How do you rate a figure like Magneto that could arguably take on all the Avengers by himself?
Time and again, Magneto has run afoul of the Avengers - and his family ties with the team run deep. Magneto was the centerpiece behind the team's original X-Men vs Avengers event back in the 1980's, so it's no wonder that the master of magnetism has returned to trouble earth's mightiest once again.
In terms of HeroClix, it would be easy to design a 300 to 400 point powerhouse - the GSX SR, the Marvel 10th anniversary Rare, and even the WaX Prime all make for great tentpole versions of the Brotherhood founder, but the Starter set delivers something in between tent pole and team player.
It's interesting seeing a version of Magneto that defers to Scott Summers. Full of free action powers, this former Brotherhood founder is one of the few figures that stands out as being a far better investment at his most expensive starting line.
It's hard to go wrong with better attack, defense, and damage capabilities. Invincible is a pain to hammer through, even more so with the XTA to back it up and heal any damage that just occurred. He starts to drop like a stone on click 5, which is another reason to spend the 50 points for an upgrade - one good hit on the 150 is going to push him past Invincible and Pulse Wave immediately where he'll pick up Outwit.
Outwit and Enhancement make for good team support, but players will want more than just support from a 150 point Investment. Free Action force blast leads to some fun scenarios - blast an opponent away from the master of Magnetism, then target them with a ranged combat attack and cause even more knock back while making the best of the ES/D trait.
The other big problem with the shorter dial version is the lack of synergy among many of his powers and abilities. For instance - you want to have figures adjacent to use Leadership, Enhancement, and the XTA, but you won't want friendlies around when Mags decides to Pulse Wave.
It's good to have options, and the mutant magnet provides plenty, but he'll really see return on investment at the 200 point starting line.
The other big problem with the shorter dial version is the lack of synergy among many of his powers and abilities. For instance - you want to have figures adjacent to use Leadership, Enhancement, and the XTA, but you won't want friendlies around when Mags decides to Pulse Wave.
It's good to have options, and the mutant magnet provides plenty, but he'll really see return on investment at the 200 point starting line.
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