Saturday 12 February 2011

Comparing the Lanterns - part three

Better late than never, here is  the artist formally known as Ion:-


Kyle Rayner


Crisis gave us Rayner at Rare. DC75th also gave us Rayner at Rare. This made them both relatively easy to get within their respective sets. Fans of the character will probably have both versions by now, allowing them the choice of which one to field, if like me they care about Highlander during team building.

Both figures are ranked as Veteran. The Crisis version represents Rayner as Ion, while the DC75th version is once again Rayner during the Blackest Night storyline, like many of the lanterns in the set.
This gives neither much of an edge in themery, as both seem to be Rayner not really doing anything specific.
Like with Sinestro and Gardner, this only denotes two important things about the pair. You can run multiples of either figure, and you can't run them in Rookie-only tournaments.

Both figures have the following Keywords; Green Lantern Corps and JLA. This allows you a choice when fielding thematic teams with either of these keywords. Equally, they are the only keywords they have. This continues to make them seem equal and can put them in direct competition when looking for that last figure to go in your team.


Crisis Rayner is 182 points. DC75th Rayner is 169.
This is only a differance of 13 points. Interestingly, this is the same amount as the two Gardners. It's not much of a clincher when deciding which one to fit in a team. So the decision, if not based on Keywords, comes down to capability.


Both figures are Fliers with one lightning bolt, range 8 for DC75th, range 10 for Crisis. They also both have the Green Lantern Corps team ability. DC75th Rayner has two advantages. Firstly he is Indomitable and secondly he has a trait;

The Artist Once during your turn, if Kyle Rayner has no action tokens, he can use Telekinesis (option 2) as a free action.

This allows him to act two turns in a row without pushing, which is a hallmark of the current Green Lanterns. The trait allows him to reposition friendly figures or objects whenever you can meet it's conditions. This is a powerful ability when used properly as he can make sure your figures are where you need them when you need them there, all by planning ahead a little.

On his starting click, Crisis Rayner is the more powerful. Move 10 is paired with a special ability;

Ion Kyle Rayner can use the Quintessence team ability.

This makes him immune to Outwit and lets him push for no damage, negating his rivals Indomitable advantage.  Attack 11 Telekinesis (Power Ring expect a lot of this name again), Defense 18 Impervious (Ion) and Damage 3 Perplex (Torchbearer).
He has no move and attack but makes a very good static cannon. He can fire team mates at your opponents force or he can shoot opposing figures directly with decent attack and damage, augmented by Perplex. This is a fine starting click for any team to have on it. The special power is what really makes it stand out, and gives you a reason to try and keep him there, as it's the only place it appears.


DC75th Rayner's starting click is more normal by comparison, though they both lend to the same purpose. Move 12 Phasing/Teleport (Green Lantern of Sector 2814.4), Attack 10, Defense 18 Energy Shield/Deflection (Green Aura) and Damage 3 Perplex (Lingering Ion).
Again no move and attack ability, and lack of soak can be a problem, though it is ofset by a high defense. Again, he is a static cannon, filling the same role as his counterpart. It's only the Quintessence and soak that make the other one better.

Crisis Rayner loses Ion and switches to Running Shot for two clicks, then has no power for two clicks before Phasing appears on his last three clicks. The value slowly drops til it hits 7.
From his second click, he gains Energy Explosion (Power Ring) for two clicks before switching back to Telekinesis for two clicks. He then has Incapacitate for his last 3 clicks. His values steadily drop to 8 though.
His second click brings us another special power;

Constructs Kyle Rayner can use Barrier. Any opposing character adjacent to a Barrier terrain marker placed by Kyle Rayner that attempts to move (or would be moved by a power, ability, or effect used by another character) must attempt to break away; this effect ignores powers, abilitys and effects that allow a character to break away automatically.

This is an interesting power, as it can trap opposing figures where you want them for a turn. However, it gives Rayner no defensive options. It lasts for 3 clicks before 2 clicks of Toughness (Power Ring) and finally 2 clicks of Energy Shield (Power Ring) end the dial. His values drop to 17, have a mid dial return to 18 before rapidly dropping to end on 15.
Perplex stays for 3 clicks, before being replaced with Ranged Combat Expert (Power Ring) for 2 clicks. Then there are 2 more clicks of Perplex and a final click of Ranged Combat Expert. His values stay 3 for a few clicks and then remain 2 for the rest of the dial.

 DC75th Rayner switches from his second click to 3 clicks of Running Shot (Defend the Power Battery) before 2 empty clicks and a final click of Phasing. His move drops slowly, never dropping below 9.

His only attack power is on his forth and fifth clicks; Incapacitate (Giant Green Lasso). His values fluctuate wildly, going as high as 11 before ending on a 9.
His two clicks of ranged defense become three clicks of Invulnerability (Honor Guard) then two clicks of Regeneration (Unexpected Return) making him quite resiliant. His defence stays at 17 until his last two clicks which are 16.
He keeps Perplex for three clicks, with values switching between 3 and 2 at various points.

The Crisis version has an extra click of health, but the Regeneration on his counterpart can give him more life on the table top. Their values are pretty comparable down the dial, again, both figures appear to be built to do the same job. I guess that's what Rayner does in the comics.

In summary, I believe that the DC75th version is slightly superior down the dial, with better defense powers and values. However, don't discount the Crisis Ion click. If you can keep him there, he might do enough heavy work that youur other figures can do the rest.

I think both figures are good, and would play either based on points left. They are so close that if I wanted a team with a Kyle Rayner in, I would leave choosing which one until I have built the rest of the team and then choose which ever one complements the rest of the team best.

Sorry for the gap between updates, I'm a busy man. Will continue to try to post as often as I can.

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