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Captain America
Armor Wars

Reviewed 12.09.2005

Average Rating: 3.5

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

Dario As we progress with our reviews on Armor Wars characters, we come to the
best of this week and one of the best in the set, the uber known and one of
Marvel’s most important guys: Captain America. Again he comes in form of an
R/E/V. The rookie (72 points) is clearly not the best, as its numbers are a
little low and lacks TA. Between the exp. and the vet. the choice ain’t that easy. I feel both could see play… and because I’m guessing some of the other reviewers will find the exp. a better choice, I’ll go with the vet. So, it
comes at 115 points, has the Avengers TA, 6 range 2 targets and 8 clicks of


Speed: 10, 8, 8, 8, 7, 7, 6, 6. Starts with 3 of Charge and then comes a
whole dial of Leap/Climb

Attack: 11, 10, 10, 9, 9, 8, 8, 7. No powers.

Defense: 17, 17, 16, 16, 15, 14, 16, 16. Starts with a single clicks of
Impervious, follows 5 of Toughness and ends with 2 of Defend.

Damage: 3, 2, 2, 2, 2, 2, 2, 2. Starts with one of Leadership, then moves to

1 of Perplex, then follows 4 of Exploit Weakness and finishes with 2 of

Analysis: First thing you notice is that this guy has a lot of pretty color

all over the dial. With Charge and Exploit Weakness, he’s obviously meant to

be a close combat figure, his range is a nice option though, against those
little buggers (it means nothing against big ranged combat figures, of
course) He has the Avengers TA, which can become anything for a mere 5 extra

points; and for a character like this, the Batman TA would be key to avoid
being smacked by ranged big guys. He has a very neat defense with good
numbers and a lot of Toughness, not to mention that starting Impervious, but

he’ll be hard to heal. His damage isn’t great, but Exploit Weakness will
make up for that; the starting Leadership can be helpful, depending on the
team you have, and Perplex is always helpful. The ending Outwit can be used
to get himself or others through defenses, or can be used to cover his run
to a medic. Leap/Climb will help him run away, too; and the Charge on the
beginning (algonside with th Bats TA) will give him a decent chance of
striking first. As for his Attack portion of the dial, although he sports no

powers, the numbers are nice and consistent.

Conclusion: He’s not badly build, not at all. The thing is, in this game,
character with a good range (8 or 10) and something to back that up (like
RCE, Running Shot) will always have an advantage. It’s not something I like,

but it’s something that matters a lot to me when choosing the center piece
of my team. Still, given that this guy can work very well if you get him
next to enemies, the fact that he’s a “low” priced first attacker, and the
Stealth that you can give him to counter ranged characters, makes it hard to

ignore him. If you have a good cheap TKer and other pieces right for the
job, try him out.


100 – N/A
200 – 1/5 Not enough room
300 – 3.5/5 Here he should make it.
400 – 2.5/5 Bigger guns here…
500+ - 3.5/5 I guess he can make for a solid secondary attacker.


This is Dario, mails to


P.S.: I didn't do Jessica because i have already done her, and i didn't have

time for Echo. Still, i can say it here, in a nutshell: Below average :P

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