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anonym0use
03/18/2011, 15:30
<img src="http://www.hcrealms.com/forum/picture.php?albumid=158&pictureid=14563" style="width:200px;padding-right:5px" align="left"> Giant Sized X-Men

Primer Review
Part 4 Super Rares
Juggernaut(046) through Gambit/Rogue (058)

Do not change the channel, do not adjust your laptop… it is not April 1st, and you have not accidentally clicked on a past Primer for DC Legacy.



Anonym0use and AZS have teamed up to give you a Giant Sized review for Giant Sized X-Men!


Click "full story" below to find out how the Super Rares rate!

anonym0use
03/18/2011, 15:31
Standard disclaimers…

Welcome to a Sealed Primer review of [Giant Sized X-Men.]

As many long time HCRealms members know AZS has had a long history of providing 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 [GSX] 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.


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 dials spoiled here on HCR and posted in the Units section. Please let us know of any discrepancies and I will correct them.

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It's mentioned above, but it bears repeating - these reviews are based on the Wizkids standard 300 point build. I recognize some of you play 400, or even 500 point sealed games - adding 100+ points to a build total drastically changes the balance of some figures, like tentpoles who could otherwise be out-actioned or overrun by a smaller force.

Any figure can be great backed up with enough support. It's fine if you want to disagree with the rating, I encourage talking about how good a figure did for you - just be sure to clarify the circumstances behind your victory. What was your build total? How many people showed up at your venue? It's not saying much if you pop on and tell us you went undefeated with [Phoenix], leaving out that you only faced one opponent.

anonym0use
03/18/2011, 15:35
gx046 E Juggernaut
Team: The Brotherhood
Range: 0 :bolt:
Points: 193
Keywords: Brotherhood of Mutants, Brute, Excalibur, Exiles, Mystical, X-Men
m-boota-fistd-indomitableg-starburst6111748101748111731010163101016310101538915381015289162KOKOKOKOKOKOKOKOKOKOKOKO
(Speed) Nothing Can Stop the Juggernaut: Juggernaut can use Charge and doesn't halve his speed value when using it. When he moves due to his own action along a straight hoizontal or vertical path, he ignores all terrain except elevated terrain for that action. After actions resolve, destroy each wall and square of blocking terrain crossed by his path of movement.

(Special) Mystical Helmet: At the beginning of the game, place a helmet token on this card. While that token is on this card, Juggernaut modifies his defense by +1 and can't be targeted by Incapacitate, Mind Control, and Penetrating/Psychic Blast. When Juggernaut takes 3 damage from a single attack, remove the token.

(Special) The Irresistable Force: Juggernaut ignores hindering terrian for movement purposes, and automatically breaks away.


AZS - Typically a figure that’s 2/3rds of your team will be tough to build an actual team around. But there are enough low cost figs in the common and uncommon slots that Juggy will probably have some pals. Even if he were a one may army, he has a lot of potential. Stats are great across the board, and powers are what you’d expect from the unstoppable Juggernaut. But like the majority of figs in this set, he’s very much defined by his Traits and SP. The Helmet is nice to give him a useful defense boost and a much appreciated resistance to PsyBlast. There’s still just enough Exploit Weakness that someone might break his Mystical Helmet, but short of that or a big hit with an object, it’ll be a tough nut to crack.
The Speed SP is also great, and sometimes people may mistakenly read two elements as required to work together. So note that Juggy can move (without having to Charge) and still bust down walls. It also means the full movement charge isn’t limited to a straight line.
His starting movement is disturbingly low, so hopefully you have some kind of airlift for him, but once he gets going, his speed really picks up. Taken all together, Juggernaut is a tank, dealing big damage and tough to take down.
:d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-normal:

Anonym0use - All I can say is - it's about time we got a decent Juggernaut. Cain goes where he wants, when he wants with his Irresistible Force trait, and thus you never have to worry about him getting tied up and shot at range. The Mystic Helmet SP provides a nice boost - note that damage reducers make it hard to deal 5 damage from a single attack, and don't forget he ignores Psychic Blast damage. Elevated terrain may be his downfall, but with the right support he should be more than capable of eliminating most of an opponent's force by himself.
:d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-normal:

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gx047 U Phoenix
Team: Power Cosmic
Range: 10 :bolt::bolt::bolt:
Points: 297
Keywords: Cosmic, Deity, X-Men
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(Damage) Phoenix Resurrection: Phoenix can use Support. After actions resolve, heal her of damage healed by her use of Support.

(Special) The Phoenix Reborn: Once per game, when Phoenix would be KO'd, instead heal her to click number 8.

AZS - Holy moley! Well, if you really want to play a one figure team, here’s your best chance!
Looking at the powers, HSS and a 10 range ought to allow you to hit and run enough to keep her mostly out of harm’s way. She’s immune to Outwit and can push without penalty, so she’s not quite as vulnerable as other high cost figs. But there is a fair bit of penetrating damage figs in this set – a few in the common/uncommon slots too, so there are a number of figs that can present a threat to her.
Some of her powers are also moot in this format; TK won’t get you much when you have no teammates to move around. (And her natural 5 damage will usually trump throwing an object.) The Resurrection/Support power won’t come into play at all.
Some other powers though, are pretty nice. PsyBlast shows up with Running Shot, so it’s useful. And poison is an interesting take. And of course, Perplex is always welcome, and shows up when her values dip a bit.
In all, I can never give a 5 star ‘must play’ recommendation to any 1-man army figure. There are too many variations, and not everyone is skilled enough to play a 1-man army. Still, if you were tempted, this is as good an option as you’re likely to see, in this set or any other.
:d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-normal:

Anonym0use - I'll never understand why we keep getting TK on 250+ point figures (see SR Magneto for a decent way to resolve using the power on a centerpiece). What I said about Vulcan doesn't quite go as far as Phoenix. Her defense powers may be better, but with Perplex buried mid-dial her damage potential isn't quite as good as the lost Summer's Brother. Her Trait would have been more useful if it were the White Lantern Live special power, and as it is opponents will want to hold an action in reserve to double tap this grave riser. As I see it, this bird is always one missed role (attack, regeneration) away from a sure fire win.
:d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-normal:

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gx048 V Storm
Team: X-Men
Range: 9 :bolt:
Points: 86
Keywords: Deity, Fantastic Four, Hellfire Club, Morlocks, Ruler, X-Men
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(Damage) The Weather Witch: When Storm occupies a square of outdoor terrain, modify her damage and range values by +1 and she possesses 2 targets.

AZS - This set is all full of oddities and unique concepts, including the 9 range and TK on Storm! Although the TK is a very interesting, but not unreasonable, interpretation of her powerful winds. Starting with TK lets her move teammates into battle, and then follow up with her own Running Shot attack. Storm’s comic-accurate SP grants her a bonus if she’s outdoors, and both Krakoa and Madripoor are outdoor maps. Thanks to that SP, Storm can make a running shot, double target EE attack at 10 range. Great for breaking up clusters or just doubling your targets to make sure at least one takes a hit.
ES/D offers mild protection, and since she has a 9+1 range you should be keeping her at arm’s length on principle. If she is based, consider Force Blast later to get them out of your face.
Storm’s powers and combat values are pretty much spot on for her cost, and her SP is made for the GSX maps, so she ought to play pretty well in sealed.
:d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-normal:

Anonym0use - Storm returns with echoes of her MuMo's glass jaw readily apparent. Kept in the back row she'll do well, but as soon as she's based she's in trouble. It's nice that standing in hindering gives her a +1 damage at close or range and on top of an extra target no less. The biggest difference between this Storm, and her modern age Tokyo punk version is the cost. For 81 points I won't feel so bad when I lose Ororo in a fight. Taxi your friends, TK them into the fray and sit back and snipe your way to a win.
:d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-normal:

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gx049 R Archangel
Team: No Affiliation
Range: 6 :bolt:
Points: 99
Keywords: Horsemen of Apocalypse, X-Factor, X-Men
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(Special) The Fourth Horseman: Death: Modify Archangel's combat values by +1 until the end of the turn for each opposing character KO'd this turn.

AZS - Like a vintage car, throw some chrome on Angel and you can double the value! With good reason too, Archangel graduates from glorified taxi to full on offensive piece. Running Shot with PsyBlast is a boon, even if he only has a 6 range (12 effective range). Or you can opt to use him as a Transporter with the HSS-lite option, if you’re not too worried about the -2 av impact. Then you get an effective range of 15, but also have the option to move, attack, and then move away. You can also use the Transporter Move/Attack for close combat, in case you need to offset some defensive modifier.
For protection, Archangel is decent; ES/D might help a little, but hopefully you’ll get his Shape Change roll for real protection. The interesting bits come a few clicks in with Charge & Steal Energy, which can either be a poor man’s Willpower, or potentially heal him back up a bit. Clicks 3 & 2 are funny in that healing him with SE will put him on lower damage and defense (but a click healthier). So you decide which you’d prefer. Regarding the Trait, although it might not come up very often, when it does, don’t forget to increase Range along with his other values.
Between SE, and Regen at the end, Archangel might be a tricky bugger to actually KO. With all his variety and utility, I was on the fence between 4 and 5, but think he will play just a little better than he looks on paper, so I’m going to go high on this one:
:d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-indomitable:

Anonym0use - Everything that MuMo Archangel wasn't, GSX's Horseman of Apocalypse is. A full dial of move and attack between Running Shot, Charge, and the Transporter ability makes it hard to clip Warren's wings. Great combat values, damage avoidance and reducers, and self healing in the way of Steal Energy and Regeneration, the fourth horseman is an expert combatant at close or range exemplifying his master's "survival of the fittest" motif.
:d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-indomitable:

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gx050 E Armor
Team: X-Men
Range: 0 :bolt:
Points: 66
Keywords: Teen, X-Men
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(Damage) I Can Take the Hit: Armor can use Defend.

AZS - At a quick glance I thought Armor’s special Defend power was a Trait and thought that was cool, but then quickly realized it is an SP for only 2 clicks and was disappointed.
Besides that disappointment, I’m not keen on short dial figures with an activation click. Not only will the figure not be usable until the 4th turn (2 to push, 1 more to clear), after you’ve intentionally given up a click so she only has 4 left. While 18 impervious is solid, there’s enough EW and PsyBlast in this set that it’s not guaranteed to offer the protection you might expect. She may end up be an easy mark for 66 points. Even all that aside, what does she bring to the team for those 66 points? Modest attack potential and 2 clicks of Defend. With so many good figures in this set around or under 70 points, you’ll more than likely have a better option.
:d-indomitable::d-indomitable::d-normal::d-normal::d-normal:

Anonym0use - Many players will be disappointed to pull Armor in sealed, hoping for that big gun point and click game winner. Not me though. Aside from the activation click, this girl is a great supporting piece with hard defenses that she can share, and damage output that makes her a fantastic mop-up figure, a game winner and possibly the sleeper hit of the set.
:d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-normal:

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gx051 R Hulk
Team: No Affiliation
Range: 0 :bolt:
Points: 199
Keywords: Brute, Horsemen of Apocalypse, Monster, Warrior
m-boota-fistd-indomitableg-starburst812185811185810174810174710174710174791637916379163KOKOKOKOKOKOKOKOKOKOKOKO
(Attack) Here's Your Friend Back: Give Hulk a close combat action that deals no damage. If it hits, place the target in a square adjacent to an opposing character who is within 10 squares and line of fire. Then make a ranged combat attack against that second opposing character, even if that attack would normally be illegal. If this second attack hits, deal both characters 3 penetrating damage.

(Damage) Brainwashed: Friendly characters may target Hulk with Mind Control.

(Special) The Second Horseman: War: Modify Hulk's attack value by +1 until the end of the turn for each opposing character who took damage from an attack this turn.

AZS - If you opt to play the Hulk, at two-thirds the cost of your team, Hulk has some big shoes to fill to be worth the points. Fortunately he goes a long way towards meeting the expectation. Lots of Impervious and high defense are good starting points, Indomitable and move&attack powers help too. However, Battle Fury will keep him from being carried, so he’ll have to make his own way around the map, and he’s not immune to hindering terrain or adjacency. BF will also keep him from throwing objects, so he’ll have to get in close. Hulk’s Special Power is pretty interesting, and potentially fun. It gives him a huge 10 range, and the potential to significantly damage 2 opposing characters. The drawback is that, in order to hurt either, he has to successfully hit both. This could backfire as a dud very easily with a modest 10 av.
In all, Hulk is surely a brute, hard to kill and dealing plenty of damage. But with limited range, inability to be carried and suffering from the same action disadvantage any tentpole figure has, he’s a mixed bag. I’d probably play him for the challenge, but pulling and fielding him is not a guaranteed win. Also look out for Ms. Bloodstone, she’s his downfall.
:d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-normal:

Anonym0use - War! Huh! What is Hulk good for! Absolutely Smashing! Say it again! Played right, and with a little luck Hulk will devastate the many 3 and 4 man teams in GSX's sealed events, but the Jade Giant is not a sure fire point and click piece (especially in a set with so much Psychic Blast!). He demands to get a first strike in with 5 damage and a heavy object KO'ng at least one attack figure, and a lowly Hellfire Pawn or Purifier may keep him from that end. Here's Your Friend Back may be his saving grace, acting like a ranged flurry. At 199 points he might be able to fit in a taxi and a tie up, or a capable secondary attacker to draw fire and take on a well rounded team.
:d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-normal:

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gx052 R Wolverine
Team: No Affiliation
Range: 0 :bolt:
Points: 99
Keywords: Horsemen of Apocalypse, Warrior
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(Speed) Death Comes Swiftly: Wolverine can use Charge and Flurry.

(Damage) Brainwashed: Friendly characters may target Wolverine with Mind Control.

(Special) The Fourth Horseman: Death: Modify Wolverine's combat values by +1 until the end of the turn for each opposing character KO'd this turn.

AZS - The Horsemen in this set have been well represented, and Wolverine is a prime example. His powers and stats are fun, interesting and very playable. A close combat monster (as a Wolverine should be), the Horseman of Death has a whole bunch of nifty tricks and traits to take advantage of. His movement SP is straightforward, offering Charge and Flurry together. Although Wolvie doesn’t have BCF to start, Exploit Weakness is a nice alternative. And even though EW doesn’t play well with Flurry, you’ll have your pick; soft targets get flurried, hard targets get Exploited. Clicks 2 & 3 have a power combo personal favorite of mine: Flurry + Steal Energy, offering the potential to heal from click 3 -> click 1 in a single action! The back half of his dial has the standard Regen and Blades, but his middle click is particularly nice with high defense, Blades, and Flurry, offering a ginsu ballet of damage potential. All in all, Wolverine is truly a horseman of death, with nary a downside to his dial. All this for only 99 points is a boon to anyone who pulls him.
:d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-indomitable:

Anonym0use - Normally I'd say a 7 click figure that is capable of healing from it's last click to his top dial in one round while dishing out 11 damage with a 13 attack is a fanboy's munchkin dream. However, in sealed Logan's trait won't come into play much (though think of the carnage he'll cause in Battle Royals!). Wolverine has some big, Outwit-able claws upfront, but the back of his dial is soft, squishy and less than intimidating. For the damage output of this rabid tazmanian devil Wolverine's cost doesn't seem right, but you can't go wrong fielding this SR.
:d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-indomitable:

anonym0use
03/18/2011, 15:38
gx053 V Magneto
Team: The Brotherhood
Range: 10 :bolt::bolt:
Points: 189
Keywords: Acolytes, Brotherhood of Mutants, Hellfire Club, Ruler
m-winga-fistd-shieldg-starburst81118481118481017381017381017379162791627916279162KOKOKOKOKOKOKOKOKOKOKOKO
(Attack) Magnetic Mastery: Give Magneto a power action. Magneto can use Telekenesis twice as a free action. If Magneto uses Telekenesis option 3 increase the damage dealt by 2.

(Defense) Magnetic Shield: Magneto can use Toughness. Characters halve their range values when Magneto is one of the targets of their attack.

(Special) Magnetic Field: Magneto can use Energy Shield/Deflection. When Magneto uses the Carry ability, he can carry up to 4 characters. Modify Magneto's combat values by +1 if he's occupying a square that contains a debris marker.

AZS - This is the figure to pull, and one that will illicit cries of glee when his recognizable sculpt is first glimpsed sliding out of the box.
Magneto has a magnificent dial; the options here are many, and all of them are good. Straight up, the 10 range with 2 targets is killer. Add +1 to his values if he’s on debris, and he goes from great to spectacular. Then tack on awesome secondary abilities like carrying 4 teammates, using TK twice, and that your opponent halves range when attacking him - So he can easily be in range to attack, and well out of range for retaliation. Between that, and his Trait-granted ES/D, pretty much the only way to attack him is in close combat. Of course, then he can TK you away and still chuck an object at you for up to 5 damage. Frankly I could go on and on singing this figure’s praises. Suffice to say, if you pull him, play him. About the most dangerous thing you’ll have to worry about on the field, is facing an opposing Magneto.
:d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-indomitable:

Anonym0use - You as well ask yourself what would it take to pull and not play the master of magnetism. Magneto steamrolls opposition dealing up to 10 damage in one round via object hurling. Combine offensive prowess with superior defense powers (ESD and Toughness on top of curbing ranged attacks) the founding father of the Brotherhood's is sure to end up with more W's than L's.
:d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-indomitable:


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gx054 R The Captain
Team: No Affiliation
Range: 0 :bolt:
Points: 124
Keywords: Nextwave
m-winga-fistd-shieldg-starburst101018491116371017389164681722614178173910184KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
(Damage) I'm Probably Not Sober Enough To Pay Attention: (non-optional) When The Captain is targeted by an opponent's Outwit or Perplex, roll a d6 that can't be rerolled. On a roll of 4-6, he ignores that use of Outwit or Perplex. On a roll of 1, that use of Outwit or Perplex counters all of his powers and combat abilities or modifies all of his combat values, respectively.

AZS - This is a great powerhouse for a very reasonable price. The Captain’s defense is all over the place, but it starts off very strong so that’s at least going for him. Offensive abilities are also very solid, and consistent. Keep an eye out for the weird click at the end with low AV, poison and Impervious. Unfortunately his movement is 2, grounded; So while it could be neat to use the poison, he’ll also be somewhat stuck as well. Keep count of the clicks (now easier with the numbers displayed) and watch out for click #6.
With all that, The Captain’s SP is also pretty worthwhile; he has a 50% chance of ignoring Outwit and offensive Perplex. Keeping in mind if he gets to shrug off Outwit, your opponent can’t try to target someone else with it (it’s been used, and ‘defended.’) That might make people think twice about targeting him with those powers, even with the slim chance of affecting his whole dial. In all, for the cost The Captain has a few oddities, but nothing that’s enough of a drawback to offset his strong offense and odd, but still solid defense as well.
:d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-normal:

Anonym0use -An amazing flying brick for the points the Captain suffers only from two mid dial withdrawal clicks, and is otherwise capable of handing out big damage to Wolverine monkey clones, giant Modok Elvis, or whatever else stands in his path. Note that if you try and Outwit the Captain and fail, the Outwit can't be used elsewhere on your turn (it was used, but the Captain ignored it).
:d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-normal:


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gx055 E Cable / Deadpool
Team: No Affiliation
Range: 8 :bolt::bolt:
Points: 247
Keywords: Six Pack, Soldier, Weapon X, X-Force
m-boota-duod-shieldg-starburst101118410111731110184910174991639916389162891628916289162KOKOKOKOKOKOKOKO
(Speed) I Hope This Is 'Good' Kind Of Alternate Universe: Cable / Deadpool can use Phasing/Teleport. When Cable / Deadpool uses Phasing/Teleport, roll a d6 that can't be rerolled. If you roll a 1-3, opposing characters modify their defense values by +1 this turn. If you roll a 4-6, opposing characters modify their defense values by -1 this turn.

(Attack) Don't Screw Everything Up Like Usual: If Cable / Deadpool use Phasing/Teleport when they have no action tokens, after actions resolve they can use the duo attack ability as a free action.

(Damage) Choose Me! I'm Way Cooler: (non-optional) Once per game when this power is first revealed, choose Cable or Deadpool and this character has "standard attack symbol". If you chose Cable, this character can use Penetrating/Psychic Blast and Telekinesis and modifies his damage value by +2. If you chose Deadpool, this character can use Perplex and Regeneration and modifies his attack value by +2. This power can't be countered.

(Special) Four Guns are better than Two...Giant Shoulder Pad: Cable / Deadpool can use the Sharpshooter ability. They can make ranged attacks against non-adjacent targets when they are adjacent to an opposing character.

AZS - This duo is sick; sick fun & sick powerful. The SP’s and Trait are absolute killers. The powers work together and boost each other to make this pair better than the sum of their parts/powers.
But there’s a caveat; Cable/Deadpool are pricey and would have to play as nearly a 1-figure army. Sure there are a number of figs for less than 53 points that you’ll probably be able to play, but C/D are going to pull 95% of the weight of the game. And there’s the catch, as with any 1-figure army, they are at an action disadvantage. All the responsibility of attack falls on their shoulders (which must be what the giant shoulder pads are for.) But without Willpower or Indomitable, they will either have to pass 50% of the time, or give up clicks to pushing. Their offense can easily survive pushing, but their defense jumps around so much that they can easily end up vulnerable and in a very bad situation (click #2, I’m looking at you.) Even so, the Duo attack ability, and huge damage from RCE ought to help mitigate that somewhat. The pair are very capable, and if anyone had a chance of pulling it off its these two. But they’re limited just enough that it’s not going to be an easy or surefire win.
:d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-normal:

Anonym0use - Cable and Deadpool have the best swing in the game, capable of teleporting ten squares to duo attack, shooting twice at 8 range for a possible 7 damage. Opponents have no where to run to or hide from these poorly costumed cretins. "I hope this Is The 'Good' kind of Alternate Universe" appears optional, so feel free to not use it if you don't want an attack penalty. When it comes to the mid dial Sophie's Choice, I'd always go with Wade just for the chance to regenerate back to the duo clicks. That's right clixers - exploit those rules like these two exploited fashion in the 90's. This pair should always get the first strike in which sets off their point bloat. With some filler to run interference these two will wreck maps.
:d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-normal:

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gx056 E Colossus / Wolverine
Team: X-Men
Range: 0 :bolt:
Points: 190
Keywords: Armor, X-Men, Warrior
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(Speed) Fastball Special: Give Colossus / Wolverine a ranged combat action as if they had a range value of 8. If it succeeds, after actions resolve you may place Colossus / Wolverine adjacent to the target character and then give them a close combat action as a free action, their damage value by +1 for that attack.

(Defense) Which One'll It Be, Bub?: At the beginning of your turn, choose one: Heal Colossus / Wolverine of one damage, or Colossus / Wolverine can use Invulnerability until your next turn.

AZS - Fastball Special has never been an easy thing to define & pull off in clix, and Colossus/Wolverine are no exception to the seeming simple, but actually complex action of throwing a person as a weapon. Beyond Fastball, the C/W have a few other catches, but let’s look at Fastball first. It’s a neat power that gives them a ranged attack (basic ranged attack, for base damage.) Then, you may choose to place C/W “adjacent to the target” and make a close combat action. There’s a lot riding on that wording. First, you can place them in any adjacent square, in any position (since they’re a ‘peanut’ base). Then you can make a follow up attack, but it could be against a different character. Tricky! And with huge damage potential if they are carrying an object as well – easily 11 possible clicks of damage!
The duo’s attack and damage stats are very good, and allow them to deal the kind of damage you’d expect from a Colossus & Wolverine team-up. The dial is also sufficiently deep, and they have overall good stats and powers for the cost.
But their second Special Power, their defense power, almost completely undoes the playability of the rest of their dial. Specifically, it’s the ‘at the beginning of your turn’ part that is the most damaging. If C/W end up on their second click mid-turn, either due to a push or from taking damage (or even, shudder, a crit miss), they then have to wait until the start of their next turn to declare the defense. Leaving them completely defenseless for 5 clicks of the dial.
With this in mind, you have to be very careful about pushing C/W off that first click, lest you leave them as an open target. Or, from the other direction, if you Regen back onto one of these clicks, you again have to wait to declare it. Considering how likely this is to come up, and how detrimental it can be, this defense brings down their overall value significantly.
:d-indomitable::d-indomitable::d-indomitable::d-normal::d-normal:

Anonym0use - Colossus / Wolverine finally deliver the ultimate fastball special even if it doesn't make a whole lot of sense (assume that Wolverine has a bungee cord tethered to the Rooskie, and then assume that after Logan gets chucked, Pete reverts to human form and is whipped in the air, and.... oh nevermind). With the X-men TA, plenty of regeneration, and solid output these two should just about earn their points in sealed events.
:d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-normal:

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

gx057 E Cyclops / Phoenix
Team: X-Men
Range: 8 :bolt:
Points: 133
Keywords: Future, Past, X-Factor, X-Men
m-boota-duod-shieldg-starburst1011173101018461017361017369173691628916389163KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
(Attack) Slym and Redd: Give Cyclops / Phoenix a power action. They can then be given two free actions to use Force Blast and Telekinesis once each.

(Damage) Rigorous Trainers: Cyclops / Phoenix can use Leadership and Enhancement. When using Enhancement, the adjacent friendly character also modifies its attack value by +1.

AZS - This pair is really a mixed bag of good, and missed opportunity. The starting click has the best Attack Value, but very weak defense. And I’m not sure what opportunities you’ll have to use Force Blast that early in the dial. You should push off the first click to get past the 17/Defend click, but then you’re giving up the high AV. Mid dial the Duo’s Speed drops to an oddly low 6, which is weird and restrictive. In concept, the potential of a Cyke and Phoenix duo figure ought to be killer. In reality, it’s a little mishmash of some good things and a whole bunch of mediocre. To the point that I actually want to give them a 2 for missing the mark by a wide margin, but in reality they actually fall pretty solidly into:
:d-indomitable::d-indomitable::d-indomitable::d-normal::d-normal:

Anonym0use - Proving that all the SR's in GSX aren't ranked at 4+ we have Cyclops and Phoenix who combine all the good powers that both have and cripple them with the Duo ability. You'll want to push off that 17 Defend asap to get to Psychic Blast with 4 damage and Toughness. And really, were you ever going to use Force Blast and TK with that opening 11 AV going to waste? From that second click it's all downhill, with Jeanie's destiny already written on the KO'sville bathroom wall. This pair will have their place in constructed where you can build around their SPs, but in sealed they take up too many points and deliver small returns on that investment.
:d-indomitable::d-indomitable::d-normal::d-normal::d-normal:

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

gx058 E Gambit / Rogue
Team: X-Men
Range: 6 :bolt:
Points: 172
Keywords: X-Men
m-boota-duod-shieldg-starburst9111839111739111739101738101738101738916389163KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
(Attack) Sugah and Spice: Gambit / Rogue can use Force Blast and Penetrating/Psychic Blast. When they use either one, after actions resolve they may use it again as a free action, if they take 1 unavoidable damage after that resolves.

(Damage) Charming Rogues: Gambit / Rogue can use Outwit targeting only adjacent characters. If they do and they counter a standard power, Gambit / Rogue can use that countered power until your next turn.

(Special) Final Kiss: Once per game on your turn, as a free action you may choose that Gambit / Rogue can't use the duo attack ability or special powers for the rest of the game. If you do, heal Gambit / Rogue 2 clicks and remove all action tokens from them.

#058 Gambit/Rogue
AZS - Gambit/Rogue have excellent attack ability, bolstered a fair bit by 3 clicks of 11 AV. Their SPs are interesting, fun, and useful, something that can’t necessarily be said for all the SPs in the set. Having ‘Charming Rogues’ start on click 2 is a little disappointing, but not a deal breaker. You can set up an attack in order to be adjacent to an enemy, pushing to do so and ending up on click 2. Or use ‘Sugah & Spice’ to “push” in a single action and then end up on click 2. There are a lot of possibilities here, and nearly all of them good.
Final Kiss may seem like it gives up a lot, but the timing is of course crucial; if you use this after pushing to press an attack, you can heal and be clear to act again next turn. This could be a big boon for pressing an advantage, or if you know that time on the game is winding down and you need just one more action to make a game winning end run.
The only real limitation on this duo is their actual damage, which is moderate and consistent at 3, but doesn’t have much potential to be increased until they get perplex near the end of their dial. As such, they don’t make a great tent-pole figure because it’ll take them a long time to whittle down some of the tougher figures in the set. But if you pull some strong damage dealers to go with them, or a dash of Perplex, they can really tear it up.
:d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-normal:

Anonym0use - Gambit/Rogue prove to be the better lover pair, with a power set more suited to working together. Consistent defense and combat values as well as damage output give the southerners a fighting chance on the field, and a healthy array of SPs should come in handy, especially the ability to heal. Not the best flying brick for their cost, but also not the worst.
:d-indomitable::d-indomitable::d-indomitable::d-normal::d-normal:

AZS
03/18/2011, 22:36
Regarding Phoenix vs Vulcan

What I said about Vulcan doesn't quite go as far as Phoenix. Her defense powers may be better, but with Perplex buried mid-dial her damage potential isn't quite as good as the lost Summer's Brother.

This is something that stood out to me.. Phoenix has higher natural starting damage, so she doesn't need to perplex it (to make it even to Vulcan's perplexed damage). And she gets perplex on just the 3rd click.

I really love Phoenix's consistently high AV, and her excellent defense. Much better than Vulcan's invulnerability. Yeah, Phoenix is about 25 points more, but they're points well spent.

It's funny how we're far apart on each Phoenix and Vulcan, but I think we're even farther apart on how they compare to each other.

Nice to see a different point of view though. Interested to see how they both play out in the sealed games.

Pepsirox08
03/18/2011, 22:47
very happy Cable/Deadpool is highest ranked duo!! take that 15 damage Gambit/Rogue!!

Norlo28
03/18/2011, 22:49
Very helpful info!
I hope not to pull Armor...

PGleo86
03/18/2011, 23:07
Very helpful info!
I hope not to pull Armor...

I pulled Armor, she's actually pretty good on swarmy teams.

I ran Armor, Stryfe, Harry Leland, Purifier, and Roullette and went 3-0 and won my venue's sealed tourney, even though I was pissed that I pulled Armor. Give her a try, you'll probably like her

Pepsirox08
03/18/2011, 23:08
I pulled Armor, she's actually pretty good on swarmy teams.

I ran Armor, Stryfe, Harry Leland, Purifier, and Roullette and went 3-0 and won my venue's sealed tourney, even though I was pissed that I pulled Armor. Give her a try, you'll probably like her

Did no one pull Magneto??

Sylar7484
03/18/2011, 23:14
The Juggernaut is pretty awesome. I'm digging this new set a lot

PGleo86
03/18/2011, 23:17
Did no one pull Magneto??

I did after the sealed ended... but no one did in sealed. One guy pulled Phoenix and got rolled both matches. And, that 18 Defend helps more than you'd think lol

I think my Armor and Phoenix, and some dude pulled both SR Wolverine and Gambit/Rogue were the only SRs in our sealed

Harlekin
03/18/2011, 23:17
Hope to see reviews for the Super Boosters.

Mr. Cranberry
03/18/2011, 23:19
Did no one pull Magneto??

One of the players here did.

Falkenburg
03/18/2011, 23:24
Regarding The Fourth Horseman: Death: Modify Wolverine's combat values by +1 until the end of the turn for each opposing character KO'd this turn.

Would I be correct in assuming that if Wolverine KOs a character with the first attack in his flurry, he would gain the benefit of this trait for the second attack?

STUimus Prime
03/18/2011, 23:25
Hmmm...interesting reviews. Thanks for sharing your guys opinions, defenitely given me some food for thought. With this sets great prizes, sealed tourneys are important again!
Also, does it seem like jugernauts helmet trait is a preview of the new removables game mechanic? I was toying with the idea of modding one with a removable helmet.
Exclixior!

rowdyoctopus
03/18/2011, 23:29
very happy Cable/Deadpool is highest ranked duo!! take that 15 damage Gambit/Rogue!!

I'm not seeing a legal way for Gambit/Rogue to do 15 damage in a turn or even in anything less than 4 turns.

EDIT
Nevermind, the free action psy blast doesn't say once per turn. I feel errata coming.

Norlo28
03/18/2011, 23:35
I pulled Armor, she's actually pretty good on swarmy teams.

I ran Armor, Stryfe, Harry Leland, Purifier, and Roullette and went 3-0 and won my venue's sealed tourney, even though I was pissed that I pulled Armor. Give her a try, you'll probably like her

:)I'll consider it.
I have to play it to say how good the fig is...

Remy23
03/18/2011, 23:44
The Magneto is awesome!! I pulled him in our first sealed.. on Wednesday.. Cant wait to see what I pull on Sunday for our second sealed tourney.. We shall see..

Jawapimp
03/18/2011, 23:47
My pulls for our sealed were extremely lucky. I ended up playing Storm and Hulk and went 3-0. The TK on Storm was huge, and she's actually a great piece. 10 range, 10 attack, and four damage (outside of course) made her a very formidable back-up to Jade-Jaws. I agree with the reviews on both of those pieces. Hulk is strong as heck, but he needs to hit. There's a ton of outwit and PB in this set, so watch out if you play Hulk, and choose your targets wisely.

PGleo86
03/18/2011, 23:48
:)I'll consider it.
I have to play it to say how good the fig is...

I definitely recommend it, in my eyes it went from a 1 star before to a 5 star after

The Magneto is awesome!! I pulled him in our first sealed.. on Wednesday.. Cant wait to see what I pull on Sunday for our second sealed tourney.. We shall see..

I love the sculpt on Magneto... can't wait for my second sealed next Friday, we got ahold of a bunch of old Justice League bricks so we're gonna do 1 pack of GSX and one of JL for the sealed lol

Remy23
03/18/2011, 23:52
That is awesome.. that would be fun.. a booster of JL and a booster of GSX.. hmm I like it.. I am going to borrow that idea... my guys are going to think I am nuts.. lol..

Heretic
03/18/2011, 23:57
Missing Anonym0uses' rating for archangel. As always, great review

Surfer13
03/19/2011, 00:22
When it comes to the mid dial Sophie's Choice, I'd always go with Wade just for the chance to regenerate back to the duo clicks.

They lose the duo symbol, though,when that power reveals itself.

I am also not sure that picking Deadpool is such a clear-cut choice.

SevenFeathers
03/19/2011, 00:24
Armor is totally awesome!!! for first, you always keep her back near an X-Men who i sgoing to get hit or is going to push...her activation clix will be gone through on a bacjed TA heal. then she turns into this awesome power house that you can throw with Collosus (another good way to get her activation clix). Maybe pulling her with no other X-Men to play with her might be a bit depressing, but to pull her and have her anyways is pretty sweet

traitorarmor
03/19/2011, 00:45
Count me in as a person who would love to see Armor in my sealed pulls. I think I would play C Wolverine if I pull him but borrowing the 18(and having a 20 in close with his CR) makes him much more difficult to take out. I gave a constructed Astonishing team a quick spin on brick night and that duo was perfect together.
They lose the duo symbol, though,when that power reveals itself.

I am also not sure that picking Deadpool is such a clear-cut choice.

It should be.

This rules thread explains how regening back up the dial would work. (http://www.hcrealms.com/forum/showthread.php?t=308209)

fearofanubis
03/19/2011, 00:56
I played a mock sealed with friends. I pulled the Sr wolverine and got excited to play but than my oppenent pulled Sr magneto. That 10 damage is just vicious. Good thing they were both from my brick though.

Spectre328
03/19/2011, 00:56
Are There items in sealed games? I pulled magneto but my friend said we can only use what's in the boosters, so I wasnt aloud to use magneto to his full potential.

Remy23
03/19/2011, 01:09
you still have to have items!! So you could have def used items in your sealed game and made him the best choice..

beardedtoyman
03/19/2011, 01:37
(Speed) I Hope This Is 'Good' Kind Of Alternate Universe: [/b]Cable / Deadpool can use Phasing/Teleport. When Cable / Deadpool uses Phasing/Teleport, roll a d6 that can't be rerolled. If you roll a 1-3, opposing characters modify their defense values by +1 this turn. If you roll a 4-6, opposing characters modify their defense values by -1 this turn.

Anonym0use - Cable and Deadpool have the best swing in the game, capable of teleporting ten squares to duo attack, shooting twice at 8 range for a possible 7 damage. Opponents have no where to run to or hide from these poorly costumed cretins. "I hope this Is The 'Good' kind of Alternate Universe" appears optional, so feel free to not use it if you don't want an attack penalty. When it comes to the mid dial Sophie's Choice, I'd always go with Wade just for the chance to regenerate back to the duo clicks. That's right clixers - exploit those rules like these two exploited fashion in the 90's. This pair should always get the first strike in which sets off their point bloat. With some filler to run interference these two will wreck maps.
:d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-normal:


The power is optional, but I don't see how you can use Phasing without having to make the roll. You either choose not to use P/T, and avoid the penalties, or you use it, and have to roll. You can't cancel half of an SP.

Prof. Aragorn
03/19/2011, 01:40
Just so yah know, Archangel has an 18 reach with Transporter because the Move and Attack Ability does not halve your range.

It's still Hypersonic Speed, but it doesn't halve the range value.

hanzoslash
03/19/2011, 02:52
I'm not seeing a legal way for Gambit/Rogue to do 15 damage in a turn or even in anything less than 4 turns.

EDIT
Nevermind, the free action psy blast doesn't say once per turn. I feel errata coming.

I hope they do not errata the power. Think of it as they are doing a Dual Super from Marvel vs Street Fighter, and just in the nick of time for Street Fighter clix.

Quebbster
03/19/2011, 05:19
Are There items in sealed games? I pulled magneto but my friend said we can only use what's in the boosters, so I wasnt aloud to use magneto to his full potential.

Yes, you still get to use three objects. You can only use standard objects though.

I played three Sealed games with a friend yesterday, and in one of the games he pulled Magneto. I gave him the thrashing of a lifetime with a force consisting of Archangel, Wolverine and Beast. The fact that I won initiative and picked the Prison map helped, as did the fact that he missed most of his attacks. :)

anonym0use
03/19/2011, 08:28
Missing Anonym0uses' rating for archangel. As always, great review

I added it in, but really, was there any doubt of how good the figure is?

anonym0use
03/19/2011, 08:40
Regarding Phoenix vs Vulcan

This is something that stood out to me.. Phoenix has higher natural starting damage, so she doesn't need to perplex it (to make it even to Vulcan's perplexed damage). And she gets perplex on just the 3rd click.

I really love Phoenix's consistently high AV, and her excellent defense. Much better than Vulcan's invulnerability. Yeah, Phoenix is about 25 points more, but they're points well spent.

It's funny how we're far apart on each Phoenix and Vulcan, but I think we're even farther apart on how they compare to each other.

Nice to see a different point of view though. Interested to see how they both play out in the sealed games.

I think the point I was making with Vulcan was that he has the potential to do more than 5 with Perplex and his SP combined (so long as someone shoots and misses him).

The other thing I prefer to him over Phoenix is his longer dial and that his end dial remains robust, where as Jeanie gets a soft spot with 3 regen clicks, Vulcan goes from Invul to ESD to Invul, and if he's been played right and has knocked opponents off damage bypass powers, he should be in good shape by the time he gets to his back dial (where Jean's player will have to worry about the value of making Regen rolls over attacking).

I'm not saying my rating is an auto-win for Vulcan, just that players who can feel confident playing a one man army piece will like him better.

Even you said:

In all, I can never give a 5 star ‘must play’ recommendation to any 1-man army figure. There are too many variations, and not everyone is skilled enough to play a 1-man army.

And I think that speaks enough to your ratings and why you rated them how you did. Readers will point out that my style was to warn you away from a figure, but to rate it as if you knew how to play it.

Heck, people are singing the praises of Monica Rambeau, and we both figured her for a dud. I secretly wanted to pull her and try to make her work though, because that's how I roll. :)

Ignatz_Mouse
03/19/2011, 08:54
Having seen her in action, I'd give Phoenix 5 stars, one-man-army or not. Played properly, she's nearly unbeatable in this set.

I did beat her once, but only by psyching out my opponent, and him making a positioning mistake. And even then, it was close.

Clixjunkie
03/19/2011, 10:03
Great reviews as always gentlemen.

Archangel is even better with his range potential when using Move and Attack. He has an effective 18 range not 15. You do not halve the range value when using Move and Attack. That is why you get the -2 to AV. This just assures the 5 rating even more.

sol
03/19/2011, 10:05
Other than the fact that neither of you pointing out Magneto's vulnerability on the Krakoa map (which isn't a character and so does not halve it's range value when he's a target), I'd be inclined to agree with your assessment of the Master of Magnetism.

tidge
03/19/2011, 10:22
I think you both geek-gasmed on Magneto. I agree that it is a :d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-indomitable: figure (in 300-point sealed), but it is not IMO a full :d-indomitable: over Phoenix, especially considering Krakoa map effects (blocking foliage, earthquake, and limited opportunities to make "debris").

Yes, I completely understand the point difference, and how it can be used to break Phoenix. I played Phoenix and lost to Juggernaught and (C) Wolverine, but dominated Magneto/Machine Man, even with Aaron stack sitting on his Psychic Blast clicks.

On my pulls, my choice was one Phoenix or build a strong team from the other 9 figures. I picked Phoenix because it offered me the chance to play *different* strategies using the same figure.

My loss was due mainly to poor choices of damage dealing against Juggs/Wolverine (not realizing I would put Juggernaught on a SS/EW click!) and terrible luck in missed attacks that would have finished off Wolverine. Against Magneto I opted to destroy objects before he could use them for +2 damage, and in my third game I opted to cripple the figures with the best attack values first.

Just my $0.2, Magneto will be a :d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-indomitable: in both sealed (but at great Krakoa risk) and constructed, whereas the Phoenix will burn very brightly :d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-indomitable: in sealed but will drop to :d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-normal: in 400+ constructed games, and is likely to be a :d-indomitable::d-indomitable::d-indomitable::d-normal::d-normal: in 300 point constructed.

Clickin'nutz!
03/19/2011, 12:56
Out of all the reviews, I finally saw the one figure I completely disagree with The WarHulk. While he has a lot of impervious and indomitable, I feel he is so subpar to the likes of juggernaut. Hulk is slow moving, vulnerable to hindering terrain, easily outwitted, or psyblasted, and once he gets on to those clicks with plasticity he loses superstrength and can't throw any objects on those clicks with battle fury. I think he is way too many points for what he brings in a sealed.

Ghost_Rider
03/19/2011, 13:44
Storm is probably more like :d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-indomitable:. There isn't much starting TK in the set for starters, so that is a HUGE right there. Then add in the fact that she will likely be able to inflict 4 damage at 10 range for only 86 points, and she's pretty well a must-play.

I agree with the rating on Juggernaut. He's pretty sickening, and on the right map his low speed really isn't an issue if you position him wisely to hide behind a piece of blocking terrain and then plow through it during a Charge.

specialmagic
03/19/2011, 14:30
I agree that the hulk is rated a bit high. I played against him twice in one tournament, once where my opponent even had a Psylocke to tk him, and my mediocre team was able to dismantle him each time. Gatecrasher ended up being too much for Hulk to handle, I knocked him off of charge and had no problem out-maneuvering him, with phasing. It took awhile to kill him, but Gatecrasher was on click 1 at the end of both games. Bricks like this are tempting to play, but a good player shouldn't have any trouble beating him with the pieces available in this set.

larthosgrr8
03/19/2011, 19:37
gambit/rouge CAN'T psy blast 5 times in a row. why??? easy. no figure can do the same free action more than once in a turn. it's pretty easy to figure out. i don't see why ppl are going crazy. this would have been the biggest loophole ever.

i can say that after WOS, wizkids is triple checking to make sure loopholes aren't there. once again, you can't use the power more than once because you can't give a character the SAME free action more than once per turn.

Citizen Kabuto
03/19/2011, 19:42
gambit/rouge CAN'T psy blast 5 times in a row. why??? easy. no figure can do the same free action more than once in a turn. it's pretty easy to figure out. i don't see why ppl are going crazy. this would have been the biggest loophole ever.

i can say that after WOS, wizkids is triple checking to make sure loopholes aren't there. once again, you can't use the power more than once because you can't give a character the SAME free action more than once per turn.

Where is this stated in the rulebook?

Citizen Kabuto
03/19/2011, 19:52
This is the 2010 HeroClix rules concerning free actions:

FREE ACTIONS
Some game effects do not require the use of an
action to activate, or they allow a character to do
something for free after the character uses another
kind of action, such as a power action or move
action. Characters do not get action tokens for free
actions.
Using a free action does not consume one of
your available actions for the turn, and you may
give your characters as many free actions as game
effects allow. A character with two action tokens
cannot be given any non-free actions.

It doesn't say that you can't perform the same free action with a character more than once in a turn. Usually the free action in question would specify that. Gambit/Rogue's power doesn't specify, so currently you really can use it 5 times in one turn. The new Player's Guide didn't address this, so it looks like it'll be this way for the foreseeable future.

Repulsor rage
03/19/2011, 21:02
Nice article. I used the force blast on Cyclops and Phoenix in a standard 300 point game to knock someone into the hindering on Krakoa and got a lucky roll lol

Puuka
03/19/2011, 23:16
Armor wants to join the Runaways on a Teen team

larthosgrr8
03/20/2011, 01:53
This is the 2010 HeroClix rules concerning free actions:



It doesn't say that you can't perform the same free action with a character more than once in a turn. Usually the free action in question would specify that. Gambit/Rogue's power doesn't specify, so currently you really can use it 5 times in one turn. The new Player's Guide didn't address this, so it looks like it'll be this way for the foreseeable future.

indeed, well after norm judged an event today, this won't last long. there might be an errata, but there might not be.;)

Citizen Kabuto
03/20/2011, 02:00
indeed, well after norm judged an event today, this won't last long. there might be an errata, but there might not be.;)

Good to know. I wasn't too worried about running into it - even played like that I think it's fairly easy to counter or avoid. But I don't think it was the designer's intent to let G/R potentially make 5 attacks in 1 turn.

GraveTheDarkestHero
03/20/2011, 03:23
Well it was great reading your reviews but what i would like to know is what team(s) would you guys like to pull in a sealed. i know its all random but if ya actually got exactly what you wanted what would it be???

anonym0use
03/20/2011, 10:52
Well, I never really hope for much in 300 point sealed, but I think I would have wanted to pull either War Hulk and Archangel for a HoA team, or Archangel, SR Wolverine, and Caliban for an HoA team - seems like I would have had guaranteed happiness win or lose, because those would be some good pulls.

Also, I like pulling big one man army tentpole figures, because I feel they only see maximum use in sealed, when opponents can't build around them.

What I actually pulled at the venue I attended (400 point build):
44 GX001 Madrox
100 GX005 Mindless One
38 GX012 Cypher
47 GX013 Empath
139 GX029 Monica Rambeau
101 GX032 Ch'od
47 GX039 Lockheed
133 GX042 Predator X
57 GX019 William Stryker
297 GX047 Phoenix

And believe it or not, I didn't consider this to be great pulls. If I didn't go with Phoenix, then I had to build a team around middling level attackers (picking Monica, Ch'od, or Pred-X) and fill out the rest with some questionable support (Stryker, Mindless One).

In 300 my gut tells me to play Monica, with Madrox and Cypher as perplex support, but them I'm left with 79 points to plug in Lockheed, Empath or Stryker - a pretty big point deficit any way I go.

I'd want both Cypher (for the trait, to heal Monica) and Madrox (for Outwit) and wouldn't want to give up either, but when you crunch the numbers I don't come out with many great options in 300 or 400 point games.

So I picked Phoenix, Cypher, and Madrox, and ran with a 21 point handicap.

First round in Madripoor I faced Vulcan, Roulette, and Emma Frost - a solid team with Enhancement, PC, and Perplex backing up the tentpole. With some good positioning (and a +2 to my AV) Phoenix got first strike in on Vulcan, then Jean struggled trying to get a hit in for another 6 or 7 rounds (removing Roulette helped) while the rest of my team bit it. A tense moment when I got hit by Vulcan but rolled Impervious. After losing the PC, Vulcan soon folded.

Second round, also in Madripoor, also against Vulcan (with Domino and Cypher) I rather stupidly overextended Jean to attack Vulcan when Vulcan had a token on him (and I had none) and Domino did not have LoF to the attacking square. I missed by 1, and next turn Vulcan hit Jean, who failed her Imperv roll. From there Jean dropped fast, failed the Regen roll when she got KO'd the first time, and was finished soon after.

Third Round, also in Madripoor, Jean faced Prof. X, HoA Wolverine, Rogue, and Angel. Jean tore through this team like tinfoil, with the professor rolling poorly every time he tried to psychic blast me in the face.

Having faced Vulcan twice, I still think he's a better piece than Jean, though I can honestly say it comes down to first strike. In hindsight, had I used some different tactics the game might have spun another way, but I got greedy and hoped a 12 attack would have been enough to hit Vulcan once. It didn't. :confused:

psycho69
03/20/2011, 12:36
(Attack) Slym and Redd: Give Cyclops / Phoenix a power action. They can then be given two free actions to use Force Blast and Telekinesis once each.

i am probably wrong, but i took this as they could each be given a free action to use one or the other. in the past any special powers that had standard powers within them, had you choose which one(s) you were going to use. i used the same logic here.

i know scott shouldn't have tk, but that was just my take on it.

thanks, Rob

tokay1king
03/20/2011, 14:10
This is the 2010 HeroClix rules concerning free actions:



It doesn't say that you can't perform the same free action with a character more than once in a turn. Usually the free action in question would specify that. Gambit/Rogue's power doesn't specify, so currently you really can use it 5 times in one turn. The new Player's Guide didn't address this, so it looks like it'll be this way for the foreseeable future.

@ Citizen Kabuto- ACtually, you couldn't do it. Seeing as how you must resolve the initial action of either PB or FB. So basically the only way you could do the free action is if you give them the initial action and resolve it, which includes placing an action token on them. Most free actions don't require action tokens (some exceptions). But it specifically says that they may be given a free action after the resolve of the initial action. Think of it like the multiattack option of some collossals. You can't use one of the free actions granted by multiattack to perform another multiattack! Also the SP says "may use it again as A free action, "a" meaning one, and one only. If it said you could do it more than once in the same action it would also specify that as well! This SP is governed by the "mark a character for any non-free action" rule that is in the rulebook. You know, common sense hs to come into play at some point he he ;)! Not too burst your bubble, just don't read too much into it lol!

specialmagic
03/20/2011, 14:53
"may use it again as A free action, "a" meaning one, and one only.

After any time they use it, they may use it again as a free action. The first free use is a perfectly legitimate trigger for another use, as far as the rules are concerned.

Until errata'd, it is a perfectly accurate interpretation of the power to use it 5 times. Judges may rule differently, but that would be arbitrating based on assumed intent. Which is fine, but it won't be official until errata'd.

slayerjohn69
03/20/2011, 19:55
I pulled a phoenix,and ran her against 3 other supper rares ,seems like everybody got a good pull...3-0 for me ,she rocks, cable/deadpool really had her on the ropes , and the hulk , he was just intimedating...3-damage to the hulk lowered him dowm to where he could not keep up......and oh sweet victory,she is my answear to shazzam/blackatom,in the next constructed.....

Iceman425
03/20/2011, 22:12
Phoenix is HANDS DOWN a :d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-indomitable: figure.

I played her and on either map, Krakoa and Madripoor, almost no one can catch her with that 17 Square swing and 5 damage. 3 Targets to almost make sure she's hittin something. Indomitable and HSS to keep her out of any situation where you'd be based.

I swept everything when I played with her and would not hesitate to do so again.

Troma99
03/20/2011, 23:05
Phoenix is HANDS DOWN a :d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-indomitable: figure.

I played her and on either map, Krakoa and Madripoor, almost no one can catch her with that 17 Square swing and 5 damage. 3 Targets to almost make sure she's hittin something. Indomitable and HSS to keep her out of any situation where you'd be based.

I swept everything when I played with her and would not hesitate to do so again.

and I played W/c and wolverine against her on Madripoor. despite hitting and running I was still able to take her down
:d-indomitable::d-indomitable::d-indomitable::d-indomitable:

at best

Hero_guy
03/21/2011, 13:08
Two Pheonix's were pulled at my Marque; one being mine. Both were used and the combined record was 3-3; I went 3-0 the other guy went 0-3 and we each faced the same 2 opponents in our first two matches. So its definitely not a sure win piece, but when it does do well, it can really wreck the other team. And you don't necessarily need to have good rolls when playing this fig, just need your opponent to not have better rolls.

Gargantua
03/21/2011, 13:25
I went 2 for 3 with a Juggernaut-based team in a sealed tournament (along with an Omega Sentinel and Empath), so I can verify he's good. The one loss was to a Phoenix one-man army that hit him hard and fast. Curiously we had two Phoenix players there. I played both and beat the other one. It was all about the dice. Second player missed the crucial second hit, where the first player hit both times.

Curiously, one Phoenix player went 3-0, the other went 0-3.

Gargantua
03/21/2011, 13:32
Two Pheonix's were pulled at my Marque; one being mine. Both were used and the combined record was 3-3; I went 3-0 the other guy went 0-3 and we each faced the same 2 opponents in our first two matches. So its definitely not a sure win piece, but when it does do well, it can really wreck the other team. And you don't necessarily need to have good rolls when playing this fig, just need your opponent to not have better rolls.

Ha! posted just after you. I was one of the guys you beat

anonym0use
03/21/2011, 19:55
Phoenix is HANDS DOWN a :d-indomitable::d-indomitable::d-indomitable::d-indomitable::d-indomitable: figure.

I played her and on either map, Krakoa and Madripoor, almost no one can catch her with that 17 Square swing and 5 damage. 3 Targets to almost make sure she's hittin something. Indomitable and HSS to keep her out of any situation where you'd be based.

I swept everything when I played with her and would not hesitate to do so again.

Did you face 2 separate Vulcan teams? :cheeky:

Iceman425
03/21/2011, 21:15
Did you face 2 separate Vulcan teams? :cheeky:

Are we figuring other pieces against her effectiveness?

No. There was a Mags and a Vulcan.

And I played in a second sealed where I pulled her again. 3-0 again. Mags on the board there.

Have two extras now.

You have to be careful, but her maneuverabilty and Power Cosmic on her individually and not solely be judged against other figures. I'm not the type of guy who runs 1 man/woman armies almost ever.

I will tell you I won with Thanos back in the day, and I think Phoenix played even more effectively.

synnth
03/21/2011, 23:58
Awesome, the New Set is amazing, i really need to be able to get out and get Some. I'm supposed to be teaching the Owner of a new Game Shop how to play on Wed, so maybe when he starts hosting the tournaments i can start getting some of the new set.
The Pheonix and the Cable Deadpool are simply awesome

tokay1king
03/22/2011, 01:44
After any time they use it, they may use it again as a free action. The first free use is a perfectly legitimate trigger for another use, as far as the rules are concerned.

Until errata'd, it is a perfectly accurate interpretation of the power to use it 5 times. Judges may rule differently, but that would be arbitrating based on assumed intent. Which is fine, but it won't be official until errata'd.

Actually it is not. It is just a loop hole in the rule players may exploit based off of ingterpretaionof the rule. If you read the SP, it specifiacally states that when they do use either FB or PB initially, and the action resolves which tells me that you have to either give them a power action to use FB or a ranged combat action to use PB in order to get the free action to use either power again. And as we both know you have to mark someone when they perform a ranged combat action or a power action with an action token because the initial action is not a free action! Nowhere does it say "they may continue to use the power as a free action as long as the power is showing on their dial after the initial action" because free actions do not allow other free actions! So it is not an accurate interpretation of the rule, just your interpretation of it, just as this is my interpretation of it. Cause as we both know, interpretations can be "subjective" for everyone based off of each person's own perspective. However, the standard power "Enhancement" is an example a power that specifically states that it "can be used by more than one character with the power in an action" and "can be used by the same character more than once in a turn" to help stress my point. And it is not a free action, but rather a criteria. I do agree that it will be left more to the judge to decide that one if there is a disagreement. Or you could just do it the old fashioned way, and roll for it :). And I do think it will be errata'd for clarification. I know that I would never let that fly!

Widowmaker03
03/22/2011, 13:40
I really disagree with the phoenix cyclops reviews... They are capable of dealing 7 damage on that second click. If you are putting out that much damage for 130ish points then you are definitely pulling your weight. If it is a brick your against, then use the PB, otherwise keep dishing it out with duo attack.

Kite-Man
03/22/2011, 16:46
I pulled Magneto in sealed and was overjoyed until he got double-sixed TWICE in a row to start the game.

And the second time was when my Domino made my opponent re-roll their 11.

(sigh)

Sometimes no matter what figure you have, you ain't gonna win.

Still, A (potentially :tired: ) deadly figure with a great dial and sculpt.

4.99999/5


Strangely, nobody could hit Domino the entire game and she almost won the entire match for me with Magneto out...

Almost.

Shango
03/23/2011, 07:38
Love these reviews - thanks guys.
Any plans to do reviews on the 6 colossals?

dragner
03/23/2011, 08:08
On my release I pulled Storm and she was a BEAST!!

I was always outdoors and my 2 bolts 10 range outranged all other figs, she could beat sabretooth,cyclops,psylock,hulk,...nobody could hit her, she was always back with cypher supporting her. An awesome fig that make me go 3-1 for 3rd place (damm krakoa).

My team was Storm,Cypher,Domino,Lockheed and Omega Prime Sentinel.

ahtitan
03/24/2011, 23:54
Love these reviews - thanks guys.
Any plans to do reviews on the 6 colossals?

I'd love to see your take on these as well.

TH0MAS5
03/27/2011, 14:29
Did no one pull Magneto??

In the two Sealed Torneys that I saw Magneto played
he went 3 - 10.


And two of his wins were against other Magnetos.

the third win was when I used him.

Iceman425
03/27/2011, 17:00
I'm thirding a motion for a special "Colossal" review from you guys.

Bob
03/28/2011, 21:08
I'm thirding a motion for a special "Colossal" review from you guys.

I'll add a fourth - I'd love to see a review of the Colossals.

Also, my venue mixed it up and ran a 400 point sealed and my son pulled the SR Phoenix; he paired her up with Ch'od and the two took first place.

DarkBlueAnt
03/30/2011, 11:34
anonym0use gets a No Prize for his fastball special explanation.

TH0MAS5
03/30/2011, 21:59
I'm thirding a motion for a special "Colossal" review from you guys.

I am Fifth for a Colossal Review.




And LE Review.