MISS MARTIAN
wing speed
76 points
Team: Titans
Keywords: Teen Titans
Range: 6 x 1
DIAL & CARD:
http://www.wizkidsgames.com/heroclix/dc/figuregallery.asp?unitid=14297
STRENGTHS:
Charging flying bricks are always welcome on your
team. Ones that get Hypersonic Speed mid-dial are
even better, especially sporting Super Senses to
help avoid getting hit back. But Miss Martian's main
feature is a dial full of Shape Change to avoid even
being
attacked 1/3 of the time. Should she take a few
clicks of hurt, though, she's got Regeneration to
stretch her life out a bit. That also makes her a
decent "battery" for the Teen Titans TA.
WEAKNESSES:
Unfortunately, she has plenty. Low damage and only 1
Super Strength click to supplement it. Tepid Defense
Value and only 2 Toughness clicks to supplement. And
only one non-generic keyword to possibly exploit.
CARDS TO CONSIDER:
Unending Shape Change calls for CAMOUFLAGE or
INFILTRATE. If you don't play her with other Teen
Titans, use LONER to pump up that weak DV to
something respectable. In unrestricted games
NANOBOTS is OK (but not great, as it's best used
with HSS and she'll usually heal past those clicks)
and AUTOMATIC REGENERATION is a little better, if
pricey for her ability.
IN SUM:
This costs 75+ points? On paper, Miss Martian looks
no damn good. But in practice, that mountain of
Shape Change and mid-dial HSS could really change
the game. 2.5 of 5.
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FRANKENSTEIN
boot speed indomitable
98 points
Team: none
Keywords: Monster, Seven Soldiers
Range: 6 x 1
DIAL & CARD:
http://www.wizkidsgames.com/heroclix/dc/figuregallery.asp?unitid=14310
(NOTE: The Special Power noted on his card is an
error; it should be played as Super Strength only.)
STRENGTHS:
Running Shot with 6 range and Super Strength offer a
number of ways for Frank to hit, and his Indomitable
ability allows him to keep the pressure on. His 9 AV
rises to 10 for a few clicks with either a voluntary
push or slight damage through his solid 17 DV +
Invulnerability. Mid-dial, his Blades makes up for a
dip to 2 damage. Late-dial, he's a great
tie-up
melee fighter with Plasticity and Close Combat
Expert. Regeneration + Indomitable gives him the
enviable ability to heal one turn and free-push to
attack the next, or make the easy breakaway to run
for a corner and try the Regen next round.
WEAKNESSES:
Frank's DV is never stellar. Running Shot and Super
Strength is a poor combo in the post-Fantastic Four
ruleset, as he can't use the former to run up to an
enemy to use the object next turn anymore. A
lukewarm 8 AV and 0 damage reduction on his CCE
clicks is a problem. And watch out for opponents
using the MONSTER HUNTER feat against him.
CARDS TO CONSIDER:
LONER is good for Frankenstein since he's not likely
to share his keywords with many teammates to shore
up his DV to much better numbers down the line.
Since he starts as a range fighter, put that Super
Strength to use with the one-shot DV boosting
TOMBSTONE special object if you're nervous about him
getting one-shotted too early. In unrestricted
games, break out the NANOBOTS to take advantage of
his low damage. Any piece with 2 or more clicks of
Regen is a decent candidate for AUTOMATIC
REGENERATION.
IN SUM:
Neither the min/max player's piece of choice nor
automatic easy points for the enemy, Frankenstein is
a fun and effective piece. That Indomitable really
makes him work. 3 of 5.
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