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WizKids Open Primer: Guardians of the Galaxy part 4
Guardians of the Galaxy took the HeroClix community by surprise with its unpreviewed dials, but the WizKids Open circuit means many more Sealed games lie ahead for this set! Among the Super Rares, we find some of the biggest Marvel names of the summer, along with a host of tentpole options and some more characters from the recent Infinity series! Are any of these pulls more than bragging rights?
gotg049 R Corvus Glaive
Team: No Affiliation
Range: 0
Points: 100
Keywords: Black Order, Minions of Thanos, Warrior
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(Special) Cull Obsidian: When Corvus Glaive is KO'd by an opposing character's attack, deal damage to that character equal to the last amount of damage dealt to Corvus Glaive. This damage can't be reduced below 1. (Speed) Cloak of Shadows: Corvus Glaive can use Charge and Plasticity. (Attack) As I Hold My Blade, I Cannot Die: Corvus Glaive can use Blades/Claws/Fangs and increases his d6 roll by 1. When he does and hits an opposing character, before dealing damage you may heal him of damage up to the result, but decrease the damage dealt by the same amount. (Damage) Thanos' Prime Lieutenant: Corvus Glaive can use Outwit. When he does, choose an adjacent friendly character with the Black Order keyword. That character can use Outwit until your next turn.
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Corvus comes in at a nice, clean 100 points, but he fights like 150 and survives like 200. Starting off with a straightforward power set, Corvus Glaive picks up 3 special powers as he takes damage, each of them a variation on his same M.O.: Charge, Blades, and bypassing reduction. The most notable ability Corvus picks up is his ability to heal, rather than damage, with part or all of his Blades roll. If, by some fluke, he does take a dirt nap, there's still the Cull Obsidian trait to deal with... plus the other 200 points of his team.
gotg050 U Proxima Midnight
Team: No Affiliation
Range: 0
Points: 100
Keywords: Black Order, Minions of Thanos, Warrior
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(Special) Three Tracers of Black Light: Proxima Midnight begins the game with 3 Tracer tokens on this card. Proxima Midnight has a range value equal to the number of Tracer tokens on this card times 3, and has a number of bolts equal to the number of Tracer tokens on this card. (Special) The Spear of Proxima Midnight: When Proxima Midnight hits with a ranged combat attack, remove a Tracer token from this card and place it on a hit character's card if it doesn't already have one. At the beginning of your turn, roll a d6 for each of her Tracer tokens on other character's cards, and on a result of 3-6 deal 1 penetrating damage to the character with that Tracer token on its card. When a character with her Tracer token on its card is KO'd, place the Tracer token on Proxima Midnight's card. (Special) Cull Obsidian: When Proxima Midnight is KO'd by an opposing character's attack, deal damage to that character equal to the last amount of damage dealt to Proxima Midnight. This damage can't be reduced below 1.
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Running Shot / Psychic Blast is nothing new for this set, but 9 range and 3 targets is. Proxima makes sure you don't forget her, marking her targets with lingering damage. It's a deadly gimmick that makes Proxima a high-priority target; and while she's not really made to take heat like that, she's no slouch either. Once all her Tracers are in play, Proxima wants to get in close to make use of her Combat Reflexes and late-dial Steal Energy. As always, the Cull Obsidian trait is her last gift to the enemy.
gotg051 U Groot
Team: No Affiliation
Range: 0
Points: 100
Keywords: Guardians of the Galaxy, Monster
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(Special) Regrow From a Rescued Sprig: Each time Groot would be KO'd, if he's adjacent to a friendly character that shares a keyword with him, instead turn him to click #9.
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9 clicks of life on a 100 point figure seems like a bargain these days, but you'll notice that 3 of them are worthless in combat. Groot defines slow play, with low speed initially and turns wasted on Regeneration late dial. What Groot does offer, once he's joined the fight, is solid damage. He also has a built-in safety net as long as a Guardian is standing by; saving 100 points from KO in a sealed match can drastically improve your standings in a tournament that takes into account survivor points.
gotg052 V Rocket Raccoon
Team: No Affiliation
Range: 6
Points: 80
Keywords: Animal, Guardians of the Galaxy, Pilot, Police, Soldier, Warrior
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(Improved) Space Combat Expert: Improved Targeting: Ignores Elevated Terrain, May make a ranged combat attack against any opposing character within range and line of fire, even if that character is in an adjacent square. (Special) Groot's My Bud: When Rocket Raccoon is adjacent to a friendly character named Groot, modify their attack values by +1 unless already modified by this effect. (Damage) Tactical Genius Supreme, That's Me: Once per turn, when Rocket Raccoon is within range and line of fire of a character for which a roll is made, you may ignore the roll and have it rerolled.
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Rocket Raccoon brings his own form of 'technically not probability control' to your teams, and it serves him well. Whether you use it on attack rolls or (because, as Rocket would say, "ain't no one like me but me") defensive rolls, Rocket is still free to take a token and use Prob if you build him a Guardians theme team. When it comes to attacking, Rocket has great attack values and a potent double target Energy Explosion. Also, he ignores Elevated terrain, which is major on the Titan side of the Guardians set map. You're welcome. Downsides here are his short dial, reliance on Senses, and unremarkable defense values. He's a sure thing if you can go Guardians; otherwise, evaluate your needs and consider this Raccoon first.
gotg053 V Annihilus
Team: No Affiliation
Range: 7
Points: 200
Keywords: Armor, Cosmic, Negative Zone, Ruler
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(Special) Cosmic Control Rod: When setting up characters at the beginning of the game, if your force includes the Cosmic Control Rod, it may be assigned to Annihilus. (Damage) The Living Death That Walks: Annihilus can use Outwit. Other characters can't use the Power Cosmic team ability.
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Annihilus doesn't understand what he did wrong. He has the Running Shot / Pulse Wave that won him games during Infinity Challenge. He has great opening numbers. He even has Perplex to boost whichever stat you'd like to see a point higher. He has a long 9-click dial. He has heavy damage reduction. He heals himself. He has a special that counters Power Cosmic (which he was sure he was going to see more of in this set). And still the good players are passing him by? Annihilus, you're trying too hard. Psychic Blast is everywhere, and it will eat you alive. You rely on an LE object for Power Cosmic of your own. You worked so hard on those front loaded stats that you fall apart on the back end. Better luck in constructed.
gotg054 V Tyrant
Team: Power Cosmic
Range: 8
Points: 295
Keywords: Cosmic, Herald, Robot
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(Special) Galactus Imbued Me With...Hunger: Adjacent opposing characters can't use relics or resources. When Tyrant is adjacent to an opposing character assigned a relic or resource, modify his combat values by +1. (Defense) Galactus' First Creation: When Tyrant is dealt damage, roll a d6. On a result of 1-3, he can use Invincible, on a result of 4-6, he ignores all damage dealt.
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Tyrant has the damage reducer everyone wants, and that alone might carry this one-man army to victory. Completely immune to penetrating damage, Tyrant can count on his defenses holding, and his 19 defense should draw a couple misses too. He brings his own Prob, is immune to Outwit, and strikes hard and early. BUT, on a 1-3 he's only Invincible, and his 9 clicks aren't THAT tough to get through. His full-dial start has the wrong opening attack power. And Tyrant doesn't look so good after taking 5 damage. Constructed will treat this 295 point herald much better.
gotg054e E Tyrant
Team: Power Cosmic
Range: 8
Points: 225
Keywords: Cosmic, Herald, Robot
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(Special) Galactus Imbued Me With...Hunger: Adjacent opposing characters can't use relics or resources. When Tyrant is adjacent to an opposing character assigned a relic or resource, modify his combat values by +1. (Defense) Galactus' First Creation: When Tyrant is dealt damage, roll a d6. On a result of 1-3, he can use Invincible, on a result of 4-6, he ignores all damage dealt.
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Going from 9 clicks to 7 is a big cut, but Tyrant still has that absurdly strong defensive power, and now has room for another 75 point figure. Moreover, Tyrant now has the right attack power for fighting tentpoles. All the cautions of the veteran version still apply here, but at least he's not your whole strategy.
gotg054r R Tyrant
Team: Power Cosmic
Range: 8
Points: 150
Keywords: Cosmic, Herald, Robot
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(Special) Galactus Imbued Me With...Hunger: Adjacent opposing characters can't use relics or resources. When Tyrant is adjacent to an opposing character assigned a relic or resource, modify his combat values by +1. (Defense) Galactus' First Creation: When Tyrant is dealt damage, roll a d6. On a result of 1-3, he can use Invincible, on a result of 4-6, he ignores all damage dealt.
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When you get down to 5 clicks at 150 points, the dial length really starts to feel risky. Tyrant no longer has stats that draw misses, nor does he have the deadly attack powers that instill fear. That defensive power still carries with it the chance for an epic game, but risks in sealed are hard to justify. Unless your other 150 is Ikon, giving you a Robot theme with Tyrant triggering Ikon's free attacks, leave Tyrant's lowest starting line buried.
gotg055 V Iron Man
Team: No Affiliation
Range: 8
Points: 200
Keywords: Avengers, Guardians of the Galaxy, Pilot, Scientist, Stark Industries
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(Improved) Targeting Computer: Improved Targeting: Ignores Hindering Terrain, Ignores Characters (Speed) Modular Thrusters: Iron Man can use Running Shot. Give Iron Man a double power action and he can use Hypersonic Speed as a free action, modifying his speed and range values by +2. (Defense) Force Field: Iron Man can use Energy Shield/Deflection and Toughness. (Damage) P.E.P.P.E.R. Override: Iron Man can use Outwit. If Iron Man began his turn with two action tokens, he can make a ranged combat attack as a free action.
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Whenever you have a Hypersonic beatstick with 4 damage and 11 attack, you need to consider the option. 200 isn't unreasonable when you consider that Iron Man may never be in a position to take a hit. And the late dial is packed with methods of bypassing defenses. Tony even has the Guardians of the Galaxy keyword for excellent set synergy. But he still feels much too soft, especially when his Hypersonic effectively counters his Indomitable. I could see wins with him, but going 3-0 seems unlikely without a perfect ally using those remaining 100 points (Recorder 451).
gotg055e E Iron Man
Team: No Affiliation
Range: 8
Points: 150
Keywords: Avengers, Guardians of the Galaxy, Pilot, Scientist, Stark Industries
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(Improved) Targeting Computer: Improved Targeting: Ignores Hindering Terrain, Ignores Characters (Speed) Modular Thrusters: Iron Man can use Running Shot. Give Iron Man a double power action and he can use Hypersonic Speed as a free action, modifying his speed and range values by +2. (Defense) Force Field: Iron Man can use Energy Shield/Deflection and Toughness. (Damage) P.E.P.P.E.R. Override: Iron Man can use Outwit. If Iron Man began his turn with two action tokens, he can make a ranged combat attack as a free action.
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150 for 5 clicks was a risk for Tyrant, who had a 50% chance of taking no damage at all and protected the power with his Team Ability. On Tony, who brings only a soft Invulnerability to the table, it's just overconfident arrogance.
(Improved) Warp Gaze: Improved Targeting: Ignores Hindering Terrain (Special) When Rick Wakes, I Return to the Mindscape: Friendly characters within 3 squares can't be the target of Mind Control. At the beginning of your turn, roll a d6. On a result of 1, place Sleepwalker in your starting area and heal him of 2 damage. (Defense) Contact with the Ground Strengthens Me: At the beginning of your turn, choose Earthbound/Neutralized and Invulnerability or choose Toughness. Sleepwalker can use the chosen power(s) until your next turn. (Damage) Warp Beams: When an opposing character within range and line of fire is adjacent to a printed square of blocking terrain or occupies printed hindering terrain, Sleepwalker can use Barrier and Smoke Cloud as free actions until your next turn.
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You may spend a lot of your turns wandering out of the starting area, but Sleepwalker is at least very difficult to put down. His Psychic Blast has a short range, and Sleepy depends a lot on Stealth to get by; but even if he's not engaged in the fight he can help with his free Smoke & Barrier, provided a nearby opponent is correctly placed. As sitting in Hindering is a popular strategy, it shouldn't be hard to find opportunity to lock in an opponent with Barriers, or boost your team's defense while dropping an opponent's attack thanks to Smoke Cloud. 110 is a high price for what I'd call filler, but Sleepwalker has great synergy with a number of characters in the set.
gotg057 U Beyonder
Team: Power Cosmic
Range: 10
Points: 100
Keywords: Cosmic
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(Special) Life and Death and Rebirth is a Cycle: When building your force, Beyonder costs 100 points for every 4 Corporeal Form tokens you place on his card. At the beginning of the game, roll a d6 and click Beyonder to that click number. Whenever Beyonder takes damage, remove a Corporeal Form token from this card for each click of damage taken. When there are no Corporeal Form tokens on this card, KO Beyonder. Whenever Beyonder is healed, place one Corporeal Form token on this card for each damage healed, but no more than he originally began the game with. This ability can't be ignored. (Special) Teach Me What I Don't Know: Beyonder can't be assigned a relic or resource. Give Beyonder a free action and choose a standard power that any other character can use. Beyonder can use that power until your next turn. (Special) Godly Power (500 pts.): Beyonder can use Colossal Stamina. (Special) Taking Human Form (100 or 200 pts.): Modify Beyonder's combat values by -1. This ability can't be ignored.
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It's impossible to give a concise rundown of this dial, so let's just say that, unless you're all in on a 300 point dial with 12 clicks of life, you're likely to lose Beyonder to an early Psychic Blast. Don't overlook his ability to copy a standard power, as that can really draw out the dials on the lower cost versions and may make them worth the investment.
100 or 200:
300:
gotg058 V Mentor
Team: Power Cosmic
Range: 9
Points: 150
Keywords: Cosmic, Eternal, Ruler, Scientist
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(Special) I Must Try and Kill My Son: Characters named Thanos, Thanosi or with the Black Order keyword modify their defense values by -1 and can't use traits or team abilities. (Speed) Defend Titan: If it isn't your turn and Mentor is fewer squares from your starting area than all opponents' starting areas, lines of fire drawn to Mentor are blocked. (Attack) Empower You to Oppose My Son: Mentor can use Perplex, but only to target other characters. He can use it normally or he can modify any combat value except damage by +2. (Damage) Father of Titan: Mentor can use Enhancement, Leadership, and Outwit.
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Mentor should be played as the cheese to your 150 point, hard-hitting macaroni. Pair him with Captain Marvel, Ikon, Black Bolt, even Tyrant, and you'll have a fearsome twosome. Between Perplex, Enhancement, Outwit, a strong attack to assist when needed, and a hard counter to the dreaded Cull Obsidian trait & Thanos' powrr cosmic, Mentor has an answer for everything. Without that chosen pupil, however, Mentor struggles to get the most out of his dial, reinforcing one ally only to leave another vulnerable.
gotg059a R Doctor Spectrum
Team: No Affiliation
Range: 8
Points: 137
Keywords: Politician, Squadron Sinister
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(Special) Power Prism: When targeting a single character with an attack, increase Doctor Spectrum's attack value by the number of differently-colored standard powers on his target's dial. (Special) Rokk: Give Doctor Spectrum a power action. If there's no friendly character named Rokk on the map, place a Rokk bystander token adjacent to Doctor Spectrum as described on this card. Each time Rokk is KO'd by an opposing character, 10 victory points are awarded to the active player. This ability cannot be ignored. (Attack) Energy Constructs: Doctor Spectrum can use Barrier. Give Doctor Spectrum a free action and choose a standard attack power. Doctor Spectrum can use that power this turn.
gotg059at Rokk
Team: No Affiliation
Range: [b]0
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With the potential for a sky-high attack value and the always-popular Running Shot / Pulse Wave combo, Doc is a great attacker for his cost. On the flip side of that, he's got a short 6-click dial. Spawning little bricks is a neat trick, but he could waste all his time doing it if he's not smart about it.
gotg059b Doctor Spectrum
Team: No Affiliation
Range: 7
Points: 110
Keywords: Pilot, Soldier, Squadron Supreme
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(Special) Power Prism: When targeting a single character with an attack, modify Doctor Spectrum's attack value by the number of different-colored standard powers on the dial of his target(s). (Defense) Toughened Energy Constructs: Doctor Spectrum can use Barrier and Toughness. Give Doctor Spectrum a free action, choose a standard attack power, and he can use that power this turn. (Damage) Pacifist Vow: If an opposing character would be KO'd by Doctor Spectrum and there's another friendly character on the map, instead heal the opposing character to its last non-KO click and give it an action token that deals no pushing damage.
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Choosing the right power for the job is Doc prime's specialty. He front-loads the power from the Super Rare, but carries with it the burden of his pacifist vow. Be careful who you tag, or Doc may leave some opponents on scary last clicks you'd rather not see. If you don't memorize dial lengths, Spectrum is the perfect Black Order fighter, avoiding those inadvertent Cull Obsidian backlashes. In all other situations, he's a great fighter that just needs someone else to finish the job. 190 points is plenty of room for the rest of his team to manage that.
gotg060 R Thane
Team: No Affiliation
Range: 6
Points: 115
Keywords: Eternal, Inhumans
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(Special) Inhuman Healer: Thane can use Support. When he does he and/or the target may be adjacent to an opposing character. Once per game, Thane can use Pulse Wave as a free action. When you do, he can't use Support for the rest of the game. (Attack) Right Hand: Living Death: Thane can use Incapacitate and when doing so gives a hit target two action tokens if it has no action tokens. A hit target can't be given free actions during its next turn. (Damage) Left Hand: Black Obliteration: Thane can use Penetrating/Psychic Blast. When he does, increase damage dealt to a hit character by 1 for each action token that character is assigned.
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The only Super Rare Inhuman is a flexible firecracker who can heal and harm in equal measure. Opening with Running Shot and great stats, Thane has a special Psychic Blast that cripples tokened opponents. If Thane sees no further use for his traited Support (that works even in adjacency!), he can trigger Pulse Wave once per game as a free action. Late game, Thane completely locks down opponents with Incapacitate that ensures they have 2 tokens and cuts off free actions as well. All this for 110? I'd call Thane solid gold, but amber is more his style.
Last edited by saturnflight; 09/16/2014 at 11:03..
gotg055 V Iron Man
Team: No Affiliation
Range: 8
Points: 200
Keywords: Avengers, Guardians of the Galaxy, Pilot, Scientist, Stark Industries
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(Improved) Targeting Computer: Improved Targeting: Ignores Hindering Terrain, Ignores Characters (Speed) Modular Thrusters: Iron Man can use Running Shot. Give Iron Man a double power action and he can use Hypersonic Speed as a free action, modifying his speed and range values by +2. (Defense) Force Field: Iron Man can use Energy Shield/Deflection and Toughness. (Damage) P.E.P.P.E.R. Override: Iron Man can use Outwit. If Iron Man began his turn with two action tokens, he can make a ranged combat attack as a free action.
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Whenever you have a Hypersonic beatstick with 4 damage and 11 attack, you need to consider the option. 200 isn't unreasonable when you consider that Iron Man may never be in a position to take a hit. And the late dial is packed with methods of bypassing defenses. Tony even has the Guardians of the Galaxy keyword for excellent set synergy. But he still feels much too soft, especially when his Hypersonic effectively counters his Indomitable. I could see wins with him, but going 3-0 seems unlikely without a perfect ally using those remaining 100 points (Recorder 451).
Iron Man's movement Special Power does not cause him to take damage.
A Double Power Action on an Indom figure does not cause Pushing Damage,
it just gives 2 tokens to the figure.
* I know these are reviews for Sealed Play, but I can't wait to play Tyrant at full
with the Star Sapphire Ring on the Battery,
the Shield equipped to him,
and Parallax giving him Psychic Blast. *
( or the Nurse and Auto-Regen Feat )
Alberta ROC Provincial Champion
7th 2015 Canadian Clix Nationals. Winner of world's 1st PDC event
2016 WKO Regional Prairie Dicemaster Champion
HA I actually never finished my overview of SRs...
Here are my thoughts so far;
Quote
BECAUSE NOONE EXCEPT A FEW LOCAL PLAYERS DEMANDED IT:
Corvus Glaive- So a 100 Points gets you a close Combat Indomitable brick. Corvus opens with Charge blades and Exploit weakness with a base three damage. His attack value remains fairly consist throughout his dial and he always has blades as well as either Exploit Weakness or Outwit. End dial he has three clicks of regen making him a tuff Bugger to put down. His Cloak of Shadows power doesn’t come in until end dial and can be nice for maneuvering away from more dangerous opposing figures to bully on weaker ones OR to simply get away and regroup. Adding to his survivability his Blade Special Power that lets him decrease his damage dealt from blades to heal. This is especially great if you know your opponent’s dial well and you roll big enough to get some use out of all that extra damage that would normally be wasted. Corvus’ end dial Outwit is very useful as his ability to share Outwit with adjacent friendly Black Order characters. While you’re only likely having one other piece with it…two outwits can be better than one…especially when you’re at that poin in thedial.
His Cull Obsidian trait is also very useful as it may make people wary to polish him off end dial.
While I do like Corvus Glaive I have some issues with him. Much like Black Dwarf he’s going to have issues with getting close in order to be the beast he was meant to be. Unlike Black Dwarf Corvus can’t take any kind of hit well. Sure he can bounce back fairly easily but taking the initial hit will ruin him for a lot of people. If I pulled him I’d consider playing him but he would not be an auto play unless I pulled something else like…Aleta. Something to make his range defense significantly better.
Proxima Midnight-So she has a fairly standard dial. Opening up as a range heavy piece but defensively Is sound against close combat. She’s like a MUCH Different bullseye. Mid to End dial she transitions to Close Combat gatining Charge, and then Sidestep as well ass Close combat expert and then Steal energy.
However very few people care about the powers of this badass sharpshooting blue woman…rather her strength lies in her traits. So her tracers trait is essentially what allows her to make ranged combat attacks. I’m not going to bother to re word the power as you can read it. The Spear Power is where it gets interesting. So anytime she hits with a ranged combat attack the Tracer gets placed and at the beginning of your turn you get to roll to see if they take penetrating damage.
Proxima is an interesting piece because she forces you to make a choice. Sure you can triple target and unload all of your tracer tokens right away…but then you’re stuck with a Sharpshooting Penetrating shooter with no range…BUT there’s a 66% chance that that character will take 1 penetrating damage.
For me, I deally I’m going to peg their big brick and then keep Proxima’s Respectable 6 range Double targets if possible. I mean if I know I can finish off a piece or put it near death AND THEN Tag them with a Tracer Token sure…but in general…naw. I’m going to tag their brick then keep shooting at it till they die. Against a well rounded team…I’d consider splitting up and shooting a bunch then just running around with Proxima…the downside is that that’s a 100 points you just spent to deal 1 damage a turn…mayb.e
Her real big drawback despite her robust defense for her points is her lack of reducers. Poison or any large damage brick with a lucky roll will her up without question. If I pull her I’m still going to play her most of the time.
IAM GROOT. Anyway This Groot has one thing going for him: Survivability. Similar to the other two SRs reviewed Groot comes in at the very affordable 100. Groot’s Dial is pretty standard. Impervious into Toughness and regen. Groot doesn’t get higher than a ten attack and only has two clicks of charge. Groot is a brick. No bone sabout it. Three Openign clicks of 4 damage is great with Super Strength…Dwindling down into Quake and 3 damage and finally into his ‘Twig’ form with Earthbound and regen. So now while Groot is anywhere from Average to below average….he really…well…I guess Glistens not shines with a Guardians of the galaxy theme as it will allow him to consistently ‘STOP’ and turn back to his last click while adjacent. This can prove quite annoying if that other piece is a hard to kill piece as well. Ideal pairing with Groot would be Mantis (DUH!) but even more so as it makes him insanely more mobile. If I pull Groot…I’d say “…oh Ok…yeah that’s great. What else Did I get?” he’s not bad. But he’s a giant walking Wooden Target just waiting to be shot at. It would take almost PERFECT pulls in order for me to run Groot…like Mantis…maybe Major Victory. Who knows…the likelihood is low…so I’m sure I’ve now jinxed myself and I will now pull Two groots : P
Rocket Raccoon-I’M GOING TO NEED THAT GUY’S LEG!!! So Rocket is a tight compact package. Opening with RS and EE and Into Sidestep with RCE he’s a lean mean mid range attacking machine. A Full Dial of Tiny and Super senses means enemies will have some difficulties shooting him. Rocket is very unique in that he has the very rarely seen IT Elevated. That means he can shoot up over and around buildings with ease. This may not sound like much but it can catch a lot of people off guard. He also get and gives an attack Boost While Adjacent To Groot. While this pairing is unlikely I’d strongly consider running them together if I somehow managed to snag both.
Now here comes the real trick to this one trick and a few small ones pony. Rocket’s damage power is a game changer. Why do you asK? Well he an use I tlike normal probability control HOWEVER he is not limited to your rolls on your turn and your opponent’s on yours. He can re roll his or friendly characters (Who meet the LoF and range requirements) Super Senses, Impervious, Or Shape Change Rolls. Not only that he can force an opponent to re roll theirs. This can make or break an opponent’s team. If I pull Rocket I’d strongly consider playing him as that damage power is too invaluable. If I pull other decent GotG pieces I’d play him in a heartbeat. Ideal pairing? Surprisingly not Groot. Oddly enough I’d consider his ideal pairing to be the U Capt. Marvel as pairing her with her prob and her ability Zip aroundand him as a tiny…they can cause much havoc together.
If you wish to make an apple pie from scratch, you must first invent the universe.-Carl Sagan
Iron Man's movement Special Power does not cause him to take damage.
A Double Power Action on an Indom figure does not cause Pushing Damage,
it just gives 2 tokens to the figure.
* I know these are reviews for Sealed Play, but I can't wait to play Tyrant at full
with the Star Sapphire Ring on the Battery,
the Shield equipped to him,
and Parallax giving him Psychic Blast. *
( or the Nurse and Auto-Regen Feat )
Regarding Iron Man, I mean that he will only take actions every other turn, rather than 2 out of 3. Slows down his rhythm.
Regarding Iron Man, I mean that he will only take actions every other turn, rather than 2 out of 3. Slows down his rhythm.
Quote
(Speed) Modular Thrusters: Iron Man can use Running Shot. Give Iron Man a double power action and he can use Hypersonic Speed as a free action, modifying his speed and range values by +2.
(Damage) P.E.P.P.E.R. Override: Iron Man can use Outwit. If Iron Man began his turn with two action tokens, he can make a ranged combat attack as a free action.
*I think the designer/s meant something like this for GotG 055 Iron Man*
One "Play" you could do is Use/Activate his 'Speed SP' and take the Pushing Damage, landing on Click# 2.
Now that you're on Click# 2, you could now Use/Activate his 'Damage SP' for a free Ranged Combat Attack, with Outwit to boot.
That's plain 7 damage right there. Kinda cool, but too janky for my taste.
Me and a Clix buddy of mine find him 'Overcosted' by around 20 points. Still glad I pulled him though.
On a side note: still haven't played him with GotG 003 Mantis. Mind Control for a 'Free Running Shot'. Then Hypersonic Speed Attack and Move back to safety B)
*I think the designer/s meant something like this for GotG 055 Iron Man*
One "Play" you could do is Use/Activate his 'Speed SP' and take the Pushing Damage, landing on Click# 2.
Now that you're on Click# 2, you could now Use/Activate his 'Damage SP' for a free Ranged Combat Attack, with Outwit to boot.
That's plain 7 damage right there. Kinda cool, but too janky for my taste.
Me and a Clix buddy of mine find him 'Overcosted' by around 20 points. Still glad I pulled him though.
On a side note: still haven't played him with GotG 003 Mantis. Mind Control for a 'Free Running Shot'. Then Hypersonic Speed Attack and Move back to safety B)
You can only activate the free action ranged attack if you began the turn with 2 tokens. The scenario you described above doesn't work. It will allow you to attack the following turn though.
You can only activate the free action ranged attack if you began the turn with 2 tokens. The scenario you described above doesn't work. It will allow you to attack the following turn though.