View Full Version : Marquee Primer DC 75th Anniversary Marquee Primer: Super Rares
anonym0use
12/13/2010, 21:13
<img src="http://www.hcrealms.com/forum/picture.php?albumid=1096&pictureid=11567" style="width:200px;">
DC 75th Anniversary
Primer Review
Part 4: Super Rares
Green Lantern (#049) to Sinestro (#060)
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 Super Rares rate!
anonym0use
12/13/2010, 21:13
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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#049 R GREEN LANTERN
Team: JSA
Range: 8 :bolt:
Points: 145
Keywords: All-Star Squadron, Gotham City, Justice Society, Mystical
m-winga-normald-indomitableg-normal101017310101739916399163991638915268152KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
:star: Light The Danger Green Lantern ignores stealth. when a character takes damage from his attack, that character can't use stealth this turn.
Attack - The Green Flame: Green Lantern can use incapacitate, penetraring/psychic blast, and telekinesis.
Indomitable, like all the other GL's in this set. Running Shot *with* Psychic Blast. Sees through Stealth. Impervious top dial. All for under half your build. Alan Scott sets a new standard for utility, serving as the backbone for JSA, Gotham and A*S teams and should do well skirting close combat and keeping at range.
:d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-indomitable:
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#050 R Superman
Team: JSA
Range: 0 :bolt:
Points: 120
Keywords: All-Star Squadron, Justice Society, Metropolis, Reporter
m-normala-normald-indomitableg-normal10111731010174810173810173810173791627916279162KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
Trait - Leap Tall Buildings: Superman can use leap climb. when he uses leap climb, when he starts his movement on elevated terrain and ends on grounded terrain, he can then make a close combat attack as a free action
Damage - Heroic Inspiration: Superman may use Leadership. If he rolls a 6, in addition to the regular effects you may remove an action token from him.
A Superman that you won't feel dirty playing, but will want to play on a split level (elevated, grounded) map to get the most milage of. Depending on the map you play for the release, this figure could own - moving a full 10 squares and then attacking. 0 range will keep him up close and personal, and this Kryptonian is only quasi-bulletproof as Toughness will attest. A great bruiser to build around.
:d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-normal:
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#051 R Wonder Woman
Team: Justice Society
Range: 0 :bolt:
Points: 100
Keywords: All Star Squadron, Amazon, Justice Society, Warrior
m-transport-boota-normald-normalg-normal10111731010173891638101638101628915289152KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOSpeed - Cavalry Charge: Wonder Woman can use Charge. When she uses Charge, she ignores opposing characters and hindering terrain for movement purposes. After actions resolve, any number of adjacent opposing characters may be knocked back two squares.
Wonder Woman with a lasso, on a horse? All she needs is a ten gallon hat and some 6 shooters, and we'd have the makings of a Justice Riders: Elseworlds edition. A Transporter symbol lets this cowgirl giddy-up with an effective 9 AV, 10 square move and attack, though the charge SP looks like more fun. After she Exploits Weakness while holding a heavy the horse kicks, providing a minor quake that deals 2 knockback and makes her ES/D relevant. This Amazon is extra fun if you can direct her targets into blocking terrain or off a roof, or... hey! Look at that Hawkworld map! Kick horsey, KICK!
:d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-indomitable:
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#052 R Batman
Team: JSA
Range: 0 :bolt:
Points: 80
Keywords: All-Star Squadron, Detective, Gotham City, Justice Society
m-transport-boota-normald-normalg-normal71117271017210101628101627916279162KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO:star:Rooft op to rooftop Batman can use leap/climb. Once per turn, if batman has no action tokens, he can be given a move action as a free action if he ends his movement adjacent to a red boundary line.
Damage - I Used Guns....Once: batman can make a ranged attacks as if he had a range value of 8.
Another Transporter, albeit a slow one (probably because he has to carry that thug with him), and another figure that requires rooftops to be fully effective, Batman should be hard to catch when he makes his trait work, zipping around the board.
Charge + B/C/F + EW = Win. 0 range makes him the third JSA/Tritnity member to get up close and personal, though sp provided 8 range later on could be helpful.
:d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-normal:
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#053 V Hal Jordan
Team: Justice League
Range: 8 :bolt::bolt:
Points: 169
Keywords: Green Lanters Corps, Justice League of America, Police
m-winga-normald-indomitableg-normal11111841010184101018391017389173891738917288162KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO:star:The Aviator-- If Hal Jordan was given a move action this turn, other friendly characters can use the Flight ability this turn if they are within 8 squares of Hal Jordan and within his line of fire.
Attack - One-Man Justice League: Once during your turn, as a free action, you may choose a standard attack power that no other character on you force can use. Hal Jordan can use that power until the beginning of your next turn.
Even the most hardcore Lantern Fans may groan when they see another Hal Jordan in that booster, but surprisingly this version changes the power set up enough to give players some variety (as if they weren't already happy with the other 6+ versions modern age has to offer). Flight speed for friends won't come into play much, but should surprise a few opponents who might assume The Flash is grounded.
Hal's lantern really starts to shine on that second click - which for may will mean pushing right through Idomitable. Still, at almost 170 points he'll probably need the PB/Running Shot to penetrate many of the thick skinned bricks in the set, rather than rely on ~130 points of support to help.
:d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-normal:
anonym0use
12/13/2010, 21:13
#054 V Barry Allen
Team: JLA
Range: 0 :bolt:
Points: 119
Keywords: Central City, Justice League of America, Police, Scientist
m-normala-normald-normalg-normal1411183141017313101731210172109172109162109162108162KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOSpeed - Around the World: He can use flurry, before each attack while using flurry, you may place him adjacent to an opposing character on the map.
By now, speedsters have become relatively predictable - a 10+ movement with HSS, a 2 damage, maybe 6 clicks deep with some support power (Perplex? Outwit? PC?). Barry Allen turns the treadmill dial up a notch with an opening 3 damage that can crumble bricks, but it's the rear dial SP that really makes this figure a front runner.
Around the World isn't a new power - the Flashes Duo is the first figure to make use of the wordage, still this is the most economical version (if 120 points can be considered economy friendly). Be sure to use Outwit before you 'round the World - you can't Outwit it in the middle of an action. As far as new takes on HSS'ers go, this dial is not yet there for me, but I'm sure this is one speedster that will deliver more punches than pizzas.
:d-indomitable::d-indomitable::d-indomitable::d-normal::d-normal:
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#055 R Beast Boy (T-Rex Form)
Team: none
Range: 0 :bolt:
Points: 60
Keywords: Animal
m-normala-normald-normalg-giant81118481118381017371017371016369152KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOTrait: 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.
Trait: Tiny Little Arms Beast Boy Can't use the Carry ability.
Damage - Chomp!: Give Beast Boy a close combat action. He can target up to three characters with a single close combat attack and divide the damage between each character hit. When he targets at least two characters in this way, he may reroll his attack roll once.
GRRRARAR! T-Rex SMASH! I defy you to not like a 60 point giant dinosaur that can deal 4 damage with an 11 attack (divided up among up to 3 targets no less - with some self PC to boot). With no front move/attack, be sure to make the most of BB's giant status and position a solid tie-up piece between you and your target(s). A fantastic clean-up/tie-up piece that is a threat that can't be ignored.
:d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-indomitable:
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#056 R Doomsday
Team: superman enemy
Range: 0 :bolt:
Points: 259
Keywords: Monster
m-normala-normald-indomitableg-normal61119581118581118510121848101746101746101636101636916369163KOKOKOKOKOKOKOKO:star:The DEATH OF Superman At the beginning of the game, choose an opposing character. Doomsday deals penetrating damage to that character this game. If the chosen character is named "Superman" or possesesss the Superman team ability, modify doomsday's damage value by + 1 when attacking that character.
Attack - reactive adaption: Whenever Doomsday is attacked, modify defense value by +1 for each other time he was attacked this turn.
Doomsday gets a gold card for dealing Penetrating damage to at least one of the opponent's figures (and is another reason why running Ganthet is a gambit). S-L-O-W spells DOOM for an opponent and a 6 speed won't be worth much. Doomsie could be carried if there were a cheap enough taxi in the set, and a decent ranged team could easily keep this juggernaut at bay.
Not a sure fire win in sealed, but a pain to deal with - and a real tentpole killer. This figure will do well in small venues, but as the attendance grows, his chances for a 3-0 win will drop like a marquee hero from the 90's that needs a reboot.
:d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-normal:
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#057 R Bane
Team: Batman Enemy
Range: 0 :bolt:
Points: 140
Keywords: Brute, Martial Artist, Secret Six
m-normala-normald-indomitableg-normal71016371017361018361017269172691625915258142KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO:star: The Breaking of the Bat: When using Outwit, Bane ignores Stealth. IF he uses Outwit to target a character named "Batman" or a character possessing the Batman Ally TA, he may counter a second power or combat ability possessed by that character.
Attack - Photographic Memory: Bane can use Outwit. If he uses Outwit targeting the same character he used Outwit to target during your last turn, modify that character's defense value by -1 until the beginning of your next turn.
Damage - Venom Pump: Once during your turn, you may choose 1, 2, or 3. Modify Bane's attack and damage values by that amoumt this turn. At the end of this turn, deal him that much unavoidable damage.
Q. What do Barry Bonds and Bane have in common?
A. Both have broken a few bats in their careers... What did you think I was going to say?
;)
Indomitable just makes this juicer juicier. Not only does Bane make for a great Batman "Silver Bullet" - anyone sneaky should fear his Stealth busting Outwit. My only complaint with the figure? The SR status - this figure is a must have for me (based on dial and character, not sculpt), which means it will be an expensive mod just so I don't have to carry my broken Bat as I 'round the bases.
:d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-indomitable:
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#058 Ares
Team: Quintessence
Range: 4 :bolt:
Points: 272
Keywords: Armor, Deity, Warrior
m-normala-normald-normalg-normal10121759121849111749111848111738101838101737101826917269162KOKOKOKOKOKOKOKO:star:Wonder Woman's Bane
Characters using charge or running shot to attack Ares modify their damage value by -1. if that character is named "Wonder Woman" or posseses the amazon keyword,modify their damage value by additional -1.
Speed - Everyone must fight: At the end of each opposing player's turn, deal one penetrating damage to each character that player controls within 4 square of Ares that didn't make an attack this turn.
Ares - huh. What is he good for. Absolutely nothing. say it again.
Ares is good for war, but is he great? One thing is certain - he won't get much support in a 300 point match.
It also looks like he's stuck in a game of four square: 4 :bolt: range with an SP that only works within four squares. Strong attack values and high damage output will help the one man army keep the KO's coming and deep dial Exploit Weakness works nicely with Blades (but NOT with Flurry+B/C/F). Really, the Mystic TA is sorely missed on this update, though perma-Willpower and a non-counterable dial almost make up for it.
:d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-normal:
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#059 U WONDER TWINS
Team: None
Range: 0 :bolt:
Points: 111
Keywords: Teen
m-normala-duod-normalg-normal89173891738917389162891627915279152KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO:star: Wonder Twins powers,Activate!
Once during your turn, for each wonder twin you may choose one form listed below. This character can use the powers And possesses the combat symbols associated with those forms until the next time you choose forms.
ZAN
Glacier=barrier
Waterfall=phasing/teleport
mist=smoke cloud
Ice cage=incapacitate
Bucket of water-Once during your turn, if none are on the map, you may place a bucket of water special object adjacent to wonder twins as a free action.
JAYNA
rhino=charge and quake
Kangaroo=flurry and leap/climp
Giraffe=:g-giant: and range value of 4
Gorilla=plasticty and super strenght
Eagle=:m-wing: and blades/claws/fangs
Form of a Super Rare! Shape of a peanut base! Looking at the SPs on this dial, I can't help but wonder if this was a Beta version of Beast Boy. Many will opt for the Form of a Charging Rhino, the only power providing a move and attack ability. Pick Eagle and Waterfall to carry someone via Phasing, or the Giraffe and Ice Cage to Incap at 4:bolt: Range OVER the top of enemies. The hidden value of these two Super Friends will be pushing objects across the board by turning into a Gorilla to pick up, then changing into anything else to drop off the object token. Don't worry about turning into the bucket of H-2-0, it's an LE and won't be available for sealed events.
Other than the wide variety of powers these twins have pretty standard combat values, and could have come from Sinister with an 8/9/17/3 split. I'd be lying if I said they weren't a risky investment. Double based means they're an easier target to hit than most, and Shape Change is only as good as you are lucky.
:d-indomitable::d-indomitable::d-indomitable::d-normal::d-normal:
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#060 V Sinestro
Team: none
Range: 8 :bolt:
Points: 224
Keywords: Ruler, Sinestro Corps
m-winga-normald-normalg-normal12121841211184111117411101631010173101017310917210917299162KOKOKOKOKOKOKOKOKOKOKOKO
:star:The Antagonist Sinestro can use Perplex, but only to modify a defense value by -2.
Damage: Paralyzing Fear Sinestro can use Willpower. Whenever an opposing character takes damage from Sinestro's attack, you may give that character an action token after actions resolve.
I think it goes without saying much that you may want to PUSH this figure to upgrade from Toughness to Impervious - just make sure it's not a wasted push and dish out 4 to 8 penetrating damage before you activate your shielding.
For Sinestro to be truly frightening he'd need an Indomitable symbol, rather than just his late dial "I guess it's time I got serious" SP. And here's the problem with pushing a 225+ point figure - it means giving up a lot of life especially when you're playing one other figure as your backup.
:d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-normal:
ChiRocker
12/13/2010, 21:19
I love the SR choices in this set. All are going to be sought after and all are very playable. Very nice write-up (and the T-Rex becomes even more useful if you pull some of the Common Beast Boys).
Agreed on all accounts. Didn't think about beast Boy as a FIve star but then I realized "OH YeAH He's 60 points" if you manage to pull him and another form would you reccomend starting out with him? Or running the Beast Boy prime/Cheetah to get him into position.
Sparkdemon
12/13/2010, 21:31
Agreed on all accounts. Didn't think about beast Boy as a FIve star but then I realized "OH YeAH He's 60 points" if you manage to pull him and another form would you reccomend starting out with him? Or running the Beast Boy prime/Cheetah to get him into position.
well the thing is, the 60 point BB is counted into your team, and what you Xform into, doesnt at all, which makes him so potent. just pull the BB in your entry pack and your good... otherwise, if you want to use the cheeta, i suggest the animal keyword (sounds like what a venue would say
Sparkdemon
12/13/2010, 21:32
and i call the doomsday and sinestro. my physics will not allow a lack of sinestro in my box! bought a case to get him, and i will fight to the death over it!
Bane, 5 out of 5 Indomitables? To me, he has a major problem if you don't pull a solid TKer with him - that is, he'll get wrecked from range before he gets to do much of anything. His 7 movement, and 16 defense with Toughness to start don't exactly inspire confidence. It's true that he 'hulks up', but his Damage SP kind of suggests that he ought to be doing the hulking via self-damage, not by getting shot in the face. At 140 points, I think he's an enormous risk for a 300 point Sealed team for that reason - I personally wouldn't rate him higher than a 3.
well the thing is, the 60 point BB is counted into your team, and what you Xform into, doesnt at all, which makes him so potent. just pull the BB in your entry pack and your good... otherwise, if you want to use the cheeta, i suggest the animal keyword (sounds like what a venue would say
No I know this but what i"m wondering is stragetically would you start out with Beast Boy/cheetah Form in order to get into position THEN MORPH Into him ....or wait nevermidn you can switch in a move action...dang it.
cteshwayo
12/13/2010, 21:38
Y'know, if you had the T-Rex and 2 other Beast Boys, if you ran two and the Rex got hurt, you could Morph the Rex into the off-map fig, then Morph the undamaged BB into the Rex. Just a convoluted long shot I thought of.
goldpony
12/13/2010, 21:38
love the write-ups. why oh why do some of these figs need to be SR? *sigh*
No I know this but what i"m wondering is stragetically would you start out with Beast Boy/cheetah Form in order to get into position THEN MORPH Into him ....or wait nevermidn you can switch in a move action...dang it.
If I pulled T-Rex and Gar/Cheetah, I'd start with Gar/Cheetah anyways. The reason? They're not giants, and as such they'll have a much easier time using terrain and figures to their advantage to get into a good position before charging into the melee.
Y'know, if you had the T-Rex and 2 other Beast Boys, if you ran two and the Rex got hurt, you could Morph the Rex into the off-map fig, then Morph the undamaged BB into the Rex. Just a convoluted long shot I thought of.
not entirely though the T-rex is improbable the 3 of the commons are Beast Boys so its not entirely unlikely
If I pulled T-Rex and Gar/Cheetah, I'd start with Gar/Cheetah anyways. The reason? They're not giants, and as such they'll have a much easier time using terrain and figures to their advantage to get into a good position before charging into the melee.
Right plus they have Super senses and Shape Change protection.
And Since its not a pushing action it might be worth it.
Nitecralwer24
12/13/2010, 21:43
great review. gotta get me a beast boy! i now feel prepared for friday's tourny. (i don't expect a white lantern anyway)
winndwalker
12/13/2010, 21:46
Bane, 5 out of 5 Indomitables? To me, he has a major problem if you don't pull a solid TKer with him - that is, he'll get wrecked from range before he gets to do much of anything. His 7 movement, and 16 defense with Toughness to start don't exactly inspire confidence. It's true that he 'hulks up', but his Damage SP kind of suggests that he ought to be doing the hulking via self-damage, not by getting shot in the face. At 140 points, I think he's an enormous risk for a 300 point Sealed team for that reason - I personally wouldn't rate him higher than a 3.
I'd agree, but for the sheer number of six click dials in the set. One shot something with the sucker and then outwit the next biggest threat. His effectiveness will certainly depend on what else is being fielded with him, but I don't think the TK crutch is absolutely necessary, thanks to the Indomitable. He's a scary piece, and it'll be interesting to see if he lives up to his name. I'd have gone with four Indomitables, I think.
Ignatz_Mouse
12/13/2010, 21:53
Love the reviews.
It may just be my own style, but for me, that Batman is 5-stars. Stealth Perplex, HSS with an AV of 9, that free freaky move power, and CR for close comabt hits, which are mostly what he has to worry about. And he's only about a quarter of your build.
I also think Flash rates 4 shields, not for the back-end, but for overall longevity and the top click of nastiness.
Love the reviews.
It may just be my own style, but for me, that Batman is 5-stars. Stealth Perplex, HSS with an AV of 9, that free freaky move power, and CR for close comabt hits, which are mostly what he has to worry about. And he's only about a quarter of your build.
I also think Flash rates 4 shields, not for the back-end, but for overall longevity and the top click of nastiness.
I think if you pull Barry Allen in Sealed, a good way to determine whether or not you should play him is to stand up and look around at the other players. If any of them pulled Ares or Doomsday, maybe Barry is best left in the box. ;)
Ugh. Maybe Doomsday & Ares could earn their scores in sealed under the right conditions but there is no way Bane deserves 5/5:d-indomitable:.
robedestroyer
12/13/2010, 22:00
A great write-up and I agree with most of your ratings with a few exceptions. I think you were maybe a little too generous with Bane and Batman. Bane could be pinged before he gets into the battle much like Groot from WoS even with his Venom Pump. As far as Batman goes, sure the BCF + EW is a beautiful thing, but you probably won't even see it if you're going against a good opponent. They'll make sure they hit him for 4 and fly right past those two clicks. On top of that, when he's on those two clicks he's no longer in stealth and is a sitting duck.
Ignatz_Mouse
12/13/2010, 22:00
Ares doesn't really scare me. I must be missing something.
lancelot
12/13/2010, 22:08
OH, COME ON, FOR THE LIFE OF ME, 'MOUSE!!!
You're doing the White Lanterns in a separate article?! :tired:
:laugh:
Ares doesn't really scare me. I must be missing something.
Grounded, can't pass through any kind of terrain, only has a range of 4, starts with a 17 defense...what do you mean? He totally compares favourably to the old Ares. :cheeky:
specialmagic
12/13/2010, 22:14
Thanks for the write-up.
A couple things:
Batman can zip around, even with 2 action tokens? Am I missing something?
I agree with Ignatz on Barry, I would give him one more star.
In general, I think some of the no- or low-range bricks are rated too highly.
Trader2699
12/13/2010, 22:19
I've read this three times. I finally can't find anything to complain about.
Curse you mouse!
Deathblossom
12/13/2010, 22:25
I'm so glad I'm getting a case. Every single SR is gold, in terms of dial, character selection, or both.
broodwarjc
12/13/2010, 22:31
Bane, 5 out of 5 Indomitables? To me, he has a major problem if you don't pull a solid TKer with him - that is, he'll get wrecked from range before he gets to do much of anything. His 7 movement, and 16 defense with Toughness to start don't exactly inspire confidence. It's true that he 'hulks up', but his Damage SP kind of suggests that he ought to be doing the hulking via self-damage, not by getting shot in the face. At 140 points, I think he's an enormous risk for a 300 point Sealed team for that reason - I personally wouldn't rate him higher than a 3.
There are enough cheap fliers and tkers in this set that positioning him shouldn't be a terrible problem.
commandercool
12/13/2010, 22:45
Grounded, can't pass through any kind of terrain, only has a range of 4, starts with a 17 defense...what do you mean? He totally compares favourably to the old Ares. :cheeky:
Can't be Outwitted and slapped to death like the old Ares? A million billion clicks of Impervious? Can actually push?!?
I much prefer New Ares (although I do miss the ludicrous opening attack on the old one). I prefer New Ares, but I still wouldn't probably use him in sealed. He needs support in the form of a taxi ride bad.
Edit: I should clarify that I wouldn't use him and expect any wins in sealed. Given the option I would totally use him and take the losses, just for laffs.
Can't be Outwitted and slapped to death like the old Ares? A million billion clicks of Impervious? Can actually push?!?
I much prefer New Ares (although I do miss the ludicrous opening attack on the old one). I prefer New Ares, but I still wouldn't probably use him in sealed. He needs support in the form of a taxi ride bad.
Edit: I should clarify that I wouldn't use him and expect any wins in sealed. Given the option I would totally use him and take the losses, just for laffs.
yeah I was going to say:
Deadshot has you marked for DEATH!
The SRs in this set all sound pretty good. Curse you, collectible games!!!
Are there any pictures of the Alan Scott Green Lantern around?
http://hcrealms.com/forum/showthread.php?t=283681&page=4
larthosgrr8
12/13/2010, 23:00
to win against ares, you have to kill him. this means you have to fight him. if you position right, he'll kill anything on the field!
dantheman5999
12/13/2010, 23:03
The srs in this set are very playable!!!
Deathblossom
12/13/2010, 23:04
to win against ares, you have to kill him. this means you have to fight him. if you position right, he'll kill anything on the field!
I heard that if you kill Ares, though, you become Ares; I'm looking forward to the look on my opponent's face when I KO Ares with my Gorilla City Warrior, and level him up into the "Grodd of War"!
archmage78
12/13/2010, 23:08
Right on with every figure except for Doomsday. It would be a great 200 point figure, but for 259 he will get absolutely demolished from range. He just doesn't pack enough punch to be a range-less warrior. Stats and powers should be calculated together, WizKids have never given enough points to range and over pointed bricks. You wouldn't even need to be a great player to come up with a team to beat him, even in sealed. Just my opinion. But great articles, I always love them, keep them coming.
Darmonoth
12/13/2010, 23:10
[B]Another Transporter, albeit a slow one (probably because he has to carry that thug with him), and another figure that requires rooftops to be fully effective, Batman should be hard to catch when he makes his trait work, zipping around the board even if he has two tokens on him.
? whats going on? am i reading the sp wrong?
Can't be Outwitted and slapped to death like the old Ares? A million billion clicks of Impervious? Can actually push?!?
Sure, New Ares is considerably stronger defensively than Old Ares, but I'm kind of underwhelmed by his lack of ability to actually, y'know...do stuff. Maybe I'm selling him short, but the lack of flexibility provided by Old Ares' Outwit, range, and beginning high movement Phasing/Flight is a bit of a sinking point to me.
Basically, New Ares is solid and he's a hell of a tank, but it seems too easy for your opponent to not be threatened by him.
? whats going on? am i reading the sp wrong?
No, m0use is.
===============================================
#058 Ares
Team: Quintessence
Range: 4 :bolt:
Points: 272
Keywords: Armor, Deity, Warrior
m-normala-normald-normalg-normal10121759121849111749111848111738101838101737101826917269162KOKOKOKOKOKOKOKO:star:Wonder Woman's Bane
Characters using charge or running shot to attack Ares modify their damage value by -1. if that character is named "Wonder Woman" or posseses the amazon keyword,modify their damage value by additional -1.
Speed - Everyone must fight: At the end of each opposing player's turn, deal one penetrating damage to each character that player controls within 4 square of Ares that didn't make an attack this turn.
Ares - huh. What is he good for. Absolutely nothing. say it again.
Ares is good for war, but is he great? One thing is certain - he won't get much support in a 300 point match.
It also looks like he's stuck in a game of four square: 4 :bolt: range with an SP that only works within four squares. Strong attack values and high damage output will help the one man army keep the KO's coming and deep dial Exploit Weakness works nicely with Blades (but NOT with Flurry+B/C/F). Really, the Mystic TA is sorely missed on this update, though perma-Willpower and a non-counterable dial almost make up for it.
:d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-normal:
===============================================
I enjoy your articles but ARES should be :d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-indomitable:. I may be a little bias. The orginal DC ARES was in the first booster I bought. I have been hooked on this plastic crack ever since. I think the same thing may happen to others with this ARES. With this in mind I say ARES should be :d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-indomitable:. I can't wait to play ARES in a multi player game with GLEEK.
Surfer13
12/13/2010, 23:38
1) Batman can only free move if he has zero action tokens, not one, and certainly not two.
Very little elevated terrain on the maps in the OP kit, too. Only Hawkworld and at the back of the starting area, so it isn't like he will be using that trait much.
He might still be a 4, but not because he can move around if he has two tokens on him.
2) Rating Bane the same as Alan Scott is just wrong.
It's clear that you like the character from the write-up and I think that you let your personal opinions interfere with your judgement.
I wouldn't rate Bane higher than a 3. He needs support, and at half of your build, you might have trouble finding and fitting that TKer on your team or enough tie-up pieces to let Bane move in unmolested.
His damage potential and eventual stealth-busting outwit can't be ignored, but his deficiencies can't be ignored, either.
3) I don't think that I could give the T-Rex a 5.
Just a matter of play style and opinion. If anyone else thinks that it's a 5 then I wish you luck with it, I just know that I will be weighing other options if I get him. :cool:
spider_ham
12/13/2010, 23:54
Alan Scott, Bane and Hal Jordan are the SR winners, imho.
The Original Green Lantern is another great anti-Stealth option; he's slightly cheaper and tougher than Dr. Strange, but would also have great synergy when paired with him. Throw in Cap, play on an outdoor map, and you're golden [age].
Venom Pump SP: 13 AV + 6 damage! You'll definitely need to keep a medic around if you want to keep Bane batting 1.000 and dishing out the hurt.
Hal's a great way to allow grounded transporters (or characters that can use the Carry ability) to ignore terrain and characters on movement. Too bad he doesn't grant the :m-wing: symbol, as it would transform wild cards into flying GLC tanks (the "Honor Guard"). Oh, well. :)
robedestroyer
12/13/2010, 23:54
With people unhappy with the new Ares, I'm glad I'll be adding Legacy Ares to my trade thread for Wednesday's release. I'm excited for the new one, but the old one is a classic.
Alan Scott, Bane and Hal Jordan are the SR winners, imho.
The Original Green Lantern is another great anti-Stealth option; he's slightly cheaper and tougher than Dr. Strange, but would also have great synergy when paired with him. Throw in Cap, play on an outdoor map, and you're golden [age].
Venom Pump SP: 13 AV + 6 damage! You'll definitely need to keep a medic around if you want to keep Bane batting 1.000 and dishing out the hurt.
Hal's a great way to allow grounded transporters (or characters that can use the Carry ability) to ignore terrain and characters on movement. Too bad he doesn't grant the :m-wing: symbol, as it would transform wild cards into flying GLC tanks (the "Honor Guard"). Oh, well. :)
that's why he has regeneration....oh wait...100% Yeah.
Geof-Force
12/14/2010, 00:29
I agree with most but for a couple of things:
- I would actually rate the Superman 5 indomitables; that's a 120 point JSA figure (a number of commons fall under that) with A*S/JS keyword (ditto), with a full dial of damage reducers, a full dial of move and attack (albeit, in the right conditions), can't be tied down (thanks to leap climb), indomitable AND the potential for non-stop action thanks to that Leadership SP (With two tokens and a roll of 6, he can act on that turn and get pushed again without damage).
- I would rate Barry at a 4 thanks to that high attack and 3 damage up front. Lots of speedsters in this set but Barry's the only one who doesn't need to worry about damaging invul/imperv without some help. With a lot of figs having only 6 clicks or less, a couple of whirlwind attacks would put you at an advantage on an opponent by turn 2-3. And at 8 clicks of life (extremely rare for a DC speedster without an "S" on their chest), Barry can go the distance.
Still, a great review... but really, did you have to separate the WLs??
KirbyPunch
12/14/2010, 00:35
I MUST HAVE THOSE JSA PIECES!!! I MUST!!!!!!!!!!!!!!!!!!!!!
Geof-Force
12/14/2010, 00:41
Sure, New Ares is considerably stronger defensively than Old Ares, but I'm kind of underwhelmed by his lack of ability to actually, y'know...do stuff. Maybe I'm selling him short, but the lack of flexibility provided by Old Ares' Outwit, range, and beginning high movement Phasing/Flight is a bit of a sinking point to me.
Basically, New Ares is solid and he's a hell of a tank, but it seems too easy for your opponent to not be threatened by him.
Old Ares had the huge problems of being vulnerable to outwit himself, lacking early move and attack and a dissipating dial (which characterized the older sets). The mere fact that Old god o' war needed a 25 point feat to be really threatening while this new model just needs some backup (or a broken 8 point feat) is a testament to this new one's advantages. It's the old adage: Defense wins games. This Ares' defensive capabilities (long run of Imperv, Quintessence and the penalties imposed to opposing charge/RS) let alone his damage capabilities (including that SP that sticks it up the wazzzoo on turtlers) is just begging to be exploited by a seasoned player. :cool:
candusima
12/14/2010, 00:45
Man, I am so glad I'm not trying to collect this whole set. The number of power gaming chumps who will try to field 5 T-Rexes in 300 constructed just makes me sigh.
Now to get two Banes, one to chisel out the Batman so I can stick my opponents' figures in the turn after I KO them with a Venom Bomb . . .
Oh, and thanks M0use, always good to read these.
Old Ares had the huge problems of being vulnerable to outwit himself, lacking early move and attack and a dissipating dial (which characterized the older sets). The mere fact that Old god o' war needed a 25 point feat to be really threatening while this new model just needs some backup (or a broken 8 point feat) is a testament to this new one's advantages. It's the old adage: Defense wins games. This Ares' defensive capabilities (long run of Imperv, Quintessence and the penalties imposed to opposing charge/RS) let alone his damage capabilities (including that SP that sticks it up the wazzzoo on turtlers) is just begging to be exploited by a seasoned player. :cool:
Fair enough. I still fall on the "old ares" side of the debate, but I'll concede that New Ares is highly dangerous as well.
Actually, this talk of using expensive feats to make up for areas in which one Ares compares unfavourably to the other gives me a cruel idea: New Ares with ICWO and Oracle on the card. Suddenly, my excitement for playing him has risen tenfold.
MacGyver2506
12/14/2010, 02:48
Why such a low rating for Barry Allen??
I took one look at him and my eyeballs nearly gave the designer a hug! His dial is (by far) better than ANY Flash we've seen to date! Barely more pricey than the Justice League set Flash and much more useful with his 3 base damage and Around the World power. He's going to be a staple on my Justice League of America, Police, and Scientist teams from now on. I'd LOVE to run him with Zoom once or twice!!! (Hey! He's Wally's arch, not Barry's ;))
In reply to Any pictures of Alan Scott: http://hcrealms.com/forum/showthread.php?t=283681&page=4
Ok - so this may seem petty - but Alan Scott wears his power ring on his left hand dagnabbit.
The sculpt is wrong.
traitorarmor
12/14/2010, 10:16
Thanks for the reviews again, Mouse! :cool:
I agree with most of what you are saying.
Oh, on the topic of defending and/or explaining Bane's :d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-indomitable: rating............I will not be doing anything of the kind. For now.
I will simply get a double of him and then let him wreck the locals who can't see the use of him.
Then I will talk about Bane. ;)
I want Bane! And it'd be nice to finally manage to pull a Sinestro and Doomsday for once... since I have yet to get one!
chrisgo316
12/14/2010, 12:19
I love the new Ares but I do wish that he had either Mystic TA with Quintessance or an 8 range instead of a 4. If he had one of these in addition to the rest that he has he would be perfect in my eyes :)
Shawnbesaw
12/14/2010, 12:48
So lovin' the fact that the Trilogy equal 300 pts. I agree with Bane being a bit pricey for his piece, but outside of that I definitely can't wait until tomorrow for my case and then some. And as always thanks again for the review and everyone comments. I've got two words for you - "It's On!"
tonysking
12/14/2010, 13:01
Sorry if I already missed it, but is there a checklist for DC75 available yet. I an having a "CRACK-A-BRICK" party tonight in my shop and need a printable version. Thanks all.
elfholme
12/14/2010, 18:33
Man, this is going to be an expensive set for me...
Great article series, as usual!
elfholme
12/14/2010, 18:36
Man, I am so glad I'm not trying to collect this whole set. The number of power gaming chumps who will try to field 5 T-Rexes in 300 constructed just makes me sigh.
That would actually be a cool game from a thematic standpoint though, as long as the T-Rexes don't transform, so you can ignore that they are Beast Boy.
"JLA enters the Land of the Lost! Film at 11!"
I can dig it. Not something I'd play, but it'd be a cool scenario to play AGAINST...
Shinzantetsu
12/14/2010, 18:38
While we're talking about Bane I have a quick question about his Venom Pump SP. Can you use the SP after making the attack roll? Say if you missed the attack by 1, 2 or 3? Or if your roll succeeds and you just want to add some extra damage? The only reason I ask is because it doesn't say before making an attack. It just says once during that turn.
tyroclix
12/14/2010, 23:14
Old Ares had the huge problems of being vulnerable to outwit himself, lacking early move and attack and a dissipating dial (which characterized the older sets). The mere fact that Old god o' war needed a 25 point feat to be really threatening while this new model just needs some backup (or a broken 8 point feat) is a testament to this new one's advantages. It's the old adage: Defense wins games. This Ares' defensive capabilities (long run of Imperv, Quintessence and the penalties imposed to opposing charge/RS) let alone his damage capabilities (including that SP that sticks it up the wazzzoo on turtlers) is just begging to be exploited by a seasoned player. :cool:
Agreed with a lot, here.
Quintessence is 10x better than Mystics. What dial is crippled after taking one and dealing Ares 4? I'll take that trade every time.
Willpower is just too nasty and makes the new so much better. The other Ares was always easy to set up against since a lot of players would hesitate about pushing him (giving up the 19 AND a click of Mystics).
Also the longer range of Legacy Ares was actually a hindrance. Most kept it at range when most of his powers were close-combat based. New Ares is all about getting close. No wasted points here.
Plus you can't really compare the ability to reduce damage by 3 for most move and attack figures.
agrippa1737
12/15/2010, 10:05
I think this set is better than Brave and Bold.
Justice League Doomsday vs this one. Which is better?
I say Justice league. The numbers are very close but the Justice league's def special power is just to awesome and he has one more click of life.
I would love to see a Doomsday with higher stats all the way around and cost about 300 points.
Roderic_Cliche
12/15/2010, 21:12
So can Batman use his "adjacent to a red boundary line" if he's on the ground next elevated terrain? Just a question.
So can Batman use his "adjacent to a red boundary line" if he's on the ground next elevated terrain? Just a question.
Yes, he can. Batman leaps across rooftops and hides under awnings.
Supesthesavior
12/16/2010, 03:29
i played a sinestro and sargon the sorcerer vs t-rex and scar and i must say that sinestro might be the best click in the set just because of his trait. i whupped my opponent and it was all because of sinestro's trait. the ability to hit anybody with his 11(pushed)AV with PB is unbelievable. and pushing him was no problem cause his AV never really drops till the end. his Sp came in handy at the end but wasn't really needed. I also pulled bane, doomsday and white supes cant wait to try them out but sinestro mioght be my fav from the set he's just awesome.
Quebbster
12/16/2010, 09:07
So can Batman use his "adjacent to a red boundary line" if he's on the ground next elevated terrain? Just a question.
He is not adjacent to the red boundary line if he is on the ground.
Roderic_Cliche
12/16/2010, 11:29
Okiedokie! Thankee, Quebbster!
anonym0use
12/17/2010, 10:18
2) Rating Bane the same as Alan Scott is just wrong.
It's clear that you like the character from the write-up and I think that you let your personal opinions interfere with your judgement.
I don't know if it was intended to be, but I kind of found this comment to be mean spirited. Maybe it's because you're inferring a lot based on assumption (that I like the character, that I let my personal opinions influence my ratings).
About me liking Bane as a character - I'm not that fond of him. Knightfall was a personal low point for me as a reader. I've had little interest in him until Gail Simone started using him in Secret Six. My interest is in his dial and in making a comic accurate team line-up.
Bane's dial is a perfect example of what Heroclix should be about - sacrifice. Do I really want to hurt my opponent? Should I choose to push myself with the venom pump? Plus, his dial gets a little better when he pushes - so there's incentive to land on that 18 Invulnerability, or perhaps to get that Stealth Busting Outwit. Of course this comes at the price of damaging yourself and giving up Charge.
Fact: The only figure in the set capable of a self powered 13 attack and 6 damage on a Charge is Bane. Ares comes close - at twice the cost of Bane.
Fact: There are all of 7 figures in the set with a range value of 6 or better that are also under 80 points. Yes there's range in this set, but the best ranged figures are the most expensive. On average: the more range you have on your team, the less figures you have on your team.
Fact: of all the ranged figures in the set, very few open with Running Shot - sniping is still an option, but getting that first strike in might prove difficult.
So, when rating the figures, these are some of the things I took into account. I figured players using Bane might have a taxi to carry him around and some tie up pieces to block opponents LoF to the 'roid rager, and allow him to get in the first strike. In any event, Bane is a tentpole killer, and should have little problem dealing anyone greater than 200 points in the set.
To sum up - I don't care if you disagree with my ratings. I'm not perfect, nor do I try to appear to be. I do think it's petty to pick apart a review based on "feelings" and emotions. I could say that...
Surfer13's overwhelming love of Alan Scott has blinded him to the reality of other figure's usefulness. Surfer 13's personal opinion's have gotten in the way of his judgement.
- but it's a hollow argument. I don't really know your personal opinions.
And finally - isn't a critical review all personal opinion anyway?
Spidersense
12/20/2010, 09:26
Just a comment about the Bucket of Water being an LE. On the back of the character card, it gives the properties of the bucket. So you won't need the LE to use this power.
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