Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating
Top 10 regional player in Chicago.
Edited by Jamie Lewis
Today we'll be reviewing The Man
of Steel from
Boom! Another Superman that you must
Unique: 200 points, Superman Team
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?
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.
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.
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.
Basic, but a nice Superman sculpt.
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.
He is not as good as Icons Superman
He is better in the middle of battle
then Icons Superman is
He is very reasonably priced
Interesting with the defend
Lower range then the average Superman
Every click is good
Superman Team is just great
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
Questions, comments, sexually
confused? Email me at email@example.com.
Please no hate mail
warming fun fact:
Americans make up only 4% of the World's population
yet we consume nearly 26% of its resources.
Today's review is The Man of Steel from
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
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
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.
Movement: HSS with a 12 movement is wonderful.
Charge is alright, FB is stupid, and Flurry is very
Attack: 11 with SS isn't bad. But 12 with SS is
Defense: 18/19 Defend... I'll get back to this. 3
clicks of IMP, 2 of them with an 18 defense, is
Damage: CCE is ok, but there's a chance it might not
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
400 2/5 Half your points for a support piece.
Today's review is for Man of Steel from
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
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.
1. Lots of life
2. Yay Hypersonic Speed
3. Damage value is nice
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/
The Man of Steel
Range: 8 x 1
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.
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.
Any Superman theme works fine.
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!)
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.
Team: Green Lantern Corps
Range: 12 x 1
Powers and analysis:
1: Running Shot, Toughness, Perplex
2: Running Shot, Energy Explosion, Energy Shield/Deflection,
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.
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.
Alien Green Lanterns, of course.
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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