Showing posts with label Iron Man. Show all posts
Showing posts with label Iron Man. Show all posts

Wednesday, January 8, 2014

Avengers Vs X-Men - HeroClix Figure Review: Iron Man

Avengers Vs X-Men - HeroClix Figure Review: Iron Man



Yet another version of Shellhead, the AVX starter lacks the bells and whistles one might expect of a character that thought to make an Anti-Magneto armored suit, and ends up bringing a rock to a gunfight.



With 2 starting levels, the 150 point upgrade sees no improvement in attack values or defense on the top starting line, but does provide some opening Psychic Blast with a solid 4 damage. Push to click 2 and choose one of two support powers to use, but lose the mobility of move and attack.



Even the 5 click, 100 point tin can Tony is underwhelming. He'll scatter the non-Charging opponents with his knock back trait and EE combo, but he can't take the punishment that Cap or Thor can at the 100 pointer level, and will be stuck rolling for Regeneration more often than attacking.



There's so many better versions of the armored Avenger in modern age right now that the only reason you'll field this bad boy is if you literally have no better choice readily available. This may be the biggest upset and disappointment from the entire AvX series.



Considering Tony took down Magneto, it wouldn't have been out of place to include either the Mags-busting armor (strait out ignoring ranged combat attacks just as the WaX Havok/Cyclops do) or if that was too specific an advantage give him the option to choose an opposing character to ignore ranged attacks, or even choose a power that can't effect him during the battle.

As is this Shellhead is a dud, and will be riding the bench most of the fight. 

Monday, October 21, 2013

Dial Review: Death's Head



As Winner of the 2012 Marvel Fan Vote Death's Head finally makes his way into 'Clix form with a strong dial that is extremely dangerous to opponents.




A bulky robotic assassin, DH starts out his top dial with a few standard powers and no trait.



While he has no move and attack powers, Indomitable, and a 10 speed Phasing/Teleport help him line up a shot with a promising 4 clicks of Penetrating damage.



He's no sharpshooter, but Improved Targeting: Ignores Characters, will help him home in on his prey and with an 8 range leave them little ground to run to.



Should they fight back, he can take the punishment - opening with an 18 Invulnerability, that quickly fades to 3 clicks of Invincible, each with a 17 defense, before returning to the Invulnerability.



He never gets easier to hurt either - essentially having Invulnerability on his last two clicks, but pairing it with Regeneration, Death's Head is a hard target in every sense.



Opponents will want to spread out on the battlefield as soon as his "Side Job" special attack power is revealed. This will allow him to deal extra damage without having to target or roll dice, every time he makes a successful attack.



If that damage is dealt, then he may take an additional action as a free action, including making an attack on a figure he hasn't already attacked this turn. With Indomitable, 'Head will be making a lot of attacks - up to 4 in 2 turns.

As his numbers start to drop off rear dial he picks up the option to use RCE or CCE, effectively boosting his attack and damage stats as needed.



If it weren't enough that his speed never drops below 9, he adds Sidestep to the mix for the second half of his dial, making him a sort of Terminator - a non stop engine of death and destruction that won't rest until Sarah Conner, or anyone else is in his sights is KO'd.

At 177 points DH needs all of these bells and whistles as he's a tentpole and will be doing most of the heavy lifting on his team.



With two types of Penetrating Damage, and the ability to constantly dish out 4 to 5 damage per attack, opponents will fall fast.



His biggest drawbacks will be his inability to move and attack top dial, giving opponents some time to avoid a nasty first strike. Likewise, he can't shoot what he can't see - so Stealth is going to frustrate him when trying to draw a line of Fire.

Opponents will want to swarm him to beat through those defenses, and therein lies the problem. The more opponents he has close by, the more damage he can dish out with Side Job.

He's a tricky opponent to play or play against, but one that can definitely earn his keep.

Tuesday, October 15, 2013

Dial Review: Iron Monger








Iron Monger Returns! 

But is he a dud like last time? Let's examine.

Like the set's marquee hero, Monger comes in two point values - but without the major scale up in price associated with the set's namesake. At 140 points players can opt in for a solid bruiser, while for a mere 25 points more they can pick up two powerful clicks upgrading the villain to Mastermind, Stealth, and Outwit.



At first glance this dial is as deceptive as the character of Obidiah Stane -  on the surface a 10 attack is not much to brag about, until you factor in the Psychological Warfare trait which makes it easier for him to single out a target by lowering their defenses.

That 10 attack is also steady as the steel of his suit, maintaining itself for the first 6 clicks before dropping down to 9 on the last two slots. It's effectively a 12 attack, when all is said and done.

Iron Monger wants it all, 

and he's not afraid to take what's yours and make it his own. With the Corporate Takeover trait not only does he get to pick an opponents team ability to use, but makes it so the opponent cannot use that ability, making Stane a remarkable silver bullet for pesky TAs like Mystics, or Batman Ally.

Mastermind lost some luster with the addition of Precision Strike, but at least this armored executive can skulk in the shadows and force opponents to come to him.



The options with this figure are wonderful: players that don't pull good Mastermind fodder in their boosters aren't relegated to play at the starting point, and can skip those top dial slots, jumping forward to open with some Running Shot/Psychic Blast.

The biggest drawback on this figure is lack of Indomitable - Stane doesn't possess the Willpower of Tony Stark, and it hurts him in the action department, where he's probably going to have to push several times in a game to remain an effective attacker.

The Monger dial represents a slower to act brute than Stark's more mobile Iron Man, requiring him to set up the board and plan his strikes methodically if he wants to win.

For the comic accuracy crowd the piece has great flavor with the "Use Your Greatest Weaknesses Against You" giving him a bonus against Tony Stark or Iron Man.



Because he has a shorter range, I'd want to play the Stealth version of Monger first and foremost to draw my opponents in. And there's the rub - This set's Iron Man couples improved Targeting: Ignores hindering and Blocking with Precision Strike, so it's going to be hard for Obie to get the drop on Anthony.

To succeed, Iron Monger will need to get close enough to Outwit the Precision Strike and make the most of his Mastermind. Given the mobility of Iron Man, it will be just as easy for Tony to fall back and land a first strike later.

Rating the complete package - sculpt, dial, playability - this figure receives high marks. He may not be able to go toe to toe with Tony, but he is a formidable opponent capable of dominating the battlefield outside of the board room.

Monday, October 14, 2013

300 point Invincible Iron Man - worth the investment?



Stark Industries rolls out another suit of its flagship armor, that comes in two flavors - the economical 150 point version or the deluxe 300 point coupe.

Which one performs better? Let's take a look:




When you get to the 300 point level, it's hard to justify the expense if there's not an equal return on investment. In this case 300 points buys 4 clicks of life - not even a full 11 clicks on the dial.



Granted, they're all strong clicks (and at about 35 points apiece, they should be), backed with difficult to damage defenses like Invincible and Impervious and capable of dealing 5 or 6 damage in one shot.

Still, at 300 points, a figure needs some added protection - immunity to Outwit is almost a must - those 4 clicks can easily be blown through with a little positioning and an attacker that's a fraction of the cost. Likewise, a 300 pointer that's sporting a TA they can't use just means points wasted (at least in a 300 point game).



For 300 points, you're practically paying for the whole Shield Helicarrier so what does that price tag come with?

Indomitable is necessary to keep him moving, and move he will with his move and attack trait or his speed of 10 and a range of 8, giving him a sweeping 13 swing on his attack, 14 if he self Perplexes.

He's guaranteed to deal damage as well, with Precision Strike negating several evasion and reduction options, Tony Stark's opponents better hope he misses with that Natural 12 attack (again, it could be a 13!).



There's almost nowhere to hide as well, with Improved targeting letting him shoot through walls and terrain, ignoring hindering terrain protection powers like Stealth. At best opponents will need to use their minions as meat shields.

The foes of shell head would be well served basing Tony with a bruiser - limiting the use of his twin targets, move and attack, RCE and Psychic Blast in one swoop.



A strong hit puts him on Invincible and gives him Psychic Blast, which is another reason for the person playing this former iron monger to stay back and keep firing through walls, because once based he's very limited in his options (even if he can strike for up to 6 damage in close combat).

This brings us to the start of the 150 point dial, front loaded with Outwit and more Precision Strike, Tony can then save that black counter power for a bigger threat - like Charge, or an opponent's Outwit.



Sadly the 150 point model isn't as resilient 
as the 300 point Stark. 

Topping out at a 17 defense and Invulnerability and it never gets better. The 150 pointer WILL take damage, and may heal from it with 2 clicks of Regeneration, but will be in constant threat of KO.

He's got a smattering of useful abilities on every one of his clicks except his last, and Pulse Wave, Perplex, and Outwit should come in handy, but it's hard to look at this 150 points and not find a better use for it somewhere else.



It's also worth noting that for the cost of the upgraded version, a person could field two 150 pointers - which may be a better investment altogether - as both would receive support from the other (2 Shield TAs) and the twin Outwit would be doubly frustrating.

It's a fair bet that two 150 pointers could take on the single 300 pointer and have a decent chance of winning more often than not - which doesn't bode well for the 300's rating.

Which is the better option?

Ultimately, I think the answer lies somewhere in map choice. A battlefield full of blocking terrain will be Tony's best friend, letting him put distance between himself and his target.

Blowing holes in walls will help him get first strike and improve his defense at range by creating more hindering terrain on the battlefield. At 300 points, Iron Man may need to hit and run - targeting opponents that can shut him down or chase him down first, then falling back to a better position, picking his ground to make a stand.



Overall the piece feels like a strong tentpole and on the surface appears to have a decent shot of winning a few games as a one man army, without appear overbalanced or too weak.

Fans should have fun running this figure, 

as it offers a lot of firepower and options while requiring a level of skill play and strategical thinking to make it competitive.