Showing posts with label Wolverine. Show all posts
Showing posts with label Wolverine. Show all posts

Thursday, January 2, 2014

Avengers Vs X-Men - HeroClix Figure Review: Wolverine

The X-man has turned Avenger, but does that give his adamanium claws an even sharper edge over his former teammates?



As the figure with longest dial in either starter set Logan is also possibly the safest investment - protected by Stealth and Damage reducers, it's going to be hard to drop the furry Canuck in two or even three hits at his top dial.




With three distinct starting points to choose from players have plenty of options. Do they want the "shouldn't ignore me" disposable 75 point grind house tie-up piece, or a slightly more durable hack and slasher? Both R & E dials start with Charge/Claws/Exploit making him a serious threat to the thick skinned. 



At 175 points you're really paying through the nose for a mere two clicks more life, even if it comes with his best attack and toughest damage reduction. The problem with the Vet is his lack of move and attack - he demands to be used with TK at that point (or drop a hammer on him). Stealth is great, but has diminished somewhat in value with Improved Targeting (and really, Sharon Carter can give Logan the same benefit without breaking theme).

Like Cap, I feel the maxxed out Weapon X is best suited for bigger games where he can be an effective nuisance and distraction without taking away points that would be better spent elsewhere. At 125 points players will have the best return on investment.



8 clicks of life, Indomitable and with two clicks of Regeneration, Weapon X presents a greater threat with opening Charge, Exploit and Blades. The deeper dial makes all the difference on the battlefield, especially because he can self heal. Shave 50 points off and players are left with a very fragile throw away threat.



If you don't care about first strike so much those 75 points may be better spent on the Fast Forces Wolverine, a 7 click deep threat with many of the same attributes (TA, keyword, regeneration) that's likely not to get KO'd in one shot.

Surprisingly there's not a trait or ability that gives him some kind of "Inside Information" against either team - ignoring opposing figures for movement purposes if they share a keyword might have been appropriate, as those that know him likely wouldn't stand in his way. Wolverine has both Avengers and X-Men keywords so I suppose it is possible to play him on either side, though for comic accuracy he really belongs with the A-team.




Sunday, October 3, 2010

Baseball Season was late this year...

With the latest All New, All Different Marvel HeroClix set X-Fans were treated to yet another Wolverine, one with an incredible healing Trait. Players have been talking about Logan's healing factor, strategizing his uses with X-Force and Wild Cards in sealed events, but so far no one has said anything about the classic combo...

FASTBALL SPECIAL

There's really no mystery why people haven't been talking about it. Since Fastball Special was introduced as a game mechanic it proved to be a dud.


Mutant Mayhem debuted the famous power play as a feat, with wordy text only a rules lawyer could decipher and make work:

Prerequisites: Chosen characters must have the same team ability printed on their bases; see feat text.

Choose two characters; if one of them is KOd before this feat is used, remove the feat from the game.

Give both characters a power action when they are adjacent: The first character must have Super Strength and the second character must be grounded and have Toughness and may not have a damage value higher then 3. The first character makes a ranged combat attack against a single opposing target within 6 squares. Place the second character in any square adjacent to the target to which the first character has clear line of fire. If the attack succeeds, the second character deals the damage. Remove the Fastball Special from the game after the attack resolves.



So, every second Sunday when the moon was in the house of Orion, at the exact moment when a seven headed calf gave a goatsmilk popscicle to a three horned faun as the clock struck midnight the Fastball Special feat was used - which is to say in the 5 years since the feat was created I never saw it played once, over hundreds of games.

Still, fans wanted that comic flavor, and when Special Powers rolled around, Game Design tried again with a replacement pitcher.


It's a slightly more usable version, one that players have tinkered with, using the Outsiders ability to negate modifiers on the thrown character. It's the restrictions that prevent it from being used often. For starters, initial damage from the ranged attack is a measly two - not enough to hurt Invulnerable figures, and barely enough to make a Toughness equipped opponent flinch. This relegated Colossus to target a soft defense figure (or have a source of Outwit nearby to make it stick).


Further setbacks include attack and damage modifier penalties, but the biggest drawback was the unavoidable damage taken from the throw - unless the fastball figure's second click was better than the first, it seemed there was little point to giving up a click of life on a figure that was moved adjacent to (read: within retalliation range of) an opposing figure. In short:

Only a crazy man would want to get thrown
Enter WoS Wolverine. His second click is the same as his first. His claws offset damage modifiers. He has an 11 attack, modified to a decent 9. But the biggest selling point is Wolverine's ability to heal automatically at the beginning of his turn, offsetting the unavoidable damage. With no move and attack of his own, the X-Force leader makes a perfect missile except for one thing.

An Adamantium skeleton should count as a heavy object.

At the very least, if Pete's only dealing 2 damage, make it 2 penetrating damage - the Russian throws fast and hard.

The new Fastball Special is not a perfect set-up and some players will hesitate to push six click Logan down to five - but it is a step closer to comic accuracy. Wolverine is able to shrug off the impact with ease, something the Healing Factor Trait showcases.

The Fastball Special should be feared.

For my money, a dream version of Fastball Special would earn players bonus victory points every time it's used in game to hurt a figure, with double points awarded if an opponent actually gets KO'd by the attack. I'd like to see more combos and power plays, more examples of comic accurate teamwork with victory points rewarded as an incentive... enough incentive that an opposing player would try and stop the pitch from being thrown.

Hopefully Wizkids is practicing their pitches and we'll get to see a better version of the throw in the 2011 season.

Thursday, September 30, 2010

WoS figure review: WOLVERINE

THIS IS NOT A HAMMER

There's a saying that goes: when all you have is a hammer, everything looks like a nail. In terms of strategy, hammers are all some people (Norman Osborn?) know how to play with - aggressively swinging that mallet, they wildly rush in hoping to kill everything. Normally, this sounds like Wolverine's style, but here the game designers gave us a different take. This is tactical Logan, the stealthy X-Force leader, and it takes a thoughtful mind to make the best of him.


I had the luck of playing this figure in a Battle Royal, and he proved his chops time and again. I purposely positioned so that he wouldn't get swarmed, and after the rest of my team pinged away at the opponents Wolvie'd go in for the kill. Most players lacked move and attack, and no one wanted to base the 11 AV - Snikt-ster for fear of swift and brutal retalliation.

This Wolverine is a bully.

He's best served as a mop up piece, or when picking on figures that can't dish back much damage, and don't require much effort to KO. One on one, this X-Man will rarely get KO'd by simple 2-3 damage figures, healing up constantly, reducing damage with Toughness. Enemies already worn down by the fight will have a hard time dealing with Wolverine, who is never afraid to push to attack.

Wolverine's healing trait enabled me to move into position and attack, or even push just to base certain figures, knowing that the most damage they'd deal wouldn't KO him. I had to keep reminding myself though, that I shouldn't rush into battle, and at one point fell back and regrouped rather than exposing myself to the possibility of getting surrounded by heavy hitters.


Wolverine is going to do well when he's facing figures that can't afford to push, or don't have Willpower, Indomitable or otherwise don't take pushing damage. He'll shine when he's not faced with the threat of someone dealing 4+ damage in a single attack.

Sure, some players have complained about his short dial, although the Trait makes it infinitely long. Other's complain he's too easy to one-shot - but then so are most figures in the Modern Age era where a base 4+ damage value is not uncommon. Yes, Outwit wrecks him - just like it wrecks almost EVERYONE ELSE (and really, Stealth and clever positioning should protect him from LoF). Bottom line:

If you're throwing him into a battle where he's outnumbered and expecting him to survive you're playing him wrong.

In terms of a HeroClix toolbox, WoS Wolverine is NOT a hammer. My advice? If this figure doesn't work out for you - put Logan away, and stick to using Thor - he has plenty of hammer swinging experience.