Marvel Critical Mass #078
All three versions of Umar are strong figures.
Iíve picked up a few of the experienced and veteran versions, but they do
not see as much play as my veteran Bullseye. Although the dials on all
three versions are strong, there are better figures in the Marvel universe.
If you really want to give Umar a try though, I would definitely suggest
using the experienced or veteran versions. The rookie is a tad steep on her
points, and the actual stats are somewhat low. All three versions have a
huge range of abilities and they are all capable of great things.
Speed / Range: A rookie figure with 10 range is
hard to come by. Her movement cannot be considered the greatest thing in
the world, but her phasing ability gives her access to almost any square on
the board. Overall, her range is well above average for a 50-55 point
figure, but the speed could use a little help Ė itís low!
Attack: Iím never impressed with any figure that
doesnít show a double digit attack value. Her beginning click of
incapacitate allows her to slow down opposing figures, but most of the time
youíll need a high roll to do so. I keep finding myself comparing this
figure to the veteran Bullseye, and right now, she is loosing badly!
Defense: Energy deflection is a great ability Ė
when it sets on top of a decent number. Unfortunately for Umar, her
defensive stats are very low on this version. Any figures who make it
adjacent to this figure will find it extremely easy to deal damage to this
figure on her first two clicks. The next four clicks have mastermind, but a
good player will make sure there are no adjacent figures for her to throw
the damage onto.
Damage: Her first click is very impressive with
a base 2 damage combined with ranged combat expert. From this click, it
goes downhill in a hurry. The second and third clicks have a base two
damage with no abilities and the 4th thru 6th click
are a miserable 1 damage. Once this figure gets close to her last few
clicks, sheís in serious trouble!
Overall: Not what I would consider a tournament
worthy figure. The attack values are low, the defense is low and the damage
drops fast. The only thing this version has going for it is the high
starting click of damage and the 10 range.
Speed / Range: Her speed and range are almost
identical to the rookie version. You will find one more click of life on
this one, but they filled that space with an extra click of phasing. The
range is high, but it is about normal for an offensive minded figure in her
point range. The actual speed is still a little low for my liking, starting
out at seven and dropping slowly from there.
Attack: With this version we finally get a
double digit attack value of ten. Even though there is only one click of
this, it does make a large difference when making attack rolls. Iím sure
you all know how important that one extra number is! The difference between
needing a 7 and needing an 8 to make a successful attack in some games can
be HUGE! Umar still provides us with incapacitate, which allows her to slow
down opposing figures with impervious or invulnerability, even when her RCE
ability has been outwitted. This versions attack is much better then the
rookie version and is almost worth her point value.
Defense: The energy deflection is still there,
but the numbers havenít changed much. They are still somewhat low and drop
extremely fast. If you use this figure, make sure you stay on hindering
terrain as much as possible. That one extra point to your defense is a much
Damage: Exactly the same as the rookie, only we
are given two straight clicks of a base two damage with ranged combat
expert. This version can deal more damage and doesnít have to fear being
pushed! From there, the stats drop quickly and she looses all her damage
Overall: A decent figure for her points. Iíve
given her a couple test runs in teams Iíve built, and Iíve had mild success
with her. The low defense seems to be a problem when she is fighting high
attack value figures or pieces with outwit.
Speed / Range: We are finally starting to get
decent speed values with this piece. Her 8 speed gives her a chance to run
about the board and keep everyone in check when needed.
Attack: Two straight clicks of double digit
attack values. This is much better then the first two versions combined!
The eleven attack gives her the ability to make successful attacks against
anyone on the board who faces her.
Defense: Ahhh, a 16 defense with energy
deflection. This is exactly what this piece needed, a solid defense with a
great ability tacked on top. This version will be tough to hit and provide
a serious threat to everyone who opposes her.
Damage: Three straight clicks of a base two
damage with ranged combat expert. She can deal massive amounts of damage
and combined with her high attack value Ė its easy!
Overall: By far the best version! This piece
has everything it takes to be involved in serious tournament play. Iím a
huge fan of this particular piece and Iím sure everyone who uses her will be