Reviewed by Cramcompany
Today we
are going to be looking at the newly previewed NAMOR
from the Fantastic Forces Set.
“Namor,
when are they going to do Namor. I want the
Sub-mariner figure. How could they not have done
it? They can save and hold bak NOTHING! NOTHING I
SAY MAY BE HELD BACK!”
BOOM!
Here he is, so everybody should know a lot about
him., since you wanted him so badly. He predates
Aquaman and in one of the first great comics of
Marvel he leapt out of the water to destroy New
York, but was fended off by the Human Torch. The
original Human Torch was technically a robot, it
should also be noted that Bob Doyle was technically
a robot as well.
Cost
and Abilities:
LE or
Super Rare 122 points. No Range. No team ability.
Movement:
10
with charge. Then 8 with Charge. In the middle he
gains flurry. Fun fact, flurry is great…pass it
on.
Attack:
10,9,9,8,10,10,9,9,8,8. He has super strength
through half of his dial, so he can pick up a
dumpster underneath a stealthed figure hit them with
it and let his team take pot shots at a character
that used to be hidden.
Defense:
16 with invulnerability for 2 clicks. He then has
toughness throughout his dial. He is a 15 defense
still all the way through his 6th click.
He can absorb a lot of damage.
Damage:
4,3,3,3 and 2 on down.
Sculpt:
Namor has wings on his feet…..hehehe
Team
Ability:
None.
Feats:
This may seem weird for a man that has a 4 starting
damage, but I suggest Armor Piercing. For the
points this character is, his long dial, flurry, his
high attack near the end and his eventual 2 damage
Armor Piercing might be the right choice. With
Flurry you can hit for 1 point twice per attack on
anybody, which sounds very appealing to me. Namor
is designed as a slugfest character; he can trade
blows very well. Simlar to the Joker he is very
hard to play against, do I bother hitting him,
he doesn’t get that much weaker? Unlike the
Joker, Namor is very easy to play with though. You
stand him next to characters you want to kill and
just keep attacking, pushing be damned! In Contact
is always good for any character ever. Large Object
would be smart and cheap to play if your area has a
lot of KC Flashes or Green Lanterns. Upping his
attack in this case is so important.
Battle
Field Condition
Darkness
once again is not a bad call. Limiting others range
is always good. Depending on your team Earthquake
might work really well.
How to Beat Him: He is a touch person to beat. The key is to gang up on him.
Most characters will lose in a close combat
slugfest, but range attacks and hitting him with
multi-attacks is a very good thing.
How to Play Him: Secondary attacker in a 400 point game seems about right,
although he can work in 300 point as well.
Telekinesis is too important to not have here.
Perplex that can move up his charge will be key. I
would wait a few turns to bait your opponent out of
hiding and push Namor close enough with telekinesis
to charge and hit for 4 damage. He also makes
excellent hard bait, because of his long dial and
damage reduction.
Overview:
As a rule I do not play with anybody not having a
range. As another rule I hate Hulk characters that
are not good until there last few clicks. Namor
might make me change my ways, I really like this
piece and all of his R/E/V counterparts. I like how
he starts strong and is strong in the middle. I do
wish he had range, because some characters can not
be cornered (leap/climbers and phasing to name a
few), but his 10 movement with charge does help. I
think he is strong enough to go toe to toe with
almost any character, assuming that character will
stand there and punch back. If your opponent can
duck and move, Namor will have problems. Never the
less this is a promising character from Fantastic
Forces and a good reason to play in tournaments.
Not tournaments I am in though, I like having 3
people show up so my odds are high I will get a free
LE click
J
Overall Score:
4/5 300 Points
4./5 400 Points
3.8/5 500 Points
5/5 Fun Games Minus one point for wings on feet.
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