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They cannot make a good Moon Knight to save their lives, the WoS is far superior even though he's more points. Cycles of the Moon trait is horrible, trying to figure out when he'll have +1 and willpower takes your focus and mind off more important parts of the game. If they had given him mystics TA I would've rated him better.
Mystics TA would be suitable for this character, but that would bloat his cost. At 75-pts this guy can hold his own and them some in his weight class, and if you keep your Cycle timing solid Marc will yield more than his cost in Victory Points.
Great design for the points. @BPoe: The ASM Moon Knight is closest to what most players would define as "definitive," so why not use that, instead, if neither of these new versions appeal to you? I still use LE Marc Spector from time to time, which was my go-to Moonie for *years.*
A wonderful piece for 75 points with plenty of options with the keywords. Most importantly, they made the trait work with his ID card so you can call him in and he still gets +1 to all his stats. I give him 5 stars.
Great Secondary attacker, not meant for a Alpha strike, just hold off the first turn or carry him into position then on the second turn take your action, that lines him up with his trait just fine. the ASM one with a little random and can be pricey to play, this one covers a different niche and really hits a point cost that Moon Knight has never been offered at before now.
The trait happens at the beginning of the turn, so he wouldn't benefit from the +1 if you called him in with an ID card.
Calling in an ID card does not end the beginning of the turn phase. This means that any "at the beginning of the turn" traits, powers, or special powers will kick in.
It's quirky. Just like Moon Knight. I'm going to really try hard to win my local events just for this figure. Mostly because I have Moon Knight tattooed on my arm but also because he's a perfect little piece for the West Coast Avengers theme teams I like to play. Overall he's an above average piece. Seems like he's 1 combat value shy in every area but whatever it's Moon Knight. Not like he's ever done anything to warrant a great dial anyway.
I like the design but it suffers a fatal flaw. Turn 1 Moon. No point in blowing the action, so carry him up. Turn 2, No Moon, he goes. Turn 3, Moon, he pushes. Turn 4 clears.
But after this it fails unless you keep carrying him or passing a turn. Moon, he attacks has 1 token. No Moon, he can't push so he clears. Moon, he goes. Yeah he will always have the +1 when he goes, but he'll never be able to use the willpower
@UniqueLoginNamor
You have the secuence wrong, re-read the trait MoKn does not start the game with a Moon token, so first turn is No monn, second moon and so on. So, you are able to move, push and so on.