Product Description: Halo ActionClix brings the battle with the Covenant to a whole new arena and into players' hands as they stand between the Covenant and the destruction of all humankind! Featuring everything two players need to play Halo ActionClix, each Hunter Combat Pack contains four regular-sized figures, two giant-sized figures, one 3-D object, six character cards, a 20' x 30' double-sided, full-color map, tokens and dice, and a Halo ActionClix rulebook.
not bad well, having only recently gotten into the swing of halo actionclix, i must amit i was rather excited about the exclusive packs (the warthog, the scarab, ad this one) first off, the good: Hunters: each one has different stats, making them both unique fighting units and not just spammers they have the def of sentinals with the movement of drones they both have their signiture fuel rod/assault cannons and both have hand to hand combat abilities in addition, they deal as much damage as any similar rarity master chief and they have healths of 9 and 10 the marine: cheap, cannon fodder the BR and the SMG marines particularly they're great for using if you have a SGT. Mjr. Johnson the sniper lacks much of the power of his MC counterpart, but he still has the awesome double damage abilities of the human sniper rifle, at only 25 points more Master Chief: naturally, this guy kicks serious butt he's got high health high attack high damage high movement, and he's one of the cheapest MCs out there in addition he has take aim, and hand to hand attack and lastly, the AR lets him, should he succed at a shot, shoot at anyone he chooses this coul potentially act as a counter to the equally impressive arbiter, as this MC could target a weaker unit, succed at teh shot, then deal his damage to the arbiter And lastly, the covenant turret (called the PPC or portable plasma cannon) it leaves you open like really really open it takes one turn to get on it then, the next turn you can begin firing granted, it does give you some nice bonuses for its cost of -4 def, immobility, ant the inability to fire your weapon or use abilities in exchange, it gives you a damage of 3 and +3 attack (for those new to the game, that means that the arbiter, who has active cammo and a sword, would have enough attack to auto hit anyone, and i mean, anyone) however, this is not a weapon for powerfull characters like the MC or the arbiter this is better used for grunts (which it has special rules for) or marines and the like, cheap units that can really benefit from the hurtin it can lay down (and a special rule i like to play with is let the PPC take two or three shots each turn, to kinda of mimic the rapid fire capabilities it has) and now THE BAD: not a whole lot, mostly superficial complaints in terms of individual playability, the set is fine the peices dont move, so it's more like warhammer or chess in addition, on its own, the only scenario that can be set up is four on one thats it that's all you can do so, as you can see, it can potentially get very boring, very fast therefore, you wanna have MORE GUYS (dont ya just love the way they plan these things out?) also, i don't like the sculpts of the hunters, they seem awekward and bulky, like they were trying to fit something that should go on a large base onto a small one to do this, they basicly each have on foot off the base, and that kind subracts form the whole immobile death machine look they get when firing their weapons if that's not a big concern for you, then hey, whatever, but still, it just irks me In short (sorry, that WAS kinda long) this set will add valuable firepower at the cost of high points to your attack force, and works great if you already have grunts or marines, or even spartans that can benefit from their collegues as a stand alone set for siblings, however, this set is sadly lacking however, it should be noted that all the sets for halo actionclix are like that