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anonym0use
12/14/2010, 06:16
<img src="http://www.hcrealms.com/forum/picture.php?albumid=1096&pictureid=11567" style="width:200px;">
DC 75th Anniversary

Primer Review
Part 5: White Lanterns
Ice (#201) to Green Arrow (#210)

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 these Super-Duper Rares rate!

anonym0use
12/14/2010, 06:16
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.

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

Before we begin, let's take a look at a few common features of ALL White Lanterns.

All White Lanterns...


Have no Team Ability
Have the :m-wing: flight ability
Have an 8:bolt: range.
Start with at least a single click of TK
Have move and attack powers
Have a click of Force Blast on their second click
Have the same last click: 6 move, 8 attack, 15 defense, 1 damage with support and the following special power. Defense - LIVE!: [This Character] can use Regeneration. When turning the dial, if this click is revealed due to damage taken from an opponent's attack, stop turning the dial.
Have some kind of SP that lets them heal a click when they roll a 5 or 6 as part of using the power.



What does this mean?

White Lanterns have a lot of self healing built into their dials. The LIVE! SP mostly guarantees White Lanterns cannot be the victim of a one-hit KO.

Exceptions include taking knockback or falling damage after a hit. Note the power stipulates "if this click is revealed due to damage taken from an attack" - which excludes powers like Poison, and a select few other sources of (non-attack) damage. The LIVE SP extends the dial length of all White Lanterns and could cause some serious frustration if the WL manages to regenerate back up the dial, and then use their "White [Whatever]" power to heal some more.

An extended dial and extra life automatically makes these figures better. Add to it a range value, and some front loaded TK and you've got a major annoyance for an opponent.

Facing a HSS'ng White Lantern? Two things to keep in mind.

1.) Cripple their movement.
Every WL figure has Force Blast on that second click, so ping them for enough damage to put them on that second click and force them to use their 8 range, or burn a move action to retaliate. This also goes for Charge, or Running Shot.

2.) Save a follow up action to finish them off.
LIVE! is going to stop that dial from turning to a KO slot, so if possible reserve an attack if you know you're close to removing them from the board. Think of it in volleyball terms - Bump, Set & Spike. Bump the Lantern down their dial setting them up for a final spike.

anonym0use
12/14/2010, 06:18
#W-1 U ICE
Team: No Affiliation
Range: 8 :bolt:
Points: 94
Keywords: Justice league International, White Lantern Corps
m-winga-normald-normalg-normal8917379172710162691626916168151KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOAttack - White Freeze: ice can use incapacitate. when she does, after action resolve, you may roll ad6. on a result of 5 or 6, heal her of 1 damage.
Damage - LIVE!: Ice can use regeneration.when turning the dial, if this click is revealed due to damage taken from opponent's attack,stop turning the dial.

Tora! Tora! Tora! Arguably the worst of the White Lanterns in terms of attack values (she has one 10, where the standard for WL's is 11) this icy goddess is still good as a secondary attacker. Barrier would be appreciated up front (especially as a free action in place of an attack during Running Shot), but where it's located is right when she switches from offense to defense, picking up Perplex to help win the fight.

The Incentive to Incapacitate is strong, but her White [Healing] SP just doesn't hold up to the rest of her vanilla ringbearers, who can deal more damage or provide more support overall. She's probably a 3.5 just from the LIVE SP, but with one of the shortest, shallowest dials, I have to give her a 3.

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

================================================
#W-2 U Bart Allen
Team: none
Range: 8 :bolt:
Points: 120
Keywords: Teen Titan,white lantern corps
m-winga-normald-normalg-normal1210182119173119173111016210916210916268151KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOSpeed - White Sprint: Bart Allen can use hypersonic speed. When he does, after action resolve, you may roll a d6. On a result of 5 &. 6, heal him of 1 damage.
Defense - LIVE!: Bart Allen can use regeneration. When turning the dial, if this click is revealed due to damage taken from an opponent's attack, stop turning the dial.

I have so many mixed feelings about White Bart - for starters he's a 120 point HSS piece. Granted he doesn't have to stop for terrain (flier) can deal 3 damage (at range no less!), and can heal when running - but then everything he does, his grandpa does better for just a little more points.

Sure he's got Energy Explosion, but it overlaps his White [Healing] - when you'd rather be using HSS. Granted, Impulse will do well, and Outwit is especially nice, but he's just too much of a point sink even with LIVE! for me to rate him as better (or even on par) than some of the figures below.

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

================================================
#W-3 U Donna Troy
Team: none
Range: 8 :bolt:
Points: 143
Keywords: Teen Titans, White Lantern Corps
m-winga-normald-normalg-normal12111738111728101838101737101737916268151KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKODefense - LIVE!: Donna Troy can use regeneration. When turning the dial, if this click is revealed due to damage taken from a opponent's attack, stop turning the dial.
Damage - White Prophecy: Donna Troy can use probability control, when she does, if one or more of the dice in the final roll is a 6, heal her 1 damage after actions resolve.

Warning - Charge may help her get to unseen/stealthy figures, but don't blindly send her into close combat on her top click. Charge gives her little benefit unless she's holding an object, or needs to maneuver around opposing figures. Make the most of that ring's 8:bolt: range by staying in the back row where she can also Perplex her teammates.

Pushed to her third click Donna shows her Amazon roots picking up Super Strength with Charge, and adding the amazing, fantastic, otherwise absolutely-so-incredible-it-may-be-broken White [Healing] power.

Why do I say it may be broken? Take a look at the previous White [Healing] Powers. Ice gets a 1/6 chance of healing when she uses an action to Incap. Bart gets that 16% chance when he uses an action to HSS. Unless they both want to force a push Ice and Bart will only get to use their White [Healing] power every other turn when they use an action.

Donna Troy gets to use the power in conjunction with FREE ACTION Probability Control which translates to:


Using it on her turn, every turn.
Using it on her opponent's turn.
Using it every turn without pushing.


Now don't get greedy. I know someone is going to ask "what if I roll a critical hit when using PC?" If the PC turns into boxcars, she doesn't get TWO clicks of healing.

So let's sum it up. 11 attack - ranged attack value and close combat bruiser. Damage reducer. Perplex. Self healing PC power. TK. Move and attack. How would you rate this? It's rare that I would would ever say "play this figure" - unprecedented in fact. So please don't take it lightly when I say...

PLAY THIS FIGURE.

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

I think we just broke the ratings system.

That's six shields for a ridiculously good dial.

================================================
#W-4 U Hal Jordan
Team: No Affiliation
Range: 8 :bolt:
Points: 155
Keywords: Green Lantern Corps, White Lantern Corps
m-winga-normald-normalg-normal101118310111749101748101938101738101738916268151KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
:star: Uniter of All Corps: As you reveal your force, you may choose a keyword with "Lantern" in the name, or Indigo Tribe, or Sinestro Corps. Hal Jordan possesses that keyword this game in addition to his other keywords.
Defense: LIVE! - Hal Jordan can use regeneration. When turning the dial, if this click is revealed due to damage taken from an opponent's attack, stop turning the dial.
Damage: Leader of the White Lanterns - Hal Jordan can use Leadership. When he rolls a d6 for leadership, on a result of 5 or 6, you may heal him of 1 damage after actions resolve.

Hal gets to use his White [Healing] as a free action, just like Donna and as a further bonus the power rewards you for doing what you want, and should be doing - rolling high on Leadership. With a trait providing keyword flexibility, Hal will be a must have for the skittle set, so expect this White Lantern to bring in Green Cash on the secondary market.

His dial is pure gold - packing a big cannon with Running Shot, and capable of regenerating to a 19 Impervious that's further backed by Shape Change. Hal will be hard to target, and hard to hurt which easily makes up for lack of Willpower or :d-indomitable: Indomitable, especially on a figure that's half of a 300 build total.

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

================================================
#W-5 U Animal Man
Team: No Affiliation
Range: 8 :bolt:
Points: 83
Keywords: Animal, White Lantern Corps
m-winga-normald-normalg-normal109172810172109162791627916268151KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOSpeed - Connected to All Life Now: At the beginning of your turn, you may choose a standard power and/or combat ability possessed by a single friendly character within 8 squares and with a lower point value. Animal Man can use that power and/or that ability until the beginning of your next turn if he can't already
Defense - Live!: Animal Man can use Regeneration. When turning the dial, if this click is revealed due to damage taken from an opponent's attack, stop turning the dial
Damage - White Senses: Animal Man can use Super Senses. When he rolls a d6 for Super Senses, on a result of 5 or 6, heal him of 1 damage after actions resolve.

Buddy Baker does Hal Jordan one better with his White [Healing] power, rewarding Buddy every time he makes a Super Senses roll. Of course this means he'll need to be attacked for it to work, unlike other Vanilla Lanterns who have some control over the power.

Just as likely, Animal Man's White Senses will be the victim of Outwit - why give a figure the chance to avoid damage and heal at the same time? It's nice then that Buddy retains some defense powers in addition to the SP. It's too bad his movement SP isn't a trait - as presented Animal Man is good figure, but not as great as the rest of the White Corps.


:d-indomitable::d-indomitable::d-indomitable::d-normal::d-normal:
================================================
#W-6 U SUPERMAN
Team: No Affiliation
Range: 8 :bolt:
Points: 288
Keywords: White Lantern Corps
m-winga-normald-indomitableg-normal121018512101751111175119174101017410101741010184910184891737917268151KOKOKOKODefense - LIVE!: Superman can use regeneration, When turning the dial, if this click is revealed due to damage taken from an opponent's attack, stop turning the dial.
Damage - White invincibility: Superman can use Impervious. when he rolls a D6 for impervious, on result of 5 & 6, heal him 1 damage after the action resolve.

Playing the Man of White Steel means fielding a one man army in 300, so think long and hard if this big boy can bring the pain. Indomitable helps, and the ability to heal when succeeding on an Impervious roll feels dirty. As in, I just shrugged off 6 damage from your attack *and* as a bonus I get one click of life. :eek:

Superman lives up to his Super monicker by dishing 6+ damage when using objects in an HSS fly-by - more than enough to KO many of the figures in the set with 1 hit. If you go the one man army route - target the opponent's Outwit first and foremost, because a little kryptonite goes a long way in running this white wonder into the ground.

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

================================================
#W-7 U Flash
Team: none
Range: 8 :bolt:
Points: 138
Keywords: Central City, White Lantern Corps
m-winga-normald-normalg-normal141018313101831311173131017212101621210162101018268151KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKODefense - LIVE!: Flash can use regeneration. When Turing the dial, if this click is revealed due to damage taken from an opponents's attack, stop turning the dial.
Damage - White Blur: Flash can use shape change. When he rolls a d6 for shape change, on a result of 5. Or 6, heal him of 1 damage after actions resolve.


Best. Flash. Ever. Self perplex means 4 possible damage on an HSS attack. Shape Change with White [Healing] is just another power that rewards players for doing what they want to anyway. High combat values and flight justify the cost (compare this dial to the SR version). Barry White here makes me say "yeah baby" in a nice deep baritone voice.

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

================================================
#W-8 U WONDER WOMAN
Team: No Affiliation
Range: 8 :bolt:
Points: 172
Keywords: Amazon, White Lantern Corp.
m-winga-normald-normalg-normal101218411111841211174121117310101738101738101737101637916268151KOKOKOKOKOKOKOKOSpeed - White Rush: Wonder Woman can use charge. when she does, after actions resolve, you may roll a d6. On a result of 5 or 6, heal her 1 damage.
Defense - LIVE!: Wonder Woman can use regeneration. when turning the dial, if this click is revealed due to damage taken from an opponent's attack, stop turning the dial.

Like her sidekick players should think before charging the glamazon in. I'm curious to see the flavor text that justifies Poison on the amazing Amazon - not that I'm complaining. Poison is great for tentpoles that tend to get swarmed by tie up pieces.

Charge and EW mid dial keep her nice and mean, and Diana changes it up near the end with some long overdue HSS letting her zip out from behind a ranged attacker, then park beside another to grant Enhancement.

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

================================================
W-9 U Superboy
Team: No Affiliation
Range: 8 :bolt:
Points: 144
Keywords: Teen Titans, White Lantern Corp.
m-winga-normald-normalg-normal10101741010173101116310101639101831091739916268151KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOSpeed - white blast: he can use force blast. when he rolls a d6 for FB, on a result of 5 or 6, heal him 1 dmg after actions resolve
Defense - Live!: Superboy can use regeneration. When turning the dial, if this click is revealed due to damage taken from an opponent's attack, stop turning the dial.

While I love Force Blast, I feel it's best reserved on low point figures (< 50) or for those who've had AVs plunge to 8 or less. With Conner here, I'd rather use Super Strength as part of a 4+ damage attack most of the time. As always, options are nice, and Conner may just want to Force Blast Ragdoll (or one of the set's many monkeys) off his back rather than chance a Shape Change/Super Senses roll.

Like the Wonder-Ladies, Conner has Charge, but little reason to use it with an 8 range because it never overlaps with Super Strength. Not a bad Lantern, but not the best.

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

================================================
W-10 U Green Arrow (White Lantern)
Team: None
Range: 8 :bolt:
Points: 134
Keywords: Star City, White Lantern Corps
m-winga-sharpshooterd-normalg-normal8121738111638111728101628101628916268151KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
Speed - White Flight: Green arrow can use running shot, when he does, after the action is resolved, you may roll a d6. On a result of 5 or 6 heal him of 1 damage.
Defense - Live! : Green arrow can use regeneration. When turning the dial, if this click is revealed due to damage taken from an opponent's attack, stop turning the dial.

Sigh. White Flight? Really? I mean... Really? Why pick such a politically charged term for his SP? Ollie "the drama" Queen is known for his activism, which is why B&tB gave us flavor text gems like: MUST HELP...MY SIDEKICK...THE JUNKIE!, SAVE MORE THAN THE BLUE, ORANGE, AND PURPLE SKINS, and don't forget - HELPING THE UNDERPRIVILEGED.

Ollie's got some great trick arrows up his sleeves - as a Sharpshooter :a-sharpshooter: he's hard to pin down. Opponents will quiver with Psychic Blast and Pulse Wave dealing penetrating damage. Don't fool yourself - Ollie can't make a ranged attack if he fails to break away for a Running Shot - so stay back and be sure to use his White [Healing] as often as he can to keep him healthy. He's somewhat fragile (compared to other ring slingers) so leave him in the background doing what he does best - giving opponents the shaft.

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

lucernhammer
12/14/2010, 06:28
thank you mouse .damnitt i was hoping not to need them all but i guess now i gotta surf evil bay for the ones i dont get .

logan083
12/14/2010, 06:33
cant wait to c which ones i get. great review

Geof-Force
12/14/2010, 06:46
...And that rounds out the reviews. But, I must say, Wondy is the best overall WL in this set both in Sealed and Constructed. She shares the highest opening attack with GA (with only 2 clicks with a 9 or lower), second only to Supes in raw damage and longevity, has the most number of move and attack (with 8 clicks!), can deal with tentpoles and swarms, leaves just enough points for a good support/cleanup crew and provides support to her team(Defend, Enhancement, Support). That and she rocks the Amazon theme better than any Wondy before her (yep, even the Star Sapphire one). I sincerely think she deserves at least 5 indomitables or tie her with Donna. :cool:

tpchid
12/14/2010, 06:51
Thanks for the great reviews. I can't wait to open up my case to see what I get. Looks like sealed events will be pretty competitive this time around.

One correction on your Donna Troy analysis. The other lanterns have a 33.333% chance of healing (5 or 6 on a D6). Donna's power gives her only a 30.556% chance due to only 11 possible dice combinations in 36 possible outcomes having a 6 show up. Still, I will gladly take a 2.778% reduction in odds of healing for the right to try on every player's turn. Using basis statistics, I believe that the odds of not healing at least once in two tries (your turn and your opponent's turn) is 48.225%. This means that 51.775% of the time you will heal her on either your turn or your opponent's turn.

Plus you have a 9.336% chance of healing on both turns!

If my math is off slightly forgive me since it has been almost a decade since my last statistics class.

dkrmguy
12/14/2010, 07:03
I had not really looked at the white lanterns but it looks like I will need a few of them. Thanks for getting all these articles out before we play it helps me plan my teams. I sure it helps others.

PS: ARES still should be :d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-indomitable: & I am also looking forward to your rating of Gleek.

pg3wg
12/14/2010, 08:42
is there supposed to be two white lanterns in a brick or just one?

alvintanmd
12/14/2010, 08:47
is there supposed to be two white lanterns in a brick or just one?

Just one but you can get lucky and pull 2 WLs in a brick....

ChiRocker
12/14/2010, 08:53
PC is not an action, free or otherwise. Other than that... =]

mohenjo
12/14/2010, 09:38
Is Green Arrow's SP name "White Flight" really worse than SR Flash's "Around the World"?

Donna Troy looks good, but her SP can also be outwitted...

...unless there's a White Lantern special object around! (not in sealed, of course)

I guess the second click of Force Blast on all of the WL's is to keep their cost down? I would have sworn the WL object would give a bonus for that power, but I like it the way it is.

specialmagic
12/14/2010, 09:42
Why do I say it may be broken? Take a look at the previous White [Healing] Powers. Ice gets a 1/6 chance of healing when she uses an action to Incap. Bart gets that 16% chance when he uses an action to HSS. Unless they both want to force a push Ice and Bart will only get to use their White [Healing] power every other turn when they use an action.

I believe that should be 1/3 and 33%, respectively.

I Am The Game
12/14/2010, 09:57
I think Superman is a must play. Rounds against players without TK are going to be over fast. He'll outlast anyone else. That figure's about as point-and-shoot as there is in this set. 5 shields.

Wonder Woman is also a must-play. Late dial HSS means that you'll still be running and gunning when your opponent loses his mobility. 5 shields.

Ollie's defense worries me. In the hands of a less experienced player, he's going to be too far removed from the fight, or get caught in the thick of it. Sharpshooter's great, but you're not going to miss your attacks on him. I'd go 4 shields.

agrippa1737
12/14/2010, 10:02
knowing my luck I will pull Ice and Buddy since I bought a case.

Superman looks really cool but that sculpt...

It would be fun to have a poll, with pictures, of the worst sculpt ever.
I nominate this superman and the The Thing from Fantastic forces. Oh well, that is for another thread.

Ihsan
12/14/2010, 10:05
Nice review, anonym0use. You forgot to mention yet another reason why Donna's White [Healing] power is so much better than all the others: most of the other healing powers trigger on a 5-6 roll of just one die. When Donna uses PC for an attack roll, getting a 5-6 on either of *two* dice, meaning that she is nearly twice as likely to heal herself as the other healing powers per use.

edit: whoops, misread her power. She needs a 6 on either die. This means that, per use, her white healing power is just slightly less likely to trigger than 1/3. Nevermind...


Also, this review reaffirms my fear that I'm likely to just pull some subset of Ice, Bart, and Animal Man, completely missing all of the other, awesome White Lanterns...

ctrosejr
12/14/2010, 10:13
I was hoping to trade away any white lanterns that I pulled. This review has made me think twice about that. A good problem to have, I guess...

Deathblossom
12/14/2010, 10:20
Is Green Arrow's SP name "White Flight" really worse than SR Flash's "Around the World"?

Yes it is. Racism is always worse than sex.

agrippa1737
12/14/2010, 10:51
If it's racism... Isn't Black Panther a tad racist.

ChiRocker
12/14/2010, 10:56
If it's racism... Isn't Black Panther a tad racist.

White Flight is an actual racism term that describes when all the white people move out of a neiborhood when a bunch of minorities move in, mainly because they see the minorities moving in as the neighborhood is going to get less safe and property value is going to go down.

Black Panther is not actually any sort of defined racist term, and will be seen as one if the person is looking for it.

Troma99
12/14/2010, 11:01
White Flight is an actual racism term that describes when all the white people move out of a neiborhood when a bunch of minorities move in, mainly because they see the minorities moving in as the neighborhood is going to get less safe and property value is going to go down.

Black Panther is not actually any sort of defined racist term, and will be seen as one if the person is looking for it.

Word Up!


on the subject of racism "The PUrple SKins" comment was directed at Hal Jordan because...he was kin...of....sort of...racist. Or more So he seems to care less about the minorities on his planet and more for the people on his planet.
It was in The hard Traveling Heroes...just clarifying...because you know its one of the more poignant moments in DC Comics history

http://superfriendsofdorothy.com/wp-content/uploads/2010/04/gl_race_question.jpg



I personally believe, again, that Animal Man CAN BE A powerhouse...depending on who you pull

ChingChongCha
12/14/2010, 11:08
I was actually lucky enough to buy a brick a week ago (we got them a little early here in Asia) and pulled 2 WLs -- Donna and ice

broodwarjc
12/14/2010, 11:19
Is Green Arrow's SP name "White Flight" really worse than SR Flash's "Around the World"?

Donna Troy looks good, but her SP can also be outwitted...

...unless there's a White Lantern special object around! (not in sealed, of course)

I guess the second click of Force Blast on all of the WL's is to keep their cost down? I would have sworn the WL object would give a bonus for that power, but I like it the way it is.

Just to confirm you are talking about Donna's defense special not being outwitted with a white lantern right? Because her damage special can be outwitted, the white lantern only protects regeneration and support powers, not healing powers in general.

lancelot
12/14/2010, 11:24
Wanted to mention that even when Superman's Psychic Blasted, you can still roll the d6 for WHITE INVINCIBILITY.

Thunderclese
12/14/2010, 11:38
Holy moly, I finally got that big surge of nerd excitement for this set!

Ignatz_Mouse
12/14/2010, 11:42
I'd give buddy a 4, a high one at that. Front-loaded tk, healing, and a much better version of his special power.

son of shamrock
12/14/2010, 12:00
I'm with Ignatz on this one. Animal Man is a 4. I'm frothing at the mouth for the Donna Troy tho. Amazing piece. Here's to hope!

mhmike
12/14/2010, 12:14
I LIKE teh power name "white "flihgt' because it is comicurrate

1. oily moved out of the city Star City or coast city i forgot which but he was hal jordon's reoommate

2. he moved to the forest "white flight" heh heh heh

Troma99
12/14/2010, 12:17
...what?...I don't even...

themonkey
12/14/2010, 12:29
knowing my luck I will pull Ice and Buddy since I bought a case.

These are the two lanterns I really want to get. Obscure characters with lower playability means that I may be able to trade for them or pick them up on the secondary market without breaking the bank.

tpchid
12/14/2010, 13:39
I was hoping to trade away any white lanterns that I pulled. This review has made me think twice about that. A good problem to have, I guess...
Darn. I was hoping to trade for those white lanterns Tom

tonysking
12/14/2010, 13:41
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.

commandercool
12/14/2010, 13:45
Animal Man's trait makes him a four or five(?) in my opinion. Frontloaded Telekinesis and the ability to double up on whatever other support powers you may be packing is stupendous. It really depends on if you can get another cheap support figure and a mid-costed brick, I guess.

And I would probably put Superman at a three, but maybe I'm underestimating him. His attack values are just pretty lame for a figure that will be your entire team, and his lack of Outwit protection seems like a pretty glaring weakness in sealed.

ChiRocker
12/14/2010, 13:49
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.

Units section.

tonysking
12/14/2010, 14:00
Units section.
a PRINTABLE checklist? I didnt see one anywhere.

ChiRocker
12/14/2010, 14:09
a PRINTABLE checklist? I didnt see one anywhere.

Go to the units page, click the DC75 icon, click the "all" box below the list, then click "show selected". At this point, the list will pop up on the other side, and there is a print icon to print the full set list.

tonysking
12/14/2010, 14:23
Go to the units page, click the DC75 icon, click the "all" box below the list, then click "show selected". At this point, the list will pop up on the other side, and there is a print icon to print the full set list.
MUCH better, just need to condense it a little more for everyone to have one. Thanks ChiRocker

I now return this thread to its original purpose. sorry

ChiRocker
12/14/2010, 14:37
MUCH better, just need to condense it a little more for everyone to have one. Thanks ChiRocker

I now return this thread to its original purpose. sorry

Yeah, the units section alone is worth coming to this site for; but once you are here, you get all kinds of good things, like these articles!

invisibo
12/14/2010, 14:43
I had not really looked at the white lanterns but it looks like I will need a few of them. Thanks for getting all these articles out before we play it helps me plan my teams. I sure it helps others.

PS: ARES still should be :d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-indomitable: & I am also looking forward to your rating of Gleek.

You're going to be waiting a long time for Gleek--these guys are rated for sealed play, not constructed (which is why Ares doesn't deserve a 5).

People seem to have given up on reading, it seems. Holy moly is it frustrating.

gatharion
12/14/2010, 14:53
Just for the sake of clarification, those healing powers don't say anything about the power still showing "when actions resolve".

This means that if Donna Troy probs an opponent into rolling a crit hit against her then she can't get KOed due to her LIVE power, then heals a click. This would keep her from getting KOed from a follow-up attack as it would just knock her back on to LIVE, right?

Donna can use her power on her turn, on your opponent's turn, whether or not she's taking an action or if she's the target of one. By far it is the best of them.

ChiRocker
12/14/2010, 15:01
Just for the sake of clarification, those healing powers don't say anything about the power still showing "when actions resolve".

This means that if Donna Troy probs an opponent into rolling a crit hit against her then she can't get KOed due to her LIVE power, then heals a click. This would keep her from getting KOed from a follow-up attack as it would just knock her back on to LIVE, right?

Donna can use her power on her turn, on your opponent's turn, whether or not she's taking an action or if she's the target of one. By far it is the best of them.

Sounds right to me.

MEsch1974
12/14/2010, 15:13
Heh, heh, heh silly me... I was gunning for 'em cuz I got all Lantern-crazy... even better that they're this freakin' potent. My only complaint is that they are chase... and well, chase figures really are aggravating... :p

ChiRocker
12/14/2010, 15:16
Heh, heh, heh silly me... I was gunning for 'em cuz I got all Lantern-crazy... even better that they're this freakin' potent. My only complaint is that they are chase... and well, chase figures really are aggravating... :p

Yes they are chases, but keep in mind that it takes the same amount of boosters to get 10 of these that it took to get 1 of the the past chases where the sets only had 2 chases.

Troma99
12/14/2010, 16:13
These are the two lanterns I really want to get. Obscure characters with lower playability means that I may be able to trade for them or pick them up on the secondary market without breaking the bank.

That and because they've had limited but GOOD writers they're more enjoyable to read....for me at least. Therefore my fanboy ism will triumph over all.

hoojeebo
12/14/2010, 18:15
I LIKE teh power name "white "flihgt' because it is comicurrate

1. oily moved out of the city Star City or coast city i forgot which but he was hal jordon's reoommate

2. he moved to the forest "white flight" heh heh heh

Haha! Oh man...

I love your reviews, m0use. You make puns (a little bit more) acceptable!

Superfly
12/14/2010, 19:50
Wanted to mention that even when Superman's Psychic Blasted, you can still roll the d6 for WHITE INVINCIBILITY.

Really? That doesn't SEEM right. Since when do you roll Impervious rolls when you're Psychic Blasted?

invisibo
12/14/2010, 20:04
Really? That doesn't SEEM right. Since when do you roll Impervious rolls when you're Psychic Blasted?

Since they changed it with...the indy starter?

It doesn't actually DO anything, except now that we have special powers that do stuff besides reduce the damage. Dr. Manhattan can be moved back to his starting area, Superman can heal.

Search for "Manhattan Psychic Blast" and find the ruling.

Alpha-Omega
12/14/2010, 20:05
Ollie's got some great trick arrows up his sleeves - as a Sharpshooter :a-sharpshooter: he's hard to pin down. Opponents will quiver with Psychic Blast and Pulse Wave dealing penetrating damage. Don't fool yourself - Ollie can't make a ranged attack if he fails to break away for a Running Shot - so stay back and be sure to use his White [Healing] as often as he can to keep him healthy. He's somewhat fragile (compared to other ring slingers) so leave him in the background doing what he does best - giving opponents the shaft.

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

Aarrrggghhhh! I have been dealt a stunning blow due to the unrelenting piercing humor of these posts. I do not notch them but to be so strung along is just ..... pointedly feathered.

Thank you, thank you, I take a 'bow', pronounced 'bowe' of course. My word (oh wait it was his words actually, lol) what a pun infested post!

As always another awesome thread, thanks for the info.

Ultim8 Avenger
12/14/2010, 20:33
well done mouse! what would we do without you?

FFFAN
12/14/2010, 20:50
I don't want to want the White Lanterns, but now I can't help it.

hot_fusion
12/14/2010, 21:42
I want Barry because he's amazing and Bart/Conner because I'm a Young Justice fanboy. :)

konasavage
12/14/2010, 23:31
There is no point formula.

Magneticlaw
12/15/2010, 09:18
Just a couple of oversights that I noticed - Bart Allen and Ice (as all of the White Lanterns) heal on a roll of 5 or 6 when using their SP, not just 6. Also, it was suggested that knockback or falling damage is a way around the LIVE! power, as it deals damage after the actual hit. This is only viable in the case of the falling from elevated if the character's flight was outwitted or canceled before the attack was made, as flyers do not take falling damage. Otherwise, good reviews.

Troma99
12/15/2010, 09:38
Flyers don't take falling Damage? Someone care to cite your proof?

invisibo
12/15/2010, 12:31
From the rulebook, page 10 (emphasis added):

When a character is knocked across the rim of
elevated terrain (i.e.: off the elevated terrain), the knock
back path ends in the first square of grounded terrain
and that character is dealt 2 knock back damage. If
the first grounded square along the knock back path
is occupied by another character, the knock back
path ends in the last elevated square. Characters with
the Flight ability (see Powers and Abilities Card) which
are knocked back off of elevated terrain are not dealt
knock back damage though they still end their knock
back path in the first empty grounded square.

Grumpygoat
12/15/2010, 14:34
From the rulebook, page 10 (emphasis added):

When a character is knocked across the rim of
elevated terrain (i.e.: off the elevated terrain), the knock
back path ends in the first square of grounded terrain
and that character is dealt 2 knock back damage. If
the first grounded square along the knock back path
is occupied by another character, the knock back
path ends in the last elevated square. Characters with
the Flight ability (see Powers and Abilities Card) which
are knocked back off of elevated terrain are not dealt
knock back damage though they still end their knock
back path in the first empty grounded square.

Much more polite than the response I contemplated sending. Namely, "Go look it up on your own if you're so sure, rather than telling people to cite otherwise."

Troma99
12/15/2010, 14:43
Much more polite than the response I contemplated sending. Namely, "Go look it up on your own if you're so sure, rather than telling people to cite otherwise."

But you say it anyway....Oh Clever!

Yeah I was half asleep when I typed that before...hooray for cramming/postin' on the realms.

vamroc
12/15/2010, 14:51
I don't want to want the White Lanterns, but now I can't help it.

I was really surprised at how effective White Lantern Ice was she was the last charactor K.O.'ed in each of my two losses (I had to fight Ares & and a team with both Mongul & Deadshot)
My Team consisted of
"Steroids of Steel" Superman
White Lantern Ice
Easy Company Soldier
Seriously my team was no joke
It came down to dice rolls and the force was not with :laugh:

SirTendeth
12/16/2010, 01:18
Damage - White Prophecy: Donna Troy can use probability control, when she does, if one or more of the dice in the final roll is a 6, heal her 1 damage after actions resolve.

It says when she does use probability, not "white prophecy", so if she gets an amazon team prob ... With that power showing... Would she heal on a 6 roll? It seems like it.

larthosgrr8
12/16/2010, 08:40
i played donna and conner last night, and wrecked shop. donna is just a beast. perplex conner and send him in there. push to attack from 8 and just keep pushing. let conner do the heavy lifting, and sit back and alternate between perplexing and probing. they form a theme so she can use her sp twice in a round if needed! nothing better than pushing to the first click of her power while hitting someone for three. using her sp to help conner out and then healing to get her perplex back. perplex down a enemy value and end my turn. rinse and repeat!

Magneticlaw
12/16/2010, 20:38
Flyers don't take falling Damage? Someone care to cite your proof?

I've only been playing Heroclix since, like, Infinity Challenge and stuff. :-)

CallMeMOTO
12/16/2010, 21:34
Actually the SAVE MORE THAN THE BLUE, ORANGE, AND PURPLE SKINS was a reference to a Green Lantern comic when it appeared on the GL/GA duo fig in B&tB. Other than that awesome review and I can't wait to get one. Just pulled JSA Superman on top of Mongul in a booster so I'm feeling lucky.

Troma99
12/17/2010, 00:42
I've only been playing Heroclix since, like, Infinity Challenge and stuff. :-)

Ah damn I've only been playing since Xplosion but seniority doesn't dictate Authority.

anonym0use
12/17/2010, 10:21
I was really surprised at how effective White Lantern Ice was she was the last charactor K.O.'ed in each of my two losses (I had to fight Ares & and a team with both Mongul & Deadshot)
My Team consisted of
"Steroids of Steel" Superman
White Lantern Ice
Easy Company Soldier
Seriously my team was no joke
It came down to dice rolls and the force was not with :laugh:

I seriously love the fact that you boost Ice's effectiveness... in the games you lost. :laugh:

sae
12/17/2010, 11:15
Flyers don't take falling Damage? Someone care to cite your proof?

(2010 Core Rulebook)
Page 10 - KNOCK BACK OFF ELEVATED TERRAIN
"Characters with the Flight ability (see Powers and Abilities Card) which are knocked back off of elevated terrain are not dealt knock back damage though they still end their knock back path in the first empty grounded square."

VictorySaber
12/17/2010, 11:42
Flavor Text for Dianna's poison?

Truth Hurts- Poison

twomas_rox
12/17/2010, 12:54
I would like to give WL Ice some praise also. I pulled her in my sealed event last night. Decided to run with her to see what she can do... she actually helped alot. My team consisted of:

WL ICE
Green Arrow
SR Barry Allen

I went 3-0 and Ice helped alot. She was a great support piece. She helped transport Ollie into hindering. Then my opponent would position in a way to stay out of Ollies LOF.. then next turn i push to TK him into a better spot and blast away. Then when they would base Ollie, i would use her Incap to slow them down. Also the perplex worked wonders with Barry Allen, helping him get through any damage reducer. It was fun and after the event was over, I was much happier to have her in my collection than when i first saw that i pulled her.


i give her :d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-indomitable:

spider_ham
12/20/2010, 23:46
All of the WLs are great, although the more expensive ones (Sinestro, Superman) will probably see less play due to their point cost. The biggest advantage that all have is the LIVE! SP that prevents them from being instantly KO'd.

Hal and Troia would be the two standouts, imho: Hal is cheaper than his SR counterpart and fits onto any Lantern-keyworded team, while Donna's White Prophecy SP is easily one of the best powers in this set. WL Donna isn't the front-loaded powerhouse that LE Troia is, but has a bit more staying power thanks to opening TK and Perplex.

Each are under 160 points and can easily team up with 1-2 characters on theme teams (Violet Lantern Corps: Hal + 2 Zamarons: Teen Titans/White Lantern Corps: Donna + Superboy or WL Superboy).

gtydizzle
12/21/2010, 18:05
Wow! Donna Troy is THE BOOOMB!!!