
I'm inclined to downgrade Nightmaster to a 2.

In constructed, he's interesting, but Nightmaster has too few Mystical opponents with damage reducers in this set. With an average defense, he's going to be hit early, and because he's not particularly mobile, he'll never get first shot in.

Like most BCF figs, I suspect most people will decide how much they like Nightmaster after seeing his first roll. I already know I'm going to roll a 1, so I give him a score of 2!

Ignatz_Mouse
12/12/2010, 10:06
A few thoughts--

I think Nightmaster is rated too high. Without a lot of wildcards in this set (none?) that Mystics TA is not as useful. And a complete lack of move-and-attack and overall soft defenses means that he's pretty easy to avoid. And, as you mention, he's good for getting your opponent to better clicks.

I'm tempted to say Dickbats is 5 star-- he may not have outwit, but a flying charging character is a great thing to be, and his dial is long for the points. Add perma-stealth and the Perplex on the back dial, and if he gets hit he can become a pretty solid support piece. I suppose 4 is probably right for him, but if I pull him I'll be playing him unless there's something really much better in my booster.

I also think Aquaman is rated too high-- at a third of your team, he's far too weak. On a water map he's excellent, but that's a 50-50 proposition. His MC and Leadership are pretty useless as well.

Last, I have a hard time seeing Ocean Master as anything but one-star. You could build around this guy, I suppose, but in sealed he's just a 65-point sink. What does he do but take up space on any team? I guess if you have Zan and Jayna you could really use that bucket of water!

anonym0use
12/12/2010, 10:28
A few thoughts--

I think Nightmaster is rated too high. Without a lot of wildcards in this set (none?) that Mystics TA is not as useful. And a complete lack of move-and-attack and overall soft defenses means that he's pretty easy to avoid. And, as you mention, he's good for getting your opponent to better clicks.

I'm tempted to say Dickbats is 5 star-- he may not have outwit, but a flying charging character is a great thing to be, and his dial is long for the points. Add perma-stealth and the Perplex on the back dial, and if he gets hit he can become a pretty solid support piece. I suppose 4 is probably right for him, but if I pull him I'll be playing him unless there's something really much better in my booster.

I also think Aquaman is rated too high-- at a third of your team, he's far too weak. On a water map he's excellent, but that's a 50-50 proposition. His MC and Leadership are pretty useless as well.

Last, I have a hard time seeing Ocean Master as anything but one-star. You could build around this guy, I suppose, but in sealed he's just a 65-point sink. What does he do but take up space on any team? I guess if you have Zan and Jayna you could really use that bucket of water!

Ocean Master still can deal 3 damage top click with a 10av - that's better than a lot of figures in the set can say. Map choice makes all the difference for him.

And, I agree with most that Nightmaster is too high - he's probably a 2.5, but he carries a little more weight with me as a threat that can't be ignored (Do you avoid hitting him to take Feedback damage, or suffer the possible B/C/F roll?), and there are some Mystics in the set (Osiris particularly) that he'll do well against.

Ignatz_Mouse
12/12/2010, 10:52
It's not just that Nightmaster has no move-and-attack, it's that he lacks any mobility at all. At best, you can TK him or taxi him into position. But with all the range in the set, and only toughness/17 for defense, he's going to go down quickly, Mystics or not.

Even if you don't want to do that, just stay away from him. Go to elevated or stand on the other side of a bush. Yes, he's good against Osiris, who will certainly have to save Nightmaster for last, or leave him to his teammates. But Crimson Avenger completely ruins Nightmaster, as does anyone with CR.

In short-- too easy to avoid, too easy to kill if you are willing to take the Mysitcs hit.

At 50 points I'd be OK with that. At 69, he's taking points better used elsewhere.

PS: Just confirmed that there are no wildcards in the set at all! Is that a first?

lancelot
12/12/2010, 12:29
Sargon is meh to me overall, but...cheap Mystics, Barrier to protect your team from retaliations, PC to ensure your hits land, and Perplex to boost stats...in sealed, this dude is GOLDEN.

lancelot
12/12/2010, 12:31
PS: Just confirmed that there are no wildcards in the set at all! Is that a first?

Checking Units...there was no LoSH in Icons :)

Nor were there any Calculators in Icons.

Icons...sigh :tired:

dkrmguy
12/12/2010, 14:39
Another excellent review. Thanks

I am so looking forward to using Detective Chimp.

mcrounds
12/12/2010, 14:59
I'm loving these articles. Very nice job again mouse. I guess I need to "spread rep". Do you play Wed. night at The Source?

anonym0use
12/12/2010, 15:15
It's not just that Nightmaster has no move-and-attack, it's that he lacks any mobility at all. At best, you can TK him or taxi him into position. But with all the range in the set, and only toughness/17 for defense, he's going to go down quickly, Mystics or not.

Even if you don't want to do that, just stay away from him. Go to elevated or stand on the other side of a bush. Yes, he's good against Osiris, who will certainly have to save Nightmaster for last, or leave him to his teammates. But Crimson Avenger completely ruins Nightmaster, as does anyone with CR.

In short-- too easy to avoid, too easy to kill if you are willing to take the Mysitcs hit.

At 50 points I'd be OK with that. At 69, he's taking points better used elsewhere.

PS: Just confirmed that there are no wildcards in the set at all! Is that a first?

I totally respect your opinion - and this is the last I'll say on the matter. I think Nightmaster is a piece capable of inflicting more damage than he can take 9 times out of 10. Normally this is the mark of a good figure, but here NM is otherwise average.

In most cases he's going to be dealing at least 2 feedback damage to opponents before he drops. On top of that 2, I fully expect him to deal at least 4+ more damage before he falls. The 2 feedback, plus 4 expected makes me think he's worth his points, even if he's otherwise average for his (2+4 =)6 click dial.

When I field this piece, I'm going to purposely wait to walk him into close combat until an opponent (sans WP or :d-indomitable:) has 1 token on them, and then I'll let them decide - do they want to push (taking one click) to attack me, and is it worth it if they hit (taking a second feedback click)? I love forcing opponents to make decisions like that.

kfrog71
12/12/2010, 15:26
The time just before a new set is always fun and there articles go hand-in-hand with them!

Thanks again Anonym0use!

Trader2699
12/12/2010, 16:19
Again, solid all around. My only nitpicking points:

1) V Superboy just feels like a :d-indomitable::d-indomitable::d-indomitable::d-normal::d-normal: to me. I can't quite figure out why, but I think it's the erratic power set on the lower half of the dial. I know I'm going to be faced with being on one of the 2 damage CCE clicks and not being adjacent to an opposing figure. My choices then become taking potshots for 2 damage at range (on a 150+ figure) or basing someone and getting clobbered. Not saying he's a bad piece, just average.

2) Mera. *Groan* I have an issue with 2nd and 3rd click Super Strength. If it was the whole back half of the dial, I wouldn't complain, but chances are she will pick up an object and get popped off SS before getting to use it, a la WOS Warpath. If that's the case, I'd rather she had Incap, or anything else there. Those two clicks just bother me, and put her to :d-indomitable::d-indomitable::d-indomitable::d-normal::d-normal: in my book.

Pleasure to read these, thanks for the work.

jbship628
12/12/2010, 17:00
Sargon could be Larfleeze's BFF! If someone pulled both in sealed, it would at least make for a fun game to watch!

agrippa1737
12/12/2010, 19:31
Spot on review. Keep it up

Geof-Force
12/13/2010, 00:17
A solid review, as always. Though I'm a little surprised that Superman got :d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-normal: He's probably closer to 3.5 (which you rounded down as 3, in most cases). At 173 points in sealed, those 3 clicks where his TA becomes wasted points and force him to waste an action basing someone and probably pushing to hit is just too much of a weakness to be exploited whether in sealed or constructed. And I say this having experience playing him at least twice.

Regardless, nice work!

DrZero
12/13/2010, 13:16
Superman has the Soldier keyword? I'm going to have to put together a team of him and four Easy Company Soldiers and see how they do...

Shawnbesaw
12/13/2010, 17:18
Still so lovin' these reviews. So many combinations to work with and ideas to digest. I usually play 400 pt teams and am totally getting ready to break out some new trilogy sets. Though I'm not big on this Osiris, some of the other figs are must haves (Detective Chimp, Warlord and Batman). Please keep these reviews and comments coming.

UniqueLoginNamor
12/15/2010, 13:35
Queen Aga'po is AWESOME!!!! Move up. They move their big guy. Push to MC the big guy, make him beat his fellow clixs brains out, take a token and a click of pushing damage. If your opponent is using some mystics and doesn't think to shut it off add some of that in there

The she takes no MC damage, no pushing damage, and their big dude has to clear. And she has half a dial of good defense invulnerable and can't be outwited.

Ruling Caste can give her some more range and is a very useful in and of itself.

cartoonist93
12/16/2010, 14:10
Awesome. Thanks for posting. These threads are always great. It won me a sealed in Web of Spiderman when I chose to played Puma and Solo over Carnage, on your recommendation. Thank you

Glad to see Superboy get a high rating.

Duuuuuuuude I also wone a tourney with puma and solo, they work so well together!

obesesniper93
12/16/2010, 19:39
hey, i just wanted to add my 0.2 cents here(again). i fielded solovar(who you gave 3), along with guy gardner and others.

solovar did more damage than GUY did.
And between TK, SS, indomitable, and the 8 range he was the star of my team, winning me 2nd place.

the thread was GREAT, but i just thought i'd give some solovar love out :)

neutralmarkhot
12/17/2010, 00:06
I'd go 5 Stars on the Chimp. Stealthy Outwit is going to be tough to crack, with UnOutwittable Super Senses to boot. Useful down the dial as well.