Showing posts with label Batman. Show all posts
Showing posts with label Batman. Show all posts

Tuesday, November 26, 2013

Batman Arkham Origins HeroClix set review: Rare Veterans, Deathstroke and Bane

The Batman Arkham Origins HeroClix set recently released and with it 21 new figures will be making their way on to maps soon.



Who do you need to own? Who should you fear on the map? Today we finish the reviews with the last two rare, veteran figures: Deathstroke and Bane.

020 - Deathstroke



Deathstroke is the great white whale of the B:AO set, the most expensive, and arguably most deadly Assassin for hire.

At 195 points he boasts the longest dial, especially when packed with 18 defense, Invulnerability, Indomitable and lots of damage reduction, evasion and regeneration.

What all of that means is this: Deathstroke is not going to fall down after one or two hits - up close, or far away he's going to deal some serious damage before falling victim to several attacks.

Consider - he's got improved movement to get him where he needs to go, and improved targeting to flush opponents out of the Shadows. His damage value is strong - a natural 4 printed up top, along with an 11 attack, and a Wild Card TA to share AVs or borrow stealth from other friendlies.

Hit him mid dial and he can just sidestep away from adjacency and use RCE plus Energy explosion to light up the opposition. Knock him further down and he'll Flurry/Blades to take down almost any opponent.

His biggest and only drawback is his vulnerability to lines of fire - with no Stealth to protect him from Outwit, Slade is going to struggle with losing one power or another - but it likely won't matter. His dial is a crayola checkerboard that gives him something useful to do on every click.

Rating 5/5





021 - Bane

Bane is a strong presence in B:AO, but probably not the strongest, which may disappoint his fans. Still, the luchador brings a little bit of all of his versions to date and wraps it up in one affordable package.



Bane starts with strong defenses from range and close combat attacks with Stealth providing some line of fire denial, and Combat Reflexes giving him a boost. Really, it's the front loaded Outwit and Precision strike that make the musclebound mastermind a threat.

Pushed a click in he amps up the attack and brings a little bit of range to the battle, which may surprise those that think they're safe from this 0 range beat stick, especially if he starts shooting through walls.

Rear dial he starts to hulk out as the Venom induced bane - Sidestep and CCE make for a great combo, letting him move into position before blasting an opponent for 4 damage.

2 stop clicks on his end dial mean it will take quite a few attacks to put him down, and that's just when he pumps up on roid rage - modifying attack and damage for a fatal killing blow.

Thanks to his low cost, dial length, combat values and Indomitable defenses, Bane remains a worthy adversary of the bat, and any other foes that dare to cross his tracks in the streets of Gotham.

Rating 5/5

Monday, November 25, 2013

Batman Arkham Origins HeroClix Set Review: Rare Experienced Villains

The Batman Arkham Origins HeroClix set just released and with it 21 new figures will be making their way on to maps soon.



Who do you need to own? Who should you fear on the map? Today we start the rare reviews with 3 of the Experienced ranked Batman villains:



017 - Firefly

Firefly's second appearance in HeroClix is not a disappointment. As one of the few flying villains in Batman's Rogues gallery his ability to carry allies makes him a phenomenal investment (especially when used with Black Mask's special movement power).



Firefly scorches the battlefield with Improved targeting, and makes for a handy Stealth buster allowing his allies to draw lines of fire to targets he has already hit.

Add in Enhancement to boost damage values of allies, and the av sharing Batman Enemy TA, and you have a nice mini-tentpole to build around that will find a home on many Bat-Enemy teams.

A few other Ranged Combat oriented powers (RCE/EE/ESD) make him a standard hang back and shoot villain, and the Assassin trait gives him a little more teeth on the field, or at least gives an opponent some added worry.

He's not the toughest Bat-Villain, but has so much synergy that you'd be remiss no to field him on a ranged oriented Bat-Villain team.

Rating 4/5

018 - Shiva



Shiva the Destroyer earns her name with a plethora of destructive powers, from Precision Strike to Charge, and Exploit Weakness. Leadership feels a little out of place, but is nonetheless welcome.

A strong close combat oriented defense backed by Stealth makes her a hard target for anyone that can't see her to take down, and Indomitable will let her take out just about any figure in the set after 2 strikes. Really, for 90 points this figure is an under costed giant slayer, and a steal of a deal.

if there was only one figure that you MUST own from B:AO, it is Shiva, goddess of war, harbinger of death and destruction.

Rating 5/5

019 Killer Croc



Killer Croc has had a lot of representation in HeroClix lately, from the NML vanilla suited mob boss, to the GC Strategy game, to the SoG "Society" cellar dweller. It's nice then, that the B:AO version does not disappoint.

What sets Croc over the top is his movement trait - Sidestep and Charge when occupying water terrain is too good of a combo and gives him a huge swing when waterlogged - free moving two squares and then Charging 5, or Charging in, then breaking away to sidestep into stealth.

It's unfortunate that there's no Stealthy water terrain, which means once he's in the drink, he's easy to spot. It's also good then that his scales are thick. Invulnerability, followed by Invincibility only give way to regen, which will put him back on top.

He's no slouch of an attacker either, with B/C/F and CCE to supplement his damage he should easily be able to earn his Assassin bonus. The only real detractor is his need for water terrain to be uber-effective. Without it he drops one on the ratings scale.

Rating 3/5

Tuesday, November 19, 2013

Batman Arkham Origins HeroClix set review: Uncommon Villains

The Batman Arkham Origins HeroClix set just released and with it 21 new figures will be making their way on to maps soon.



Who do you need to own? Who should you fear on the map? Today we finish the uncommon reviews with two of Batman's most famous villains:


012 - E. Nigma



Depicted in the days before he was the Riddler, Mr. E here weighs in at a hefty, and fragile 90 points. With only Mastermind to keep him safe, Nigma will need to surround himself with more than just mystery to stay out of harm's way.

Stealth makes him a better foil, especially as he'll be Outwitting and Probability Controling at range. Precision Strike somewhat makes up for lack of raw power, but his real value is in all the Support he brings to a team, countering powers, forcing rerolls, and potentially Perplexing opponents down.

Overall, it feels like a little too much investment for the payoff (about 20 points too expensive). Outwit is great if he can draw a line of fire, but his dial is so soft and shallow, and there's enough figures in the set with Precision Strike to make Mastermind a pointless defense.

If you absolutely MUST have those damage powers, you can pick this poindexter, but just remember - you're going to need a better attacker to front the team, someone fast Eddie can support - and you're going to need some fodder to take the dive when Nigma gets into combat. At the end, that doesn't leave a lot of room to fill out a team.

Rating: 3/5


013 - The Penguin



Where Eddie felt like a little too much of a stuffed shirt, Oswald fills out the tuxedo nicely, coming in at almost 80 points. He doesn't offer all the support powers that Nigma provides, but the ability to sit back in the shadows and take a power Action to use Outwit is an extremely useful ability, akin to JL 52's Oracle.

He's kind of a one trick pony in that regard - hit once he's moved on to a sharp umbrella and Perplex, with a little Toughness to guarantee he can't be Poisoned to death. Neither he nor Eddie do well in a fight, but he's no slouch either. I'd take a modified B/C/F attack roll over Riddler's Incap any day.

Neither one of these Gotham crime lords is a must play - but both bring something to the table. If anyone is a must own, it's the Penguin, but only for his Oracle like ability to grant Outwit to allies.

Rating: 2/5

Monday, November 18, 2013

Batman Arkham Origins HeroClix set review: Uncommon Allies

The Batman Arkham Origins HeroClix set just released and with it 21 new figures will be making their way on to maps soon.



Who do you need to own? Who should you fear on the map? Today we continue the uncommon reviews with Batman's Allies:

010 - Barbara Gordon



From her debut in the DC HeroClix Unleashed expansion to the most recent DC10th anniversary and Batman sets Barbara Gordon has had a wonderful tradition of useful representation in HeroClix, which is partly why it's sad to see this figure belly flop so hard on the Gotham sidewalk.

At 55 points and 4 clicks of life Barbara lacks any kind of structured defense to keep her from being a one hit victim. Opening with Leap Climb and Combat Reflexes, Barbara needs to skirt the edge of battle using her 6 range Perplex and Outwit on those foes she can manage to draw a line of fire to.

She's an easy target, and one opponents will want to prioritize due to the Outwit/Perplex combo, which means she's probably not going to last long on the battlefield.

One love tap and she drops most of her support prowess, picking up Willpower and Incap. If she can manage to KO an opposing thug (and that's really who she should be prioritizing her attacks on) she can become a bit of a power player - retreating back and using her Perplex safely away from the fisticuffs and firefights.

It's hard to pan a figure that has so much potential for support powers - but the Perplex and Outwit is only as good as her ability to protect herself - she'll likely get one or two uses before falling beneath stronger attackers.

Rating: 2/5

011 Jim Gordon



Finally another character with the Capture ability. Not only can Jim put the cuffs on opponents, but if he manages to successfully throw a goon in the pokey, he can grant others the Capture ability as well. Capture could be huge in dealing with some of the Elephants in the set - Bane, Deadshot, the Joker...

For 100 points he's a rock solid support piece - the PD TA helping allies make ranged attacks land, Leadership, Perplex, Outwit - Jimmy's a one stop cop shop.

Toughness will keep him in the game for a bit, and Incap gives him some options, but he's probably better just dealing 3 damage outright. Rear dial Sidestep is a neat bonus - too bad he can't use it himself, and too bad it's not top dial where it would be infinitely more useful.

Overall this is a figure that's well balanced, and brings enough to the table for the cost that he doesn't feel too expensive for the investment.

Rating: 3/5

Sunday, November 17, 2013

Batman Arkham Origins HeroClix set review: Uncommon Assassins

The Batman Arkham Origins HeroClix set just released and with it 21 will be making their way on to maps soon.



Who do you need to own? Who should you fear on the map? Today we kick off the uncommon reviews starting with the Hired Assassins, and the person doing the hiring:



014: Copperhead

This is not the crazy, Serpentor styled Copperhead we've all come to know from years of DCU continuity, but rather an updated female version redesigned for the nu-52 era. Like her or loath her, she doesn't disappoint.



At 115 points this femme fatale has 7 clicks of life, and each click has Poison, helping her deal damage even when she's not attacking.

On top of Poison is the Hallucinogenic sp which lets her take an action to deal 1 penetrating damage to an adjacent opponent - no dice roll necessary. This means she can deal 2 clicks of damage per round without having to worry about Super Senses or Shape Change evading the attack roll.

As a Hired assassin she gets the extra 50 points for KOing a chosen opponent, and Charge, combined with Improved movement is going to help her position, while Exploit will make the damage stick.

Rear dial she picks up the Shape Change/Super Senses combo that with Sidestep and Poison makes her a superior tie up and harassment piece.

With no range, no willpower and no stealth, she's going to need help closing the gap between her and her opponent, but the Calculator TA gives her some options. She pushes the edge of expense and affordability but with the right backup won't have any problem earning her keep on a team.

Rating 3/5


015: Black Mask



I've already mentioned my excitement about this piece in a post dedicated to the character, and in a sealed environment he certainly loses no luster.

At 100 points he's cheap enough to fit on any 300 point team with lots of backup and brings the most amazing mobility power to Assassins, Arkham Inmates and the Gotham Underworld to the point where he is really a must own piece if you play any of those teams regularly.

The ability to give friendly figures move actions to get into (or out of) position for a strike will be a crucial game maker for a number of battles. For instance - with no move and attack Deadshot just begs to walk up and put the Bat in his scope and then fire away with his 12 attack for 5 damage.

It's not just the mobility power though - Outwit, Perplex, and a bag of other tricks make this kingpin of crime a threat on the map.

Rating: 4/5




016: Deadshot



Deadshot is going to be *the* figure to take down in B:AO, thanks to his heavy hitting status. He's a ranged monster with the Sharpshooter ability preventing him from losing RCE when tied up, and the improved targeting to ignore hindering terrain is going to make him Batman's #1 priority.

With nowhere to hide, opponents will have to bum rush this assassin who, with a self probbed 12 attack and 5 damage will have no problem KO'ng any figure in the set in two rounds.

His two flaws are his lack of upfront mobility - meaning he'll take some time to get into position, and his relatively soft defenses. 17 Toughness is respectable, but just about anyone can hit those numbers with ease in the set.

Played right, he's going to deal a lot of collateral damage if not win games outright, assuming his 150 points of back up are used wisely.

Rating 4/5

Wednesday, November 13, 2013

Batman Arkham Origins HeroClix set review: Common thugs

The Batman Arkham Origins HeroClix set releases this week, and with it we get a flood of figures (21 to be precise) that will be making their way on to maps soon.



Who do you need to own? Who should you fear on the map? The reviews continue today with the common Thugs (note, feel free to add +1 to the rating if their boss is in play):

002 Black Mask Thug



All the Thugs in B:AO have a Minion/Master power that keys off their namesake "boss." For the Black Masks, they get the added defense of Shape Change when their crime lord is near, an ability they really need to keep from being mere cannon fodder.

As range oriented minions The Mask's make for very ineffective tie up pieces - they'll want to stay back and use the Running Shot, Energy Explosion, Ranged Combat Expert or Enhancement powers on their dial. Once they're in close quarters these False Facers will take a beating - a bare 16 defense will get pounded through quickly.

The other strike against them is no ranged attack protection. ES/D would have been welcome, if Stealth wasn't an option - but as these guys excel at range, they just don't hold up under the same amount of gunfire. They may be good in a pinch, useful in chaining the Bat Enemy TA and they are a smidge better with Black Mask in play, but there's better investments in the set for about the same cost, as we shall see.

Rating: 2/5


004 The Penguin Thug



The Penguin's flock of henchmen don't fare much better than the False Facers - their printed defense is a little higher, and Incap is useful at both range and close combat, but they really need their Boss on the board to make the most of their supporting status.

Damage values are just pitiful, so they'll probably be using Incap to deny opponents actions and force penetrating damage on thick skinned opponents. Overall, this bird is like its namesake in that it just won't fly.

Rating: 1/5


006 The Joker Thug



Say what you want about the Joker - he knows how to effectively employ cannon fodder. As a stealthy 40 point attacker this goon makes for good mobile blocking terrain, and deploys fast with Willpower.

Players may still want to push to click two and pick up the Blades (and if you can take a free push with the Poison power, even better!). An 8 attack isn't intimidating, but he should have someone else to borrow an AV from - and 5 or 6 damage from a good blades roll more than earns his low investment.

This figure is just about everything you want in a Hired Thug - a tie up piece with teeth that can't afford to be ignored.

Rating: 3/5


004 Bane Thug



Bane Thug is probably the best generic in B:AO, if not one of the best Batman Generic Villains of all time thanks to the Empower on clicks 1 & 2, and the front loaded Charge.

In a swarm these figures will be extremely deadly, especially because they'll be sharing attack values. Individually they are difficult to take out as the only henchmen with Toughness, which fades into Combat Reflexes.

Mid dial Close Combat Expert and rear dial Sidestep keep these figures an active threat and annoyance on any click, and the Minion/Master power is just pure gravy on top of the turkey and mashed potatoes. Willpower to keep moving and fighting is going to make this Thug a very annoying cheap attack piece.

Given the Empower, the chained attack values of the Batman Enemy TA, this is one figure that probably belongs in your collection in multiples of 2 - not just a must play, but a must own for all those Batman Enemy swarm teams. 

Rating: 4/5


Tuesday, November 12, 2013

Batman Arkham Origins HeroClix Review part 1: The common heroes

The Batman Arkham Origins HeroClix set releases this week, and with it we get a flood of figures (21 to be precise) that will be making their way on to maps soon. Who do you need to own? Who should you fear on the map? Let's take a look and see if we can't pick the wheat from the chaff starting today with the common Heroes

001 - Batman



The titular hero starts off the set and as a common should be easily available. He's also the only version of Batman in the set (hopes for alternate costumes like Gotham by Gaslight have been shot down!). With about 40 versions of Batman in Modern Age, how does the video-Bats compare?

He's 140 points and 7 clicks deep - an expensive investment for a shallow dial. Indomitable gives him a dial full of Willpower to keep attacking, which he'll need at nearly 1/2 of a 300 point build. 

He opens with Running Shot and with 11 attack and 7 range (2 targets) he marks himself as a ranged attacker. 3 damage and some Perplex will help him dish out a lot of damage. His biggest foil in the set will be opposing character's Stealth.

Traited with Incap, that becomes a "Stunning Blow" if he KO's an opponent, Batman can hold his own in the offense department, but his defense leaves a lot to be desired. Strait up Toughness and a 17 defense is easy pickings in this set, especially because he can't rely on Stealth from his TA to back him up as many opponents are packing the new IMPROVED TARGETING: IGNORES HINDERING TERRAIN ON LINES OF FIRE.

Remote Batarang will help him shoot around corners, so Blocking terrain and walls are probably going to be more important for Bruce to hide behind than Shrubs and Hot Dog Carts. One hit in, and his effectiveness drops immensely - there's a big difference between a natural 3 damage and a printed 2. Precision Strike helps mitigate the damage dealing (especially with 2 targets).

His Explosive Gel should be a fun visual - blow a hole in a wall and then Charge in (ignoring hindering with improved movement). Still, once he's mid dial he's really got to be careful, because he looses almost all of his tricks on his last two clicks, finally picking up Outwit to help him handle the toughest of opponents.

Overall, this batman feels very much average because he's so easy to tap off the top dial. If that Toughness were packaged with Super Senses or Combat Reflexes it might be another story. 

I also can't help but feel there was a missed opportunity to put a spin on the ASSASSIN trait that proliferates the set. For instance: if Batman were to KO an opponent that had him marked as their Assassin trait target, Batman should then get to heal a click or two (perhaps depending on the number of tokens on him). That little bit might make up for a glass jaw, inflated cost, and add a bit of "video game mechanics" into the mix. 

Rating: 3/5

005 Robin



If Batman was considered somewhat Fragile, Robin is doubly so - opening with a 17 defense and Willpower, the Boy Wonder will want to avoid close combat and stick strictly to a run and gun game.

It's a good thing he comes equipped for airborne attacks - 6 range and 2 targets with a variety of supporting powers (Incap, EE) should help. Improved Movement, Sidestep, and a 10 speed will help the Flying Grayson get into position, but doesn't necessarily compliment this set's Batman.

Consider - Batman is already a ranged oriented attacker, so what he needs to compliment him is a strong tie up piece that can also flush opponents out of Stealth. Robin doesn't become a tie up until click 3 where he picks up Combat Reflexes and that printed 17 defense, and he's not going to be Stealth Busting without some kind of knockback power. 

He can bounce all over the board - using improved movement and sidestep to maneuver effectively, but is a more of a clay pigeon than a bird of prey. 

Rating: 2/5  

007 Anarky


Okay, okay - Anarky is neither Hero nor villain, yet for this set loaded with antagonists he better fills out the hero quotient. In his second clix appearance, Anarky is very short lived and has little in the way of defenses to keep him safe, but can prove to be an effective foil and annoyance.

With no Stealth to protect him from ranged attacks, and a small range of 4 (5 if he self Perplexes), this Guy Fawkes wannabe is going to need to get up close and personal to any battle. It's a good thing then, that he can lob firebombs over the edge of buildings - and the Improved Targeting should help flush characters out of hiding. 

A 10 attack and printed 3 damage are impressive, even if he only has 5 clicks. He's not very pushable, and unfortunately with Precision Strike in play Super Senses just isn't the bastion of chance and foil it once was, so he may not be an effective tie up piece.

The key to using him effectively will be to keep him on the edge of the battle where he can be an annoyance to your opponent distracting him from attacking your main forces. 

Once he gets based and hit, he picks up Leap Climb, so hop out of the way to a position where his Probability Control will come in the most useful. Not a winning piece on his own, he certainly makes almost any team better just from support powers alone.

Rating: 3/5

Sunday, October 13, 2013

Batman (and the Outsiders...)

Last Fall's Batman HeroClix set

updated DCU upstarts The Outsiders. Not seen since 2006's Collateral Damage, the original fringe team of antiheroes gave fans their fill of the B-listers in all their glory - 16 defenses with attack values topping out at 8 and 9. Maybe that's why Batman eventually kicked them to the curb.

This ragtag band of second and third tier heroes full of clashing colors, that makes you wonder why stealthy Batman would ever team up with them anyway (especially since Halo glows in the dark just like her name implies).
 
Aside from HeroClix dials, one of the most appealing features of a character to me is their costume. Colorful synergy between a team looks good on the field - the Fantastic Four's blue jumpsuits, or X-Force's "stealth" suits.


And then there's the (classic) Outsiders -



From Katana's bright yellows and reds to Black Lightning's brilliant blues to Geo-Force's greens the Outsiders are a walking box of crayolas. Metamorpho alone is like all the colors in a 64 pack that are never worn to the nub.

 The Outsiders return bringing their four color costumes back to maps, but are they more effective than their original incarnations? In terms of comic accuracy the Outsiders have never been team players - Batman set the stage when he formed the team, turning his back on his other team - the Justice League.



Batman's not the only one either - Metamorpho turned down league membership in issue 42,




while Black Lightning rejected the jive turkeys in #173.



With all these loners teaming up, it's hard to believe there can be any synergy. Taking a look at the team we see a number of different roles filled for a HeroClix battle force.



Halo acts as a TK/Taxi with some minor ranged support. She's definitely not a front line attacker, but more or less meant to get her allies where they need to be.



Rear dial Pulse Wave makes up for low damage values and guarantees she can hurt just about anyone, but it's that mid dial special power that will have opponents seeing stars with the new changes to Energy Explosion. Of course, this kid is soft, so she demands a blocker - someone to stand in between her and her targets.



That's where Metamorpho comes in. Know as a pliable, bendy guy, Rex Mason brings Plasticity to the table, holding down foes while letting the other teammates attack safely at range.




This new version of Rex Mason is not just a sticky wicket, but a veritable grab bag of tricks, starting with Barrier and a special Pulse Wave power he can act as more than a tie-up piece, though Plasticity, Poison and Shape Change make him good at that too.



The team's mystical sword wielding Samurai makes another good blocker as well. With no range Katana demands to be thrust into battle quickly and is a bit of a dangerous wild card on the board, whether she's Exploiting Weakness, or Outwitting defenses.



Blades, Claws and Fangs stacked with Flurry and Exploit could force a tough decision, but she's got options, and while her defense is Collateral Damage level low, she can self heal with some Steal Energy to stay in the fight.

Like Metamorpho, Katana's purpose is to lock down the opposition so that Halo, and Black Lightning can get the most of their ranged attacks.



Black Lightning will especially not want to be tied down as his greatest strength comes from his ranged attacks, using Incapacitate with 3 targets and the Sharpshooter ability.



Rear dial he picks up some threat in close combat with Exploit, though Jefferson is a fragile a target as ever - Willpower and ES/D make him very squishy.



Rounding out the team is the Outsider's leader, Geo-Force. GF acts as a Quarterback who can run and throw - he's good in close combat or at range, and pulls double duty as a tie up piece with his removable stone fist.



The best attribute that all of these figures share is perhaps their team ability, which can dampen a lot of powers on an opponent's force - take that Prep Time!

Together they make a decent, fun team to field, without being min/maxed to the point of brokenness. A competitive player can do well with them using strategy and tactics, but those used to the GenCon style of cutthroat play will be leaving this fun group of heroes - like their name - Outside of the tackle box.

Why Arkham Origins is an exciting Batman HeroClix set (for now)


Let's face it - like most of you,  I'm burnt out on Batman. 

Since the Superman expansion, we've been subjected to Bat-set after Bat-set with the Movie figures, Strategy Game, NML, SoG, Vehicle Super Boosters, Tab App packs, TV series, and now the video game franchise. 



Normally my wallet would be safe, as it was from most of the above releases, but this time, there's a few things that have my attention. 

1.) Story/Theme play:


The game appears to have a number of characters that inject a little bit of added "threat" onto the board for my opponent with the Hired Assassin trait:

Hired Assassin: During your first turn, choose an opposing character. If XXXXXXXX KOs that character, you score an additional 50 victory points.

This reminds me of the old (and flawed) Arch Enemy system, and sort of steers the game a little towards an alternate win condition. Competitively, I've played at large attendance venues, where you can go 3-0 and lose based on points (I recall a recent 3 round, 300 point event where a player timed out in several games without getting more than 100 points in all 3 rounds, but managed the wins!).




I'm curious to see how opponents react to the added point incentive of figures I'm fielding. Will they not care? Will they try and steer their targeted character away from my threat? Will they try and take out my Assassin first? There's a psychological aspect to HeroClix, that I love and this helps bring that out.

If nothing else, it gives me something else to concentrate on in games, in addition to the win. I wish there were more "objectives and rewards" in HeroClix - things like battlefield promotion, artifact rolls, etc. 

Magneto crosses the board to launch missiles from Cape Citadel? Marvel Girl promotes to Phoenix? That's awesome. Moloid picks up a Crimson Gem and KO's Sinestro by himself? That's something to talk about. It's these type of moments that make for great game play.

2: Character Selection:

I can't speak so much on this as we've only seen a few figures, but so far this looks promising, based on spoilers from the video game. A new Black Mask is promising (considering the SoG version is a bit of a wet rag), as is a new take on Anarky (unconfirmed in the set).

The update of Copperhead has me intrigued, and I know that while some aren't happy with the point bloated Deadshot, I'm glad to have another version of him. 



The thought that we might get an unclixed figure like Electrocutioner, or perhaps an updated Creeper? That would be amazing. I can't wait to see the full set list, and I'm hoping it doesn't double dip too much into the bat-well that we've been subjected to lately. 

#3: Sculpts: 

This is a toss up right now - I don't know what these look like in hand, but DC has had a better track record with sculpts (aside from DC75 Superman), specifically the micro sets like 52, DC10. 

If these sculpt stay on the same track, if the character selection is robust, and if there's a lot of fun to play mechanics it's going to be hard to pass this set up.