Next in the series is the venal # 008 STREET THUG
and his more jaded and experienced "brother"
# 103 HENCHMAN.
STREET THUG
boot symbol
19 points
Team: Batman Enemy
Keywords: Gotham City
Range: 6 x 1
DIAL & CARD:
http://www.wizkidsgames.com/heroclix/dc/figuregallery.asp?unitid=14288
STRENGTHS:
He's the price of an expensive pog, but worth 2 or 3
hits via 5 clicks of life. Better still, he's got
Stealth to really act as a meat shield and Batman
Enemy TA means he might have a potential 11 AV to
harass foes with.
WEAKNESSES:
And with a 1 damage, harass is about all he'll do.
CARDS TO CONSIDER:
So use ARMOR PIERCING to make him a legit threat.
RUNNING START can get him off hindering faster to
run away from or tie up a bigger target. But the
newer INFILTRATE or SNEAK cards are better and
cheaper for the latter.
IN SUM:
Perfect for rounding out a Gotham City team or as
Mastermind fodder or simple point filler. Cheap
enough that his weak stats don't matter. 3 of 5.
------------------------------
HENCHMAN
boot symbol
40 points
Team: Batman Enemy
Keywords: Gotham City, Injustice Gang, Injustice
League, Injustice Society, Rogues, Secret Society of
Super Villains, Superman Revenge Squad
Range: 6 x 1
DIAL & CARD:
http://www.wizkidsgames.com/heroclix/dc/figuregallery.asp?unitid=14252
STRENGTHS:
You see all those keywords?!? This guy fits nearly
every DC villain team, especially given his Trait
"You'll Hafta Wear Some Silly Costumes", which makes
him a wildcard in ADDITION to his natural Batman
Enemy TA (share Joker's 11 AV AND contribute to
Superman Enemy-Outwit, for example). His "Do
Whatever You're Told To Do" SP allows him to boost
his own stats as needed while Stealth + Super Senses
keep him fairly safe early on. Toughness, then
Willpower fill out his defense slot while Poison
starts mid-dial on. He's fully playable in
multiples, and the fun factor of his powers' flavor
text can't be ignored.
WEAKNESSES:
His weak numbers similar to the Street Thug are less
forgivable at over twice the Thug's cost. Super
Senses instead of Toughness to start hurts his
potential as Mastermind fodder. And why doesn't he
get the Legion of Doom or Society keywords?...they
could use the help.
CARDS TO CONSIDER:
ARMOR PIERCING is even better on the Henchman's
Poison. INFILTRATE and/or RUNNING START is key for
getting him in place to poison.
IN SUM:
Although he's intended somewhat as filler, his
powerset is actually too useful for -- and priced
somewhat beyond -- that role. Unfortunately, he
lacks the stats to really leverage those powers. Yet
despite those drawbacks, his potential as a wildcard
gives Henchman a huge lift in playability. 3 of 5.
------------------------------
WHICH TO RUN?
Honestly? Both. While the Thug is perfect filler for
any Gotham City villains team, the Henchman needs to
be reserved for larger builds where he's not the
ONLY filler.
Next time we'll look at the hairier side of Arkham
Asylum LEs.
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