they might be giants!
Transcription
they might be giants! by: chris fletcher T his month I’m back to cover one of the biggest, pardon the pun, sets that Wizkids has released to date. The Giants. Not to be confused with football teams or bands who may be confused about their height, The Giants set is a special offer set that combines 7 of the biggest names in DC Comics. Ok, I’ll stop with the bad puns now. Anyway, it’s a collection of characters who can change their height, and as such all qualify as ‘giant’ figures. Heroclix.TCGplayer.com Move, and his AV jumps to 10. Still with that solid 3 damage, Alloy is now in melee beatdown mode. After this he begins to taper off a bit, Invulnerability sticks around for a while, but Battle Fury switches to Shape Change, and Flurry back to Charge. However Alloy’s not done yet, as he’s got 2 clicks of B/F/C coming up, about the time his damage drops to 2, and on his second click of B/F/C he’s got Perplex to bring that 9 AV back to a 10. First up we have Alloy. This bruiser weighs in at 114 points and comes with a lot of punch. First off you’ll note his Kingdom Come team. This makes it so that no one can come close to him, without rolling a 1 or 2 on a single die. Since his melee range is 2 squares out from him, this helps keep those bruisers at bay while he pounds them into the pavement. While it does nothing to protect him from range, the 18 DV with Barrier should go a long way towards that. My only complaint with this guy is his 9 AV. When you get to a certain point marker you need those AVs to be 10 or higher, to make the character really playable since it’s already taking up a third or more of your team. However sometimes a really solid dial can make up for a lackluster AV. Alloy’s dial can fit that bill. Like most Giant Figures he’s got super strength, and he opens with a 3 damage. He also has charge on his first click, with a move of 9. Which with a 2 square melee range that’s pretty significant. He can charge any figure, keep them one square away, and if they have no range, they’re forced to break or attempt to approach either way odds aren’t favoring them, which makes him a nice lockdown figure. His second click becomes much more interesting than the first, and it might even be worthwhile to push him for that charge just to get there. The flurry and 3 damage combo is a nasty one, and and outright KO a great number of clix if both successfully hit. He gains Battle Fury, which on giant figures is far more of an asset than a hindrance, since it prevents Mind Control, and you weren’t taxiing these guys anywhere anyway. Alloy was made to be pushed and his 3rd click reflects that as we switch to Invulnerability on the Defense power, while keeping Flurry on 20 - TCGplayer Magazine - Mar 2006 Unlike Alloy, however, Giganta is pretty much a one trick pony. She runs in, says things like “Giganta SMASH!” and then hurts people. At least to start. On her second click her DV falls by 1, and Invulnerability fades to Toughness, what did you think that bikini she was wearing was armored or something? However her Damage pops up to 4. It poses the question to push or not to push, you’re losing damage resistance, to gain smackdown power. IMHO, it’s not worth it. On her third click, Charge fades, and she gains no more movement powers for the rest of her dial, she keeps Toughness, and she gains Perplex. Her AV, and Move drop, but her 16 DV stays consistent for several more clicks, which is a huge plus in Giganta’s favor. This remains the norm until her 6th click where her DV pops back up to 17, and her defense power changes to Willpower. Her damage fell to 2 back on her Perplex clix, but now she switches to Outwit. However with no range and only 2 damage, at this point, Giganta should be running to the medic. Since her willpower lets her move her giant slow butt without pushing that’ll help with her 6 move. I guess all that fighting tired her out. Now finally there’s an oddity on Wizkid’s stats site, as on her final two clicks it lists, Earthbound. I’m fairly certain that can’t be right, since to my knowledge, Giganta never flew. However it’s there, though I’m certain it’s a misprint on the website I’m using for my stats. As a headlining beatstick, Alloy can easily fit the bill. Hard to escape, and harder to approach, and with a 4 range to add some icing to the cake that is Alloy, he’s definitely one of the better of the giants. Moving on we have Giganta, best known for her appearances on Justice League Unlimited, and Challenge of the Superfriends, Giganta’s dial doesn’t change much from the character we all watched on TV, and came to know and love. She sports Charge and Super Strength on the front of her dial, as well as Invulnerability. A respectable 3 damage, 10 AV, 17 DV, and 10 Move make her right in line with other bruisers, and costing only 108 points, she leaves lots of room for support pieces, and secondary attackers. Finally a brief word on the others. Chemo, Atom Smasher, Rita Farr, Colossal Boy, and Validus. We’ve seen stats for Chemo and Rita Starr thus far and frankly they look great. Chemo is a disco ball of options, and Rita Farr is an inexpensive Outsider, with a less robust dial, but still some interesting options. It looks to be an awesome set that I highly recommend anyone who’s a clix fan or player get their hands on, because this one’s gonna be huge! So I lied. One last pun. Chris has been playing TCGs for over ten years, since his very first gaming experience with Magic: the Gathering. He eventually moved into playing both Vs. System and Heroclix because of his interest in comics. As a competitor, author and judge Chris is active in many facets of gaming.
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