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Pojo's HeroClix "Click of the Day"  
  
    | Godwin | 
	Masters of Evil week concludes with another Unique from the 
	Ultimate set, Crimson Cowl.  She comes in at 80 points so she is a little 
	less expensive then the master Baron Zemo himself. 
	  
	First off her movement ability is clearly her best feature.  
	Her starting Speed of 10, which she keeps for 2 clicks, is heightened by the 
	addition of Flight and Phasing her entire dial. This is one flyer who never 
	has to worry about terrain of any kind.   Phasing is ok outside, but where 
	it is really useful is for inside maps.  A character with Phasing and Flight 
	can basically carry a figure through walls, which is great for setting up 
	your heavy hitters.   Crimson Cowl also has a few clicks of Leadership to 
	help give more actions to your team. 
	  
	If movement is her best ability then attacking is her worst.  
	The bad news is that her starting Attack of 8 is pretty weak for an 80-point 
	character.  There is some good news that her Attack doesn’t drop until her 4th 
	click.   So that means she has some chance to land hits through her first 
	several clicks.  Her Range of 4 isn’t really all that useful either so she 
	can’t sit back and let fly with ranged attacks while staying out of harms 
	way.   
	  
	Her damage is interesting. Her natural Damage of 2 is ok, but 
	again she does keep it for 3 clicks. She has Incapacitate for 5 clicks, but 
	as I will explain in a moment I think she really could get away with 
	Incapacitate on only her first two clicks.  What makes her intriguing is 
	after she loses Leadership on her third click she gets Exploit Weakness for 
	3 clicks.  This means she can cut through even Impervious or Invulnerability 
	(and Toughness) with her damage.  This is why I think Incapacitate is an 
	unnecessary duplication because most people use it to give Pushing damage to 
	figures with strong defensive powers.   Since Exploit Weakness does 
	basically the same thing (only better) this could have saved some point cost 
	in my opinion. 
	  
	Her starting Defense of 16 is ok, but not great (Notice how I 
	have said ok a lot in this review).  She does have 3 clicks of Toughness to 
	soften the blow, but with only 6 clicks of life she is similar to Baron Zemo 
	in that if she gets hit she won’t stick around for to long.   
	  
	Overall Crimson Cowl fits into the mold of those type of 
	figures that are too expensive to be support pieces, and not strong enough 
	to anchor a 300 point tourney team. In larger point games she would be 
	useful, but her low attack really limits her in 400 points and below.  I do 
	like her third click. A lot of times I can see her taking 3 clicks of damage 
	and falling right into her best dial with still a decent attack and Exploit 
	Weakness with 2 clicks of damage. If she can hit with that then she can take 
	off with Phasing and avoid dying unnecessarily.  I should add that I love 
	her sculpt and would love to have her in my collection just for that.  I 
	really like how her cape seems to swirl around her as she is flying up.    
	 
	  
	Overall Score: (Out of 10.  Score of: 4 = horrible, 5 = below 
	average, 6 = slightly above average, 7 = great, 8 = outstanding) 
	  
	Unique Crimson Cowl – 6.5   |  
    | Majinxstar | Today we continue the Masters of Evil trend with one of 
	its leaders, The Crimson Cowl. 
 Looking at her you might think you don't know much about her and that might 
	scare you, but don't be scared. She may have a 10 movement with phasing and 
	a
 16 defense with toughness, but she is horrible. She has leadership and 2 
	damage, but only and 8 attack.
 Vet Robin has a bigger attack number and he is only 22 points, not 80. She 
	gets exploit weakness two clicks in, but with an 8 attack anyone she can hit 
	has no powers to worry about. You probably don't want her in close combat 
	with anyone short of a medic or Destiny.
 She is an 80 point secondary attacker except in the end she is nothing but 
	cannon fodder, expensive cannon fodder. If you pull her, trade her, "if you 
	can".
 
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    | vizier_usa | Crimson Cowl 
 Rank: Unique
 Point Value: 80
 Team: Masters of Evil
 Range: 4
 Ranged Attacks: 1
 Speed: 10/10/9/9/8/7 All Phasing
 Attack: 8/8/8/7/7/6 Clicks 1-5 Incap
 Defense: 16/15/15/14/14/13 Clicks 1-3 Toughness
 Damage: 2/2/2/1/1/1 Clicks 1-2 Leadership, 3-5
 Exploit Weakness
 
 Background: I have no idea who the current Crimson Cowl is, which is ironic 
	considering I used to have the comic in which her version of the Masters of 
	Evil faced off against the Thunderbolts for the first time.
 Apparently she was one of the main villains faced by the Thunderbolts in the 
	series. If anyone is curious, this link to Whoclix should be helpful:
 http://members.aol.com/whoclix/multae.htm Anyway, the only thing I can say 
	about this character is if you name yourself after your flying fashion 
	statement, your costume better back up your rep.
 
 Review:
 
 First Thoughts: I usually put Unique figures into three categories: 1) 
	Broken goodness, (i.e. Ultimates Thor), 2) Average, but usable figures, 
	(i.e.
 Ultrahumanite) and 3) Figures Wizkids makes to stay true to their comic book 
	roots. Guess which one I m putting Crimson Cowl in .
 
 Strengths: Phasing with a movement of 10 to start with is great, and on a 
	flier that makes you a really good taxi. The 16 with Toughness is good to 
	survive a hit, and with Exploit Weakness, after you take that hit your 
	opponent will think twice before basing to finish you off. Incap is always 
	good to slow down other figures in a pinch. Oh, yeah Leadership once again, 
	free moves are ok, especially if you re in low point total games, I guess
 
 Weaknesses: First thing that comes to my mind about
 CC: she s an 80 pt taxi with six clicks. About
 taxis: they should NEVER be worth 80 pts if they re six clicks deep. After 
	Wizkids instituted NAAT (No Actions After Taxiing), the current format 
	became hostile to dedicated taxis since they weren t move efficient anymore. 
	Fliers these days have to do more than just carry stuff around if they re 
	over 80 pts, and CC just doesn t do that. You could say that with Leadership 
	CC tries to get over that limitation by giving you back an action, but the 
	point is that taxiing makes most teams vulnerable, both to the figures that 
	are taxied and to the taxi itself. With a 16 Defense, CC is still going to 
	be a tempting target considering how much she s worth.
 
 Opportunities: My theory is that CC was designed to be a sitting duck. That 
	is, she taxis, your opponent notices, sees that she s worth 80pts, starts 
	thinking up ways to try to give her fashion advice, and ignores whatever it 
	was you taxied to begin with. Even if your opponent notices, they ll have a 
	very difficult
 decision: dedicate enough moves to take out the 80 pt taxi, or just ignore 
	it and go after whatever was taxied in the first place. In addition, if your 
	opponent does ignore CC, she can either hit for 2 damage or Incap, both at 
	up to 4 range. Causing headaches for your opponent is what good strategy is 
	all about.
 
 Threats: Solution to the above: Either Incap or ignore CC and go after the 
	larger game. If whatever was taxied isn t worth the attention, hey, CC is 
	just
 6 clicks deep, and worth 80 pts. I say go for it.
 Oh, and please consider this situation with Exploit
 Weakness: Since its two clicks in, its not move-efficient to obtain by 
	pushing, which means it was meant to come up after CC takes a big hit. Ok, 
	fine, say that your opponent didn t know CC s dial and succeeds. If you re 
	hit from Range, that red on her isn t from the costume. If it was a Close 
	Combat attack, and you re still alive, congratulations, you re based next to 
	something and you have the opportunity (hopefully) to use EW. Now what? 
	Taxis are usually hit after they taxi, so there s still a token on her. Do 
	you push, knowing you have an 8 or below AV to work with and knowing you re 
	going to end up with an even lower Defense on a shallow dial, or waste a 
	move and run away because CC IS worth 80 pts and you have Phasing? (Doesn't 
	it suck when Wizkids makes figures with powers that aren't complimentary in 
	the game?) Creating headaches for yourself is what bad strategy is all 
	about.
 
 Conclusion: It s not that CC is bad, it s just that there s really no reason 
	why she should be Unique. If a figure is Unique, then it should bring 
	something special to the game. I could replace Crimson Cowl with a R 
	Sidewinder and a V Shadowcat, have about 20 points left over for something 
	else on my team, and not bat an eye over what I lost. There are strategies 
	that could probably involve this figure, especially on a theme Masters of 
	Evil teams. (Continuity Alert:
 Wouldn t Baron Zemo II hate Crimson Cowl?) Tournament-wise, well, if the 
	format is big enough to accommodate an 80 pt taxi, and you re dying to have 
	the best dressed supervillain on the field, well nah ..
 
 Tournament: 2
 Casual: 3
 
 Closest Comparison: Hmmm . Well, actually, there are no fliers that have 
	Phasing with Leadership, EW and Incap, so I guess you could say CC is Unique 
	in that
 regard . Otherwise, consider Shadowcat REV for some
 cheaper taxiing with Phasing.
 
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