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HeroClix "Click of the Day"


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Hawkman - Origins

Reviewed 05.10.2007

Average Rating: 3.75

Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating

Rurouni KJS Rookie Hawkman
wing speed
59 points
Team: none
Keywords: "All-Star Squadron," "Justice Society"
Range: 0 x 1

Dial:
http://www.wizkidsgames.com/heroclix/dc/figures_dials.asp?dialid=10897&unitid=12585&universeid=6

The new Hawkman is costlier than any of the Hypertime versions, buying you an immediately more offensive piece. Rookie here starts with Charge, enabling him to get into the fight. Unfortunately, he only sports 2 Damage with Close Combat Expert, which he can't use until after he's Charged and a 16 Defense Value with Energy Shield/Deflection, which is of little use once he's based.

Fortunately, that's not the extent of his fighting prowess. Click #2 gains him Flurry and 3 Damage -- devastating if he gets to use it. He also gets Charge again, holding that 3 Damage value, and another click of Flurry. So even though his Attack Values sink to 8 and 7 by dial's end, and he lacks any damage reduction, for less than 60 points Rookie Hawkman is pretty decent backup attacker.

FEATS?
Nearly a full dial of ESD makes either FORCE FIELD or HEIGHTENED REFLEXES a perfect fit, but I don't recommend both. ARMOR PIERCING is boon to help out his low opening damage and his 9 AV Quake clicks later.

THEMES/COMIC ACCURACY
With no team ability, we're left to his Keywords to peg him as the Golden Age Hawkman. As such, you could theme him up with other early DC heroes like setmates Starman, Sandman, R Green Lantern, and the Unique Batman, Superman and Wonder Woman. More whimsically, put him on an all-wings team. :) Dialwise, this is a classic version of Hawkman, well-representing his fighting ability.

IN SUM:
Almost a textbook example of the decent, affordable secondary no-range attacker. But that first click is a problem that mostly restricts him to targeting softer support targets.

RATING: 3 of 5.
=========================================
=========================================

Experienced Hawkman
wing speed
90 points
Team: JLA
Keywords: "Justice League of America"
Range: 4 x 1

Dial:
http://www.wizkidsgames.com/heroclix/dc/figures_dials.asp?dialid=10898&unitid=12585&universeid=6

Just as the Rookie had early trouble with dealing first-strike damage along with a defense that wilts in close quarters, so too does Exp. Hawkman despite an impressive 11 AV and 17 DV+ESD. 31 extra points buys longer-lasting Charge and that way improved AV, along with a bit of range. But he's not quite as push-friendly as the Rookie...no Flurry.

FEATS?
Nothing really works on him aside from the usual one-size-fits-all stuff like IN CONTACT WITH ORACLE, PROTECTED, or ARMOR PIERCING.

THEMES/COMIC ACCURACY
This is Katar Hol, the Thanagarian alien incarnation of Carter Hall. As such, he fits the "Satellite era"
of the JLA. Theme him up with Experienced Red Tornado, Black Canary, Green Arrow, Green Lantern (Unleashed) and others.

IN SUM
Better than the Rookie, but not 30 whole points worth of better.

RATING: 3 of 5.
=========================================
=========================================

Veteran Hawkman
wing speed
135 points
Team: JSA
Keywords: "Justice Society" and "Warrior"
Range: 0 x 1

Dial:
http://www.wizkidsgames.com/heroclix/dc/figures_dials.asp?dialid=10899&unitid=12585&universeid=6

The Vet at last sports the 12 AV and 4 Damage (plus Super Strength!) to be a truly fearsome first-strike piece. As such, he wears a bullseye on his nearly-bare chest and due to his opening click of ESD, any fire he takes after landing that hit is gonna hurt bad, possibly knocking him past his Toughness clicks. On the plus side, his offensive ability stays high through his dial and late-game Regeneration could keep him in the game after he gets hit hard -- and he will be.

FEATS?
AUTOMATIC REGENERATION is always good on characters with more than one click of Regen. His high point cost makes VENDETTA a double-edged sword, but he's got the stats to make it work. That same price tag makes INSPIRING COMMAND a solid choice to help his cheaper JSA teammates, which could make for quite the killer strategy.

THEMES/COMIC ACCURACY
He gets the Warrior keyword, and his dial well reflects his recall of all his many lifetimes of warfare, along with his mastery of the Nth metal that enables his flight, strength and healing ability.
Theme him up with other modern JSA members.

IN SUM
With an old-school, top-heavy attack dial like this one, you'll be sorely tempted to TK him out for a first strike. DON'T DO IT. Sure, you're likely to land early damage and maybe even a KO. But you're more likely to give up that 135 points to the opponent.
Better to hold Vet Hawkman back to land the KO blow on whomever the rest of your team has softened up.

RATING: 3.5 of 5
DrStrange86

Today's review is Hawkman from Origin

 

He has such a long and convoluted story that I wont even attempt to decipher it.  Check whoclix or wikipedia for more.

 

All of these guys are good attackers, even though I think the E is probably the weakest because of his opening Charge/CCE combo.  I will say the best of the three is the vet.

 

He is 135 points, 0 range, 9 clicks of life, a flier, AE (shadow thief), and JSA team

 

1

2

3

4

5

6

7

8

9

10

11

12

Speed - Wing

10

10

10

9

9

8

8

7

7

Attack

12

11

11

10

10

9

9

9

8

Defense

17

17

17

16

16

16

15

15

14

Damage

4

4

3

2

2

3

2

2

2


Speed:  Lots of charge and flury, not bad

Attack:  Very high and deops slowly, love it, combos work too

Defense:  ESD on close combat pieces I will never understand, numbers stay high though and the powers always help

Damage:  Nice, and with charge and SS is even better, CCE keeps it high, and he is good nanobots potential

The Good:  High attack

      High damage potential

      JSA team has gotten a lot better recently

      Movement for most of his dial

      Good combinations

The Bad:   No range main attacker


Feats:   Nanobots comes in handy on him, Inspiring Command can work too.  Protected is a must for that first click.


Overall:    Wow, I liked the KC version a lot, but this guy I would say is even better.  He can do more damage, has a lot more movement, and more useful team ability.  He doesn’t really have a lot of damage reduction, but his numbers can help him stay in the game a while.  He is one of the better mid range beasts to come out for a while, and I can see him definitely getting a lot of play in the future.  He is a must for JSA teams, and a great attacker for a normal team.

Constructed/Unrestricted:  4 / 5

Sealed/Draft:  4.5 / 5

 

Overall:  4 / 5

 

“Heroclix….they’re cool, addictive, and available….the things practically sell themselves.”

Need help? Send any emails to batmandx@aol.com.

-DrStrange86

 


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