Saturday, July 16, 2011

Captain America case review




I bought two cases of Captain America and after careful consideration, I'm ready with my review. As usual, I'm going to talk about manufacturing and condition of the pieces as well as playability and some other things I noticed over all. Of course, it's just my opinion and you may feel differently on some points. Kind debate is always welcome.

So, first, the condition of pieces and manufacturing. These are actually really well made and solid pieces. In two cases I had only one figure missing an arm entirely, two that came off their bases (no problem with super glue), and two with arms to reattach. This appears to be the same solid plastic used for the Giant Sized X-men set. Some have a bit of a gloss coat but I find that cool looking. The dials turn really well, better than I've seen so far. In one case only two needed help. In the second, about four wouldn't budge at all, but that makes for six in two cases. A few others I adjusted because they were a little tight, but seriously, great job. And the best part is the sculpts in being able to turn those dials. Thank you Wizkids and Neca for managing to not make any sculpts that stand on a skinny little piece of plastic that feels like it's just going to break when you try and turn the dial! All of these figures are in solid poses that make dial turning and grip that much easier. I couldn't be happier on that one!


Keywords are at an all time high with this set. I'm actually quite happy to see the rebirth of Hydra and AIM. I remember when it was more cannonfodder than anything in both teams. There just weren't many characters, especially from the same set, that you could build for Hydra. Now, you have them all in one set and they can be a fairly decent threat. MODOK's 11 has grown some teeth, especially with the big head himself. But, as usual, not all keywords are created equal.

My first keyword problem is Nomad. Nomad has no keywords. He should have soldier or warrior at least. He was trained by how many Capt. Americas? Check his card, it says "two". I'll play him as a soldier anyway, but he should have the keyword. Gameplay is far too dependant on keyword themes, so there shouldn't be any pieces without at least one. Next there's Batroc's Brigade and Lady Liberators. At least you can find most of the Lady Liberators and maybe get a pass from the judge on keword, or will anyone even play it? It still makes me wonder how keywords get picked. I am glad to see Great Lakes Avengers get filled in a bit more and expansion for the Hand is okay too.

New strategies in duo based figures has been touched on. I know there are plenty of them out there, but most of them are duo figures or transporters, and not just a single figure with double base. I can see how this gives Cap some extra fighting room, but it also makes him a bigger and easier target.


Traits; there's an interesting trait that's surfaced and I like it. This has been done with some white powers before and also with the Warriors Three. Duo traits that give characters a bonus for being together is neat. I especially like the one for Black Panther and Storm, allowing them to use support on each other. Black Panther is kind of expensive though, more than he's ever been. I don't like that.

For my chases I got Capwolf and Rojhaz. I like Capwolf and what he can do for the animal keyword. For that matter, there's some good possibilities for that keyword still in this set.

This set gives a wide range in build possibilities and points. The Winter Guard makes an easy 400 point team while the Secret Warriors can do an easy 300. Ranged combat is getting a little more diverse with more odd numbers to ranges, but I guess that's okay.


Now for the biggest question of all, the removable pieces. I have to say these have been well made for the most part. I worry about small pieces like Cap's shield and the Scorpio Key getting lost but the fireball and invisible shield are pretty cool. I shake my head at the mechanic of the Weapon X tank and Cap's iceberg. I may work out in game play, but I just can't put "wait's to be used" into a good strategy. I would play it just to mess around, but four rounds of just sitting there isn't worth 70 points to me. So, sorry, I'd love to have Weapon X for my collection, but I have two other Wolverines that trump him because I don't have to wait to use them. They also have the built in healing factors. So Cap on ice and Weapon X get my vote for least playable. I'll be back with more heroclix fun soon so stay tuned.

2 comments:

  1. Having both Weapon X and Cap on Ice, I have to say that you are wrong about their playability. Yes you wait 4 turns to get them, but when they are unleashed, they are great pieces. The Captain on Ice is my favorite piece of the set followed closely by MODOK, which I do not yet own sadly.

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  2. Thanks for your comment,Kevin. I just can't help but feel that (strategically) you can play the same thing with more immediate effect. Maybe there's a good strategy to draw in your opponent in time for them to cut loose? I haven't found it, but that doesn't mean it isn't out there. And I would still love to have them, Wizkids got that right for sure :D

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