Today's review is General
Zod from Legacy
KNEEL BEFORE ZOD!!!!!!!
He’s a Unique, 236 points,
10 range 1 target, Anti-Superman team
Speed: 12 is the best you are going to get with
charge, wish he had it again later on through his dial. Oh
wait, Running shot with a 12 movement and a 10 range would
have been much better.
Attack: Charge and Super Strength work together
well, attack values start high and end kind of bad (JonL
strikes again)
Defense: The trifecta of damage reducers, no
complaints, wish he started with an 18
Damage: Not bad, CCE keeps him dishing out the
damage for the long haul
The Good: 10 range is always good
Long dial and all that
damage reduction will keep him around a while
Able to dish out some
good damage
Anti-Superman team can
come in handy
The Bad: Can’t really take advantage of the range
Attack values get a
little low
Team ability is tough
to use in 300 point game (needs to carry a rookie Jinx)
Feats: ICWO and Protected of course, Fortitude and
Repulsor Shield in higher point games, Shellhead if you are
feeling push-happy
Overall: Well, another big bruiser comes to us from
Legacy. Not too much to say. He needs a lot of help to be
used effectively. A rookie Jinx is a must to carry in order
to use the team ability, and he also needs a tk’er because
of his lack of HSS or Running Shot. Having that range with
charge is a tease and is almost angering. He is almost
impossible to use effectively in a 300 point game but in
higher ones you can make him work. Basically, he is like
Son of Darkseid Superman just with a range and a worse team
ability.
Constructed/Unrestricted: 2 / 5
Sealed/Draft: 2.5 / 5
Overall: 2 / 5
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