Ghosty here is a pretty unremarkable dude. Only
decent AV, Damage and Range is balanced by a very
good starting 18 defense, but he loses that (and any
damage
reducers) on his BCF-loaded offensive clicks. And,
once again, we have a flier with Combat Reflexes --
but he's got Stealth on the same clicks to allow him
to actually maybe use those Reflexes. Shape Change
may help him survive, as might a last-ditch Regen.
Feats:
NANOBOTS is the only card that he should use, since
after his first click he's a relatively easy KO.
Comic accurate?
I never read any 2099 title but the Spidey one.
In sum:
Being a double-based (read: no TK on him) figure
with middling range, AV and speed will make Ghost
Rider a tough figure to win with. He's a 3rd-line
attacker/taxi best suited for 400 point games behind
(or carrying) better fighters, nothing more.
Rating: 2.5/5
Dario
Moving on in the 2099 Collector Set, it’s now
time to check out Ghost Rider 2099. I’m not sure whether
he’s a transporter or not. I’m making the review as if he
wasn’t; should he be a transporter, just consider him a
little better :) So, 60 points… that’s cheap my man. For
those, you get a flyer, no archenemy, 4 range 1 target, no
TA and 7 clicks of health:
Stats:
Speed: 10, 10, 8, 8, 8, 7, 7. First 3 clicks have Charge,
then his next 3 have Stealth.
Attack: 9, 9, 9, 8, 8, 8, 7. The 2nd, 3rd and 4th clicks
have B/C/F.
Defense: 18, 16, 16, 15, 15, 14, 13. The 1st click has
Toughness, next 2 have Willpower then follow 3 with Combat
Reflexes and finishes with 1 of Regeneration.
Damage: 3, 2, 2, 2, 2, 2, 2. Last 3 clicks have Shape
Change.
Analysis:
His Speed is nice. Nothing to write home about, but for 60
points I don’t think you can ask for much more than this:
Starting with Charge and decent values is good, then he gets
some Stealth. Not bad, a pity that he doesn’t have it on his
last click though.
His Attack is just ok. The values are nice for the cost, and
that B/C/F makes up for the lackluster damage values.
His Defense is good. Starting 18 is awesome, and Toughness
is the best damage reducing power you can ask for, for this
guy. Still, perhaps it would have been nicer to have him
start with Willpower… speaking of which, is useful where
it’s placed: it will help him keep slashing his enemies with
B/C/F. Combat Reflexes would usually suck on a flyer, but
here is great!: if can place him on hindering, they HAVE to
go next him and attack him from CLOSE, so they can’t avoid
CR. Regeneration on the last click might prove useful on
occasions.
His Damage is his weakest part. You can’t be angry although,
since the rest of him sorts of makes up for it, and that
late Shape Change helps. Besides, he’s cheap! :P
Conclusion: Upon a first, quick inspection I thought he was
completely worthless. Having a second glance, though,
reveals him as a very nice clean up piece/finisher/3rd
string attacker, which is what he’s intended to be.
Put him next to wounded figures while the rest of your force
fights the fresher ones; they won’t overcome his high
defense, and if they do you’ll most likely land on his
Willpower, allowing him to attack continuously. His attack
should be enough, the same that his 3 damage and later
B/C/F.
Not much else to say, he seems good for what he was made to
do.
Attack: 9’s I like, charge and blades is always good
Defense: Nice, 18 defense for 60 points is
ridiculous, then you can protected onto willpower
Damage: 3 then 2’s….the shape change and regen can
keep him around a little while
The Good: Transporter with range
18 defense upfront
The Bad: Low attack values
After the first click,
he is real easy to hurt, especially form range
Feats: Nanobots works, ICWO and Protected are musts
Overall: He is like robot with no useful
abilities. His attack is too low for a transporter, but his
defense is really good for the points…for a click. I really
don’t like this click. I do not feel safe with this click,
or think he is good enough to really be on any team. I just
cannot find myself using him, maybe someone can, but I
cant.
Constructed/Unrestricted: 2 / 5
Sealed/Draft: N/A / 5
Overall: 2 / 5
“Heroclix….they’re cool,
addictive, and available….the things practically sell
themselves.”
Need help? Send any emails to batmandx@aol.com.
-DrStrange86
russianspy
1234
Wow.... The things you can get for 60 points
these days... Or is this what all clix will be like in the
year 2099? 18 defense, that's something figures over 200
points don't even always get. He has charge, in addition to
his transporter move and attack ability. Push him, and you
get blades and will power. Does blades work with the
transporter attack? At click 5 he becomes a real bastard to
hit. Stealth, and 17 defense from up close. Even shape
change to kick it up a notch. He even has regen to stick
around longer. In fact, the attack is pretty much the only
thing that fits with his point cost. All in all, a pretty
good secondary attacker. In larger point games, he becomes a
tie up piece that your opponent really can't afford to
ignore. The damage is on the low side, but the defense more
than makes up for it.
Feats:
The obvious, in contact to boost his attack, protected to
save him on his first click, maybe an armor piercing so he
can still damage invuls and impervs after click 1.
100: 3.714/5 A nice primarily attacker, you can even afford
to slap on a medic, a perplexer, and a destiny.
200: 3.626/5 Still a nice primarily attacker, but you might
run into a defense you cant reliably hit, so either slap on
some extra perplex, or a secondary attacker with a nice
attack, like echo.
300: 3.776/5 A very good secondary attacker, but again,
you'll want to make sure that your primary attacker has a
double digit attack.
400: 3.274/5 At this level, your opponents primary attacker
will most likely be Thanos, or something along those lines.
Brings ghost rider down to his second to last click.
Granted, you might be able to push to run away, and then
regenerate, but still, he won't be able to do his job.
500+ 3.821/5 Becomes a nice assasin of support pieces, and a
great tie up piece for pieces roughly twice his point cost.