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Pound for pound. That's how they rate prizefighters. You can't compare the heavy hitters against the lightweights. In HeroClix, that's a pretty good way to look at it. Some characters make great front-line battlers, some make for annoying distractions. In the middleweight ranks, you've got to be adaptable.
More than a Minion, but not quite a secondary attacker, the Zamaron's hard to place, but full of combat options!
Versatility. The Zamaron has Flight and Carrying, she has good mobility with speed of 10 and Phasing on click 1, and she has a medium-ranged attack that could involve damage, a token, or Mind Control. After taking a hit, the Zamaron changes all her powers, with Energy Shield to encourage opponents to move in, and CCE to encourage them to stay away. If you can adapt to that and use it, it makes all the difference.
Defense. Zamarons don't ignore endurance for power. They've got strong offense and defense. On her first click, the Zamaron has the once-rare 18 along with Toughness. It's more common than it used to be, but the Zamaron is still one of the cheapest to have it. She can be a real pain for opponents who don't have 10.
No Wasted Powers. The Zamaron's Minion power isn't on her dial, it's on the dial of Queen Aga'po. You're not paying for a useless Special Power if you don't have their Ruler.
3. A starting damage value that can't be ignored. That 3 damage is a real turning point separating true attackers from "harassers" or "tie-ups".
Retaliation. Zamarons can't be ignored after they suffer a decent hit, either. If she's based, she'll have Close Combat Expert. If not, she'll have Energy Shield for a good defense while sniping.
A great dial for Stunning Blow. If you prefer a feated-up strategy, just stick the Zamaron in hindering (19!) and Stun anyone your 10 can hit.
Top tip: What don't you get? Well, the Zamaron has a short dial, few keywords and some incompatible powers (Mind Control and Incap don't combine well, neither do Force Blast and Close Combat Expert.)
Here's the Math: The Zamaron is 2/9ths of your 300 point force. On the right team, that provides mobility (Teleport&Carry) plus a decent attacker/Mind Controller plus a nasty CCE surprise. If (like me) you play mostly higher point games, two Zamarons are only 1/3 of a 400 point team or around 1/4 of a 500 point team.
My favorite generics, bar none. Though I play in fun, home games only these days the Zamarons are 5-0. In my opinion they are the PERFECT generic because they are right priced to be disposable and they have offense and defense.
You fly them up to the fore-front and put them on hindering. THen you use one to base someone or the biggest threat on their force. All the while you have the opponents whittling away at their toughness (and if they do there's a chance they take 4-5 damage up close mid-dial) you should have the Queen or Wonder Woman wrecking shop at will.
If you've not used them I STRONGLY encourage it. Nothing like KO'ing someone and then asking if your love was too strong...
I don't like them with Violet Lantern Wonder Woman b/c that was a one time event and she really didn't team up with the Violet Lanterns.
They are the only Generic Lanterns we have and it works well b/c they seem to be fairly generic unlike some of the other lantern types.
For a Quick Team you can use
3 Violet Lanterns (all with Stunning Blow)
Queen Aga'po
That is 397 points.
or Just 2 Lanterns and the Queen is an even 300pts of Quick fun
That CCE late dial really sets them apart. I have use the Mindcontrol to get an opponent to base my other Violet Lantern to then smack them for 5 damage up close
A nasty little figure. The Warrior keyword can make for some interesting teams. My favorite stratagy against her is to avoid her for as long as possible and take out your opponents big guns. If the Zamaron ends up being the primary attacker, she is not as good. Base her with a cheap character with combat reflexes (V Mockingbird).
300 point Warrior Theme Team featuring Zamaron
73 GSX Elsa Bloodstone
69 GSX LE Psylocke
67 DC 75 Zamaron
50 DC 75 Warlord
39 Sin LE Kraven the Spider
I am not removing this until we get the rest of the Marauders, Cameron Hodge and Genoshan Magistrates. Thank you Wizkids. Uncanny X-Men was perfect.
I get alot of mileage out of these girls because of the Cosmic and Warrior Keywords. They are definitely the piece that has seen the most play out of DC 75 from me, and are awesome Taxis that can still attack.
Logan:I'm an X-Man and on 2 Avengers teams.
Mockingbird:How the hell do you do that?
Logan: Multitasking. Its my mutant power. Dont tell anyone.
I totally agree! I used 2 Zamarons with an all Violet Lantern team:
650
2 Zamarons
Wonder Woman
Queen A'gapa
Carol Ferris
Opponent had never seen any of the dials. So he zeroes in on Wonder Woman and the Queen. I run up and base him with the Zamarons, he ignores them. Game over. (well it took a few turns, but the tide was turned past the point of return)
If some ignores them or doesn't finish them off, they will make the other team pay. And the Violet Lantern Corp can be VICIOUS.
Prize or no prize. If you're not having fun, whats the point?
My wife can whip the crap out of most people with these figures. She loves them. Therefore, our two venues generally hate them (or at least hate them when SHE'S using them)
Quote
Originally quoted by: Soxolas
"Friendship is not about what you were physically there for, It's about what you were mentally there for"
I've also played the 2 Zamarons + Aga'po team, and it worked out spectacularly. Start with the ranged game, then go from there as needed; it's rare to find a piece that serves as both great bait and great fodder, but the Zamarons pull it off nicely.
... neither do Force Blast and Close Combat Expert.
Actually, I think Force Blast and CCE work together well to protect the Zamoran... if someone tries to base you, and they've got a high defense you may not be able to hit (with Combat Reflexes, say), or they've got protective powers (Super Senses/Shape Change/Mastermind), you can just Force Blast them away.
Nothing is more satisfying than being next to a figure with a 20 Defense with Super Senses (I'm looking at you, KC Flash...) AND Outwit on his first click, and then Force Blasting him into a wall to drop his defense and take away Outwit.