X-Men DPS Fast Forces review
Posted 10/10/2019 at 00:48 by Organous
When I got started playing Heroclix, there was one thing on my mind: X-Men, specifically the 1992 animated series. Unfortunately, the game has always been modeled on the books, occasionally the movies, so any team I would make would always be an approximation. Lately, Wizkids has actually been able to snag licenses for superhero animated series, specifically appealing to 90's nostalgia, and X-Men '92 is finally, explicitly here in Heroclix! The main set itself is a rather mixed bag, but I thought today I could take a look at the Fast Forces. If you just want to pick up some X-Men and play, how does this work out for you?
Well, right away there are some big issues. The X-Men '92 roster is compsed of 7 characters + Xavier. Fast Forces are generally 6 characters at most, so someone would have to be cut. Sadly, the one cut from the roster is the clear field leader, Cyclops! I know we haven't had much opportunity for Jubilee over the years, but you seriously cut Cyclops in favor of Jubilee? This is a major sore spot that brings down the feel of the set very hard.
Additionally, they don't even respect Jubilee's inclusion. Fast Forces generally can be played in their entirety at once at an even 300 points. Most characters here can be played at 70 or 50 points, except Jubilee at 35/20. You don't have to be a math genius to know things don't add up so well here. Seriously, even if you have to adjust the price upward just a little bit, give us the full roster of 7. The lineup as it stands is just insulting.
That said... what are we actually working with? Well, each of the figures has a trait that gives all X-Men a bonus when attacked by giant or colossal characters. The timing is actually pretty solid for that. The last main X-Men set gave them so much power that, in a field where non-thematic teams often dominate the competitive scene, X-Men specifically have actually led the charge! There are a lot of Modern sets that feature big figures, plus numerous promotional figures, so odds are pretty decent you'll have to encounter one. In total, running the full set of these X-Men, your team all get: Combat Reflexes, Super Senses, Toughness, Probability Control, Shape Change, and Mystics... on top of whatever else they naturally have. That aside, every one of these figures' powers are very basic! If I'm going to teach someone the game with these figures, I only need to explain basic powers and a little improved movement. If not for the wonky point values, this would be an even better starter than Elseworld or Civil War, my previous gold standards.
Ok, so how do they actually play if you already know the game? Everyone except the cheap Jubilee has 6 health at their 70 point line and 4 at 50. That's pretty average. Unfortunately Jubilee, Rogue, and Beast are all inconsistent up top. Their second click are significantly different from their first and third, which have identical powers. The others at least keep their special speed powers for the first three clicks, important considering those powers are what let them move and attack at once. There's a lot of 17 defense here, a very bad sign with 18 being the basic standard right now. Thankfully all the big guns at least have 11 attack on top, but only Wolverine keeps it on the lower point value. Everybody dips down to a 9 somewhere, at which point they're pretty much useless.
Wolverine is the most consistent, a basic aggressive melee piece. He comes with Charge, Flurry, and Blades, allowing him to deal a lot of damage very quickly. He has Battle Fury on all clicks except his starting lines, allowing you to carry him wherever he needs to be before he rains adamantium. You're expecting Wolverine to rush in and get the kill or die trying. He can save himself with a couple Regeneration clicks, but otherwise is mostly protected by Toughness after initial Invulnerability. A couple good shots will take him out quickly.
On the opposite end, Storm is the traditional ranged piece. Heavily mobile with Running Shot and Sidestep, Energy Shield/Deflection to protect her from getting shot back, and the most range at 7. Of course she also flies, so she's useful for getting your team around. With two targets and Energy Explosions, she can certainly make for crowd control. A rather versatile piece that new players will probably appreciate, but for how crowded X-Men is as a team, I imagine experienced players will want something more specialized.
In comes Gambit to take that role. This is the stealthy sniper, able to move unhindered, deal penetrating shots, and protect himself from melee threats with Combat Reflexes. He can enhance your other shooters if you want, so he can definitely run just fine with Storm (or Jubilee, for that matter). Gambit will pretty much do this job well throughout the dial, but he does have a couple weird clicks of Force Blast.
Beast is the weird one. He's made in more of a melee tank role. Only he and Rogue have 18 defense, so you're encouraged to keep him with your other X-Men to lend it out through Defend. The same power also gives him Combat Reflexes, and a 20 defense is always respectable. Unfortunately, he has Perplex on some very strange places, so don't rely on that coming up. Also sometimes he has Combat Reflexes, sometimes it's Defend. These powers' colors are very close, so look very closely at what you have. I had trouble even telling the difference on the card! Criminally, he does not have a natural improved movement. He can either Charge or he can Leap/Climb, but not together. Maybe you can make use of him as a Defender, but that's not a great role with how standard 18 defense is.
Rogue is probably the most criminal inclusion here, as her power absorption is only represented by Steal Energy. This is actually a little forgivable for an easy-to-teach piece, but means you probably won't end up playing Rogue as a true power stealer. Her role among this group is to be the extra mobile melee fighter, as she gets 3 clicks of Invulnerable and Super Strength on two of them. However, she does end up dropping so low as to reach a 16 defense with Toughness, so like Wolverine, a couple good shots will take her down quickly. Thankfully, she does have some staying power as her Steal Energy clicks are accompanied by Close Combat Expert. Overall, this is a very standard Rogue that only scratches the surface of what she can do.
Now we come to Jubilee, who is most definitely a utility piece. She has two very distinct roles. She can either hide in Stealth, occasionally helping with a low 9 attack on Incapacitate, or maybe get a real shot with 1 damage + Ranged Combat Expert. At 20 points... she really isn't capable of doing much, but she can surprise you. On that note, she does start her 35 point line with Sidestep and Pulse Wave with 10 attack! Even with a printed 1 damage and 4 range... a Pulse Wave this cheap can't be ignored. It's one of the cheapest in the game, and definitely the cheapest Modern figure to have it with 10 attack. If someone can Perplex her damage, she can actually be a very potent threat!
Final verdict: New players only. This is for the new player, but even for them it's an insult. No Cyclops + substandard stats = you'll be wanting to upgrade quickly. I usually can find one clear winning piece among every Fast Forces, but aside from possibly giving Jubilee some Pulse Wave damage, I'm not really seeing it here. Maybe 70-point Gambit could find his place on some teams, maybe Beast will escort a swarm of animals with 18 Defend. Nothing really screams a need here. Use this to introduce your friends to the game and nothing more. You're not getting much here besides bit players for niche strategies.
Well, right away there are some big issues. The X-Men '92 roster is compsed of 7 characters + Xavier. Fast Forces are generally 6 characters at most, so someone would have to be cut. Sadly, the one cut from the roster is the clear field leader, Cyclops! I know we haven't had much opportunity for Jubilee over the years, but you seriously cut Cyclops in favor of Jubilee? This is a major sore spot that brings down the feel of the set very hard.
Additionally, they don't even respect Jubilee's inclusion. Fast Forces generally can be played in their entirety at once at an even 300 points. Most characters here can be played at 70 or 50 points, except Jubilee at 35/20. You don't have to be a math genius to know things don't add up so well here. Seriously, even if you have to adjust the price upward just a little bit, give us the full roster of 7. The lineup as it stands is just insulting.
That said... what are we actually working with? Well, each of the figures has a trait that gives all X-Men a bonus when attacked by giant or colossal characters. The timing is actually pretty solid for that. The last main X-Men set gave them so much power that, in a field where non-thematic teams often dominate the competitive scene, X-Men specifically have actually led the charge! There are a lot of Modern sets that feature big figures, plus numerous promotional figures, so odds are pretty decent you'll have to encounter one. In total, running the full set of these X-Men, your team all get: Combat Reflexes, Super Senses, Toughness, Probability Control, Shape Change, and Mystics... on top of whatever else they naturally have. That aside, every one of these figures' powers are very basic! If I'm going to teach someone the game with these figures, I only need to explain basic powers and a little improved movement. If not for the wonky point values, this would be an even better starter than Elseworld or Civil War, my previous gold standards.
Ok, so how do they actually play if you already know the game? Everyone except the cheap Jubilee has 6 health at their 70 point line and 4 at 50. That's pretty average. Unfortunately Jubilee, Rogue, and Beast are all inconsistent up top. Their second click are significantly different from their first and third, which have identical powers. The others at least keep their special speed powers for the first three clicks, important considering those powers are what let them move and attack at once. There's a lot of 17 defense here, a very bad sign with 18 being the basic standard right now. Thankfully all the big guns at least have 11 attack on top, but only Wolverine keeps it on the lower point value. Everybody dips down to a 9 somewhere, at which point they're pretty much useless.
Wolverine is the most consistent, a basic aggressive melee piece. He comes with Charge, Flurry, and Blades, allowing him to deal a lot of damage very quickly. He has Battle Fury on all clicks except his starting lines, allowing you to carry him wherever he needs to be before he rains adamantium. You're expecting Wolverine to rush in and get the kill or die trying. He can save himself with a couple Regeneration clicks, but otherwise is mostly protected by Toughness after initial Invulnerability. A couple good shots will take him out quickly.
On the opposite end, Storm is the traditional ranged piece. Heavily mobile with Running Shot and Sidestep, Energy Shield/Deflection to protect her from getting shot back, and the most range at 7. Of course she also flies, so she's useful for getting your team around. With two targets and Energy Explosions, she can certainly make for crowd control. A rather versatile piece that new players will probably appreciate, but for how crowded X-Men is as a team, I imagine experienced players will want something more specialized.
In comes Gambit to take that role. This is the stealthy sniper, able to move unhindered, deal penetrating shots, and protect himself from melee threats with Combat Reflexes. He can enhance your other shooters if you want, so he can definitely run just fine with Storm (or Jubilee, for that matter). Gambit will pretty much do this job well throughout the dial, but he does have a couple weird clicks of Force Blast.
Beast is the weird one. He's made in more of a melee tank role. Only he and Rogue have 18 defense, so you're encouraged to keep him with your other X-Men to lend it out through Defend. The same power also gives him Combat Reflexes, and a 20 defense is always respectable. Unfortunately, he has Perplex on some very strange places, so don't rely on that coming up. Also sometimes he has Combat Reflexes, sometimes it's Defend. These powers' colors are very close, so look very closely at what you have. I had trouble even telling the difference on the card! Criminally, he does not have a natural improved movement. He can either Charge or he can Leap/Climb, but not together. Maybe you can make use of him as a Defender, but that's not a great role with how standard 18 defense is.
Rogue is probably the most criminal inclusion here, as her power absorption is only represented by Steal Energy. This is actually a little forgivable for an easy-to-teach piece, but means you probably won't end up playing Rogue as a true power stealer. Her role among this group is to be the extra mobile melee fighter, as she gets 3 clicks of Invulnerable and Super Strength on two of them. However, she does end up dropping so low as to reach a 16 defense with Toughness, so like Wolverine, a couple good shots will take her down quickly. Thankfully, she does have some staying power as her Steal Energy clicks are accompanied by Close Combat Expert. Overall, this is a very standard Rogue that only scratches the surface of what she can do.
Now we come to Jubilee, who is most definitely a utility piece. She has two very distinct roles. She can either hide in Stealth, occasionally helping with a low 9 attack on Incapacitate, or maybe get a real shot with 1 damage + Ranged Combat Expert. At 20 points... she really isn't capable of doing much, but she can surprise you. On that note, she does start her 35 point line with Sidestep and Pulse Wave with 10 attack! Even with a printed 1 damage and 4 range... a Pulse Wave this cheap can't be ignored. It's one of the cheapest in the game, and definitely the cheapest Modern figure to have it with 10 attack. If someone can Perplex her damage, she can actually be a very potent threat!
Final verdict: New players only. This is for the new player, but even for them it's an insult. No Cyclops + substandard stats = you'll be wanting to upgrade quickly. I usually can find one clear winning piece among every Fast Forces, but aside from possibly giving Jubilee some Pulse Wave damage, I'm not really seeing it here. Maybe 70-point Gambit could find his place on some teams, maybe Beast will escort a swarm of animals with 18 Defend. Nothing really screams a need here. Use this to introduce your friends to the game and nothing more. You're not getting much here besides bit players for niche strategies.
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