There are two ways to use Cat-Man here. One is as a
cheap tie-up figure: starting with Leap/Climb allows
him to get in an enemy's face with Combat Reflexes
to protect him when he gets there plus Close Combat
Expert to threaten the target. However, his mediocre
8 AV isn't going to make him much of a threat on his
own. The other use is him sharing Batman Enemy AV
(with, say, Joker) to snipe and ping targets from 6
squares out. The best, of course, is a mixture of
both, especially once he gets Battle Fury and HAS to
fight in close. Regeneration might help end-dial to
prolong his nuisance factor.
Feats:
POUNCE fits on him, but it's not really worth the
cost in build and clicks. I wouldn't waste AUTOMATIC
REGENERATION or NANOBOTS on him, either. ARMOR
PIERCING, though...it could be golden on his Flurry
clicks. If you use that card, and if you have the
room, add DAMAGE SHIELD to make him dangerous to hit
back.
Themes/Comic accuracy:
An OK representation, I think. Can't think of any
comic-accurate themes, though.
In sum:
His team ability is worth abusing if you're fielding
higher-AV Batfoes or wildcards. Otherwise he's just
a cheap throwaway tie-up piece with some small
damage potential. Just not cheap enough.
Rating: 2.5/5. Add a half-point if he has TA help.
Link to dial:
http://www.wizkidsgames.com/heroclix/dc/figures_dials.asp?dialid=10875&unitid=12563&universeid=6
Similar to the Rookie but cheaper and more
battle-ready to start, this piece is even more of a
throwaway. Unfortunately, starting with Charge
instead L/C makes it harder to get to his target to
tie down even as it makes him a better fighter. He's
also a click lighter on life, shorter-ranged and
lacks a TA.
Use him with abandon.
Feats:
Don't waste the points. Even HEIGHTENED REFLEXES is
liable to be useless due to his spending much of his
short life in close combat. Maybe VAULT helps your
shooters get a bead on Cat-Man's target.
Themes/Comic accuracy:
As this stage, Cat-Man is an outcast. No comic
themes really exist, I think.
In sum:
Shortly after this stage in his career, Cat-Man grew
suicidal. Funny, he works that way in this version.
Throw him at the biggest brick he can reliably tie
down and don't weep at the 37 points he costs.
Link to dial:
http://www.wizkidsgames.com/heroclix/dc/figures_dials.asp?dialid=10876&unitid=12564&universeid=6
The Vet Cat-Man graduates from close-quarters tie-up
machine into close-quarters bag of hurt. Starting
with Charge and Blades (check out the knives on the
scuplt) and Willpower, he can deliver a massive
amount of damage in a short time. His attack and
defense stats stay steady if unremarkable, so don't
be scared to push him if he falls off that great
starting spot. And be sure to keep him near Suicide
Squad fodder to keep him a danger to the other side
for even longer.
Feats:
None really cry out to be used other than the hated
IN CONTACT WITH ORACLE; Cat-Man's one of those
figures who goes from just good to almost great with
it.
NANOBOTS fits OK, but his close-combat focus and
lack of flight or easy breakaway ability makes it a
little hard to use at need.
Themes/comic accuracy:
This is the current revitalized "lion king" Cat-Man,
truly far more dangerous than his previous versions,
and the dial well reflects it. As a Secret Six
member, team him with his Origin setmate EV
Knockout, Deadshot, an old flying Parademon,
Cheshire and Mad Hatter for an interesting theme
team.
In sum:
A good 2nd or 3rd-line attacker yet still relatively
inexpensive, Cat-Man's worth fielding in games of
any size, in my opinion.
Rating: 4/5
Dario
Hi there! It’s been a while, but I’ve come
back to do some more reviewing.
And how could I not, when we are starting to check something
from DC again!
wwiiiiiii :P Origins is the name of this new set, and today
we start with who was one of the coolest characters in those
mini-series before Infinite
Crisis: Cat-Man.
He comes in the form of an R/E/V. I’ll be doing the vet.,
since it seems to be the better. He has 8 clicks of health,
4 range 1 target, Suicide Squad TA, no Archenemy, no flight
and:
Stats:
Speed: 8, 6, 8, 7, 6, 6, 6, 5. Has Charge on the first 2
clicks and Flurry on his 5th and 6th clicks.
Attack: 10, 9, 9, 8, 9, 9, 10, 8. Has B/C /F on his 1st, 3rd
and 4th clicks.
Defense: 17, 16, 16, 15, 15, 15, 15, 14. Has Willpower on
the first and last
3 clicks, and Combat Reflexes on his 3rd and 4th clicks.
Damage: 2, 2, 2, 2, 2, 2, 1, 1. No powers.
Analysis:
His Speed has kinda low values, but then again I guess we
can expect much for 64 points. Fisr 2 clicks with Charge is
nice, but the fact that he only Charge as far as his range
makes that not so cool. The Flurry later on is nice,
specially when combined with Willpower. Too bad that he
doesn’t have B/C/F on those clicks.
His Attack is nice, certainly. Sweet for his cost, he has a
decent chance of connecting his punches to most heroclix out
there. That spread B/C/F is very welcome, since his damage
sucks.
His Defense is nice too. With those values and that CR, he’s
hard to hit from up close through pretty much his whole dial
(and of course, close combat is the only thing he’ll be
doing). Not really easy to heal. Willpower is sweet, and
fits this guy.
His Damage is low. That’s expectable, both for the points
and because of who he is, although I think a couple of 3’s
wouldn’t have been uncalled for, and certainly would have
helped. I’m also a little surprised he doesn’t have a little
Outwit nor Perplex.
Conclusion: I don’t know if this guy is serious tournament
material, but he is not bad. The thing is, he’s build to be
just a 3rd string attacker/clean up piece, and you might
pass him because there are other pieces that are that AND
can help in some other way, like with TK, PC, Outwit or
something else.
Still, Cat-Man is cool. He can deliver some damage, he can
be annoying, and he’s cheap. Not to mention the sculpt is
sweet. The TA can come very handy, too.
So, I’d give him a chance.
P.S.: Protected, Nanobots, ICWO are all feats he could use,
but I don’t think driving his cost up is worthwhile.
A very old and obscure Batman villain who
became a joke, fat, and a drug addict. He went back to the
jungle to clean up his life, until his tribe was slaughtered
by Deathstroke (Deadshot in disguise). Since then, he has
been revitalized in the pages of Villains United and the
Secret Six (both great reads).
The best of the three is the Veteran
He is 64 points, 4 range 1 target, 8 clicks
of life, and a Suicide Squad member
Attack: High, consistent values for the points, and
the blades gives him good damage potential
Defense: Decent values, the willpower helps, and the
Combat Reflexes can help out
Damage: Steady 2’s till the end 1’s, good for
nanobots though
The Good: High, consistent attack
Not great range, but is nice option
Suicude Squad is a great team
Long dial for the points
Decent movement
The Bad: 4 range is very limiting
Without BCF, he is not going to hurt
anyone
Feats: Nanobots and ICWO for damage are the best
for him
Overall: I actually like this character, I like
him a low. He reminds me a lot of Armor Wars Wolverine, but
with move and shoot. He is not an amazing secondary
attacker, but he is very solid, and can stay in the game for
a while. He isn’t dangerous damage wise, but he can keep
attacking through all 8 of his clicks, and, teamed with
lockjaw, you can two low priced attackers that can stay
around for a LONG time, making it tough for your opponent to
decide who to go after. I like the character, so I know I
will be playing him.
Constructed/Unrestricted: 3 / 5
Sealed/Draft: 3 / 5 (still waiting on the rest)
Overall: 3 / 5
“Heroclix….they’re cool, addictive, and
available….the things practically sell themselves.”
Need help? Send any emails to batmandx@aol.com.
-DrStrange86
~ Romanco ~
Today's Click of
the Day is Cat-Man
Veteran from Origin
Cat-Man is a
full-fledged supervillian of the DC universe. He was
mainly around in the 1960s and 1980s but resurfaced two
years ago. Last time I heard of him he was in the
Suicide Squad Secret Six.
He is 64 points;
Grounded; Suicide Squad Team; 4 Range; 1 Bolt
18 6 8 7
6 6 16 5
KO KO KO KO
10 19
19 18
9 9 10 8
KO KO KO KO
17 16 16 15
15
15 15 14
KO KO KO KO
2 2 2 2 2 2 1 1
KO KO
KO KO
Speed ..no wonder
he never defeated Batman. With that speed the chase will
be over before it starts. I do like the opening Charge
nonetheless.
Attack
begins with Blades/Claws/Fangs; perfect. I couldn't ask
for more except a couple extra clicks with the Cat-Man's
claws unleashed.
Defense is
another positive. Starting 17 with Willpower works
efficiently as always. He's given an easy flee to the
medics when near-death.
Damage looks okay. You'll be
using Blades anyway.
Sculpt
-- Such a wannabe Batman. Except he looks bland and
boring to me.
Cat-Man is showing us
to always look for the future. This "origin" of him
makes me realize why this guy isn't around much anymore.
Lackluster stats all around excluding that first good
click. Trust me, you can get much better than Cat-Man
for the points. I wouldn't give him a shot.