After the last three high-flying, high damaging
pieces, it may come as a surprise that the #1 figure
of 2008 in my book has poor movement, only ever has
1 damage and will almost never make an attack: the
wheelchair-bound Chief, from the Crisis set.
Reviewed in May (http://www.pojo.com/heroclix/COTD/2008/May/15.shtml)
the Pojo consensus rated him a bit BELOW 4 out of
5...by far the worst rating of this top ten list.
But that was for a slightly different game, before
the rule changes that came with the Fantastic Four
starter set last summer. And that makes for a whole
ballgame for Chief here, who sports:
1. Perplex.
Since the summer's rule change on this support
power, it's easily as potent as Outwit and belongs
on every team if possible. Chief has it and he has
it for a decent price, especially given that he also
has...
2. ...Outwit.
The other power that belongs on every team. Chief
gives you both at once. That's key, as you'll see
once you see reason #9.
3. Support.
The third support power that, while not as
game-changing as it once was, is still nice to have.
4. Mastermind.
Could keep him in the game much longer than his
pithy 15 DV would suggest. Especially because...
5. ...his Mastermind has the bonus of allowing him
to shunt damage to higher-point pieces sharing his
keyword(s).
It's nice to toss a crippling 5-damage hit to FCBD
Iron Man who'll reduce the damage to 1. Which leads
to...
6. Scientist keyword.
There are some very solid pieces with this keyword,
making for some potent generic theme teams.
7. Outsiders.
In addition to his other ways of messing with the
playing field, he's got this TA to nix modifiers
granted by powers or team abilities. Sometimes this
is better used on friends than foes -- Darkseid (#6,
remember?) could deal his full penetrating damage,
or Colossus' Fastball Special partner could retain
normal combat values.
8. Manipulate.
This version of Leadership allows him to grant a
teammate the ability to dodge pushing damage 2/3 of
the time. This is awesome and has swung more than a
few games in Chief's favor. I personally took down
an E2 Superman with this tactic. Or, it can be used
as normal Leadership (and should be, once the
Manipulate limit is reached).
9. SO feat-a-licious.
When the rules changed last summer to allow Special
Powers to use feats, Chief's playability jumped up
even more. He can use Brilliant Tactician,
Contingency Plan, Invigorate, Getaway, Thwart,
Dissent and Outsmart all at once. But just having
any one of those is enough. And it's this mid-year
improvement, more than anything, that wins his spot
on this list.
10. Only 63 pts.
Consequently, even expensive feats don't hurt his
playability, as he's supplying most every support
power you'd need. And if opponents focus on taking
him out, they neglect attacking the 200+ points of
actual fighters on your team to their peril.
Back in the old days of HC, you could field a "pit
crew" of a Paramedic, a Con Artist and R Black
Panther to gain Support, Perplex and Outwit on your
team for less than 50 points, and there are other
advantages to that sort of build over The Chief. But
he fills all those roles and others besides. Just as
with the old pit crew, any team with Chief is going
to be a better team with him on it.
ANY team.
Because of all that he brings to the table, The
Chief is my number one HeroClix piece of 2008.
...
Okay. I know some readers are wondering: "Wait. What
about [insert name of strong figure here]? HOW COULD
YOU LEAVE OFF [insert name of strong figure
here]?!!?" Well, be here next week for my long list
of Honorable Mentions...and perhaps a bit of a mea
culpa here or there.
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