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Hawkeye and Mockingbird were Marvel's penultimate powerless power couple. They may not have been able to shoot energy blasts out of their hands or eyes, but they were both mighty enough to be Avengers!
Quote
Originally quoted by: Soxolas
"Friendship is not about what you were physically there for, It's about what you were mentally there for"
Here is a link to part one of the article in case you missed it. At the beginning of the article is the special dedication to daemiendrake. Please read it if you haven't already. I want to let everybody know how awesome this person is.
Origin: Clint Barton was born in Waverly, Iowa. At a young age he lost both of his parents in a car accident. After six years in an orphanage, Clint and his brother Barney ran away to join the Carson Carnival of Travelling Wonders. Clint soon caught the eye of the Swordsman, who took the young boy on as his assistant. Along with the help of Trick Shot, the Swordsman trained Clint to become a master archer. Clint later found the Swordsman embezzling money from the carnival. Before he could turn his mentor over to the authorities, Clint was beaten and left for dead, allowing the Swordsman to skip town. Clint's relationship with his brother Barney and Trick Shot soon deteriorated as well.
Clint adapted his archery skills to become a star carnival attraction, a master archer called "Hawkeye", otherwise known as “The World’s Greatest Marksman”. After a misunderstanding on his first outing as a costumed adventurer, Hawkeye is accused of theft and believed to be a criminal. On the run, the naive Hawkeye meets the Black Widow, a spy for the Soviet Union, with whom he falls in love. Blindly following the Black Widow, Hawkeye aids her attempts to steal technology developed by Tony Stark. In one of their battles with Iron Man, the Black Widow is seriously injured. Hawkeye rescues her and flees the battle to save her life. But before Hawkeye can take her to a hospital, the Black Widow disappears. Hawkeye decides to be a "straight-shooter" from then on.
ff010 R Hawkeye
Team: Avengers
Range: 8
Points: 61
Keywords: Avengers, Martial Artist
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PROS: It isn't often you are going to get as many options for this point cost in modern age. He has two different options for move and attack powers. Using the transporter ability he gets hypersonic speed although that comes with a -2 modifier to attack. He also has a 12 square area of effect using running shot as well. Mid-late dial he starts with energy explosion and ends with incapacitate. These powers when combined with his eight range and two targets should help with late game crowd control and pacing. Right up front is the familiar ranged combat expert. A nine attack is no slouch, so he should be able to participate in some decent attacks and manage some damage before he gets taken out. Remember to try to use his peanut base as a way to tie people up and act as a shield to less defensively capable figures!
CONS: Finally we see a Hawkeye with some defensive powers. However, when you add energy shield/deflection to a less than average 15 defense you only manage to get a mediocre 17 total defense from range...18 if you position correctly in some hindering. No matter how you cut it, it's still only a 15 from close combat. Even the lowliest of characters don't really have to overextend themselves to hit that. If you're really good at positioning, the peanut base can come in handy like I said in the PROS section. However, for everybody else, it is just more to shoot at.
THEME: You should have no problem fitting him onto a team that he would be an asset for. He has one of the best named and generic keywords in the game. He might get lost in the mix of an Avengers team which could be good or bad if your opponent starts ignoring him and it allows you to get off extra shots. I think he would be most useful in a martial artist team, though. They tend to need characters to help them get around, and as a transporter, this Hawkeye could provide just what the Doctor ordered.
ff011 E Hawkeye
Team: Avengers
Range: 8
Points: 71
Keywords: Defenders, Martial Artist, West Coast Avengers
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PROS: It's time to play the "What do I get for an increased 10 point investment" game again. This time the investment gets you an extra click of life and an increased chance of dealing out some pretty decent damage. You get a starting attack value of 10 instead of the previous nine. To most players that I know, every little bit helps when it comes to attack value, so this could be worth the price of admission in and of itself. You also get a different variety of keywords which opens up other doors if you're putting together a keyword theme team.
CONS: The question you really have to ask yourself is whether an additional 10 points is worth it. Sure, you get the different keywords, but they aren't necessarily BETTER keywords. Sure, you get the +1 attack to start out with, but the defense is still so low that the chances of you getting to use it are just as low as teh rookie is to hit with the nine attack. Other than that, your 10 points essentially pays for click #3. If you think that that one click is going to make a huge difference, then go for it. Otherwise, I would probably move up a ranking or go back down one and use the points for other purposes.
THEME: I would probably utilize the West Coast Avengers keyword and pair him up with a bruiser like Wonder Man and a good utility piece like Scarlet Witch to make a nice tidy and versatile 300 point team. You could probably even fit another decent attacker in there with the points left over. It's unfortunately a mostly abandoned keyword with only four figures having it since Neca took over, but in it's heyday it had some decent options.
PROS: This figure saw a ton of play for several years after it's debut and it still probably sees more than it's fair share today. Up until the release of the Chaos War Hawkeye, it was the most impressive version of the character to date. It starts out with an awesome 11 attack and can do up to five damage from a 10 range. Even if you had your ranged combat expert outwitted or you wanted to utilize the triple targets that he has, he could still bust the big damage reducers and that is a big deal. Before it got nerfed by the new way the Thunderbolts ATA was used, the favorite thing to do with this piece is to put that ATA on him and make him a green lantern. You could then have him mobilize a large Avengers army on one turn. Even though you can't pull that trick off anymore, you can still get more than your eight points worth by putting that ATA on him.
CONS: Sure, they gave him a bump in defense, but at nearly 100 points (Especially after adding in the T-bolts ATA), it starts to get to a point that you don't want to invest that in a character that can be taken out by the minor league characters on your opponents team. You could base him with a 40 point character with even minor damage reducers and shut him down at least long enough to distract him even if you don't deal with him right away. The peanut base could be helpful or it could be hurtful. It's all up to the player using it. One of my favorite uses for peanut figures is not a good idea for this Hawkeye, though, and that is using him as a shield for other characters to not be targeted. At 84 points (Or 92 with the T-Bolts ATA) he is just too costly to be used in this manner.
THEME: I loved using him to represent Hawkeye during his Thunderbolts days. That was just such an awesome time during those comics and I love recreating those early comic book moments with him. You really can't go wrong with the Avengers keyword either, though. As I had already said, it is arguably the best named keyword in the game. If anything, you get a lot of teambuilding options with him. Properly supported he can easily be the focal point of a team or even more frustrating, he can be a secondary attacker that hits just as hard as your primary.
av056 U Hawkeye
Team: Avengers
Range: 8
Points: 56
Keywords: Avengers, Great Lakes Avengers, Thunderbolts, West Coast Avengers
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Sharpshooter: Give Hawkeye a power action to make a ranged combat attack. Modify his attack value by +2 for the attack.
Smoke Arrow: Hawkeye can use Smoke Cloud.
PROS: One of the most appealing things about this figure is the low point cost and the plethora of very usable keywords that he has available to him. You can squeeze him onto any one of these teams and he will fill the role of cover fire/secondary attacker quite well. He is highly mobile at the top of his dial, and if you choose to stay put and have a target in your sights, you even have the option of getting a +2 bump to attack. The end dial ranged combat expert might help get in a cheap shot, too. I wouldn't count on it, but anything is possible.
CONS: The "Sharpshooter" special power is a helpful one, but at the same time it kind of nerfs the other things that make this Hawkeye useful because you cannot use running shot or his ranged combat expert at the same time as you use it. This figure really showcases the early days of special powers too. A lot of the time they just gave somebody a power, in this case smoke cloud, in a different spot on their dial than it would normally appear to make room for something else in the normal spot. Hawkeye should have had something more useful than smoke cloud. I know the power has it's uses, but I've never heard anybody late in the game say "Thank goodness I had smoke cloud. It won the game for me!"
THEME: This Hawkeye exists to to be on an Avengers team...Not just any Avengers team, but a specific moment in Avengers history. The sculpt and the power level serve the purposes of putting him on a "Cap's kooky quartet" team. For those that aren't familiar with it, that was the moment in time that the Avengers consisted of only Captain America, Hawkeye, Scarlet Witch, and Quicksilver. It was a revolutionary time in Avengers history because Cap picked three former criminals to be Avengers. The public did not like that one bit. To make matters worse, two of the members were former mutant terrorists. It was an unsure time for the Avengers, but yet it was one of the most formative and important times in Avengers History.
Found the Weak Spot: When making a ranged combat attack, if Hawkeye's attack roll is 10 or higher, he deals penetrating damage.
PROS: It's a very similar dial to ones that we've gotten before, however this time around, the archer has some new tricks up his quiver. First of those tricks is the addition of leap/climb to the dial. Not counting the fantastic forces Hawkeye, this makes him the most mobile Hawkeye to date. Next big difference is the sharpshooter combat ability. This ability, especially when used in conjunction with his Avengers Initiative team ability that allows him to ignore hindering terrain makes him probably one of the most versatile attackers in the game. There isn't much that he can't see when it comes time to attack. His special power may not come up much due to the laws of probability, but if you can pull it off, you'll be glad you have it.
CONS: Since this is the Hawkeye based on the Avengers movie, I would have liked to have seen some close combat expert on the dial somewhere. It would have added to his cost by perhaps too much, but based on the movie it would have been deserving. I know why it was necessary to start reigning in the ranges of figures, but you can't help but feel like you were robbed from a bit when comparing him to older versions of the character or even when you compare him to his movie counterpart. Poor Hawkeye just can't seem to break that 16 defense barrier either. Could he be doomed to be defenseless forever?
THEME: I'm glad that they didn't create a new Avengers type keyword just for the movie and they just left it as is. That makes this version of Hawkeye that much more playable. You can play him along with the hundreds of other Avengers options available to you and make him worth the points with just about any iteration of the team. Though I have yet to do it, I would likely use this version on a team that is specifically built to be on an Avengers Movie team.
Put Away the Bow: At the beginning of your turn, you may give Hawkeye a free action. If you do, Hawkeye possesses Combat Reflexes instead of Energy Shield/Deflection and Close Combat Expert instead of Ranged Combat Expert until your next turn.
Call the Shot, Fury: Hawkeye ignores friendly characters with action tokens for line of fire purposes.
PROS: Though avm009 Hawkeye can see a lot of targets, this version can see even more for 10 points less assuming that his friendly teammates have at least one action token on them. He now also sports a full dial of ranged combat expert allowing him to bust damage reducers all down the dial. It's especially nice to see a couple clicks of willpower on him. I personally feel that Hawkeye should be indomitable, but if they won't make him that way, I'll take what I can get where willpower is concerned. Perhaps his largest asset is his trait. "Put away the bow" allows him to switch on and off from either his printed ranged combat expert and energy shield/deflection to the melee oriented powers of close combat expert and combat reflexes. Other than outwit, there is no real way to shut down this Hawkeye. This is perhaps one of my favorite Hawkeye dials of all time.
CONS: It's sad that he had to lose his running shot in order to become a better overall fighter. I would have gladly payed another five points in order to get him at least a click of it. It makes it even less palatable that he has only a seven range when he can't move and attack. It should be noted as well that his attack value is a little less than stellar when compared to some previous versions of Hawkeye. I don't know how they would have done it, but I would have liked to see a keyword on him or a trait that allows you to use him with Loki and have it still count as a theme team.
THEME: Other than my theme team tale of woe above, I would either put him on a S.H.I.E.L.D. team featuring some of the more prominent agents like Nick Fury, Maria Hill, and Black Widow from the movie. One of the great things about this team would be the extra bump in range that he would get from the agents around him. I've also had a lot of luck with him on Martial Artist teams. I've used him several times on HCO along with the available martial artists that I have, and his ability to switch up his attack style has never ceased to be helpful.
ams005 V The Sharpshooting Avenger
Team: Avengers|S.H.I.E.L.D.
Range: 8
Points: 75
Keywords: Avengers, S.H.I.E.L.D.
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Multiple Arrows: When making a ranged combat attack, The Sharpshooting Avenger may choose to modify his attack value by -1 and attack as if he had 3 lightning bolts.
PROS: HOLY CROW! It's a Hawkeye that broke the 16 defense barrier! That fact alone should make everybody think twice before passing up this Hawkeye for consideration on a team build. The running shot has returned and this time the willpower is up front. Combine that with his incapacitate, sharpshooter ability, and his potential three targets and you have a piece that can either be a solid back-up attacker or a piece that is all about board control and pace setting. Heck, the willpower, you can do one in the first turn and then push without taking damage and do the second option. Want to frustrate your opponents? Triple target incapacitate them two turns in a row. That'll slow them down while your team bears down on them. Not to be ignored is the possibility of triple target energy explosion too.
CONS: The sculpt is based on the Avengers movie, but he as well as his teammates from the Avengers movie starter set all have the regular Avengers team ability. It's not a bad team ability and it has it's uses, but I was just getting used to having Avengers with stealth busting abilities and feel like I got the carpet yanked out from under me. Though he has a very consistent attack value, it is kind of disappointing that you have to tarnish it just to get the three targets for him when other versions of Hawkeye have had triple targets and didn't cost much more than this version.
THEME: I would likely use him on a S.H.I.E.L.D. theme team. He already has the team ability as it is, and with his ability to control the pacing of the game, you would be able to get your teammates into the positions that you need them in a lot better with his help. This isn't to say that the same principal couldn't be applied to an Avengers team as well, but usually the S.H.I.E.L.D. guys need a little help in the mobility department and Hawkeye could lay down some nice cover fire for them.
cw039 E Hawkeye
Team: Spider-Man
Range: 9
Points: 98
Keywords: Avengers, Great Lakes Avengers, S.H.I.E.L.D., Thunderbolts
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My Criminal Past: Hawkeye can use Running Shot and Stealth.
Knockout Gas Arrow: Hawkeye can use Energy Explosion. When he does, after actions resolve give one action token to each character hit by the attack.
PROS: What's not to love about this Hawkeye?! It's like an amalgamation of every great aspect of all the Hawkeyes that came before him and then they put that amalgamation on steroids! Running shot and stealth as a special power is something new that is a treat that wasn't expected. His attack special power is amazing as well. Not only does it allow him to use triple target energy explosion, but it also gives an action token to all characters hit by the attack. It is unlikely to happen, but this is a possible 27 characters getting action tokens in one attack (Not to mention the damage output). It's really nice to have a "616" version of Hawkeye that is this capable. He also has the Spider-Man team ability which, if you opt to put the Thunderbolts additional team ability on him, makes him perhaps one of the deadliest figures in existence in the modern age. Not to be ignored is his opening click of leadership. It's nice that his leadership qualities are being acknowledged even if it is for just this one click.
CONS: There is very little to complain about with this figure. If I had to pick something to gripe about it would be the continual lack of damage reducers. Hawkeye is tough as nails. By now he should have merrited at least a click or two of toughness. It wouldn't be hard to add yet another special power to him giving him willpower and toughness on the clicks where he has just willpower. I understand why they didn't, though. As it is a 98 point Hawkeye is pushing the boundaries of where a character like him should be falling in point value. I would have shaved some points off him to make room for it by reducing his range to an eight, though. I think a nine range for an archer is just a little too high, although I'll be the first person that would use the heck out of it.
THEME: He's going to be a superstar no matter what team you play him on. Personally, I think he personifies what Hawkeye was like when he took up the leadership role in the Thunderbolts. In my book, that was the best that the character had ever been in both personality as well as skill, and if there is anything that the Chaos War Hawkeye has, it's skill. He's almost too good to be a member of the GLA, and as an Avenger, he's nearly as powerful as Thor or Iron man in this version and to me that doesn't feel right.
This section will be placed on hold. Tune in Friday for the complete list of keywords and personal favorite selections for both Hawkeye and Mockingbird.
WHO NEEDS KEYWORDS?!
This section will be placed on hold. Tune in Friday for the complete list of alternate theme teams for both Hawkeye and Mockingbird.
This wraps it up for Deep Dish Themes: Hawkeye & Mockingbird (Part 2). Once again a HUGE thank you to daemiendrake for the kindness and the inspiration! Feel free to post what you think about the article and feel free to nominate a character for an upcoming edition of Deep Dish Themes. Join me TOMORROW when I begin part three of a three part article that features the covert couple that have earned their place amongst Earth's Mightiest Heroes: Hawkeye & Mockingbird (As requested by and with a special dedication going to daemiendrake)
Quote
Originally quoted by: Soxolas
"Friendship is not about what you were physically there for, It's about what you were mentally there for"
208 Hawkeye is a figure to use, because he can see through stealth and choose energy shield or combat reflexes.
039 Hawkeye is the best. 9 range triple targets is amazing! The Punisher with a sniper rifle has a shorter range. This Hawkeye has a high attack, even higher with Mockingbird by his side.
I would not give Hawkeye tougnness though; he is only human and he does not wear armor.
208 Hawkeye is a figure to use, because he can see through stealth and choose energy shield or combat reflexes.
039 Hawkeye is the best. 9 range triple targets is amazing! The Punisher with a sniper rifle has a shorter range. This Hawkeye has a high attack, even higher with Mockingbird by his side.
I would not give Hawkeye tougnness though; he is only human and he does not wear armor.
Do you know how many "Just Humans" have toughness, though? (Even without any kind of armor?)
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 love the new cw hawkeye. He is great and can take the place of deadpool as main attacker in a smaller themed Great Lakes Avengers team. Also giving three action tokens after blasting you with energy explosion is an ideal power for this master marksman.
Plastic Man needs to be done true justice!! We need a good modern age Plastic Man and this will stay on my sig until we do.
falcone bodyguards, mercenaries, joker's henchman #1, gotham riot cops. Just about every 35 pt pug from the last dc set is just someone's secretary, girlfriend, or cannon fodder and they merit toughness or invuln for some reason. Batman is really just rich boy Johnny Lawrence from karate kid who goes to the kobra kai dojo to learn to beat up on people he doesn't like when his parents were killed, he really shouldn't have toughness and invuln his whole dial or be much more than a 65pt outwit, cr, smoke cloud, l/c ing piece. It wouldn't have killed them to put in a click or two of toughness for hawkeye. I still love the vet ff version, glad they gave him some lovin with mockingbird and updated dial in this set for sure
The newest Clint is the best, obviously, but I have fond memories of the Avengers Unique. Great cheap piece for filling in Avengers team.
It was always weird back in the day playing the Fantastic Forces Hawkeye on Kooky Quartet teams and have him be the powerhouse instead of Cap or Quicksilver. He was just so good back then.
208 Hawkeye is feared in my group,play with him Matrial Artists and use Hand Ninjas for bodyguards. CW Hawkeye is great clearly but for me it will be 208 Hawkeye.
I love me that Vet FF Hawkeye. One of my best pieces back in the day. It was only when I got the Target avm208 Hawkeye that peanut-base Clint got a chance for a breather. I still have a hard time picking between the two.
Vet FF Hawkeye is the very definition of a glass cannon. I used to love to face him because I knew exactly how dangerous he was and would focus my attention on him first.