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WoS is for many Spider-man characters, their first representation into the game with special powers and likely, their only incarnation for the next several years to come. How did Web of Spider-man treat the Sinister Syndicate... well I don't want to have every thread on here be a complaint thread, so I'll just go over the dials and let discussion do what it will.
(Damage) The Master of Disguise: Chameleon can use Shape Change, but is successful on a result of 4-6. (Special) Secret-Identity Hunter: Characters within line of fire can't use the Alter Ego Powers.
I just don't see this guy doing much. He's essentially Phantom Lady, which can be compared to here...
or006 V Phantom Lady
Team: Justice Society
Range: 6
Points: 62
Keywords: Freedom Fighters, Martial Artist, Spy
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9
17
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...with the exception that Chameleon is slightly harder to hit due to his special shape-change (although he has lower defense. His alter-ego canceling trait, while interesting, doesn't strike me as particularly useful or even character appropriate. I'm not sure when I would use his mastermind, and by the time he gets willpower he runs out of incapacitate, a combo that would have been really nice. He doesn't seem to offer enough board control or useful support to be worth using mastermind. Overall I'm disappointed in the dial as I don't feel it represents his ability to disrupt and confuse enemy teams in the way he should.
ws037 E Scorpion
Team: Sinister Syndicate
Range: 2
Points: 62
Keywords: Armor, Detective, Masters of Evil, Sinister Syndicate
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16
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(Attack) Tail Whip: Scorpion can use Quake, but targets all opposing characters within 2 squares unless his line of fire to them is blocked by a wall, blocking or elevated terrain.
Scorpion has always been a sore spot for me, because if you look at his last incarnation, there left a lot to be desired...
xp048 V Scorpion
Team: No Affiliation
Range: 8
Points: 58
Keywords: Armor
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10
16
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9
16
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8
15
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14
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...even when he came out he was bad, and he has aged terribly. For a scant 4 points more, this one is infinity better, but it doesn't seem like enough. The first thing that strikes me is that 6 clicks is short. For his durability and armored exoskeleton I expect Scorpion to be 7 clicks deep, although the mass of toughness definitely helps with this. Offensively, he's right about where I want him to be, both attack value wise and damage wise. His "super quake" power seems somewhat gimmicky and not something I would really attribute to the character, but it sounds very potent under the right conditions and breaking up groups while killing them is always a good thing. While his offense is right on, his defense appears to be a bad joke. I'm not sure what represents his toddler like defense... but yeah, in today's game, it is REALLY bad. 16 ending in 14? Here's a list of pieces from the same set that have a better defense then Scorpion. Think about these for a minute;
H.A.M.M.E.R. Agent
The Prolwer
Firestar
Vermin
Aside from that, he is offensivly quite good, and definitely playable for his cost. I would have loved to have his defense be +1 on every click, but I finally I can field a Scorpion that can participate in the game after taking 3 damage, so overall I am quite pleased with this incarnation. Plus the sculpt is sick.
ws054 R Dr. Octopus
Team: Sinister Syndicate
Range: 4
Points: 121
Keywords: Scientist, Sinister Syndicate
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17
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(Attack) Four Arms: Dr. Octopus can use perplex four times during your turn but only on himself. (Damage) Tentacles: Dr. Octopus can use flurry.
An interesting incarnation to say the least, but I'm not sure the good Dr. can hold up. He's got outwit, so that gives you a reason to mastermind right there. Offensively though it's bad for Mastermind figures to have short ranges for obvious reasons, and him having no move and attack hurts him too in that reguard. His super self perplex is obviously quite intentionally hampered by his low base stats, and while options are good, I'm not sure if there's 121 points of offense in that dial. Whether he's got a 13 attack and 2 damage or a 4 damage and 11 attack... neither of those seem overwhelming for his price tag, and they seem downright average when you consider his 4-7 range and no starting mobility. Now Doctor Octopus has never been very mobile, but he has never been expensive, with most veteran's running in the 65ish points club, and this one doubles that. A very cool idea for a piece that can lead the sinister syndicate, but I just don't know if I can get more out of him then 2 separate pieces. This example is a no brainier as something he has to compete with at a similar point cost.
si034 V Dr. Octopus
Team: Sinister Syndicate
Range: 6
Points: 69
Keywords: Scientist, Sinister Syndicate
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17
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(Speed) Tentacles: Dr. Octopus can use Flurry, Leap/Climb, and Super Strength.
ct078 V Doctor Octopus
Team: No Affiliation
Range: 6
Points: 66
Keywords: Scientist
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17
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Now on to Sandman, who is a pretty cool piece that is not actually a member of the Sinister Syndicate, but that won't stop me from fielding him with them.
ws055 E Sandman
Team: Spider-Man
Range: 2
Points: 101
Keywords:
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(Speed) Movement: Sandman can use Stealth and Plasticity. Whenever an adjacent opposing character fails to break away, deal that character 1 unavoidable damage after the action resolves.
He appears to have eaten Scorpions defensive numbers and added them to his own, because he boasts Spider-man like stats in that area. Effectiveness wise, he's got a great thing going on, his job is to break up groups. Quake, poison, and a special power that both forces you to get next to him to deal damage (stealth) combined with powers that kill you, knock you back, and punish you for trying to run away is a fantastic combination. His damage to single targets is mediocre, but that's not what he's there for. I also love the placement of his regeneration. He's going to regenerate to a back dial full of damage reducers and his best combat stats, AND that 18 defense on his regen slot helps keep him safe from those wishing to pick him off. Great synergy.
The thing that really kills this piece from a playability standpoint is his speed. 5. Ouch. Despite the phasing, this guy can't get around. Either TK or somebody to carry him is just a must or he will never get into position to poison and quake everybody. I wish he were more self sufficient. Even a 6 movement would have meant he could get halfway across the board in 3 turns on his own... but alas he will require support or forever be late to the party before he can help do much. Regardless, he is a great AoE piece with impressive values and a very well thought out dial design. He just needs a little bit of help arriving where he is needed on time.
Here's another non-member of the Syndicate (even though he randomly has the keyword), but a Spider-man villain nonetheless. Of course I mean the green Goblin, who to be reviewed really just has to be compared to the last version, which still holds up decently well today.
ws058 Green Goblin
Team: No Affiliation
Range: 6
Points: 122
Keywords: Sinister Syndicate, Thunderbolts
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(Attack) Pumpkin Bomb Barrage: Green Goblin can use Energy Explosion. He can use it normally, or he can use it as if he had and a range of 4. (Defense) Goblin Glider: Green Goblin can use Combat Reflexes and Toughness.
VS
ff063 V Green Goblin
Team: No Affiliation
Range: 8
Points: 119
Keywords: Scientist, Thunderbolts
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The first big things you notice is that the WoS Green Goblin has better numbers almost across the board, although only slightly and STARTS with perplex, that's huge. The second is the range difference. Realize that this new Green Goblin is a completely different piece that the old one. The old Green Goblin never wanted to be in close combat for any reason. He has an entire dial of energy explosion and incapacitate that he wants to use at full potential, 2 targets at once. The new green goblin doesn't particularly want you to be at range, because many pieces can out-range him (although his 11-12 square swing is still decent) and he wants to smash you with an object and get +2 defense from his special power. The new GG is meant to fight single figures in close combat, and to break up weak groups. Speaking of, I'm not sure why they bothered to give the WoS Green Goblin normal energy explosion at all. I suppose its nice to be able to regenerate back to it, but being able to push to super energy explosion would have been nice too. Perhaps they thought that Pumpkin barrage combined with running shot would be too potent? Either way, I don't see myself using energy explosion with 1 target instead of just doing 3-4 damage very often, although it might come up.
He seems like a perfect remake to me. He fills a role his previous version didn't, yet also stays very true to the character. I would have liked it if he had more/only pumpkin barrage as on click 2-3 I think the EE is going to be wasted points in most games, and it would have been nice if he had something to represent his electronic gloves in close combat when his glider went down, but he seems playable and isn't the same ol' same ol' powerhouse piece that can throw down with the big dogs at range or up close. Instead he is average everywhere but has tons of utility with that perplex and group busting special power. Very sweet indeed, I only wish he wasn't a super rare.
I'd like to end with the remake I was most looking forward too. I was hoping that they'd capitalize on special powers to grant him a comic accurate illusion power, and I was not disappointed, despite it not being what I was expecting.
(Defense) The Grand Reveal: Give Mysterio a power action and choose a friendly character with a single base. Mysterio and the chosen character are placed in each other's squares. Neither character can be given another action this turn. (Special) Mind-Numbing Gas: Opposing characters that occupy a hindering terrian marker placed by Mysterio can't use Indominable, Super Senses, or Willpower if they begin the current turn in that square.
Seemingly a continuing progression of his REV from so many years ago, this 75 point utility piece offers a lot to your force without ever having to make an attack role, but luckily his average values can be helped out via the sinister syndicate team ability if you have an extra action to spare. Mysterio is a probability control/perplex piece, but there are plenty of those, and plenty of those who are both cheaper then him and much better fighters. Domino and Deadpool from MM come to mind. So with that said, he's got to offer something more to your force, and he does.
His trait allows him to essentially outwit willpower/indomitable and super senses. Yes this is limited to his 6 range, but it can also effect up to FOUR figures at the same time and does not counter abilities, meaning Mysterio is the only piece in the entirety of the game that can prevent pieces with fortitude or power cosmic from using super senses or willpower/indomitable (although it won't help power cosmic figures lose their immunity to pushing damage). Nobody with those powers is going to want to get anywhere near Mysterio, and that gives you 2 things. Probability control pieces don't want to get near, and board control. Both are very handy to have.
Finally Mysterio's special power "the big reveal" makes it so pieces never want to even attempt to attack Mysterio unless they have the capability to finish him off in a single turn. The utility of a no limitation teleport should be obvious, but 1 thing that it does do is allow you to instantly call in the reserves or move big guns where they are needed, and get Mysterio to safety where he can safely perplex for the rest of the game and possibly take potshots or mind control somebody. The fact that you have to hit his 17 defense twice, followed by a super senses roll, means that KOing him in a single turn is never a certainty either. If your opponent has 2 figures with three damage lined up to take him out, and one misses, he's stuck. He's either going to waste an attack giving Mysterio perplex and the ability to replace him with an opportune ally, or just give up and leave him alone; both are good for you.
I think I like Mysterio's dial the most out of all reviewed here. He's not ultra playable, but he has a special power that makes him very comic accurate and couldn't be replaced by normal powers, which is the only kind I approve of. He's cheap enough that I can fit him on most teams (or on a team with his REV from ultimates!) and is an appreciated remake because he fills a very different role than his previous incarnation filled.
I really like Mysterio's defense SP. I can imagine using it in the late game to great effect. Imagine having a brick or expensive main attacker about to get KO'd when suddenly Mysterio switches places, tying up their characters and bringing back your big gun for some supporting up.
Think that you might have wanted to consider the LE Norman Osborn for 99 pts.
Oh I think I've talked enough, feel free to do it on your own though, that's what this thread is for =). To keep it short, he feels so much like a completely different piece than the new Super Rare, and isn't in the same points field, I just don't feel like they are competing for a spot on the team like the Veteran and new Super Rare are.
(Damage) Web: Web Tendrils: Venom can use Telekinesis option 1. If he hits, after Telekinesis is resolved he can place a Web special terrain marker in the destination square.
Compare that to the old V from Critical Mass (afaik the only other Venom with Syndicate keyword)
cm072 V Venom
Team: No Affiliation
Range: 4
Points: 84
Archenemy: Spider-Man (White)
Keywords: Brute, Sinister Syndicate
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I know he's not a pure/original Sinister member, but one should definitely consider using him on a Syndicate team. His TK/Tendrils SP will come in handy against Stealthy figs on objects, and he's the only front-loaded move-and-attacker besides GG.
Also just throwing out there that we may see an ATA for this team.
My H/W link does not reflect the wants for my collection, it is a list of figures that I already have, but still "want" to play.
So no 11 attack for the Sinster Syndicate in Modern. There was speculation thread before the dials were available that asked whether the SS would measure up to the Bat Enemies. I'm afraid this set didn't bring them to an even playing field.
Interesting side by side comparison with Venom, really shows the difference between old and new dials.
The old one is actually better at the front, but his defense and attack collapse end dial, while the new one never really gets weaker no matter how much he is hurt. "Web Tendrils" seems kind of meh as a special power, but I understand their want to push the web-marker mechanic so I'll let it slide. I'd rather have him just not have it and be less expensive.
It's nice to have a charging Venom, even nicer to have the ability to push into stealth if need be. It's also really nice that his steal energy can get him BACK to charge, although that lone click without super strength reeks of playtesting that suggested he was too powerful with it on that click, oh well =(.
All in all, the new venom is a great light bruiser. He has the charge, super strength, and 3 damage at the front of his dial to be a danger to anyone, and he can take a hit for 6-7 damage and still be extremely dangerous. The stealth on click 2-3 give him tactical options, as does the leapclimb at the end of his dial to get to safety or where he is needed.
When compared to similar figures in his point cost range like Namora and Thor Girl, Venom's damage consistency shines. He can't out-damage Thor Girl, and he's not quite as cheap as Namora, but his consistency is what makes him good. Both of those pieces kind of fizzle out on their last few clicks but you have to KO Venom to stop him from being a threat.
I like the new Venom piece and its consistency, as well. Any creative ideas on how to make use of that "tendrils" to your greatest advantage? Because even though I love Venom much more than Anti-Venom, I feel like he is pretty outshined by Anti-Venom for 4 pts more because of that SP Anti-Venom has.
It's a cool special power, but Venom has better stats on every slot compared to Anti-venom, plus starts with mobility and has an 8 range with his special power. Anti-venom is a poison/plasticity piece, which is good, but I don't think he's any better than Plasmus in that role. His special power just isn't better than Outwit in most situations. He doesn't counter powers until the beginning of your turn but rather just until the end of the current one, and since he has no move and attack, it just doesn't seem that dangerous that he might push to counter a bunch of powers that don't help the opponent on their turn. I mean other than powers in the defensive slot, what do you use on your opponents turn? Smoke cloud, probability control, shape change... that's about it. It also doesn't counter the powers until after they take damage from Anti-venom. All in all it seems like a lot of set up for minimal gain when you could have just brought an outwit piece. With that said though, starting poison and outwit is a very rare combination, and his combat numbers are decent across the board too. Really though, his special power seems like a nice bonus instead of something you have to plan around. The guy has a 9 range absolute maximum swing if somebody TK's him, same thing if he moves in by himself, or if he gets carried because flyers with more than a 10 speed are quite rare. You're going to see him coming and he's not terribly difficult to KO if you dedicate your 3 actions to taking him out.
Quick question: i know this was probably asked/answered somewhere else, but does the Sinister Syndicate team ability still function like the old way where u can modify 1 figs attack value then other SS members could borrow that attack value? Or does it now work like the Batman Enemy team ability where it's replace before modify?
Quick question: i know this was probably asked/answered somewhere else, but does the Sinister Syndicate team ability still function like the old way where u can modify 1 figs attack value then other SS members could borrow that attack value? Or does it now work like the Batman Enemy team ability where it's replace before modify?
You always share the unmodified value. Has been that way for quite some time, both for Sinister Syndicate, Batman Enemy, Defend, Defenders, etc...
Anyways, like HeroFactor mentioned in an earlier post:
So no 11 attack Sinister Syndicate member, that really sucks. Especially since it could have been given to someone like Chameleon (he IS a Kravenoff after all) to make him a viable target/threat. Heck, if Batman Enemies (which i play often) can get Holiday Killer with a starting 11, i think SS should have had at least 1 fig with an 11.
To somewhat back up that point, I'm just not sure what to DO with Chameleon. He plops down on the board and it's like "OOOOOH, no alter-ego for you" and then my opponent will either not have any or just move them behind a wall or something and do it anyway. Meanwhile he remains a somewhat expensvie for what he does incapacitate piece. Would giving him +2 attack on every click really made him so broken, or been inaccurate? Man's an assassin of the highest caliber. I realize he may not be able to beat you in a fist fight, but it would have at least given him a purpose on a team.
Right now I have no idea what Chameleon's purpose on a team is.