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This week, I'll be looking at all of the many Kree generics.
I'm going to go over all three of these Kree Warriors together, since they are more or less the same figure, just with a slight addition of stats and/or dial length with each iteration. They all have the S.H.I.E.L.D. team ability, and have decently long dials for the points. There aren't any Kree characters with Mastermind, so they aren't even useful for that. They basically are there for Theme Team Probability Control and their S.H.I.E.L.D. team ability. They aren't a bad use of points, but they might not be worth using over other possible point investments. There's not much difference between any of them, outside of the Veteran having an almost passable starting attack value.
Like with the CM Kree generic, the REV Kree of this set also have the S.H.I.E.L.D. team ability. This one is pretty decent, with Willpower for Theme Team Probability Control and/or S.H.I.E.L.D. POWER actions, and Energy Explosion with a not the worst 9 Attack. I could definitely see this generic being of some use, even now.
I'm not a big fan of this generic. The RCE makes its stats still not great, and it probably won't be attacking any more than the Kree Warrior, for more points.
Leadership is always good on a generic, and the offensive stats, and range are okay enough. It's also a decently long dial for the points.
MINION: NEW ORDERS: If a friendly character with the Kree keyword and higher point value is within 8 squares, Kree Private can use Sidestep. If there are at least two such characters, Kree Private can also use Incapacitate. If there are at least three such characters, Kree Private also modifies his combat values by +1.
While the printed stats aren't that impressive, everything kicks in with the special power. Getting +1 to all combat values and Sidestep makes the Kree Private a relevant attacker, with Incapacitate as a bonus. The stats become even better when you add Captain Marvel prime, for his 18-Defend. Taking all that into account, the Kree Private has some amazing stats for the points, and even more so when you see that the Kree have some Enhancement available.
KREE STRATEGY - OVERWHELM: Adjacent friendly characters with the Kree keyword modify their attack value by +1 unless already modified by this effect.
The Kree Lieutenant adds another layer of modifiers to the Kree, with his increasing attack values. He also has Enhancement to make everyone hit harder as well, which is especially notable for the Kree since they're mostly range based. His stats are also overall decent, although the attack values aren't the best.
KREE STRATEGY - DIVIDE: Each opposing character that isn't adjacent to another opposing character modifies its defense value by -1 unless already modified by this effect.
Either forcing your opponent to bunch up and become vulnerable to Energy Explosion, or get a global defense modifier is pretty good. Disrupting an opposing strategy by forcing characters to go places they would not otherwise want to go can swing a game in your favour.
LEADER OF THE KREE EFFORT: Kree General can use Energy Explosion and Leadership. When he uses Leadership and succeeds, the action token he removes may be from any friendly character with the Kree keyword. If he does, then Kree General can't use Stealth this turn.
With how Leadership works now, as opposed to how it worked when it did then, I'd say that you can basically ignore the last part of the power. Energy Explosion synergizes well with his .
STRATEGIC MANEAUVER: Kree General can use Outwit. Give Kree General a power action and place him in any square within 6 squares to which no opposing character has a clear line of fire.
Outwit is always useful, and there are some interesting strategic things that can be done with the POWER action part of this special power. You could use it as an escape plan once the General is based, or to get to a specific square of hindering terrain for Stealth, and Outwit positioning.
Overall, the Kree General is a decent package of support powers, as well as damage output. It also has a decently long dial and defenses, to not be taken out too easily. No move and attack isn't the best, but the full dial Stealth is good, and the Kree have enough fliers and colossals to carry the General around.
CROWD CONTROL OFFICER: Kree Major can use Incapacitate and when he does, opposing characters adjacent to the target are also targets of this attack.
This Incapacitate variant can theoretically do a lot to a swarm, which is especially useful these days. There's not much else to say about this generic, on top of the fact that Running Shot is useful, and not the most common power to see on a generic. Attack stats could be a bit better, though.
AWAKEN THE SLEEPER: At the beginning of the game, for all characters with this trait, if you chose a different starting line for each character named Kree Sentry on your force, choose one ability for them to use this game: "Empower, but only effects characters with the Kree keyword" -or- "Enhancement, but only effects characters with the Kree keyword".
In addition to (if you play it right) the Enhancement or Empower, the Kree Sentry brings a lot of options to the table, since you choose the dial each game (as per this ruling.
Most of the dial sections just have standard powers, except for the last one, which has the following two:
STASIS FIELD: Incapacitate. When Kree Sentry uses it as CLOSE, it may instead target all opposing characters within 3 squares and line of fire, regardless of adjacency.
This special power is pretty effective for a colossal, in addition to the Outwit to turn off Willpower on some characters.
DEFENSIVE SHIELDING: Barrier, Energy Shield/Deflection.
Energy Shield/Deflection is a decent power on a colossal, to protect from being shot at. Barrier is also good on an indoor map while your team creeps up.
All the dials are useful in their own right, although I'd lean towards the Running Shot/Psychic Blast one first. Regardless, being able to choose on a game by game basis makes the Kree Sentry a great point investment. If you use two of them, with one on the first line, and the other on the last line, for example, they provide some serious firepower on their own, in addition to the Empower/Enhancement for the rest of the team.
All of the Kree generics bring something useful and different, and all the different modifiers they can use will help the rest of the team hit harder and better. The fact that Captain Marvel prime has 18-Defend to boost the defense numbers of all these generics helps even more. The team that I've built for this week takes advantage of that.
This team focuses on all the modifiers available to the Kree via all the characters, including the Enhancement/Empower from the Sentries, 18-Defend from Captain Marvel, the S.H.I.E.L.D. team ability to up range values, and the Robot ATA for the Sentries. The team has plenty of penetrating damage via Captain Marvel and the Sentry, Outwit via the other Sentry dial, and a very threatening swing with Sentry #459's Mass Destruction special power. The Privates will be a very real threat, with 19 Defense with Energy Shield/Deflection, plenty of Enhancement, while Captain Marvel's Energy Explosion will hopefully both damage and disable opposing characters.
That's all I have for this week. Thanks for reading, and come back in two weeks, when I'll go over the HQGG GCPD Officer.
Nice review! I've been Kree-ing since GG, when that keyword got figures with awesome synergy!
For mid-level games I also like to bring the hammer down on my opponent:
LIVE KREE OR DIE! makes the Privates even better, and YOU STAND ACCUSED! can really make an opponent's big guy very leery about venturing out from behind his cronies. That's not even counting the COSMI-ROD Ronan can yield, with a potential bump on AV and DAM from an LT or two.
Much rather prefer the Prime Dr. Minerva over Capt Marvel. I find the stat boosts plentiful and then giving them a useful power for the game adds more. Also, the 300 point Ronan that ignores characters is great, hiding behind a wall of generics and taking his pot shots.
Much rather prefer the Prime Dr. Minerva over Capt Marvel. I find the stat boosts plentiful and then giving them a useful power for the game adds more. Also, the 300 point Ronan that ignores characters is great, hiding behind a wall of generics and taking his pot shots.
I still cannot select Prime Minnie over Prime Capt M, Minnie is more points, needs a Capt M or Atlas on her team, and IMO never really pulls her weight stat-wise.
Starter Ronan, though, I completely agree with !!! Especially in today's game, 10 Range, great IT, Outwit+Running Shot and great stats is wicked good!! I may have to field him in an upcoming 800 pt event ...
I have sooo many Kree and I never get a chance to really let them loose. Now that we've finally got some Sentry generics to run with them it is even more tempting to take them out to play the next time a big point event comes up.
Hopefully with the FF coming back into good graces again we can get some more modern Skrull figures and have a proper Kree-Skrull war heroclix style.
"I may not see the road I ride for the witch-fire lamps that gleam;"But phantoms glide at my bridle-side, and I follow a nameless Dream." R.E. Howard
New player here, I came in with the Star Trek set last year. I Love my Kree army. I just started collecting kree with the Infinity set and have started going back and collecting old pieces. I really enjoy their synergy.
My favorite army of generics. Fell in love with them on my first buyout of heroclix. These guys, especially when Minerva is on the team are unstoppable. They overwhelmed Cosmic Spider-man after receiving hyper sonic from Minerva’s trait.
I think my favorite is still the Kree General.
HRS
The dynamic duo Scarlet Witch and Vision, Mysterio
My Kree army is probably the most complete aspect of my collection. There are very few, if any, oreo/colossal based Kree I don’t have. I’ve always liked the stories around them in the comics, but the playability of the team is what made me commit to the keyword.
Does anyone have experience using the Kree colossal figures from AI? I'm worried about trying to deploy 2x2 colossal figures in support of an army, when the 75-points are probably better used as 3 Kree privates.
There was some peculiar distribution in my bricks, so I ended up with four of the Sentry, but none of #459. It may be sour grapes, but I'm not sure I'd opt to use the Sentry #459 at any point value given the many choices of Kree leaders/tent-poles.
I adore the Kree synergy but find it tough to build a 300-400 team nowadays because of all the incredible pieces (hard to choose from so many versions of Ronan, Carol and Mar-Vell to use as tentpoles). Ideally would need a 600-800 build! I am salivating to try a Kree team that includes Supremor and his stat-blasting Pulse Waves.
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