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The Man of Steel
Collateral Damage

Reviewed 08.17.2006

Average Rating: 3.25

Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating


Cram-company
2006 Philly
Wizard World
Champion.
Top 10 regional player in Chicago.

REVIEWED BY CRAMCOMPANY

Edited by Jamie Lewis

 

Today we'll be reviewing The Man of Steel from Collateral Damage

 

Boom! Another Superman that you must buy online.

 

Unique: 200 points, Superman Team

 

 

MOVEMENT:  One click of Hyper Sonic Speed is still monstrous.  Charge can be brutal, but it is not Running Shot.  Flurry makes him a lot like Ares.  Why does Superman have Forceblast???  When does Superman need to push his enemies off him?

 

ATTACK: This is all star stats here.  His attack is always great and even at it’s worst it’s an 8 attack.  Super Strength all the way down his dial makes him a Rip it up candidate.

 

DEFENSE:  18 with Defend is impressive, but not as impressive as his second click of 18 with Impervious.  A lot of damage reducers is going to make his 10 clicks feel like 20 clicks.  The Defend at the end is a real gamble, but it could prove useful.

 

DAMAGE:  5 damage is really brutal.  Close Combat Expert is nice, but can not be used with an object attack.  His damage is a little low during his flurry, but overall it’s pretty brutal.

 

SCULPT:  Basic, but a nice Superman sculpt.

 

FEATS:  THIS is one of the few characters that warrants Fortitude.  Protected and In contact can definitely help.  I think Rip it up could really help with him, but only in a higher point game. I like Unstoppable, but that is not a must either.  Carrying a medic is important… although that is not really a feat.

 

OVERALL: 

1         He is not as good as Icons Superman

2         He is better in the middle of battle then Icons Superman is

3         He is very reasonably priced

4         Great attack

5         Interesting with the defend

6         Lower range then the average Superman

7         Every click is good

8         Superman Team is just great

ealHeal

This is a great figure.  For 200 points you really get a devastating piece.  He is a little too clunky to be put into a 300 point game, but he is a master in a 400 point game.  He is very easy to build a team around and fits the rare category of both unique and fun.

 

Good Job Seth (Heroclix designer)!

 

HE RECEIVES 4.5 OUT OF A POSSIBLE 5 THUMBS UP!

 

Good, Bad, I’m the Guy with the Clix

Cramcompany

Questions, comments, sexually confused?  Email me at cramcompany@hotmail.com.

Please no hate mail

 

Warning global warming fun fact:  Americans make up only 4% of the World's population yet we consume nearly 26% of its resources.

 

 
DrStrange86 Today's review is The Man of Steel from Collateral Damage

Hmmm…another Superman. He is a Mail Away Unique as part of the Summer of Superman Promotion.

He is a Unique, 200 points, 8 range 1 target, 10 clicks of life, and a Superman Ally

Speed: 12,10,10,10,9,9,9,8,10,12 HSS to start, 2 of Charge, 2 of Force Blast, 3 of Flurry, 2 of FB

Attack: 11,12,11,11,10,10,9,9,8,8 Dial full of Super Strength

Defense: 18,18,17,17,17,16,15,17,18,19 Defend, 2 of Imperv, 4 of Invuln, then 3 of Defend

Damage: 5,4,4,5,4,3,3,3,4,5 CCE clicks 2 and 3

The Good: HSS and Charge both work with Super Strength
High numbers all around
A comic accurate Superman, first he defends the innocent, then kicks some backside
Underpriced

The Bad: Only one click of HSS means no pushing
You need to hit and run with tk to keep people from hitting his defend click
Protected is a must
First Superman in forever without a 10 range (I don’t count blue or red)

Feats: Protected is a must, ICWO always helps, Shellhead could be good for once u push onto the Imperv clicks, Unstoppable helps in the new maps…..if you want to go nuts and have a one man army Fortitude and Repulsor Shield can keep him safe from almost any power.

Overall: Wow, now here is an interesting piece. Before I say anything, yes, he is better than NGN Superman. The numbers are higher, the team is better, and the cost is less. The only problem is that if someone hits his 18 defense, he will take it all unless you are playing protected, which could potentially give you a 21 def from range with impervious thanks to shellhead and hindering terrain. The HSS nerf does not hurt him too much, because he is basically designed to be a close combat attacker.

Constructed/Unrestricted: 4.5 / 5

Sealed/Draft: N/A / 5

Overall: 4.5 / 5

Need help? Send any emails to batmandx@aol.com.

-DrStrange86
 
--Hollow Golem-- Man of Steel
200 Points, Flyer
Superman TA

12 10 10 10 09 09 09 08 10 12 HSS, Chargex2, FBx2, Flurryx3, FBx2
11 12 11 11 10 10 09 09 08 08 SSx10
18 18 17 17 17 16 15 17 18 19 Defend, IMPx2, INVULx4, Defendx3
05 04 04 05 04 03 03 03 04 05 Nothing, CCEx2, Nothingx7

Movement: HSS with a 12 movement is wonderful. Charge is alright, FB is stupid, and Flurry is very deadly.
Attack: 11 with SS isn't bad. But 12 with SS is awesome.
Defense: 18/19 Defend... I'll get back to this. 3 clicks of IMP, 2 of them with an 18 defense, is great.
Damage: CCE is ok, but there's a chance it might not get used.
Everthing put together: Horrible

Let's see, HSS and defend... with HSS he's going to want to be hitting, not defending. An 18 defense isn't hard to hit these days. If he's hit for 5, though, he's put on some flurry. But it cuts through ALL of his IMP. Hit for

7 with another Superman, and he's knocked through all his damage reducers.
If you push him to his IMP, he loses HSS. If you use Protected when hit, you

can't push. I'm sure you can come up with a GREAT strategy for him.. but I'm

not seeing any as of now. In, let's say, 1,000 point games, he's not bad.
But for what is played the most, 300/400pts, he's awful.

100 NA/5
200 1/5
300 1/5
400 2/5 Half your points for a support piece.
 
captainn00b Today's review is for Man of Steel from Collateral Damage.
Unique
200 Points
8 range, 1 target

12 10 10 10 9 9 9 8 10 12
Hypersonic Speed on the first, Charge on the second and third, Force Blast on the fourth and fifth, Flurry on the sixth and seventh and eigth, and Force Blast on the ninth and tenth.

11 12 11 11 10 10 9 9 8 8
Super Strength all the way.

18 18 17 17 17 16 15 17 18 19
Defend on the first, Impervious on the second and third, Invurnability on the fourth, fifth, sixth and seventh, and Defend on the eigth, ninth and tenth.

5 4 4 5 4 3 3 3 4 5
Close Combat Expert on the second and third.
Superman Ally.


Pros:
1. Lots of life
2. Yay Hypersonic Speed
3. Damage value is nice

Cons:
1. His values are all kinda screwy.
2. Why does he need Defend?

I give this click a 3 out of 5!
And the Ch'p figure I review should have had a 2.5 sorry/
 
Rurouni KJS The Man of Steel
wing speed
200 points
Team: Superman
Range: 8 x 1

--------------------------------
12 10 10 10 09 09 09 08 10 12
11 12 11 11 10 10 09 09 08 08
18 18 17 17 17 16 15 17 18 19
05 04 04 05 04 03 03 03 04 05

Powers and analysis:
1: Hypersonic Speed, Super Strength, Defend
2-3: Charge, Super Strength, Impervious, Close Combat Expert
4-5: Force Blast, Super Strength, Invulnerability
6-7: Flurry, Super Strength, Invulnerability
8: Flurry, Super Strength, Defend
9-10: Force Blast, Super Strength, Defend.

Now this is a real Superman -- a guy who swoops in to defend the weak before kicking butt. Of course, that's not how anyone's going to play him. No, we'll have him swoop in to take a HSS shot while carrying a pog to lend his high Defend to after he ends his movement. Or we'll push him to his close combat clicks. His mid-dial Force Blast gives him some options: 1) keep dishing out major pain or 2) get enemies off him so he can run to Dr. Mid-nite and possibly get back to his best clicks. That 2nd-half Flurry is pretty awesome if he stays, and the ending defense spike is welcome.

Feats:
Sure, PROTECTED is good on any figure. But Superman's opening lack of damage reducers plus his high cost makes this card absolutely necessary on him. Consider his actual cost 208 points. The question is whether you use the Protected on his front dial, or save it for later. FORTITUDE is never a bad idea on high-cost figures like this. Since you may be using this Supes up close for max damage, DAMAGE SHIELD is viable through the first 8 clicks of his dial. RIP IT UP ensures he can always hit for 4 or more.

Themes:
Any Superman theme works fine.

Comic accurate?
Yep. This is the Superman who protects the weak, not just relying on them to block line of fire like some OTHER Superman figs we could mention. (Although he's good for that tactic as well!)

In sum:
Powerful, but not a total hit-and-run punk like some other Superman figs I could mention. He'll need help, but he'll be helping his friends at the same time.

Rating: 4/5.




Tomar Re
wing speed
111 points
Team: Green Lantern Corps
Range: 12 x 1

--------------------------------
10 12 09 09 09 09 08
10 10 09 09 09 08 07
18 17 16 15 15 14 14
03 03 02 02 02 03 03

Powers and analysis:
1: Running Shot, Toughness, Perplex
2: Running Shot, Energy Explosion, Energy Shield/Deflection, Enhancement
3: Energy Explosion, Energy Shield/Deflection, Enhancement
4: Telekinesis, Barrier, Enhancement
5: Telekinesis, Barrier
6: Telekinesis, Willpower
7: Pulse Wave, Willpower

Wow, look at that first click; it's like a cross between Vet and LE Kyle Rayner, but better. 2nd click ain't bad either, as he gets even harder to tag at range (the only way most anyone's going to get a shot at this sniper). And his long range is great for 111 points -- even when he takes a beating and has to run to the backfield and medics, he can still affect the game with TK and 12-range Barrier. Awesome.

Feats:
That one click of Toughness prevents FORCE FIELD from be applied, darn it. And he's too healable to consider LIFE MODEL DECOY. So NANOBOTS looks like the "damage reducer" of choice for him. Just don't wait too long to use it.

Themes:
Alien Green Lanterns, of course.

Comic accurate?
Dunno.

In sum:
With his support-style powers buried deep, Tomar is the fighting GL. But his Perplex and Enhancement mean he's still a heckuva team player. This will be the most-fielded GL next to Jordan himself.

Rating: 4.5/5. There's almost nothing bad about this guy.
 


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