Reviewed
by Cramcompany
Today we
are going to review the Legacy Unique Kingdom Come
(KC) Hawkman
Based
obviously on Alex Ross’s Kingdom Come Storyline.
Hawkman is much more of a Hawk now days and is big
into ecology. However, he never talks in the Alex’s
story so I have no idea what he is really like.
Cost and Abilities:
Unique =
115 Points, 9 clicks of life, 6 range with a single
target, Kingdom Come team ability
Movement:
12
with running shot. Then charge on the next click.
This is how I would like all figures to start. He
moves closer into range while still hitting from
about 12 away. He is a push past first click
character so you use running shot twice to hit him
within 5 of your next planned attack. Then once he
clears you can charge up to 5 squares and hit for
4. Or I supposed you can just keep using his 6
range.
Attack:
The attacks on the Kingdom Come figures remind me of
the attacks of the old days. Hawkman starts with a
healthy 12! Then drops at a very slow rate.
12,11,11,10,10,9,9,8,7
Defense:
17
for the first two clicks with toughness for his
entire dial. Once again making him a must push
character. 17 is almost a low defense for
Legacy…but not for the rest of the
Heroclickdom so I say it is great!
Damage:
3 to start then moves to 4. Then drop to 2 with
Close Combat Expert.
Sculpt:
One of two characters that comes as two pieces.
Hawkman is huge and a character that stands out in
your collection…making me wish I had one in my
collection. But alas Legacy is $12 a pack in my
areas and Hawkman is getting farther out of my
reach.
Team Ability:
KC Team Ability. One of the rarest team abilities.
If you want to move adjacent to this figure you must
roll a die. On a 1 or 2 you can’t. So unless Hulk
has a bazooka, he is a bad match-up for the ol’
chicken beak with wings
Conditions and Feats:
I
think Feat cards are great, but they drive up the
points of your team, so often they are not worth
it. A rookie Con Artist is probably best, but if
you must use a feat Incontact with Oracle is great
for having Hawkman hit for a little more. You may
see his Close Combat Expert and think Damage shield,
but I would avoid it. He only has CCE for about 3
clicks and who knows if he’ll meet the requirements
at the right time. Deep Shadows seems good for
Hawkman with his 6 range and big running shot, but
no other conditions really hit.
How to Beat Him: He only has toughness so he is not a hard character to crack.
Understand that Hawkman will probably push a lot and
if you hit him for three clicks (not factoring in
toughness) from a range he will not be able to do
much. He will have to run up to you for close
combat expert, but since he will not have charge,
you can probably kill him before he reaches you.
How to Play Him:
Even on a 300 point team Hawkman is not a good heavy hitter. He is
your secondary attacker in a game that is 400
points. He will be ignored more then likely for a
few turns. If they are running a 20 defense
character use Hawkman to attack them. He has a
GREAT attack for his price and only needs an 8 to
make Green Lantern look mortal.
Overview:
For 115 points Hawkman feels just about right. He
has a long dial and with a 12 attack will hit more
then not. He will usually get to attack from the
first time you move him and is built to be pushed.
His starting 3 damage is weird, but again he is
built to be pushed. If you don’t own him, he is not
a must have figure seeing as a veteran Havok does 4
clicks of damage for 44 points, but if I can get him
for about $10 it would be just right.
Overall Score:
2.5/300 (too expensive)
4/400 (Great wingman….sorry the joke was too easy.)
3.5/500 (his attack it worth it.)
4.8/5 Draft/Sealed (His attack value is good and he
is relatively low priced for a Legacy Draft)
4/5 FUN (Great sculpt and fun stats dial make him a
piece a would play with)
= This is Cramcompany. (Please no hate mail)
|