Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating
Cram-company
REVIEWED BY
CRAMCOMPANY
Today we'll be reviewing Colossus from
X-Men Danger Room
The child in me says that nothing is cooler then a
Metal Man. The Adult in me likes Rogue better.
Unique: 60 points, X-Men Team
MOVEMENT:
A single click of Charge, which is fine, because
that is where I want it.
ATTACK:
Grrr…9 attack THEN 10. His attack is all over the
place, but remains fairly high. Super Strength will
push him to 5 or 6 damage and that can make him
pretty darn powerful.
DEFENSE:
17 with toughness is great, but only toughness?
Invulnerability would seem more apporiate.
DAMAGE:
3 damage is nice, but 4 damage would have made him
great. It falls very rapidly and that’s
disappointing.
SCULPT:
I hope he’s shiny!
OVERALL:
Short charge
Bad opening attack
Great ending attack
He’ll need to be very well supported to get in that
first hit in.
His 9 attack means that he still may even miss that
hit.
ealHeal
I’m personally a little disappointed. Colossus
deserves a very good and powerful click and he has
just not gotten it yet. In X-Men danger room land
he’s pretty dangerous. In the game of heroclix;
he’s as vanilla as it gets.
HE RECEIVES 2 OUT OF A POSSIBLE 5
THUMBS UP!
Good, Bad, I’m the Guy with the Clix
Cramcompany
Questions, comments, sexually
confused? Email me at cramcompany@hotmail.com.
Please no hate mail
Dario
Collosus
This week we take a break from Collateral Damage to
go back to the upcoming
new starter set from Marvel, Danger Room. We have
Collosus today, a guy that
has had his clix in the past, yet never has been
able to get much thought
from the players. Will this version of him be any
different? Let’s see: 60
points, No range, X Men TA (like all the figures in
the set, duh :P) and 8
clicks of health!:
Stats:
Speed: 8, 7, 7, 6, 6, 5, 5, 5. One single click of
Charge.
Attack: 9, 10, 8, 8, 7, 8, 9, 10. Four clicks of
Super Strength.
Defense: 17, 17, 16, 16, 15, 14, 13, 12. Five clicks
of Toughness.
Damage: 3, 2, 2, 2, 2, 2, 1, 1. No powers
Analysis: Like usual, his Speed sucks: very low
values, very little Charge
(although this time that is more justified, as he’s
pretty cheap). His
Attack is pretty decent for the cost… the Super
Strength doesn’t mean once
Charge is gone, as usual… and the spike in the
values is misplaced. His
Defense is very nice: a good deal of Toughness makes
his already long dial
longer, and it starts with high values that in the
end becomes low enough to
make it easy to heal him. Great! His Damage is also
unspectacular; a little
low (at least, for him to be useful) considering his
lack of powers…
Conclusion: Hey, I realize he’s 60 points, and he
has no activation click…
but seriously, for 60 points you can get much better
no ranged attackers,
namely V Cheetah from icons… he’s good for a starter
set and for introducing
people to the game, but in serious play-to-win
games, he doesn’t stand a
chance.
Ranking:
100 – 1/5 Not a good idea
200 – 1.5/5 He’ll go in a flash :S
300 – 1.75/5 Not even here.
400+ – 2.5/5 Well, like most guys his cost, he’ll be
ignored…
“YES FORCEBLAST! NOW I CAN WIN!”
This is Dario, mails to
darioferni@hotmail.com
P.S.: No need to thank Cram; just glad the best
reviewer is back! Oh, yeah,
I almost forgot… this guy has a nice sculpt.
P.S.2: Ok, I almost forgot this too, lets see..
about those changes on the
PAC:
Combat Reflexes: Now besides the usual effect it
adds +2 to the defense
value for close combat attacks. There’s also another
little change in how
the “taking knockback” works… which I don’t remember
right now :S
Force Blast: it stills takes a power action, but now
you roll a die to see
how many squares you push the guy back.
Pulse Wave: Now you can only activate this power if
there’s at least one
opponent’s guy at range.
Now there are 2 new concepts: Penetrating Damage and
Unavoidable Damage.
Psychic Blast and Exploit Weakness deliver
Penetrating Damage… this kind of
damage can be master minded. On the other hand,
Unavoidable Damage is like
the name says it, inevitable…
Support: Now you take 2 off the result of the die
roll, results that are 0
or under become 1. :S
HSS: Now figures using option 1 to make a ranged
attack have their range
halved (poor Batman Ally Supes :S)
Well, I think that’s the most important… but I might
be missing something,
so go the site and check everything for yourselves!