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Title: SECRET INVASION FIGURE ANALYSIS: COMMONS
Tags: Heroclix
Blog Entry: Normal 0 false false false MicrosoftInternetExplorer4 st1\:*{behavior:url(#ieooui) } /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Times New Roman"; mso-ansi-language:#0400; mso-fareast-language:#0400; mso-bidi-language:#0400;} A few weeks ago, we saw the release of the newest Marvel Heroclix expansion, the hotly anticipated SECRET INVASION .  But almost immediately, the inevitable happened.    The bellyaching.     There've been complaints that this is one of the most disappointing Heroclix sets thus far.  That the green Skrull characters are a shame because of them being on non-Skrull characters, the flimsy cards and replacement of cardboard, the removal of special objects and Event Dials (actually, I'm the only one upset about the latter).   This baffles me because personally I think this is one of the BEST Marvel sets that we've had so far.   Historically speaking, the DC sets seem to get the better point costs, the more powerful and gamebreaking figures, in no small way helped by certain team abilities being universe-exclusive (Batman being the big one).  This new set has so many amazing new pieces, which really make up for their point values.   This set has a few characters which aren't amazing or even that useful, but it rounds it out with PLENTY of characters that can be used to plug holes in teams, and present great opportunities for tie-up pieces, etc.  Perhaps there aren't as many opportunities for theme teams in sealed, but who really cares?    If I can ask your indulgence, I'm going to run through the various pieces in this set, and just quickly give my own impressions.  You might disagree.  I hope you do, and that you'll make comments and tell me where to go.  We need some dialogue, people!    The first common in the set is SPIDER-MAN , a veritable lightning rod of controversy in this set.  The sculpt is silly, I'll agree.  The colors, the pose, the giant lamp post, I can understand it was supposed to look cool, but it ended up looking very childish and kiddy.      But c'mon, people, beneath the silly sculpt is a truly FANTASTIC SPIDER-MAN .  I know, I know, he doesn't have what you wanted.  You wanted him to more closely resemble the new SPIDER-GIRL dial.  When he was first previewed, I felt the same way.  And then I gave him a try, and realized the err of my ways.  For just 50 points, you get a wildcard, with 6 range, a solid opening attack, 3 damage, 17 defense with super senses, willpower, and a special power that gives Spidey flurry, with the optoin of having the second attack incap instead of doing normal damage.  That's an excellent and cheap package, easily overlooked because of the reviled sculpt.   The second common is MOLOID .  The new Moloid isn't quite as helpful as the old ones from CRITICAL MASS , they're more expensive and don't come frontloaded with stealth, but they're still only 15 points , cheap and easy mastermind fodder for a set full of Mastermind .  Their move power is essentially giving them the CUCKOO's ability to move its friends, and the attack power is helpful for teams that are swarming against a character without a damage reducer.      Third in the set is TOMBSTONE .  He looks great, but initially I wasn't impressed with his dial.  I was wrong.  It takes seven clix to put Tombstone down, and although he's not a heavyweight, he's an excellent tie-up piece for his affordable 58 points.  The Sinister Syndicate team ability gives him a leg-up as well, so that he can have some help from others with the TA to boost the attack and make him more of a threat.  Its a shame his only keyword is BRUTE then.  But 5 clicks of super strength, a good starting defense of 17 with toughness, 3 dsamage to start, and a surprising 6 range (his gun), he's actually much better than almost anyone will give him credit for being.  And with his last three clicks, he switches into close combat reflexes, exploit weakness,  plasticity, and one click even throwing in super strength.  He's surprisingly good, he's not your first choice, but he's a steady back-up.   Next up is IRON FIST .  Quite unsurprisingly, he's a fantastic piece.  A figure who starts with super senses, willpower, leap/climb and flurry, with 3 damage and EW, is a great package indeed.  So many opportunities here.  With either TK or a flyer on the  team, Iron Fist keeps getting better, able to get in there quickly and deliver major damage, and not costing much himself in the long run compared to his benefits. Plus the script is awesome.   Fifth is SHARON CARTER , adding another character to the ranks of SHIELD and SPY, which were recently thinned out a little with the retirement of ARMOR WARS and SINISTSER .  Of course, it also doesn't hurt that she's awesome.  Now, her sculpt IS very generic, its her current jumpsuit from CAPTAIN AMERICA , which is a shame as she'd have been cooler in her SHIELD togs.  But her dial is excellent for 50 points, having a 17 defense to start, with running shot/stealth for two clicks up front, then two clicks of flurry, then two clicks of stealth to end the dial.  She never peaks above the 2 damage and her special perplex doesn't affect damage, only other values on allied pieces, but she's still a very tidy piece, easy to use, and a great secondary attacker.  With a perplex or outwit on your team, she'd be an excellent complement.   YELLOWJACKET is the next fig, and yes, his sculpt is pretty terrible to look at.  The dial is okay, but the first click makes him harder to use properly and get into position correctly, and it has a negative affect on his usability.   However, the SKRULL YELLOWJACKET is an absolutely fantastic piece.  I should know, I've lost to him three different times, unable to touch the 18 defense with will power.  He's got outwit on every click, he can also outwit team abilities given the rigth circumstances, he's got charge, psychic blast... he's a beast for his great 100 point point cost, and also fits the SPY keyword as well.   Next up is ATLANTEAN WARRIOR , who, surprise surprise, I'm actually not a huge fan of.  With most maps for the most part not having water, especially the maps for this set, why would you use a character who only has charge and stealth when in water?  An okay tie-up for 35 points, but you could also just use two Moloids and probably end up doing better for yourself.   MS. MARVEL is character #8 in the set, and her human version is a nice piece with copious amounts of movement powers, starting with hypersonic, then charge for two clicks, then charge AND running shot for three clicks, and then regular charge for three more clicks.  She's always on the move and pretty much NEVER being knocked back.  Her energy absorption power is also handy if she takes a hit and doesn't take TOO many clicks, and just generally she's a nice close combat Avenger piece.   But the true Queen is SKRULL MS. MARVEL . This is a piece who is ridiculously worthwhile for her point cost, 168 points, the same as the regular MS. MARVEL , but much better.  She's loaded with the SKRULL team ability, and starts with outwit, and HSS, Plasticity and Stealth.  She takes what the regular version has and sprinkles pure awesomeness on it.  PLUS both versions have the new indomitable defense ability, giving them permanent willpower.  Talk about excellent pieces.   One of the BEST characters for sealed play is going to be GRAVITY , #9.  Who would have thought that a fan-favourite new character would end up being a crucial sealed piece?  He's actually really good for his points, he brings fun stuff to the table, and with a helpful perplex on the team, he could really shake things up.   The only thing keeping him from truly wrecking everyone is his attack.  Three clicks of super strength, TK and incap (with a range of 8) make him a man of many options, and if you use him in sealed, you should probably push him onto his second click, so that he has invulnerability instead of toughness.     Next up is GREY GARGOYLE.   He's far from the most fearsome of the bunch, but he gets his own job done, although his attack values are dreadfully low for him to achieve his purpose. He's not a BAD piece though, starting with a super strength, 3 damage, 17 defense and toughness combo, with his special power giving him incap that makes it double the incap if the result is doubles.  It gives him some stuff to work with, but he is a bit dear for his point cost, and with so many great figures in the set, in sealed he'll likely see very little action, although in standard play he'll see play on Masters of Evil teams, although I doubt on Scientist teams as there are many more options to choose from.   #11 in the set is ARACHNE , better known as SPIDER-WOMAN II , Julia Carpenter.  She comes loaded with some great keywords, including Force Works, Freedom Force, Omega Flight, and West Coast Avengers.  She's yet another 50 point dynamo, which a starting 9 attack which quickly ratchets up to a 10 for two clicks, while packing super strength.  Leap/climb keeps her mobile, and late dial flurry has her come out swinging.  Defensively she's great for her points, starting with a bare 18, then shifting to 16 with super senses for two clicks, and then 16, 15 and 15 with combat reflexes.  She's useful, resourceful, and a great bargain for 50 points, and certainly not the only great 50 point pick from the set.   #12-#15 should be discussed at once, as they make up POWER PACK , including Gee, Lightspeed, Mass Master, and Energizer.   Most people don't want to see them, but they're a fun if somewhat silly addition, with relatively cheap costs, and the FF team ability.  Gee is the most useful in sealed play, starting with a 8 range and leap/climb and TK, making him the cheapest TK in this set and an advantage, although he doesn't bring the same utility as Gravity .  Lightspeed is a down and dirty cheap taxi with phasing/teleport. Even Mass Master has his utility, with his ability to move around and leave a smoke cloud in his wake, which I've actually used to a modicum of effect recently.  They're fun and silly, it's hard to make good use of the TA in sealed play, but they aren't downright terrible, just hard to make work in most situations.   #16 in the set, and the final Common Slot, is HERCULES .  He's fantastic.  He's maybe not the best in 300 and sealed games, because he really needs a TK'er or Taxi Support, or fortitude, but he's quite a healthy little package, as he's essentially KC Superman light, without the ability to fly and make charging easier on himself.  But he's much less points, and easier to fit on teams to make him your favourite little beatstick.  However, although he's a beast up front, it does taper off, he becomes more manageable, but he's still excellent for his points.  But I can see him disappointing a lot of people, because they're hoping to have him to do his top click stuff a bunch of times, and maybe it doesn't work out, and then he  gets whittled down.  He's still good all the way through, but if your expectations are high and totally based on his first click, you're just waiting to be disappointed. ***   That's it for the commons, join me next time for the uncommons.   Normal 0 false false false MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Times New Roman"; mso-ansi-language:#0400; mso-fareast-language:#0400; mso-bidi-language:#0400;}   Till next time, remember…   DON’T WEAR DOWN THE DIALS!   *Sorry for the delay in this blog, I seem to have acquired a social life of some sort.  The next figure review will be up relatively shortly.  *