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Worst Clix Ever - Iron Man Mk 15
The Le (11/25/2014)
Related: Worst Clix Ever - Abomination
Related: Worst Clix Ever - Element Lad
Related: Invincible Iron Man HeroClix Spoilers
Related: Iron Man 3 Review
Goto Comments

HeroClix World - Worst Clix Ever - Iron Man Mark 15Our Worst Clix Ever series continues with a more modern figure -- Iron Man Mk 15. You'll notice right away that he comes in a whopping 221 points, but is he worth it at that price? In short, heck no. I'm not even sure he'd be worth it at 199 points!

If you look at the stats, it's actually "not bad" -- 11 movement with Charge, Running Shot, and Stealth gives Mk 15 some early mobility. Flight lets him carry, and he has 4 very nice clicks of Invulnerability. Even on the attack front, it lokos good with a starting 11 attack, 6 and some Penetrating/Psychic Blast... wait, I take that back... only a range of 6?!?

continued below...



Worst Clix Ever - Iron Man Mk 15

Iron man has a great Trait that prevents characters from targeting him if they 5 squares or farther away, but that's not really going to do a lot of good if Iron Man Mk 15's range is only 6... and with a starting two clicks of Charge, Iron Man's going to have to get close to his opponents anyway, which completely nullifies the usefulness of that trait! Even that Special Power is pretty problematic since most figures are sitting at a 17 or 18 Defense these days (which means Iron Man would have to roll a 10 or greater on his attack rolls.

But the most offending part of this figure is the horribly high cost of 221 points. Seriously, what is this figure? A Close combatant or a Ranged combatant? Because he feels like a close combatant, which makes him far too expensive to field in a 300 point game (or even a 400 point game). A smart opponent would just run around and kill off all of Iron Man's supporting team members since... well, Iron Man only has a paltry range of 6 (and no running shot until the 3rd click).

Congrats Iron Man Mk 15, you're today's Worst Clix Ever!


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Your Comments:
I guess where I am, maybe folks like to play with the new stuff. Everything seems to be GotG, WOL and now Flash. I play some Deadpool and some SLOSH, but almost nothing before that.

Posted by: superfriend on 12/2/2014 2:17:50 PM
@superfriend
I use the 75 point Iron man from IM3 pretty regularly when I want to play the original avengers at 300. The Shotgun armour and big pincer armour are also really fun and give a nice twist on the norm. The steath suit fails and the Heartbreaker suit is too situational.

Posted by: MantisWarrior on 11/28/2014 4:08:05 PM
Iron Man is a popular character and people should want to run pieces of him. One of this pieces obstacles is there are just so many other options which are priced / powered better.

Are there any pieces in the IM3 movie set that see play or has the IIM Iron Man set made all of them obsolete?

As for this piece itself, the stats are good. Two points the article does not mention are 1) the Avengers Movie team ability which allows you to ignore hindering terrain and 2) Sharpshooter.

Posted by: superfriend on 11/26/2014 7:07:59 AM
There are a lot of over-costed Iron Man figures that I NEVER play, because I just can't justify the points to bring them to the table ...

Posted by: Dan on 11/25/2014 5:43:48 PM
why was there no posts for a while?

Posted by: GILLY25 on 11/25/2014 4:33:31 PM
Its like Wizkids had a great idea of a powerful ranged character and then tried to counter that character using the character by adding Charge IN THE BEGINNING and an average range. Charge at the end would have made sense since the opponent is forced to get close but really, WTF!

Posted by: Lord Logan on 11/25/2014 1:49:50 PM
@MatisWarrior: Thanks for the words of encouragement. 20 days in a hospital bed, then 30 days of rehab... I'm finally feeling a little better (sadly, I won't be 100% for a while still).

I hope to have regular HeroClix World updates starting next week. Original articles is what we do best, so I'd like to get back to that!

Oh, "synergy" is also a great word -- the lack of synergy is what really kills this dial. Starting with Running Shot rather than Charge would have changed the dynamic of this dial quite a bit and made him a little more useful (i.e. you could TK him then use RS).

Posted by: The Le on 11/25/2014 12:03:28 PM
Poor synergy and a high cost make for what could have been a great dial.

Posted by: Slade on 11/25/2014 12:00:16 PM
Firstly it's great to see some more articles up on the 'world', hope you're doing better The Le. I remember getting this figure, looking at the trait before the dial ( I know you should never ever do that!) and thinking Wow! Then the fall back down to earth was all the more painful. Such poor synergy utterly ruins the figure. If only there were some sort of energy construct that could boost a figures range to ten or so. Then he could be rescued from the bottom draw of despair. Alas!
I suppose this is my favourite reason for relics, they can make the cool but 'worst ever' return to the ring. A worthy addition to the worst ever pit, even if a few years later he has found a stepladder.

Posted by: MantisWarrior on 11/25/2014 11:35:59 AM