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Marquee Primer Secret Wars: Battleworld Part 4 (Super-Rares)
Back by, well, our own executive decision, it's another hometown rivalry primer with saturnflight and JRuffing!
You can expect a more volatile Primer as JRuff and I share our opinions on Battleworld. JRuff loves his swarms, while I'm a sucker for a combo. On top of that, this set hits on a few of our favorite themes: JRuffing's a Spider-Fan, while I run with the Runaways.
Also, we're bringing back the Fantasy Booster Draft (maybe this time we'll make it happen). After each rarity, we'll pick our favorites and use those rosters to build our own 300 point 'sealed' teams- then pit them against each other during a Clix night at the House of Heroes in Oshkosh, WI. That is, if our pulls allow it; last time it took us a month to get an A:I Thanos to test against Hulk (if memory serves, JRuff's Hulk did take that grudge match).
Welcome to the Primer! Hope you survive the experience!
#049 Hulk
Real Name: Bruce Banner
Team: Spider-Man
Range: 0
Points: 150
Keywords: Battleworld: Spider-Island, Animal, Brute, Monster
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Homo Arachnus: Plasticity, Poison. Six Arms to Smash!: Super Strength. When Hulk makes a close attack and hits with an attack roll of 6 or lower, after resolutions he can make a close attack (He can repeat this process each time he hits and his attack roll is low enough.) Smash Senses Tingle: Super Senses, Toughness. SF: Arachno-Hulk doesn't have over-the-top damage up front, and for this set an 11 attack is quite average. You might look at the opening click of this 150 point brute (as one does when opening a booster) and think, "what are they selling?" The answer is reliability. That attack value never dips- in fact, it actually climbs for a brief jog in the middle. So does the damage value, reaching a peak at 5. There's a fun power in the middle of the dial that will certainly be the stuff of HeroClix legend one day (The Ballod of Banner has a nice ring to it), and with a Baron's Perplex you might trigger it a few times, but try not to let the glamour ensnare you and chalk it up to a nice bonus if it happens to come up.
JR: Reliability huh? Valiant attempt, but you're not gonna being able spin a disappointing opening click as a positive on half your team. Hulk's opening 3 damage mean he doesn't need to be a priority, his giant size ensures he would be an easy early target if he was. I expect Hulk to either stay top click until he's the last one left (Hulk only one there is? Right, wrong alternate Hulk) or get knocked onto sidestep from range on the opening approach. His durability and some good clicks in the middle might get you a win or two, but eventually you'll come across someone with figures and the know how to deal with Hulk and they'll run circles around him.
#050 Iron Fist
Real Name: Danny Rand
Team: Spider-Man
Range: 0
Points: 75
Keywords: Battleworld: Spider-Island, Animal, Martial Artist, Monster, Mystical
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Movement : Elevated, Hindering Homo Arachnus: Plasticity, Poison. Spider Traps Two Flies: Charge, Flurry. When Iron Fist hits with a close attack, after the attack resolves he may immediately use Sidestep at no cost. Spider’s Dance, Death’s Song: Combat Reflexes, Super Senses Spider Hunts Tiger: Close Combat Expert. When Iron Fist uses it and hits, after resolutions modify a hit characters combat values by -1 until your next turn. SF: This feels like a lot of dial for a 75 point figure. And yet it also feels very fragile for 75 points. I can't reconcile that. Undeniably, if you get close with Iron Fist, he's fearsome. Most of his peers will fall quickly to his potent combination of stats and powers. But anyone bigger than him- especially with decent damage reducers- will give him pause. And outside interference from range can quickly squash his prospects. All that said, if I pull him I'm probably going to play him.
JR: I guess it shouldn't come as much of a surprise that a deadly martial artist makes better use of an extra 4 limbs than a rampaging brute. Iron Fist is plenty capable of cutting opposing bricks down to size, but he'll absolutely shred opponents not fortunate enough to have reducers. A slow opening approach and few too many figures with both reducers and poison of their own keep him from 4 stars though.
#051 Spider-Queen
Real Name: Adriana Soria
Team: No Affiliation
Range: 6
Points: 200
Keywords: Battleworld: Spider-Island, Animal, Monster, Past, Ruler
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Movement: Elevated, Hindering Homo Arachnus Regina: Mastermind, Plasticity, Poison. When Spider-Queen KO's an opposing character after resolution heal her 2 clicks. Baroness of Battleworld: Leadership, Perplex. When Spider-Queen uses perplex to target another character, you may instead modify a combat value except damage by +2 if the target shares a battleworld keyword or -2 if it has a different battleworld keyword. Bow Before Your Spider-Queen!: Mind Control, Running Shot. When Spider-Queen uses Mind Control and hits, after resolution give each hit character an action token. Omega-Level Threat: STOP. Invincible. When this click is first revealed for the rest of the game Spider-Queen has , the Power Cosmic TA and can't be healed past this click. SF: When trying to justify a tentpole, you can hardly do better than Running Shot and Pulse Wave atop high stats. But I still worry about the lack of mobility on the Spider-Queen's dial. Mastermind should give you a few turns up top (and it shouldn't be hard to find 2 allies at 50 points each), but runs contrary to Pulse Wave tactics. Likewise, Combat Reflexes seems counterproductive for a Running Shot piece (though I maintain there are benefits to such a design- moreso than melee fighters with ES/D anyway). If you haven't read between the lines yet, Spider-Queen makes me feel uneasy- and a tentpole needs to instill confidence.
JR: Well I'm surprised at you Saturnflight, never thought you'd be one to shy away from a more strategic figure. Spider-Queen has a LOT going on, she's got access to 9! different standard powers on her opening clicks. RS, dual target mind control that hands out tokens will let you wreak havoc on your opponents plans. If they get too close for comfort she's an ideal figure for Running into adjacency for Pulse Wave thanks to her CR, Plasticity and Poison. Spider-Queen is not for everyone, but don't take her lightly just cause she's not point and click.
#052 Regent
Real Name: Augustus Roman
Team: No Affiliation
Range: 8
Points: 240/100
Keywords: Battleworld: Regency, Armor, Ruler, Scientist
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Baron of Battleworld: Leadership, Perplex. When Regent uses perplex to target another character, you may instead modify a combat value except damage by +2 if the target shares a Battleworld keyword or -2 if it has a different Battleworld keyword. Every Victory Empowers Me: Whenever Regent KO's an opposing character of 50 points or more, you may choose a standard power that character could use in any click. For the rest of the game Regent can use that power. Choose the Best Powers to Protect and Improve Me: Regent has PROTECTED: Outwit, Pulsewave, and Penetrating/Psychic Blast. //At the beginning of your turn, choose an improved targeting ability to use until your next turn. SF: Speaking of instilling confidence, look at Regent! Talk about a plan for everything! There's no bypassing his defenses from range! Exploit Weakness looks to be the only thing that gets through. Regent has a big 8 range and Running Shot on top of it, adding up to a 14 square swing! As the dial turns, his roles change in rational fashion that should find him always adapting to his present circumstance. The 100 point dial still has a 10 square swing and merits consideration just for that. 240: 100:
JR: Look, I'm not going to try and tell you not to play Regent. You wouldn't listen anyway, you're already picturing him scoring a quick OHKO and adding another power to his arsenal. I'm just gonna ask you also take a moment to picture another scenario. What happens when you spend 240 points on a single figure, and he misses? What if he misses twice in a row? His printed attack average is ~10, and if you're actually going for a OHKO on a 50 point figure you'll likely need to spend that perplex to get to 5 damage. I'm sure there will be rounds or even whole tournaments where he does get those kills and builds himself up into something night unstoppable, but he is a lot of eggs to put in one basket. 240: 100:
#053 Doc Ock
Real Name: Otto Octavius
Team: No Affiliation
Range: 6
Points: 50
Keywords: Battleworld: The Valley, Past
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Showdown: When Doc Ock makes an attack and hits all targets, after resolutions roll a d6, on a 5 - 6 remove an action token from Doc Ock. Six Shooters: Range Combat Expert. When Doc Ock uses it and hits with an attack roll of 6 or lower after resolutions he may use Range Combat Expert at no cost. (He can trigger this process each time he hits and the attack roll is low enough.) SF: The long arm of the laws of probability probably won't do Doc Ock any favors, despite his 6-armed boast. The average roll needed for a successful is precisely a 6, so to get more than 5:36 odds, you'll need to modify his attack. This set is full of those modifiers- Doc Ock even has that option himself via Ranged Combat Expert- but is that how you want to use them? As a 50 point piece it's ultimately no big deal if he never makes an extra attack, but then he looks a lot less exceptional.
JR: And why wouldn't the good Doctor want to spend his modifiers on attack? With precision strike the difference between a 2 and 3 damage value is irrelevant while attacking the heavy damage reducers. Surely you're not talking about playing the odds while advising Otto to go all in on damage. Swing away with that 13 atk I say, let Otto go first and try and get them to waste their Probs on him. Make the first one a sure thing and between Showdown and 6 shooters he'll get his chance at extra shots sooner or later.
#054 Big Boss Hill
Real Name: Maria Hill
Team: Police
Range: 6
Points: 85
Keywords: Asgardian, Battleworld: Other, Police, Ruler
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A Dictator that Cares: Sidestep. Hypersonic Speed and Battle Fury, but only if a friendly character has been damaged by an opponent's attack since your last turn. Baroness of Battleworld: Leadership, Perplex. When Big Boss Hill uses perplex to target another character, you may instead modify a combat value except damage by +2 if the target shares a Battleworld keyword or -2 if it has a different Battleworld keyword. SF: Most Barons keep their Perplex and Leadership in a Trait, but Hill loses her credentials with a bit of damage. In fact, 'a bit of damage' is what the Big Boss fears most, as she loses way too much after taking only 1 damage. That 1st click looks really great, but everything after that is significantly less inspiring. So can you protect that one click?
JR: Well firstly, yes I can. Secondly there the question of what will you do if I can, not damage my figures? That'll teach me! HSS + Side Step lets her float like a Quicksilver and that 11/4 statline lets her sting like Thor. It's not about whether she gets hit eventually, it's about how much you damage you can do before then. (And seriously, the rest of her dial is not that bad for 85 points.)
Crack the Case: Once per turn, when an opposing character within 4 squares and line of fire makes an attack, give Dino-Thor an Evidence Token.//Free:remove 2 Evidence Tokens to make an attack. Obstruction of Justice: When Dino-Thor takes damage from an opposing character attack, after resolutions Dino-Thor can use Earthbound/Neutralized until opponents next turn. Scales of Justice: Free:Modify an adjacent opposing characters combat values -1 until your next turn. If you do, modify an adjacent friendly character's combat values +1 until your next turn. SF: I'm tho exthited for Dinothor! Who'd have thought we'd get a Hypersonic Speed character out of that combination?! This is much more than you should get out of a 100 point dial, and the drawback of gaining Earthbound after taking a hit isn't enough to undermine that. The Scales of Justice, however, is the unsung hero of this dial. Just look at that majesty!
JR: Oh, NOW you're not worried about what happens when your budget HSS bruiser gets hit. His dial is unbelievably impressive for the cost, but I can't give him the coveted 4 stars. Look I'm not giving him only 3 stars because of the Eartbound trait. I'm not giving him 3 stars because his hit and run play style doesn't synergize with crack the case or scales of justice. I'm not even giving him 3 stars cause if he tangles with any "Homo Arachnus" he's gonna have a bad day. I'm giving him 3 stars because that pun is unforgivable.
#056 Witch Queen Le Fay
Real Name: Morgan Le Fay
Team: No Affiliation
Range: 6
Points: 150/100
Keywords: Battleworld: Weirdworld, Mystical, Ruler
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☆ Baroness of Battleworld: Leadership, Perplex. When Witch Queen Le Fay uses perplex to target another character, you may instead modify a combat value except damage by +2 if the target shares a Battleworld keyword or -2 if it has a different Battleworld keyword.
☆ Untamed Weirdness: Opposing characters combat values except range, can’t be modified when attacking Witch Queen Le Fay or being attacked by Witch Queen Le Fay. It's Not Your Mystic Dragon, Arkon: Witch Queen Le Fay can use all standard speed powers except Earthbound/Neutralized and Stealth. When she misses any target of an attack, after resolutions she can't use this special power for the rest of the game. SF: The Witch Queen is a statement piece. "Look, I can do everything!" will usually amount to "I'll use the same 2 movement powers the whole tournament". Or until she misses, and loses everything. I've recently discovered an uncanny knack for missing with a leading lady, so I think I'll have to leave this one alone. At 100, you get what you see, and that's a safer bet even if it's not as exciting. Indeed, some brave soul (maybe even at your venue) is gonna pull Ms. Le Fay and go on a 3-0 run with her- but for every one of those, 5 more will put half their points into her and open up with a miss. 150: 100:
JR: I would not play her veteran line without (at least) one other Prob piece. Her unmatched mobility while it lasts is impressive. But paired with mastermind it means she's either flying without a safety net or being held back by the rest of your teams mobility. Neither is optimal. SF picked the right starting line this time. 150: 100:
#057 Nick the Fury
Real Name: Nicholas Fury
Team: No Affiliation,Power Cosmic
Range: 7
Points: 185/150
Keywords: Battleworld: Other, S.H.I.E.L.D., Cosmic, Robot, Ruler
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+Movement: Destroys Blocking
☆ Primary Cog Of The Ultron Engine: FREE: Chose another friendly character with the Robot keyword. This turn the chosen character has "FREE: Make an attack, but only to target one character who Nick the Fury has hit this turn.
☆ Baron of Battleworld: Leadership, Perplex. When Nick the Fury uses perplex to target another character, you may instead modify a combat value except damage by +2 if the target shares a battleworld keyword or -2 if it has a different battleworld keyword. SF: That damage!!! The Fury certainly lives up to his name, though noticably his accuracy isn't mentioned. That damages his reputation at the 150 point line, though his Baron trait can compensate (but it shouldn't have to). If you're lucky enough to pull another Robot, your team practically builds itself. Slow to engage but in it for the long haul. 185: 150:
JR: Angry Nick Fury's main selling point is 5 damage, in a set with tons of printed 4's and tons of perplex. Now you could use perplex to compensate for his unimpressive accuracy. Or your opponent could use their perplex to exacerbate it. Or you could just perplex someone else damage up to a 5. Call it all a wash and it's his slow advance that doesn't impress. Give the rest of your booster a look before committing to Nick. 185: 150:
#058 Thanos
Real Name: Thanos
Team: Power Cosmic
Range: 8
Points: 200/150
Keywords: Black Order, Eternal, Minions of Thanos, Cosmic, Mystical, Scientist, Warrior
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☆ The Mad Titan Ravaging Battleworld: Colossal Stamina. Thanos modifies his attack and damage +1if targeting only characters with Battleworld keywords. Dimensional Destruction Through Battleworld: Phasing/Teleport. When Thanos uses it, after resolutions roll 2d6. If the result is greater than the amount moved, this turn he has "FREE: Make an attack." SF: Seriously Spider-Queen, this is what you need to be doing for 200! Thanos is a force of nature! Yes there's a budget option, but you pulled THANOS, why on earth would you water him down?! 200: 150: because don't even consider downgrading.
JR: Find him a taxi for Phase-then-carry shennanigans. Start with the easy kills to keep yourself from getting outactioned. But above all have fun. 200: 150:
Improved Movement: This character can move through Blocking terrain. Immediately after movement resolves, destroy all Blocking terrain moved through.
☆ Crack The Case: Once per turn, when an opposing character within 4 squares and line of fire makes an attack, give Destroyer Thor an Evidence token.//FREE: Remove two Evidence tokens to make an attack.
☆ Betrayed by an Unthinking Machine: Once per game per opponent, when Destroyer Thor would hit a character on that opponent's force, that opponent may choose to have the hit become a miss instead. Pursuit of Justice: Flurry, Sidestep. If Destroyer Thor hasn't used Flurry this turn, he can use Sidestep a second time, but then can't use Flurry this turn. SF: When looking at a Battleworld:X character, you need to always keep in mind the prevalence of the Baron abilities. Those big stats drop real quickly when they come up against another domain's Baron. Also, your opponent can make him miss once per game. That's a BIG weakness to have hanging over your head. For that reason, I like the Destroyer Thor better at 75. At least if he gets undermined, he's not your primary attacker. 125: 75:
JR: Nah, the way to minimize that once per game miss is to maximize that amount of attacks he get to make. For that you gotta go with 125. Besides the longer dial keeping him around longer his Pursuit of Justice special is deceptively potent. Swing out around a corner, take your shot, swing right back. Provide enhancement for your whole team. Duck and weave enough and make line them up to be Flurried. Playing him as slow speed, short lived charger just increases the chance that the one shot your throwing away is the only one you get. 125: 75:
#059b Prime Destroyer Thor
Real Name: Thor Odinson
Team: Power Cosmic
Range: 7
Points: 220/170
Keywords: Asgardian, Avengers, Armor, Deity, Mystical
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☆ The Power to Destroy Hel Itself!: Destroyer Thor deals penetrating damage. Crystal Shell to Contain My Soul: Invincible. When Destroyer Thor takes damage from an attack roll a d6. 5-6 Give him a Soul Token. // FREE: Remove 2 Soul Tokens to heal Destroyer Thor 1 click. Breath of Life: STOP. FREE: Once per game roll a d6 an add the number of Soul tokens to the result. 6 or higher: Replace this character with a character named Thor of a lower point value on his last non-KO click, then heal that character equal to the number of Soul tokens. SF: The first improvement of the Prime vs. the base model of Destroyer Thor is the shedding of the Battleworld: Asgard keyword. That means his stats are more or less safe. Now look at those defenses. That's a long run of Invincible! The majority of the 170 point dial feels manageable, which dissuades me from considering that starting line; it's the 220 point additions that really make this piece. Because so much is lost after taking 2 damage, you'll want to think carefully before putting all your eggs in this Asgardian basket. 220: 170:
JR: Its a little ironic that a full dial of Invincible is one of this Thor's greatest strength, because all the opposing Invincible in the set really puts a damper on "Power to Destroy Hel" especially when you factor his attack powers that he's otherwise so eager to combo with the trait. Even putting the pink power problem aside, I'm more a fan of focusing fire rather than spreading the love. Having a Thor to switch to will make this a strong figure in constructed, but the short dial feels like it's relying on that chance. While there's several variety of Thor's in the set, only one actually qualifies. 009 Thor, he's not a great choice for this. Both:
#060 Gertrude Yorkes & Old Lace
Real Name: Gertrude Yorkes
Team: No Affiliation
Range: 0
Points: 30
Keywords:Runaways, Animal
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☆ On the Run: Stealth. Sidestep, but only if an opposing character is within 4 squares.
☆ Old Lace Must Be Around Here Somewhere: Blades/Claws/Fangs, but only if an Old Lace bystander has not been generated this game.//Power:Once per game, generate an Old Lace bystander adjacent or in a square of hindering terrain within 4 squares. Time to go, Gang: Leadership. Friendly characters with the Runaways keyword can use Improved Movement: Characters.
Old Lace
Team: No Affiliation
Range: 0
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☆ Old Lace has the Autonomous attack symbol. SF: Cycle back to the start of this dial- it's 30 points! I'm not saying a Blades figure with Super Senses and Leadership is gonna break the formula. But I am saying that she's an excellent support to your Runaways or Animals. And she keeps herself out of sight with traited Stealth. When the time comes to launch an attack, deploy Old Lace and Flurry/Blades the fool who got too close!
JR: There's two types of players. Those who will view GY&OL as kinda weak for a SR and those see her as very strong for 30 points. I'm more of the second myself, Flurry+Blades is my kinda party. Similar to Elektra, but going through a pog gets you a 20 point discount, for some reason. Just watch out for poison! Leadership on Gertrude and Autonomous on Lace keeps them self sufficient.
Wait! Did I really just rate a Runaway higher than SF?!? I take it back!
Much as I like top dial Thanos, 150 point rating should still be considered because 12/5 Penetrating Damage with Prob is comparable with 13/6 raw damage. Also because you NEED that Taxi to really maximize top dial and it's entirely possible you won't pull one.
What do you think of Destroyer Thor B plus 061 Thor plus Mjolnir?
They say the best weapon is one you never have to fire. I respectfully disagree. I prefer the weapon you only have to fire once. That's how Dad did it, that's how America does it, and it's worked out pretty well so far." Robert Downey/Tony Stark
I pulled nick the fury and gertrude in my sealed boosters (2 supers lol). I of course played them both and I gotta say, they wrecked house. Actually I was a little disappointed in Gertrude but only because I crit missed an attack with the dinosaur and he died, effectively never doing any damage. Nick the fury though was pure awesome! I admit he isn’t quite as good as thanos, but he isn’t off by a long shot. My nick crit missed twice and still pulled off a win. I also had the backup of the 30 asgardian enhancer so nicks damage was fairly brutal.
Now if only I could find someone to trade me a destroyer Thor or thanos for my Gertrude lol (she is good, sculpt is cool, but in those point ranges I think I will reach for sand almost every time).
I pulled nick the fury and gertrude in my sealed boosters (2 supers lol). I of course played them both and I gotta say, they wrecked house. Actually I was a little disappointed in Gertrude but only because I crit missed an attack with the dinosaur and he died, effectively never doing any damage. Nick the fury though was pure awesome! I admit he isn’t quite as good as thanos, but he isn’t off by a long shot. My nick crit missed twice and still pulled off a win. I also had the backup of the 30 asgardian enhancer so nicks damage was fairly brutal.
Now if only I could find someone to trade me a destroyer Thor or thanos for my Gertrude lol (she is good, sculpt is cool, but in those point ranges I think I will reach for sand almost every time).
What do you think of Destroyer Thor B plus 061 Thor plus Mjolnir?
...
I think if Destroyer Thor is a pretty decent figure, and if he lets you play a Thor from your sideboard, and if you pick a Thor that's generally considered to be pretty decent, you should probably get a pretty decent performance out of it...
(I don't much care for theorycrafting the best of the best. I'd rather see unique ideas and unconventional strategies, or try to make something work when it's generally not expected to do well.)
...but I do wonder where you're putting Mjolnir in there. I hope you're not expecting to bring out Thor with that equipped to him.
Honestly, given his size, you'd probably have a better chance just cherry picking Destroyer Thor out of a brick at your local store.
I am curious about Regent. I can't really see why he earns his expensive 240 price tag. I understand that getting free powers is a heck of a boon and his stats are potent but so are everyone else's in the set. The main value difference between his starting dial and Uncommon She-Hulk's is one movement point and two range, and she's 1/3rd of the cost. I'm concerned in a set full of killers he'll be unable to ramp up in time to really justify running him at full point with barely any aid
I have made some good trades, I wouldn’t say never. Originally I traded green lantern god of light for batgod of knowledge. Sometimes people just want a piece they will actually play. There must be someone that would prefer Gertrude.
i played against prime thor. he's annoying with all the invincible. lucky for me, i had nick the fury. just chip away at the defense and let the two molly hayes, along with alex wilder i had, do work. one hit from nick and he was toast. if he doesn't get the healing token, he's burnt toast. i like him, but he's hoping you don't have another big hitter on deck.
spider queen is just an amazing piece. all the powers she has makes her amazing. pair that with a top dial NOBODY wants any of. even at her stop click, she'll be a 20 defense if she perplexed up her defense before a hit.
regent is my kinda piece. i love characters that reward you for fighting, and he does just that. having access to stealth busting is insane to me. kill a figure like redwolf, and now you have stealth all game.
gert and old lace might be the best version IMO. you don't get the unkillable pog version. and you don't get the first version either. price, powers, and the ability to pump out an flurry blades pog with that kinda defense is amazing.
while i'll take an sr i pull. the ones i talked about are my most wanted. thanos goes without saying, but i actually want the prime more than the sr(options). the spider-island stuff is cool too, but i won't die if i don't have them. especially since we haven't gotten a 6 armed spider-man in forever.
@antonio.clark.art is my instagram.take a look and tell me what you think....be blessed!!!
Much as I like top dial Thanos, 150 point rating should still be considered because 12/5 Penetrating Damage with Prob is comparable with 13/6 raw damage. Also because you NEED that Taxi to really maximize top dial and it's entirely possible you won't pull one.
Or even worse, you get to draft your own figures and you still didn't get a taxi for him!
I really thought Saturnflight was going to use his first pick on Thanos.
Quote : Originally Posted by bam
What do you think of Destroyer Thor B plus 061 Thor plus Mjolnir?
Seems strong enough, but that's like $200 more than I wanna spend on a strong Thor combo
Seems strong enough, but that's like $200 more than I wanna spend on a strong Thor combo
Yeah I was lucky and got Thor Mjolnir (NFT NFS )cheap when the set released .I saw a lot of potential with Mjolnir and SS/IT: Hindering characters.
They say the best weapon is one you never have to fire. I respectfully disagree. I prefer the weapon you only have to fire once. That's how Dad did it, that's how America does it, and it's worked out pretty well so far." Robert Downey/Tony Stark