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I'm not such a fan of 14 defense with defend, but I suppose that can be useful if you build the right team around it. It has some nice versatility when building DC villain teams.
Seems like this would go well with a Batman Enemy or JSA/Defenders boss.
He unfortunately won't ever get access to JSA or Defenders because none of those characters share keywords with them. So far, he's only able to access a few team abilities due to his keywords. The most prominent are Batman Enemy and Injustice League. Following that, there's Circe from Arkham Asylum with the Mystics TA, The Joker as Sgt. with the PD TA, and DC10 Nightwing, Matches Malone, and Batman of Zur-En-Arrh for the Batman TA (Once Matches swaps out for Batman, he's still this guy's boss). Otherwise, not too much of a selection.
That aside, the Hired Henchman is a pretty great piece. You couldn't ask for more from a 40 point piece with the versatility to be a medic or a harrasser. It took me a while to realize the Support/Defend combo, but once I figured it out, his usefulness skyrocketed. Can't wait to get like 5 of them.
He unfortunately won't ever get access to JSA or Defenders because none of those characters share keywords with them. So far, he's only able to access a few team abilities due to his keywords. The most prominent are Batman Enemy and Injustice League. Following that, there's Circe from Arkham Asylum with the Mystics TA, The Joker as Sgt. with the PD TA, and DC10 Nightwing, Matches Malone, and Batman of Zur-En-Arrh for the Batman TA (Once Matches swaps out for Batman, he's still this guy's boss). Otherwise, not too much of a selection.
That aside, the Hired Henchman is a pretty great piece. You couldn't ask for more from a 40 point piece with the versatility to be a medic or a harrasser. It took me a while to realize the Support/Defend combo, but once I figured it out, his usefulness skyrocketed. Can't wait to get like 5 of them.
Ya it took me a minute too I couldn't figure out when you would possibly use it but now with that concept this guy is gonna be huge
Not a fan of these dials. IMO Henchmen are not used to heal their bosses, especially not to heal them twice! (flurry). I think a mastermind SP that allowed them to soak up damage even when not adjacent to their boss.
Flurry and Blades ?? Too much damage potential for these guys.
Defend the support. So now they will lower the defense of some Superpowered piece and heal them up with just a roll of 5. Not comic accurate at all .
Not a fan of these dials. IMO Henchmen are not used to heal their bosses, especially not to heal them twice! (flurry). I think a mastermind SP that allowed them to soak up damage even when not adjacent to their boss.
Flurry and Blades ?? Too much damage potential for these guys.
Defend the support. So now they will lower the defense of some Superpowered piece and heal them up with just a roll of 5. Not comic accurate at all .
FLURRY Give this character a close combat action. After the close combat attack resolves, it may make a second close combat attack as a free action. If this character loses Flurry before it makes the second attack, it can’t make the second attack.
SUPPORT Give this character a power action and make an attack roll (that is not an attack) against an adjacent friendly character as though making a close combat attack. When using this power, neither this character nor the target can be adjacent to an opposing character; ignore all combat value modifiers for this action. If the attack roll succeeds, roll a d6 and subtract 2 from the result, minimum result 1. The target is healed of damage equal to the result.
These two powers are in no way compatible, so you would NOT get 2 support attacks with Flurry.
This piece looks like a ton of fun for the points. While he is useful in his own right I'm most excited about the rogues keyword and the ability to grant the underworld team ability to a wildcard dominant team.
This guy is comparable to Dr. Thomas Wayne. But wow, this guy has his 14 Defend on his first click, whereas Wayne has it beginning on his second click. And this guy is 3 points cheaper, he has range AND psychic blast, and he's not unique. Actually, I think the only advantage Wayne has is that he gives Willpower to anyone next to him.
Great piece! I need to get a couple of these guys.