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This figure is missing one thing ......bcf I mean he's carrying and axe. Otherwise hope to pick up iron mans suit object because this Guy gets his ### handed to him on top click
Push to Dive Bomb off that 1st click and he'll be able to hold his own and take down much bigger figures 1 on 1. BIG FAN
That seems like the best way to use him. However, you might need to stay on the ESD click if your opponent has ranged attackers. If you can dive bomb a figure for 4 or 5 clicks then there attack might be low enough I would not want to push off ESD.
Great dial, but the keywords are off. The new 52 Hawkman is Katar Hol, not Carter.
I also hope to see a new Hawkgirl/woman in within a year because they never seem to release the pair at convenient times. One is usually retired by the time the other is released.
Yes a shorter dial and only two clicks of move and attack as opposed to 6 and no indomitable. She is so clearly better.
I always look at a head-to-head comparison (I know, a little oversimplistic...), and even if Hawkman gets the first hit (he should with a higher Moevement) Hawkgirl can push to Flurry, knowcking Hawkamn to his last click.
Hawkman is good for his points, and the significantly helps his playability, but Hawkgirl is in the same efficiency category as SI Spider-Man -- RG for Really Good !!
Yes a shorter dial and only two clicks of move and attack as opposed to 6 and no indomitable. She is so clearly better.
Against different opponents, each may have different results based on the combination of their powers. But against each other? By assuming a scenario that the attack rolls will always hit:
1) Hawkman draws first blood, using his Dive Bomb power increasing the damage by +1. Hawkgirl has toughness which subtracts the damage by 1, letting her take 3 damage, pushing her to her 4th click.
2) Hawkgirl then attacks using flurry, damaging Hawkman by 4 (since Hawkman has flight, which modifies Hawkgirl's atk and dmg powers by +1 when attacking characters with flight), pushing him to his 5th click. Hawkgirl then makes a second attack with her flurry, damaging Hawkman by 3 (since Hawkman has toughness by that point), pushing him to dial #8 (his last click).
3) Hawkman attacks again (without fear of pushing damage because of his indomitable trait), but obviously can't use the Dive Bomb power anymore since he's based, damaging Hawkgirl by +2, which pushes her to dial #6 (which is her last click).
4). Hawkgirl can do any of these things: (a) push to attack Hawkman using flurry (damaging him by 3 for every attack, though she needs only 1 damage to finish him off. It's suicide but she will manage to finish him off as well (she gives him 3 damage per hit because of the +1 damage modifier that she has against flying characters); (b) push to attack Hawkman using close combat expert (which is not needed since she only needs to give him 1 damage; (c) rest, because Hawkman cannot attack her next turn anyway, for he has already 2 tokens. (d) push to regen.
*note that in this scenario, Hawkgirl went toe to toe with Hawkman and had a better chance of winning against him, considering that she has a lower cost. She could lose if she misses one of the attack rolls, but she has a very good chance of hitting based on her stats.
Let's reverse the scenario. Let's make Hawkgirl attack Hawkman first, instead:
1.) Hawkgirl attacks Hawkman using charge. In her first click, Hawkgirl has super strength, so she can also carry a heavy object and smash it too him, increasing the damage dealt by 6 (3 base damage + 1 dmg modifier against fliers + 2 dmg modifier from heavy object). That would push Hawkman to click #6, since he has no damage reducers on his first click.
2.) Hawkman attacks Hawkgirl using flurry, hitting her successfully twice, damaging her for 2 (minus reducers) with each hit. First hit pushes Hawkgirl to her 2nd click (since she has toughness), 2nd hit pushes her to her 3rd click (since she still has toughness on her 2nd click).
3.) Hawkgirl pushes to attack Hawkman again using flurry, damaging him for 4 (minus reducer since Hawkman has toughness on that point), KO'ing him. Note that she only needs to hit him once, and since she has flurry, she has 2 chances to do this. The resulting action will push her to click #4, still two clicks away from being KO'ed.
Let's modify the 2nd scenario. Hawkgirl still attacks Hawkman first, but however, she doesn't carry any object while doing so:
1.) Hawkgirl attacks Hawkman using charge, increasing the damage dealt by 4 (3 base damage + 1 dmg modifier against fliers). That would push Hawkman to click #4, since he has no damage reducers on his first click.
2.) Hawkman attacks Hawkgirl using close combat expert, damaging her by 4, but since Hawkgirl has toughness, only 3 will go in. This will push Hawkgirl to click #4.
3.) Hawkgirl pushes to attack again using flurry, damaging Hawkman by 4 (minus damage reducers) by each attack. Assuming that both attacks hit, then Hawkman is KO'd, while Hawkgirl is pushed to click #5.
Now... I am not saying that the Hawkman clix cannot beat Hawkgirl, because this will still depend on the dice rolls. If he is based, Hawkman can also choose to risk breaking away first, and hope that the die roll is good enough to let him charge again when he's replenished. However, I believe that Hawkgirl has the better probability to survive a one on one battle against him since both are close combat attackers and Hawkgirl's trait in combination with her dials gives her devastating power in close combat.
On her 1st click, Hawkgirl has 12 atk against flyers, which has a high chance of hitting a target, and since the modifier is a trait, it triggers whenever she attacks regardless of the dial number. Hawkman on the otherhand triggers his special power if he starts the attack on a higher elevation and if he has this speed power. Once he's based, he cannot use that power anymore since it would be assumed that he's on the same level with his opponent by then.
Hawkman can choose for a push damage to bring him to better stats against a close combat opponent (2nd click has combat reflexes, which makes his defense a 19 on close combat, as opposed to his 1st click which has energy shield/deflection on it). However, this modifier is mostly beneficial depending on what click Hawkgirl is in at the moment. If she's in her 1st click then her AV is at 12, in which she will only need 7 to hit. Her succeeding clicks makes her 11, which only needs an 8 to hit. Compare that with Hawkman's AV and what he needs to do to modify it base on his special speed power.
If they are against each other in close combat, I believe this Hawkman is in serious trouble against the lower cost BD Hawkgirl.
Not very solid for the points. Sorry. At nearly 100pts I expect synergy and this guy just...ugh. Stop with the charge + flat ESD already! I mean compare him to the DC10 Alan Scott who -might- still be too soft for the points, and Hawkman just seems chumpish.