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Alright guys... I got this started and my fellow DHC'ers helped me out a good bit. This is something like 17 pages in Word, so you might not get through it all in one sitting. Don't worry, I didn't write it all in one sitting. ;) I did the stars later after most of the entire review had been done, so some of them are probably way off what I was actually thinking. Any comments, thoughts, etc. are appreciated. I thought my Uprising Review went well, so here's hoping for this one.
*Shocktrooper - Unless you're using a strictly Atlantean Empire formation, this guy just isn't going to cut it in an Atlantean army. The ***Utem Guardsmen is much better for the points. Once we get 1.0/2.0 formations together, this guy gets the junk box. *1/2
**Shocktrooper - This figure has much of the same weaknesses as the *Shocktrooper – namely a low range and a poor attack value. He could see a bit of use with enhancer backup by newer players, perhaps, but this guy isn’t going to get much usage with older MK players. **
***Shocktrooper – This figure is the worst of the 3 versions. The only thing he has over the *Shocktrooper is his Imperial Legion subfaction (which does come in handy with his 2 clicks of demo) and a few more clicks of life. *
*Empire Veteran – All in all, a pretty good cheap formation filler. His low damage is made up by his special ability of Crushing Blow he gains on his second click. Surging this figure is no problem because of the second figure SA gain. For 17 points, he may see a bit of play just for his cheap formation ability. **1/2
**Empire Veteran – This figure is very similar to the *Veteran, except with 2 clicks of crushing blow. I really don’t think this figure will see much time because if you need a cheap formation filler, you’ll just go with the *Veteran without loosing too much. **
***Empire Veteran – This figure is the same as the other Veterans except for his lack of Crushing Blow. I really don’t see how he serves much, if any, of a purpose. They should have given him something different to make him even remotely usable. *
*Infantry Golem – As with the original Rebellion set, Atlantis gets stuck with a bunch of cheap, ‘utility’ pieces. This Golem reminds me of a Brass Golem in many ways, except a little more versatile, with his ranged attack. The repair marker on his 4th click doesn’t help any, either. *1/2
**Infantry Golem – Combining slow movement with a short range and a useless subfaction ability makes this figure almost as useless as they come. His ranged combat bonus will rarely, if ever, see use and the only good side to this figure is its consistent 2 damage and relatively high defense for the points. *
***Infantry Golem – This figure may actually see a bit of playtime. As we’ve seen with 2.0, an 8 or 9 attack isn’t overly bad and this figure’s consistent attack and damage, albeit low, may earn him some time in the game. His movement is average and his 8” range may help him a bit. The best of the Infantry Golems, by far. **1/2
*Atlantean Swordmage - At first glance, these figures may seem weak. However, as some cheap formation figures in an Empire formation, they will fill a nice role. They have a close combat attack of an 8, and the parry helps their low defense values. For just 21 points, they aren't too horrible. If it comes to it, they can surge as well, with 1st and 2nd clicks remaining the same. **
**Atlantean Swordmage - The biggest advantage of these guys may not be their stats at all, but instead their Golemkore subfaction ability. If running a Golemkore-centered army, definitely think about throwing one of these guys in a couple of formations. Even though their *low* ranged attack of 9 and overwatch seems useless with an 8 inch range, at least they will be getting first strike on many figures. For only 25 points, they fill a niche which could cost a lot more points. ***
***Atlantean Swordmage - With a low attack of 8 and WM for 28 points, these figures won't be seeing much use. They are the perfect surge figures, gaining WM on their 2nd click. Their short range of 6" and their subfaction grouping with the Imperial Legion really doesn't help them very much. **1/2
*Khamsin Trooper – The Khamsin Fuser of 2.0. For 16 points, you get a low attack and low damage, but a 10” range. However, without the Bow attack type, his range loses a bit of effectiveness. If you need a cheap blocker or want to round out a formation, this guy might get the job done. *1/2
**Khamsin Trooper – For 2 points more than the *Trooper, this guy is worth it. He gains a +1 to ranged combat attacks and can, at the least, participate in ranged combat formations. **
***Khamsin Trooper – For 23 points, this figure is really quite good. His bloody thorn subfaction ability combined with his +1 to ranged combat gives him a nice ranged attack value of 9 for 2 damage. A formation of these guys might work well, but watch out for them getting based; they have little to no close combat ability. ***
*Amazon Scout – Living up to her name, the Amazon Scout provides the very nice Pathfinder ability to the BPR. For 17 points, her 4 clicks of Pathfinder and her 8 attack for 2 damage is worth it in a formation of BPR figures. ***
**Amazon Scout – Immobilize on a ranged figure just doesn’t make a whole lot of sense to me. Her ranged combat attack of 8 with 2 damage is ok… but for 24 points, you can get better. **
***Amazon Scout – A short range, a 9 attack, 2 damage, and combined quickness and Pathfinder make this figure a very versatile warrior. Therein lies the problem with this warrior. If you use her Pathfinder, you aren’t using her quickness and vice versa. If you want Pathfinder for your BPR formation, simply use the *Scout and save some points. If you want a harasser with some bite, then maybe she’ll work out well in that role. **
*Steam Knight – The BPRs get a fairly decent fighter in the Steam Knight. This figure can handle a pretty decent beating, with 4 clicks of toughness and 4 clicks of smite. It doesn’t gain smite until it’s second click, so if you see a formation 8 inches away from this figure, think about surging into them and doing 3 damage to the group. Even with his attack of 9, you shouldn’t have a problem hitting most 2.0 figures. ***
**Steam Knight – Another solid fighter for the BPRs. This figure keeps a ranged attack of 10 or 9 for 4 clicks and toughness and 3 damage for 3 clicks. His arcing fire ensures that his 10” range isn’t too much of a detriment. If you’re playing BPR, have this figure hop on your closest objective token, and have him fire away at any figures which base the middle objective to support your figures. His point cost is a little high, but for arcing fire, I think he’ll be worth it. ***1/2
***Steam Knight – The close combat powerhouse for the BPR. Keeping at least a 7 attack and 2 damage for his entire life, this figure can lay down a whipping in close combat. He has 4 clicks of toughness and crushing blow with 3 damage and a short range of 8” which may come in handy when facing slower moving figures. He is very surgeable/pushable but one of his repair markers is right in the middle of the dial, making it a bit of an annoyance. ***
*Dwarven Axeman – For 24 points, this figure isn’t too shabby. I’m sure RobRob will be happy as a lark when he pulls one of these guys. The typical surge figure, he gains a point in defense, attack, and damage on his second click, as well as the Thunderblow ability. With his fairly low attack of 8, I don’t see the Thunderblow as very helpful, but with a series of lucky rolls, he can easily kill another non in 1 attack phase. **
**Dwarven Axeman – Another good looking dwarf. His frenzy may become a bit of an annoyance since it occurs on his best clicks, but his WM, nice attack, and Northlanders subfaction make up for it. I believe this guy will become a staple of people who play mostly or single-faction BPR. ***
***Dwarven Axeman – Sort of like a *Steam Knight but not quite as solid and costing less points. The ***Axeman boasts 2 clicks of smite on his second and third clicks and the Bloody Thorns subfaction, which is a bit of a waste considering he has no ranged attack. This guy is the least useful of the 3 versions. **
*Dark Crusader - The *Dark Crusader fills almost the exact same role as the *Atlantean Swordmage; a cheap formation filler that can help with gang up attacks and movement formations. Their attack isn't horrible, and the parry helps them out a bit. For 20 points, they may see a tiny bit of use. **
**Dark Crusader - With Vampirism for it's entire dial and Stealth, these figures may gain some playtime. Their attack isn't so low that pulling off a vampirism attack after a click or two of damage will be impossible, but it will be tough. If you're going with an Order of Vladd theme army or something similar, these figures will help out a good deal. ***1/2
***Dark Crusader - The Revenant ability for 29 points?? I'll take it! Stealth and Venom on these figures only sweeten the deal. With only 4 clicks of non-demo'ed life, leave these figures in the back and have them resurrect your opponents big fatty unique and laugh as you use it to blow away one of his own pieces. ****
*Deathsinger – Similar to the Nightblades in many ways, this figure is a good, solid piece for the Dark Crusaders rounding out at 23 points. 3 damage on her first click, 3 clicks of WM, and two clicks of 9 attack make this figure well worth her points. ***1/2
**Deathsinger – A figure with the Revenant subfaction ability for 29 points, are you kidding me? This little girl has got it all as a great support piece for the DC. Her two clicks of Pathfinder and Stealth, combined with her Revenant ability make her one nasty support figure. Toss her in the front of DC formation to lead them through hindering as well as block LOS. Then, when the battle gets started, let her hang back and dig up corpses every other turn. ****
***Deathsinger – Another solid melee fighter for the DC comes in the form of the ***Deathsinger. She has Vampirism her whole dial with her OoV subfaction ability and she gains a 3 clicks of Thunderblow starting her second click of 9 attack. She gains Ghostform on her 2 clicks of demo to try and get her away from the action so she can get healed. ***1/2
*Vampiric Skeleton – An interesting little figure for the DC. Even though this figure only has an attack of 8, his potential to do 4 damage on weakened figures is worth his 24 points. Even though he has a short life, his regen and vampirism will keep him in the fight. ***
**Vampiric Skeleton – For 5 more points, you get Crushing Blow, one more click of life and one more click of Regen. A fair trade off, I’d say, especially the Crushing Blow ability which can really help out that 4 damage. ***1/2
***Vampiric Skeleton – At 34 points, the ***Vampy Skely has a 9 attack to go along with that 4 damage, helping out your chances to actually land the blow. Also, without Vampirism on his second click, it hurts him a bit because you can’t surge and then shoot back up to your first click. Not a huge loss, but enough to make me think that the ** is the best of the bunch. ***
*Zombie Centaur – This guy is just bare bones DC funness. Without any SAs, he’s sort of the E@A for the DC. Fairly solid stats and he’s got the horseshoe symbol so he moves 16 for free. ***1/2
**Zombie Centaur – Same as the *Zombie Centaur except with quickness for two clicks. A good harasser for a Zombie theme or single-faction Necro army. ***
***Zombie Centaur – For 32 points, this guy is sweet. 3 clicks of charge, 2 with 9 attack and 3 damage make this figure a fighter. I think many DC players, new and old, will use this figure as a staple of their armies. A great bodyguard/objective guardian. ****
*Orc Marauder – For 12 points, this figure is a nice formation filler for the Orcs. His attack and damage values are a bit low, but he will be a great piece to use with gang up. I’d still prefer a *Fodder over him, but if you absolutely need something to go with an Orc Khan formation, look for this guy to fill the role. **1/2
**Orc Marauder – This guy is a little more to my liking. For 4 more points, you get dial-length toughness. Even without the click of 8 attack and 3 damage, I like this figure a bit more than the *Marauder. ***
***Orc Marauder – For 20 points, I think I’ll go ahead and take the potential to do 5 damage. Packing the Reckless subfaction ability, if this guy can land a hit with his 8 attack, you’re looking at 5 clicks of damage to the opposing unit. He may only be good for one hit, but 5 clicks onto a unique or big figure will make you glad you spent 20 points on him. ***
*Orc Hunter – 8” arcing for 2 damage with an 8 attack for 21 points. This figure is bare bones ranged combat and with a group of these guys to formation attack, they might actually land a couple of blows. The arcing fire helps them a great deal as it will keep melee off of them if they hide behind a few close combat orcs. **1/2
**Orc Hunter – This figure may have one of the best attack ratings for his points in 2.0. For just 24 points, you get both a close combat and ranged combat attack of 9 with a close combat damage of 3. His ranged combat damage is just 1, but with overwatch, you can force the opponent into base contact with you. His Broken Tusk subfaction ability is going to ensure that he really whips on whoever he hits. ***1/2
***Orc Hunter – Stealth and Infiltrate are a nice combo on this figure and with proper terrain placement and a lucky roll for your objective token, he could be basing it in one turn. Add to that his lurk subfaction ability and he is pretty good for his 28 points. ***
*High Elven Warrior – Continuing with the tradition of good cheap warriors in the Elven faction, the Lords get a nice formation filler with this unit. While his 8 attack, 2 damage could be better, it’s not too bad for a 2.0 figure. ***
**High Elven Warrior – With the Free Warriors subfaction ability, this figure is almost the exact same as the *Warrior except he costs 5 more points. Ultimately, I think this figure may see a bit of use in a swarm-type formation with another Free Armies figure marching them along at 10 or 12”. ***
***High Elven Warrior – Boasting a 17 defense with the Temple Masters subfaction ability of Gallant Defense, hey may see some use in a Temple Masters formation to boost their defense or get his defense boosted. I’m undecided on the usefulness of this figure, but ultimately, I think he might get tossed in the junk box. **1/2
*High Elven Archer – With a 12” range and arcing fire, the Elves have something in 2.0 that many KI fans aren’t used to – a good ranged figure. His attack may not be great, only 8, and his damage, 2, may not be very high, but overall, this figure is pretty nice for 26 points. **1/2
**High Elven Archer – Similar to the *Archer, except even weaker in close combat, this figure can benefit from having Gallant Defense. While this may not come in very handy considering this figure is range-based, it is something to consider nonetheless. **
***High Elven Archer – Now this is one nasty figure. A 14” range with arcing fire and 2 damage, this figure is worth it’s 35 points. With the ability to be FM’ed by any Free Armies figure, I think this will be one ranged piece which will get some playtime. ***1/2
*Mortar Altem – Ah… bombardment. With a 12” range, 7 attack, and 2 damage, this figure isn’t as powerful as many people have been worrying about. Bombardment is a great ability, to be sure, but this figure just doesn’t cut it, even with the ability. **
**Mortar Altem – Perhaps the best of the Mortars, this figure boasts a 14” range and an 8 attack, considerably better than it’s weak counterpart. With his range, he can bombard nearly across the entire field of play and he has a *relatively* good chance to hit. I think if people start using bombard, this figure will be the one to see most of the action for his decent cost of 37 points. ****1/2
***Mortar Altem – With Infiltrate, Arcing Fire, and Bombard on his first click, this figure’s shorter range of 10” isn’t going to hurt him. While he only has 3 non-demo’ed clicks of life, his Imperial Legion subfaction ability makes this as much of a bonus as a hindrance. ****
*Magestone Golem – The close combat workhorses of the AE can be found in the Magestone Golems. 2 clicks of Thunderblow and Toughness with a 10 attack and 3 damage make this figure a melee piece to be reckoned with. This figure also boasts the MI defense type and quite a few clicks of life for a non. At almost 50 points, he’s sort of like the 2.0 Blade Golem. ***1/2
**Magestone Golem – The ranged version of the Golems, this piece has a 12” range with a 10 ranged combat attack. In case it gets based, this guy also has 3 clicks of crushing blow for 3 damage with an ok attack of 8. He gains spell resistance on his 3rd click, along with one of those pesky repair markers. I don’t think this unit will see much use – if you want a ranged piece for Atlantis, the best is still the ***Amotep Gunner. **
***Magestone Golem – An interesting combination of pierce and mage blast for 3 damage characterize this warrior. His magic combat attack bonus of +2 is nice, but his attack still suffers for a 61 point figure. I doubt he sees much time on the field. **1/2
*Combat Magus – The Combat Magus is much like the 2.0 demi-magus except a bit better. With a 9 and 10 attack and Stormfire at 10” range and 3 damage, this figure is very decent for his 30 points. If he gets based, watch out because he’ll go down quick. ***
**Combat Magus – A 12” mage blast for 34 points isn’t too shabby. His attack is more than adequate for 2.0 figures, but be wary of any figures with MI. This figure can do a bit better in close combat, but he should still have some close combat figures close by for bodyguard support. ***1/2
***Combat Magus – This is the guy you want leading your Golemkore army. The tinker and Golemkore subfaction ability go great hand in hand and he can fight in a pinch, too. With his 9 attack, he’s got a pretty good chance of landing the close combat attack needed to use the Field Repair ability. ***1/2
*Guild Enhancer – Although it’s attack is so low, the MC ability is going to be pretty nice in 2.0 to move opposing figures off objectives. For only 25 points with a 10” range, this figure may finally give MC lovers a nice, cheap non which can be used fairly effectively. **1/2
**Guild Enhancer – 29 points for Hex… how sweet is that? The AE gets a great cheap support figure which can fight in a pinch, too. I think Hex is going to turn out to be a much better ability than many people expect and considering this figure is not even a 10th of your army for such a nice ability, I think he’ll see some use in a lot of armies. ***1/2
***Guild Enhancer – 12” range for 3 damage and a 180 arc make this a good figure for his points. The Field Repair ability is a good bonus on this figure, so march him around with some magic combat golems to release his full potential. ***
*Khamsin Artillerist - Stormfire, attack of 9, and a range of 10 with 3 damage all for 24 points!! This guy is going to be a staple of BPR armies. Even with a relatively low range, place this figure towards the rear of your armies and take shots at formations which may be basing the middle objective token. For the points, this figure is great. ***1/2
**Khamsin Artillerist - Very similar to the *Artillerist, except with 3 slots of Pierce instead of the slots of Stormfire. This figure may not be quite as effective as the * or ***, but he will definitely have his uses on the battlefield. Another solid range piece for the BPR in 2.0. ***
***Khamsin Artillerist - Even though you're getting an 11 attack at range for a mere 32 points, I'm not sure how much the ***Artillerist will be used. With only 2 damage at range, even with his 12" range, he's probably just not going to make the cut in most armies. I'd much rather use a weak or standard Artillerist depending on what I'm looking for in the figure. ***
*Steam Mauler - Quite literally, the steam golem of 2.0. With a 10" range for 3 damage, I doubt these figures see much time on the field. Bombardment and Arcing fire is a nice addition on these figures, but with repair markers right in the middle of the dial, a low movement of 6", and a cost of 61 points, the good just doesn't outweigh the bad. ***1/2
**Steam Mauler - With a much smaller array of SAs than the *Steam Mauler, this figure is much better for the points. Toughness and crushing blow are a great combo, and his close combat bonus of +1 sweetens the deal. His first 5 clicks are very good, and the only thing that really hurts him is the repair markers on the 2nd and 5th clicks. While still slow, he makes an excellent close objective guardian. His Northlanders faction may come in handy from time to time, but unless you're building a Northlanders army, don't count on it. ***
***Steam Mauler - Wow... having the Bloody Thorns subfaction must cost 30 points... or something. This figure is loaded with potential, but ultimately falls short. His bombardment with 12" range is great, but his attack of 8, even with his Bloody Thorns subfaction ability lowering all opponents defense by 2, is still low. However, his pierce is the saving grace. Bombardment, pierce, and a 10 attack might just make it for you. This figure may see some use just so you can gain Bombardment in your army, but at over 80 points, I’m not sure he’s worth it. Maybe going with a ** or *** Mortar Altem would work better. **1/2
*Dwarven Mechanic – This guy is a nice support figure for the BPR golems. With his MI defense type, leave him in the back of a formation of Maulers and let him heal away while the Maulers go at it. ***1/2
**Dwarven Mechanic – Well this figure, while interesting, is definitely being tossed in the junk box. I mean, 4” range for 2 damage and wasted points on Stormfire and the Bloody Thorns subfaction, wtf? This is the first piece I’ve seen that I can legitimately ask, “Wizkids, what were you thinking?” **
***Dwarven Mechanic – A charging tinker figure… awesome! While he moves a little slow, his charge ability makes him worth his points. Usable with both Atlantean and BPR armies, I expect to see quite a bit of play with people who use golem armies. ***1/2
*Vampire Archer – For 34 points, this figure could be better, but could be worse. Arcing fire is good, but when this guy is at soaring, it won’t do a whole lot of good, and really, this figure should stay at soaring. He would get picked apart in melee pretty quickly but due to the lack of soaring harassers and only a few soaring melee figures, he can pretty much shoot at whoever whenever as long as he doesn’t get in range of any opposing shooters. **
**Vampire Archer – The best of the Vampire Archers, this figure boasts a 12” range and 9 attack with arcing fire, life drain, and 2 clicks of Ghostform on his demo clicks. For 41 points, his ability to stay out of melee and his nice movement really help this figure shine. Because of figures like this, we need a soaring harasser… hope we can get one soon. ***
***Vampire Archer – Another figure that’s going to invariably get tossed in the garbage bag. For 62 points, you get an 8 attack?? Vampirism is near useless on this figure because his attack is so low that he’ll have a hard time hitting anything. *
*Skull Golem – The Skull Golems are great melee figs for their points, but they pay for it with their frenzy slots. This version boasts sweep for 5 clicks and 2 damage for most of it’s life, except the first two clicks of 3 damage. This figure is very surgeable, keeping the same attack/damage for it’s first two clicks. The Frenzy is annoying, but part of what keeps the point cost from being through the roof. The repair marker is far enough down the dial not to be too worried about. ***
**Skull Golem – Starting with ram instead of frenzy, this version may be the best of the 3. Fairly consistent damage and attack values make this figure nicely surgeable. Once you get to the Frenzy clicks, either get healed or just figure something out. ***1/2
***Skull Golem – With this units first and second clicks being identical and gaining vampirism on its second click, this figure is the typical surger. Terrify may prevent it from being surged/charged/based and 3 clicks of both vampirism and regen will keep this figure in the game for awhile. The Revenant subfaction ability rounds out this warrior nicely. ***
*Rage Paladin – This figure can hold its own in close combat for it’s first few clicks, but after that, it begins to suffer. The first click of 10 attack with WM is nice, but with each click of life lowering it’s attack by 1, it isn’t very surgeable/pushable. Its defense is really too low by the time it gets parry for the ability to make much of a difference. Similarly, the smite comes too late down the dial to be very useful. **1/2
**Rage Paladin – Now this figure has a bit of bite on him. With 10 attack and 3 damage for two clicks with Counterattack, this figure is just asking to surge. His full-dial vampirism ensures that if you hit on his surge attack, he’ll be healing back to full strength. His opening click of defense at 17 is very nice and guarantees that his counterattack isn’t just a wasted ability. ***1/2
***Rage Paladin – For 51 points, this figure may see some time simply due to his cheap cost for 2 clicks of leadership. With Ghostform and leadership on his first two clicks, simply leave him behind the rest of your forces to use him to his fullest potential and then after the battle has begun, push/surge him into melee to get to his 3rd and 4th clicks, which are heavily offensive. Dodge and a high defense combined with the OoV subfaction, 10 attack, and 3 damage make this guy a nice multi-purpose warrior for the DC. ***
*Crusader Priest – A simple, decently-cost Necromancer is found in the Crusader Priest. His 4 necro clicks at the cost of 35 points will make him a staple in many DC necro-based armies. He’s got a bit of fight in him, with an initial ranged attack of 10 at 8” for 2 damage. Continuing with the trend of 2.0 DC figures, he’s got 2 clicks of Ghostform at the end of his life. ***
**Crusader Priest – A good support magic user for the DC, the **Priest brings 4 clicks of Mage Blast with a good attack to the table. His Deathspeakers subfaction ability add a bit of depth to this warrior. For 40 points, he’s not bad. **1/2
***Crusader Priest – Now this is the guy you want in the back of your army bringing back figures every other turn. Pair him up with a Shyft and some cheaper MS (i.e. Werewolves) and you’ve got a great support figure for your army. His Revenant ability just makes him even sweeter. Watch out though, he isn’t much of a fighter in either ranged or close combat. ***1/2
*Troll Smasher - A nice, no frills non that really gives the EF a boost. Contrary to what I have heard some say, these guys are really beaststicks. A relatively low defense and movement (he is a troll after all ;)) is compensated by his toughness and ram. His attack and damage stays steady for most of his life and with the big boost to Regen, his two clicks of that SA help him out a lot. Don't expect this guy to go down easy. ***1/2
**Troll Smasher - This guy is pure melee. He trades off ram for sweep and a bit higher cost. He gets one more click of regen, and his attack and damage remain about the same as the *Smasher. His speed is a bit slower, but like I said... he is a troll. ;) ***1/2
***Troll Smasher - This guy has a nice combo abilities in crushing blow and thunderblow. While I'd prefer toughness, his spell resistance isn't too bad, and he keeps the **Smasher's three clicks of toughness. Frenzy at the end is annoying, but it keeps his point cost down. ***1/2
*Harka Orc – For 25 points, the Orcs get yet another great melee figure. Gaining Crushing Blow on his second click, surge this figure into a weaker non or unique, and add on the damage with Reckless. ***
**Harka Orc – Similar to the *Harka Orc, this figure has Crushing Blow on his first and second click instead of second and third. Keeping the Reckless subfaction ability, this figure isn’t really any better than the weak one for 5 points more. **1/2
***Harka Orc – This figure gains a bit of an advantage over the other two ranks due to it’s 9 attack and 3 damage, both higher than it’s counterparts. The same combo of Crushing Blow and the Reckless ability found on the others is found on this figure, as well. Are the better stats worth the 9 points more over the weak? I don’t know… ask Grathel. ;) ***1/2
*Gulthak Orc – Another cheap ranged figure for the Orcs, I don’t expect the Gulthak Orc to see much playing time. His short 6” range will almost never get used and even though he has the Lurk subfaction ability, in melee he suffers quite a bit. **
**Gulthak Orc – Even with more clicks of life and a ranged combat bonus of +1, this Orc is just as useless as the weak version because of his short range. In melee, he is just as weak and falls just as easily, albeit slower with his extra clicks of life. **
***Gulthak Orc – Again, this figure’s attack and damage are both pretty good, but his 6” range suffers quite a bit in the 2.0 environment. I don’t believe any of these units will see much gametime. **
*Blood Shaman – Continuing the Orc love in this set, the *Shaman is a great support figure with Magic Healing and Hex. The ability to soar makes this figure even better because he can stay out of a melee fight. You can get all this for just 34 points… sign me up. ****
**Blood Shaman – With Hex being the main ability instead of MH on this figure, I don’t like the role he feels quite as well. Although he could handle himself a bit better in melee, he won’t need to with his soaring. For the points, I’d take the * over this one. ***
***Blood Shaman – This figure just doesn’t do it for me. The only version without MH and Hex on his first click, he just doesn’t fill as much of a support role as the weak one does for almost 10 more points. I think out of the Blood Shamans I’ll go for the weak version. **1/2
*Orc Warbeast – This guy has got some huge damage potential if you’re rolling well. His attack is a bit low to get the full effect from his Thunderblow, but if you’re beating up on a weaker non or heavily damaged unique, don’t doubt his ability to do 5 or 6 damage. ***
**Orc Warbeast – Adding an extra click of 4 damage, toughness, and 6 points, the **Warbeast is nicely surgeable. For the points, he might be the best of the ‘beasts, because if you surge the *** version, you’re still going to end up with the same stats for attack and damage as you do with this version. ***1/2
***Orc Warbeast – The gains you get with this figure’s stats just don’t justify the gains you get with this figure’s point cost. Even though his defense stays higher than his counterparts, after surging you’re stuck with the same attack as both the weak and standard version and the same damage as the standard. I’m definitely liking the ** one best out of this group. **1/2
*Ubkhan - Overwatch with a 10" range, toughness, and a ranged combat attack bonus of +1 makes this figure decent for his points. Compared to the other Ubkhans, he isn't anything special, and because of his low damage, I don't think he'll see much gametime. ***1/2
**Ubkhan - A great melee piece for the Orcs. Crushing blow and counterattack are a nice combination. The Lurk subfaction ability is a nice touch which rounds out this warrior. ****
***Ubkhan - Well, this guy has got it all. I don't know what more you could ask for on a melee figure. A great charge range, a great attack, crushing blow, and the reckless subfaction ability make this figure 100% crazed orc. He retains at least a 10 attack in close combat his entire life with the only real drawback being his full dial of cursed. Keep him away from any magic users, and he will do his job with deadly efficiency. ****
*Cloud Warrior – Ahhh… finally a decently costed, fairly cheap flying melee figure. I believe these guys (all versions) will see a ton of playtime. You’re going to need something besides just that anti-soaring domain to fight against an opponent’s soaring ranged figures and these guys fit the bill nicely. WM for a long time and a high enough attack to get the job done characterize this unit. ***
**Cloud Warrior – For 43 points, I love this figure. Sweep and WM with a 9 attack for his first two clicks just makes me all warm and fuzzy inside. His defense is high enough to withstand attacks from most 2.0 figures and his Free Armies subfaction may come in handy from time to time. ****
***Cloud Warrior – Although he loses the WM, this version gains 2 very nice defensive abilities; parry and counterattack. With a nice defense of 17 (or higher after his parry), this figure is going to get the first strike on a lot of figures, even if he is the one basing them. With identical 1st and 2nd clicks, don’t be worried about pushing or surgeing this figure to get 2 quick hits for 3 damage a piece on a figure. ***1/2
*Apprentice Conjurer – This girl brings a sort of demi-magus quality to the EL faction. Her Mage Blast isn’t going to hit many people with an attack of 8, but her range of 10 is enough to make people deal with her or risk getting hit for 4 or 5 clicks. For 27 points, she’s sort of like a pesky shade that can actually do a good bit of damage. **1/2
**Apprentice Conjurer – This figure’s ranged attack is a bit better and spell resistance is great if your local metagame is composed of a lot of magic users. However, with only 2 base damage, her Stormfire ability is little more than the old F/L ability. **
***Apprentice Conjurer – Immobolize isn’t going to help this warrior out much. Her close combat attack is pretty low and after just one hit, she’s pretty much toast. Her ranged combat attack starting at 10 and with 12” range may net her some use. **1/2
*Master Archer – Another nice ranged figure for the EL comes in the form of the Archers. Lots of arcing fire with a fairly steady attack of 8 and 9 for 31 points may not seem great at first… but add on the 12” range, and this figure gets a lot better. ***1/2
**Master Archer – For 5 more points, you’re basically gaining a click of dodge. The attack on this figure isn’t as steady as the weak version and while the dodge is on the second click, you’re not going to be getting to it through surgeing, and you really don’t want to push this figure very much. **1/2
***Master Archer – While this figure weighs in at 47 points, I think it will see some use in competitive armies. It’s got a great range of 12” and 6 clicks of arcing fire with a steady attack and 3 range damage. ***1/2
*War Priestess – Now this is a healer. 8” charge and an 8 attack with healing for 35 points? Nice. The MI defense type is also very good on this figure since it’s going to be sitting in the back of armies and might be prone to enemy MB’ers. The short range just serves to bump up it’s point cost and really doesn’t have much of a purpose, which is why it’s not getting 4 stars. ***1/2
**War Priestess – This figure is mr. support. He has pathfinder for 4 clicks and MH for 3. Again, he has the MI defense type. Stick him in the back of EL formations in order to march them through hindering while he can heal. His free armies subfaction ability allows him to get marched even faster with his formation. This guy might be a nice figure to help hold the middle objective with an EL close combat formation. ***1/2
***War Priestess – With the low defense of most 2.0 figures, the weak Priestess’s attack will be just fine compared to the tough version. At 40 points, it’s just too expensive, even for it’s consistent 9 attack for healing. Again, the ranged combat just helps to bump this figure up in cost. **1/2
*Rock Griffin – Now this is the soaring harasser I’m looking for. A bit costly for a harasser at 41 points, his quickness is great. He loses a point in attack, down to 8, on his second click, which is going to make it hard for this unit to hit much of anything in close combat. ***
**Rock Griffin – While his strong flyer may be nice on the first turn to move another good non or unique 10 inches, this figure’s strong point is his 10!! Inch charge with a 9 attack and 3 damage. This guy is going to see a TON of use in armies due to his spot as best close combat non that can soar. I am definitely going to use one in most, if not all, of my armies. ****
***Rock Griffin – A 17 defense and infiltrate on it’s first click is pretty nice, but his cost of 58 points just doesn’t justify the abilities of this unit. His counterattack slots on his 2nd, 3rd, and 4th clicks are nice, but the defense on those clicks just won’t make counterattack as useful as it could be. **1/2
Top non picks
***Deathspeaker
Uniques
Horned Hunter - As consistent with the Elementals, they receive a nice supporting piece. While the Horned Hunter may not be very useful in this particular base set, give MK2 an expansion or two and you will have the nons you need to really make him shine. His pathfinder and leadership abilities are a great combo and his ram, combined with the fact that his first and second clicks are the exact same, make him surgable in a pinch. Use him to get some of those Smashers in base contact without an action token. **1/2
General Volkare – The AE really gets some love with it’s uniques. Volkare’s attack value is a little low, so toss a relic on him to increase his attack value. His counterattack and toughness are nice abilities, and with his high defense, you’re going to definitely be getting some counterattack roles. Even though his dial is a bit short, he keeps a fairly consistent 3 or 4 damage for most of his life. His Imperial Legion subfaction ability is really nice on his first two clicks, where he can capture but not be captured. With a relic boosting his attack, he’ll get some easy captures and be able to eliminate them without much problem. ****
Anunub – With a +2 to his magic combat attack, Mage Blast, and Stormfire, Anunub is quite the magic user. His 12” range with 3 damage and 2 arrows rounds out his ranged abilities nicely. He has command for 4 clicks ensuring he doesn’t get captured. Put him in formation with a few golems in order to utilize his Field Repair and Tinker ability down his dial. His MI defense type is an added bonus, but his defense is low, so keep some bodyguard chargers or good surgers nearby to keep any melee figures off of him. Several good relic combos with him come to mind, so if you have the points, think about tossing a good wand relic on him. ****
Black Thorn - At first glance, the *mere* 10 attack on a 114 point figure may let her slip past your notice; however, don't underestimate this seductive little lady. Parry and Counterattack with her very high defense combine to make an extremely lethal combo. Command prevents her from being captured for her first few clicks - a nice, added bonus. Do not expect to be surging very much with this chick, as her stats drop fairly quickly. Consider equipping a relic on this elf chick to raise her attack and/or defense to further take advantage of the Parry/Counterattack combo. ***1/2
Blackwyn – Well this is a great support unique for the BPR. His Pathfinder and Stealth are great together, and his leadership will help out other BPRs that he may be in formation with. His point cost is a bit high at 117, but with 7 clicks of dodge, it could be worse. His defense is very low for most of his life and dodge has taken a small hit with pierce and crushing blow, so while I’m not saying his dodge is useless by any means, just be careful with his fragile defense. He keeps a nice, steady damage for his entire life. Since he is almost half your build total, include just one or two more Northlanders figures to benefit from their subfaction ability. ***
Deathspeaker Aeradon - There really isn't much to say about this Necro support figure. Boasting 4 support-oriented SAs, the Deathspeaker will be well worth his points in conquest-style MK 2.0. Let him lead your Necro army to victory. On a good day, your opponent is going to have a heck of a time trying to do damage to him with his combination of Ghostform AND Terrify. Roll those 1s and 2s and let the Deathspeaker work his magic. If he gets based, he has an ok attack and a nice damage value and with his 12" range, you'll be getting first strike. Being able to bring back any Mage Spawn on its starting position, any of your enemy figures with his Revenant ability, and any of your friendly figures on a 50/50 roll with his Necro, this guy is going to be the king of support figures in 2.0. ***
Kossak Darkbringer - You don't get many more bells and whistles on a figure than you do with Kossak. Boasting 7 abilities on his first three clicks, you're paying for it. Crushing Blow, ram and charge, invuln and then toughness for 7 clicks rounded out with 4 clicks of regen at the end of his dial make this figure a pure melee ANIMAL. With the soaring proficiency and vampirism for his whole dial, I don't know how you're going to get this guy out without some big gun range figures. ***1/2
Khan Harrowblade – Grr… Orc smash! That about describes this figure. For starters, his first and second clicks are the exact same, making him surgeable. He’s got 5 clicks of Thunderblow, all with at least 4 damage, making him more than ready to hand out a beating. His 3 clicks of command help out a little and prevent him from being captured his first few clicks. Lots of regen help this guy out a bunch, since regen has gotten a big boost. Assuming you face Varatrix and you’re worried about continuing to Thunderblow so you don’t have to face a counterattack? Just go ahead and Reckless this guy to hand out the punishment. I mean, Harrowblade can still do damage when DEMO’ED! Who is this guy kidding, he’s one pissed off orc ready to chew on some human bones. ****
Khan Rava - The Orcs get some great melee figs with the Ubkhans and they get an absolutely gross range figure with Khan Rava. With only 7 clicks of non-demo'ed life, your best bet is to get a figure with toughness in b2b with Khan as quickly as you can. Without bound granting easy breaks, and without a close combat bonus, a high defense figure with toughness will do a nice job against Khan Rava. After just three clicks of damage, he loses a lot of his potency. With his Shadow Khan subfaction ability, he's not going to be a pushover by any means, even in melee. ****
ProphetPriest Tremelen – Well, we all know that what the ELs really needed was a Magic Healer… :rolleyes: He has a bit more offensive punch than the usual Elemental healer with 6 clicks of mage blast and then a click of magic confusion. His attack is going to hit just about anything he goes after for his first few clicks. He’s got nice movement and very high defense, but his 270 arc is a bit of a waste and his point cost is quite high for just a healer/mage blaster at 92. **1/2
General Vale – Well, this is a great formation leader for the Free Armies subfaction. Vale can march a free armies formation around at 10” movement, give them 18 defense with Defend, and help them position into gangup with his Leadership ability. His best stats come on his 3rd and 4th clicks, so don’t worry about a figure surging into this guy for 3 damage, it’s just going to make him really mad. Smite for 5 clicks with a nice attack and decent damage ensure that formations stay away from this guy or face the pain. Spell Resistance for 7 clicks keeps those pesky Magic users from getting any shots on him. ***1/2
Master Cyrus – With his/her/whatever Quickness, it can be used as both a loner figure sniping with it’s 12” Stormfire or with it’s Gallant Defense and command, it could be used in a formation of Temple Masters to boost their defense a good bit. This warrior is quite versatile, but as we’ve seen with some of the 2.0 nons, versatility within the figure isn’t always the best thing. It’s 86 point cost isn’t too bad considering what you get. It’s ranged and close combat damage of 3 are a bit low, but with the wand attack type, this figure has access to quite a few interesting relics. ***
Drakor – Drakor, a.k.a. mini-Caldera, is another great Draconum melee figure. With an initial starting defense almost as high as Caldera’s and one click more of attack for all of it’s Thunderblow clicks. 5 clicks of toughness, like Caldera, make this figure tough to damage. The big difference between him and Caldera is his venom and his much slower movement. He’s basically a Magna Drac on some major steroids. With an attack like his, you’re going to be almost certain to deal at least 6 damage to even most of the uniques. At 110 points, he’s definitely cheap enough to put a nice relic on to up his speed or defense. ****
Caldera - Now that is one sexy drac chick. I love this girl so much!! With defend, march her around with a few whelp monks to get the most of her support role. Or, if you prefer, let her go off on her own with her thunderblow, command, and toughness. While not extremely surgeable, if the opportunity presents itself, don't be scared to do 7 damage to a low defense non or unique. Her point cost is low enough that you can equip a cheap unique to boost her attack and/or defense to make her really nasty. Add her 135 arc on top of all that and she is well worth her points. ***** ;) Ok, so maybe more like ***1/2
Vithzerai - And people thought the Arcane was expensive... Weighing in at 214 points, this guy is just sheer power. His wand attack type is more of a hindrance than a help, but he'll be truly good if and when the wand attack gets a nice proficiency, like say being able to shoot through figure bases and terrain. Ah well, here's hoping. With a huge range including his bound, a continuous 5 damage at range with almost a full dial of stormfire, the only thing that makes him even better is when he gains Hex towards the end of his dial. When he starts getting a little low on life, just move him back off towards your own objective and have him use hex while your forces battle for the middle objective. He won't see any time in 300 pt games, of course (or not much, anyway), but I can't wait for some larger point games to throw him in and have fun. ***1/2
Varatrix - Similar to Caldera, but with a ranged attack and even more offensive power. At soaring, this guy is invulnerable to anything but other soaring melee figures. His counterattack is nasty, so you had better be sure you hit him when you attack. Auto damage is the bane of this figure, so be careful if your opponent is packing some flying rammers or the like. Not much to say about this guy, he's going to be pretty darn easy to use. Just be careful for those pesky no range/no soaring domains. ****1/2
Top Unique picks
1. Varatrix
2. Khan Rava
3. Khan Harrowblade
4. General Volkare/Anunub
5. Drakor
Thanks Teloric. I don't have much 2.0 yet, so I don't have any of those figures and I just went off the stats on here. Thanks for letting me know, and hopefully they'll get it fixed in the units section.
I don't think the one less click of Crushing blow on the starting click makes the Steam Knight that much less effective, but it does hurt a bit.
The Skull Golem not having a click of Revenant drops it's usefullness quite a bit, IMO. He's still a nice figure, but with Revenant, it would have made him useful for his entire life, even after he dropped down a bit and no longer had much combat usefullness.
You like Caldera, yet you gave Drakor a better ranking - and didn't put her in the top five (six)? Caldera's gonna ditch you, ya know. :D Where's the justice....
And Khan Rava should have five stars, IMO; his "only three clicks of bound" is offset greatly by a 14" range and virtual Toughness on every single click. He has 15" threat range for point-blank attacks. He's cheap enough for both a relic and decent support (***WHKs, Ub-Khans, etc.) in case he gets based.
Yeah Fred, it was tough, but she told me she didn't mind. I'm just that awesome that she's sticking with me even after only giving her 3 and a half stars. ;)
Khan Rava is good, yes, but he leaves a lot to be desired. For one thing, a ton of domains can either kill his speed or range, which makes him a hundred point moving target. He is hard as heck to take down his first three clicks, I agree, but with the melee-enhanced environment of 2.0 and the amount of ghostform/LI which I believe will be running around (especially for objective holders), he loses a bit. Also, look at it like this, a **Shade can base him and it's going to take 2 turns, pushing, to kill it. Sure, as you said, he leaves room for a lot of great Orc support, but he really needs it in close combat. His defense is low enough that figures are going to be able to hit him, and remember, just because he bounds and hits one or two figures doesn't mean you're not going to have a range guy that can smack him back. With his defense of just 16, virtually all 1.0 and most 2.0 nons, even weak ones, can take him down in b2b. So I guess I'm saying, yeah, he's good... great, really. But he also has a lot of weaknesses that can be more easily exploited in 2.0 than they could have been in old MK.
Good solid review Mrdbeau. You did a pretty nice job. A couple ranking don't match their reviews, but that is expected when you rank after you write the reviews.
I still think you over ranked Varatrix. I'd say Drakor or the 2 Orc Uniques deserve a ****1/2 more than he does, but other than that it is pretty solid.
p.s. when are you going to do the DG dracs like you promised me you would. It's been about a week already. Geez, am I going to have to do them myself?
Well it's your fault I ranked them at all... punk. I was more than happy to just give info and let people make their own conclusions, but nooooo, I've gotta do everything around here... including tell people what to think, I guess. ;) Anyways, I'll get to that stupid Drac review tomorrow. Jeez, I've spent like every free minute of my life for the past 3 days on this, get off my back. LOL
Seriously though, Varatrix I still think is the best unique out of the set for a couple of reasons. First off, his insane damage/attack. Yes, his defense is low and he's vulnerable to auto-damage. But for all around solid abilities and just consistency... the whole ball of wax - Trix has got it. Does that mean I won't wipe the floor with any girly Solo lovers using Caldera and/or Drakor? No, of course not. But not everyone around here can be as good of a Drac player as me. ;)
Originally posted by mrdbeau Yeah Fred, it was tough, but she told me she didn't mind. I'm just that awesome that she's sticking with me even after only giving her 3 and a half stars. ;)
Aw, baloney. I think she's gonna dump you after she hears that you gave the overrated Drakor a better rating (and the WAY overpriced Vithzerai just as good! And I'll argue this to the DHC all the way to the Draconum Supreme Court! And the Vithzerai Court of Appeals if necessary. And as a last resort, there's always the great Jerry, Jer-ry, JER-RY himself. :D
Actually, did you even use her (MK game sense of course :D)? Did you use Drakor? Seriously, with better defense, a deeper dial, similar abilities, Defend, Magic Immunity, better speed, an extra 4 damage slot, and Command, she should be at least on par with Drakor, if not better.
Me, I think she should have four stars AT LEAST - especially if you gave that overpriced Magna Drac clone four stars as well. (I just think that because it looks like based on your previous reviews, you were too generous in 2.0.) Or lower Drakor's ranking. That's all.
First off, yeah, I was generous with some figs on this review. It's kind of hard to explain, but when you do a review like this and you sit down at your computer for like 4 hours and do some, then come back and do some more a little later for an hour or 2, and then come back later and work for another few hours, and so on... your ideas like, change, as you go through the review, so that some figs at first seem just like, wow, garbage, and then you look back when you're done and you think, eh, maybe they aren't garbage, or maybe I gave these other guys too high of a rating. Anyways, I digress. As I said, don't take the starts too much to heart. I only put them in at the very end of the review when I was completely done and it was 1 in the morning - so I was getting a bit tired. Some of them are off a bit, looking back, but I think I was right on for a lot of them, too. Caldera is a lot better than Drakor, but the thing I like about Drakor is that you can slap a relic on him and then he's just a bit more than Caldera and much more personalized/customized and a lot of stuff can be done with him. Whereas with Caldera and a relic, she's well over half your army. Will I still play Caldera A LOT more than Drakor? For sure.
Originally posted by Fred Delles
Actually, did you even use her (MK game sense of course :D)? Did you use Drakor? Seriously, with better defense, a deeper dial, similar abilities, Defend, Magic Immunity, better speed, an extra 4 damage slot, and Command, she should be at least on par with Drakor, if not better.
Me, I think she should have four stars AT LEAST - especially if you gave that overpriced Magna Drac clone four stars as well. (I just think that because it looks like based on your previous reviews, you were too generous in 2.0.) Or lower Drakor's ranking. That's all.
Drakor's rank in no way needs to be lowered, Caldera's could be raised a bit, but Drakor's definitily not too high. Stat wise, yes his stats are pretty similar to Magna, (I think Drakor's are just a tad deeper) but the SA's he packs are well worth the cost. First off he has tons of Thunderblow, which is probably about 30pts. worth. Plus he is the only figure that actually has a high enough attack to deal the full damage to anything he attacks(Caldera comes close). He also has the much appreciated Venom which adds in some auto-damage to get rid of annoying SA's and almost insure that your Thunderblow will land. He also has :wing: which helps out a lot more than Flight and enables him to actually move in formations. Finally he can equip relics.
In comparison to Caldera, mrdbeau is correct in his thinking. The two are about even when it comes to power vs. cost, with Caldera getting rid of a tad bit of offensive power for more speed and defend, but the cost difference allows Drakor to be more customizable, which adds flexiblity, thus giving him the slight edge.
Caldera is still a great piece, and is definitily worthy of ****, but he had to give her a lower ranking than Drakor. Personally I think he should of given Drakor a ****1/2 and Caldera a ****.