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miniature review Creeper (Experienced): The annoyng tie-up piece he should be.
Miniature Review
Creeper (Experienced): click to enlarge
Creeper (Experienced)

  • Collector's number: 003
  • Rarity: Common
  • Team Ability: DC Unaffiliated
  • Point Value: 45
Creeper (Experienced)
The annoyng tie-up piece he should be.

written by magictman 

General description:
A medium point tie-up piece who fairly well reflects the overall annoyance factor of the character with comic book accurate powers.

Uses:
Pretty much used to annoy and tie-up your opponent’s big hitter. Don’t be afraid to sacrifice the Creeper, as in the comic books, he is usually one of the first to go in any team-up situation.

Strategies and game play:
Fly/TK and/or LC Creeper into adjacency of an opposing tent-pole character. Keep positioning in mind – you want to have shots open on the tent-pole while minimizing your opponent’s other characters' ability to attack Creeper. Besides keeping their big hitter occupied, Creeper can actually do some damage with three front-loaded clix of incapacitate – don’t be afraid to push Creeper to do so – remember, his job is to annoy and make for wasted attacks and objects (he is not going to take down a power piece by himself). Creeper’s super-senses may mean that an attack or object really is wasted on him. If he does take a couple of clix damage from a secondary opposing figure, Creeper is even harder to hit as now you have shape-change and combat-reflexes for the next three clix. Creeper’s last slot gives you a chance to regenerate and start annoying all over again.

Combos with other miniatures:
If you want to be thematic, Batman is an ideal choice to team Creeper with. It’s not too bad of a strategy choice either. With three Batman Allies you could even cheaply Merc the Creeper into a more annoying tie-up piece by making him all stealthy, cutting down on the secondary attacks against him.

Ways to counteract it:
A couple of good shots. Yup, that’s pretty much it. Outwitting him will make him pretty much ineffective, too.

Strengths/Pros:
Great tie-up piece to allow the rest of your force to take down that tent-pole. Even if a hit gets past the initial super-senses, you still have a chance to keep him annoying for a while longer. If hit for only 1, you still have all you had in the first slot. If hit for 2-4, you gain combat-reflexes and shape-change. If hit for 5, you get a chance to regen back up and be annoying all over again. If hit for 6 or more, uh, this should probably go in the next section. Also, Creeper keeps LC his entire dial, so if you do decide to run away (maybe for a little healing support or to nanobot an object – or just out of self preservation), you can.

Weaknesses/Cons:
No range and vulnerable to range (unless you Merc him to Bats). While 6 clix is very respectable for a 45 point character, if the big hitter you tie up is holding an object, and you miss your super-senses role, Creeper is out o’ here (but you at least made him/her waste an attack, and more importantly, an object).

Artwork and aesthetics:
If you hold him at arm’s length and squint really hard, he almost looks OK. I guess getting the furry rug cape thang down would be pretty difficult in a mass-production environment. At least they did mold the stripes into his speedos. The fuzzy cuffs on his boots and gloves could have been a lot better, and I’m not sure what’s up with the hair-style (should be much wilder).

Overall rating:
I'm going to have to go with a 7. He will get play from me, and most of it will be thematic. To wildly go where no clix has gone before...

 

Modified on September 15, 2007 11:45 am



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