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#102 Rookie Catwoman
Team: No Affiliation
Range: 3
Points: 75
Keywords: Gotham Underworld, Martial Artist
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Nobody Corners the Cat: Catwoman can use Leap/Climb. When Catwoman is adjacent to an opposing character at the beginning of your turn, before you give any other actions you may give Catwoman a move action as a free action. One Second She's Invisible, The Next...:Catwoman can use Charge and Stealth.
I found this piece worth drawing attention to because she has capabilities that, I think, will command attention way beyond the Dark Knight set's confines (in the way OotS Batman commanded attention). In a set full of "decent" figs with some neat abilities, Catwoman here slinked away with possibly the strongest Trait at around her point cost the game has witnessed.
You: "No way, she's totally beatable by <insert whatever>"
Me: "Yes, but be patient while I explain what makes her strong".
Catwoman "gets out of jams" - it seems like a simple concept and probably sounded like an "ok" power on paper. Except when you look closely and realize that the majority of figures in the game can't actually do anything to catch her (I'm working on the assumption there is hindering terrain round - bear with me on that). This is because she can move freely (auto-breakaway) at no expense, even when she has any number of tokens (a feat almost no other figure in existence can do!)
Options for tagging her: Charge. HSS. A friendly with TK. Pulse Wave. A Stealth-busting TA or power. Giant Reach.
... there may be a few specific alternative solutions. Keep in mind that she can Outwit about half of them on her own.
... so why is she deadly? 3 range. I'm not kidding around - it makes the piece (otherwise she would create stalemates). Since her power is a "beginning of your turn" maneuver, she needs to be able to leave the threat while also accomplishing some attack - a feat accomplished by having her dance away while shooting whomever came close, without ever risking a hit in return.
I personally don't like this kind of piece - especially since options against her are limiting and easily Outwitted, and I don't like to constrain my team building to handling such a piece. That said, I'm sure others will get a kick out of her as the new hotness, just like OotS Batman was in his day. We'll be seeing lots of her, bet on it.
Last edited by Crow; 06/04/2012 at 20:49.
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I'm actually a little surprised at your discovery here. I did not see her for all that she was. Without stealth-busting, this will be a hard figure to face! Thankfully, a 2 damage and 16 defense keep her threat level a little lower.
I'm actually a little surprised at your discovery here. I did not see her for all that she was. Without stealth-busting, this will be a hard figure to face! Thankfully, a 2 damage and 16 defense keep her threat level a little lower.
Yes, but a 2 Damage with Outwit and a 16 Defence with CR and Stealth. This cuts through reducers on most characters and is an 18 Def against most characters. Not to mention that at only 1/4 the team build in 300, she will have plenty of help, and will quite a nuesance granting her Outwit to fellow first string attackers.
think I like the 65 point version better, 10 points less, indomittable, combat reflexes for the whole dial, and her special for stealing objects as a free action. even if she doesn't get the roll to remove the object, she just brought it to your side where now your guys can try to pick it up. can't wait to try stealing mjolnir and have batman with gauntlet pick it up. think I may retire after that.
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thanos
cosmic doom
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She's not Unique either. I'd use her for support to begin the game then once my team has engaged the enemy, I'd switch her to attack mode bounce from enemy to enemy
She's not Unique either. I'd use her for support to begin the game then once my team has engaged the enemy, I'd switch her to attack mode bounce from enemy to enemy
Right, but never put her in base contact. Use the 3 range for every attack, and her Trait to move away when threatened. An entire opposing team can fall apart to her if the map is favorable.
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Had the same thoughts as you Crow, but I just figure with the immense popularity of Supes Ally/Avengers Initiative figs with range (and Running Shot) these days, there's a lot of folks out there who can handle her. I still think under the right circumstances she's a real pain.
My Lexicon --
EiGD: Error in Game Design.
Non-Interactive: what people really mean when they say "Broken."
Considering her LOF blocking capabilities, as well, adding a layer of support to friendly ranged attackers: base a target, potentially tying them for a turn and preventing their ranged attacks; jump out of the way next turn and OW target's defense and your primary shooter now has a clear bead. She has the potential to tie down two different opposing characters all game this way, without ever actually giving her an action.
Considering her LOF blocking capabilities, as well, adding a layer of support to friendly ranged attackers: base a target, potentially tying them for a turn and preventing their ranged attacks; jump out of the way next turn and OW target's defense and your primary shooter now has a clear bead. She has the potential to tie down two different opposing characters all game this way, without ever actually giving her an action.
Well spotted, Crow.
Well, you *could* do that, but why would you want to risk someone punching her with a lucky roll? Played properly she is almost uncatchable.
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