“Ultron! We Would Have Words With Thee!” (Or, a Figure by Figure Preview of the Age of Ultron SLOP 1st Wave!!)

Ultron We Would Have Words With Thee

Alrighty! Welcome back!

Today we’re gonna take a look at the figure rundown for the first Wave of Age of Ultron, which will be coming to a venue near you in the next few weeks!! We’ll be looking at them mostly in the context of Sealed play, since that’s how most of you will be introduced to them, but we will offer our take on how we think a few key pieces will impact Modern Age as well.

Now that we’re this close to the event, folks have already started opening booster Bricks prematurely (and probably in violation of their vendor agreement) to sell singles on eBay and on other platforms.

Nope. Not these guys. They had permission to open their Brick, and produced a mighty fine Preview.

Nope. Not these guys. They had permission to open their Brick, and produced a mighty fine Preview for us all. 

[EDITOR’S NOTE: We at Critical Missives have never opened Bricks early, and we do NOT encourage, support or condone other entities breaking vendor agreements to do so. But, since the information is now out there, we have made the editorial decision to report on it.]

Additionally, WizKids themselves have released some previews, so we now know most of the figures in Wave 1.

If you want to go into Month 1 blind and unspoiled, turn away now! Otherwise, sail on!!

[EDITOR’S NOTE: All of the Wave 1 figures are odd-numbered.]

AGE OF ULTRON: WAVE 1 FIGURE LIST:

Hank Pym AOU

AAOU001 Hank Pym100/50 PointsCommon: Not a lot needs to be said. He was already spoiled by WizKids, and you can see his whole dial and power set in the Units tab of HCRealms.com. Or, y’know, in the tiny picture above. There will be Morphing in this set. Oh yes. [Best Yoda Voice] There… will… be…

Ant-Man AOU

AAOU003 Ant-Man100/50 PointsCommon: Once again, a dial that’s already been spoiled. There will be more Hank Pym’s to come, by the way, for anyone who is, y’know, completely obsessed with Hank Pym. And whose Hank Pym love was not satiated by the Hank Pym Boxed set, which featured, like, six more Hank Pyms.

Wasp AOU

AAOU005 Wasp70 PointsCommon: So this is actually Janet, not Hank Pym. She does sport the ever popular Lady Liberators keyword to go with her expected Avengers and Celebrity keywords. No Traits, she obviously is a Flyer, and she of course has the “Tiny” Symbol. She starts with (not pictured) an 8 Movement (with Running Shot), 10 Attack Value (with Incapoopitate), 17 native Defense (with Super Senses) and 2 Damage with a Special Power (Founding Member: Wasp can use Shape Change. When she does, she may increase the result by 1 for each adjacent friendly character with a shared keyword (a roll of 1 still fails).).

Like her, don’t love her. Super Senses and Improved Shape Change are normally a great combo, but with so much Precision Strike running around in this Wave, often times it’ll just be the Shape Change. She’s probably most useful as a tie-up piece with Incapacitate, but if you send her away from her teammates to tie-up other pieces, she’ll basically just have regular Shape Change and a very hittable 17 Defense.

In Constructed, I can see some uses for her, but I’d stay away in AOU Sealed unless she was the only fig that fit the point structure of my Build.

Yellowjacket AOU

AAOU007 Yellowjacket85 PointsCommon: This looks like the Rita DeMara version. She comes with two really good Traits. The first (Criminal Past, Reluctant Avenger, and Future Guardian: Yellowjacket can use Shape Change and is a Wild Card.) gives her some defensive options; the second (Stolen Pym Particle Technology: At the beginning of your turn, you may choose “Normal Size” or “Tiny Size.” Yellowjacket possesses the chosen combat symbol until you choose again.) lets her float between two different sizes, so she can be Carried out initially (if she’s Tiny Sized) and then spring back to Normal Size if you need to, say, block line of fire or something.

Her top dial features an 11 Movement (with Sidestep), 10 Attack (with Precision Strike), 17 Defense (with Super Senses) and 2 Damage (with Perplex!). She has a 6 Range. Plus, she’s got a truckload of great keywords, including Avengers, Masters of Evil, Guardians of the Galaxy and Scientist, one of the best generic keywords right now.

I expect to see her played a lot in AOU Sealed, especially since she’s a Common that features top dial Perplex (Perp and Outwit are gold in Sealed). She may also see a lot of house play at your local venue, too, since she fits on so many different teams.

So far, Yellowjacket is the early contender for this year’s  “White Ranger Iron Fist Memorial Commendation” award, which is given annually to the best Storyline Organized Play Common Figure.

"Memorial? Uhhh, guys? I'm not dead yet. In fact, I haven't even retired! I'm still Modern Age!"

Memorial? Uhhh, guys? I’m not dead yet. In fact, I haven’t even been retired! I’m still Modern Age!

Suuuuure you are, Danny. Sure you are.

Alexis AOU

AAOU009 Alexis65 PointsCommon: Another character I wasn’t too familiar with, Alexis is actually a newer creation that came out of the pages of AvengersAI. If ol’ Rita doesn’t win this year’s White Ranger, then Alexis almost surely will.

For 65 Points, you get an Avenger (and Robot-) keyworded figure who is a Flyer (read: Taxi), starts with 9 Movement (with Phasing), 10 Attack (and she’s another piece with Precision Strike–Heaven help you if you just have Super Senses, like most of the other Commons in this set), 17 Defense with Energy Shield/Deflection and a native 3 Damage with Probability Control (uh, what I just said about Perp and Outwit in Sealed? That goes double for Prob Control)!!

Now, she has no Traits, no Improved Targeting of any kind, no Willpower/Indomitable and only a 4 Range. But securing a Taxi that also offers Prob and is a more-than-capable Tertiary Attacker for only 65 Points? You are going to be seeing a lot of her in AOU Sealed.

Monica Chang AOU

AAOU011 Monica Chang65 PointsCommon: Another AvengersA.I. character. I actually think she debuted in the Ultimate universe first, but I could be wrong. Regardless, she was an important UnClix’d S.H.I.E.L.D. character that WizKids has finally made for us.

No Traits, No Improved Targeting. Her Range is 6 with 1 Bolt. She does have the S.H.I.E.L.D. and Scientist keywords, along with the S.H.I.E.L.D. TA, and she starts with Stealth and the odd combination of Penetrating/Psychic Blast and Combat Reflexes. I like the Stealth/Combat Reflexes combo, but Pen/Psy won’t help her when she’s based.

Where she really earns her keep is with her Damage Special Power (SHIELD Division Chief: Counter Cyber-Terrorism: Monica Chang can use Enhancement and Perplex. When she uses Perplex, she may modify a combat value by -2 instead if the target has the Armor or Robot keyword.).

In Constructed, there are better options. In Sealed, wow!! She can shut down a LOT of pieces in this set. I personally like Alexis a little bit better for the points, but Monica will be EXTREMELY useful in AOU Sealed.

Victor Mancha AOU

AAOU013 Victor Mancha100 PointsCommon: A somewhat odd piece in the context of the whole set. Victor has Avengers, Robot and Runaways keywords, and he’s a Flyer with top dial Sidestep. He also has Indomitable and an 11 Attack with TK, which are all things that the other Commons in this set mostly lack. He can also do 3 Damage, which is never a bad thing.

But at 100 Points, there are better attackers and cheaper Taxi’s in this Wave. Down dial, he becomes both a better supporting piece with a Special Defense Power (Magnetic Bubble: Victor Mancha can use Barrier, ESD, and Toughness. Friendly characters adjacent to Victor Mancha when he uses Barrier can use Sidestep this turn.) and a better attacker, since he picks up a Running Shot/Pulse Wave combination.

He’s solid for his points, but I think there are better options in this set.

Ultron Drone AOU

AAOU015 Ultron Drone50 PointsCommon: Not much to say here. He’s your basic Swarm-bot that gets (slightly) better the closer it is to other characters with “Ultron” in their name.

Iron Man AOU

AAOU017 Iron Man90 PointsUncommon: This Iron Man comes with a lightning rod Trait (The Original Invincible Iron Man!: If the first ranged combat attack made during an opponent’s turn doesn’t target Iron Man, modify the attacker’s attack and damage values by -1.) that makes him somewhat compelling. Just keeping him in the back while you press the rest of your forces forward almost makes him worth his points for that alone.

He does also offer Charge, Super Strength and Outwit, so he’s an average secondary attacker as well.

Hulk AOU

AAOU019 Hulk 80 PointsUncommon: Basically the close combat version of the Iron Man above, Hulk even comes with a very similar Trait (The Original Incredible Hulk: If the first close combat attack made during an opponent’s turn doesn’t target Hulk, modify the attacker’s attack and damage values by -1.).

His combat values are outstanding for his cost (he even does 4 Damage top dial), but he’s extremely schizophrenic, due to his other Trait (With Each New Dawn, the Weakling Banner Comes Back: At the beginning of your turn, roll a d6 that can’t be rerolled. On a result of 1-2, until your next turn modify Hulk’s combat values by -2 can he can use Outwit, Perplex, and Shape Change and can’t use any other power he possesses. This ability can’t be ignored.).

So basically, you have either a phenomenally good Secondary Attacker (relative to what it costs to field him) or a PRETTY good supporting piece. The problem is, you may not know which figure you have until it’s too late.

Black Knight AOU

AAOU021 Black Knight115 PointsUncommon: Charge and Exploit Weakness are always good, and he starts with an 11 Attack Value. The problem is that he immediately loses that 11 Attack by click 2, he has no Willpower unless he’s already KO’d a character, and one of his Traits (By Sersi’s Side, From One Universe to the Next: If Black Knight is adjacent to a friendly character named Sersi, both characters modify their defense values by +1 unless already modified by this effect.) is completely useless in this set (since the only Modern Sersi we have is in Avengers Assemble. Theoretically, it is possible that your venue might give you one AOU Wave 1 Booster and one AA booster, and that you MIGHT pull both of those characters, but even then they may not be worth playing together).

He has Traited B/C/F and Steal Energy, which will help offset the fact that he doesn’t have Willpower, but it just seems like there are much better ways to spend 115 Points in this set.

She-Hulk AOU

AAOU023 She-Hulk130/75 PointsUncommon: Another figure that’s already been previewed on Heroclix.com. I love her Trait (File for Change of Venue: If She-Hulk isn’t part of a themed team, the first time this game you wouldn’t win the roll for first player, you may roll again and add +1 to the result.), especially when used on an Arcade team. It’s not clear if you would get the +1 modifier on the second roll for Map Choice, but just the ability to try for Arcade’s map a second time if you lose the first roll is huge.

Machine Man AOU

AAOU025 Machine Man120 PointsUncommon: More of a novelty attacker than anything else, Machine Man is a close combatant without Charge or a very high Damage Value. His Trait (Extendable Body Parts: When Machine Man makes a close combat attack, squares within a range of 3 and line of fire are considered adjacent.) somewhat mitigates the first problem, and Super Strength will help with the second.

120 Points seems about right for what he does, and he has some versatility to him, but if he’s your Secondary Attacker, you Damage Output Potential is probably low.

TESS-One

AAOU027 TESS-One150 PointsUncommon: Once again, we have a close combat figure with a significant cost that doesn’t have Charge. Sidestep is better than nothing, but it ain’t Charge.

The ability to move through (and destroy) Blocking Terrain is a big plus, but again we have another figure that’s saddled with yet another narrowly useful Trait (Total Elimination of Super-Soldiers: As long as an opposing character on the map is 100 or more points and named Captain America, TESS-One can use Willpower. When attacking such a character, TESS-One’s damage value is modified by +1.) that will NEVER help you in AOU Sealed. Why? Because, SPOILER ALERT: There is no Captain America in Wave 1.

Frankly, you’re paying for a lot of powers abilities in this dial that you’ll probably never get a chance to effectively use. RCE? Great! Only a 5 Range? Less great (although Sidestep actually will help here…).

The one real positive with TESS-One is that it is really hard to kill. It’s Defense actually gets better (a LOT better) down dial, and it picks up a Movement Special (Rebuilding From The Rubble: At the beginning of your turn, if TESS-One occupies a square containing a debris marker, heal TESS-One of 1 damage.) that gives it a way to (somewhat) reliably heal a click every turn.

Ultron-8 AOU

AAOU029 Ultron-8120/30 PointsUncommon: And now we have our first real Ultron. Get used to seeing his Trait (Autonomous or Drone Mode: Ultron-8 costs 120 points, or costs 30 points and begins on the click #1 after the orange KO. Until KO’d, Ultron-8 is considered 120 points.), cuz most of the Ultrons have some form of it. The idea is to play multiple versions of a single Ultron, and your opponent will really have no way of knowing which one is which, because their dials will be exact replicas of each other… except that the Drones only have 2 clicks of life.

As for the dial itself, it’s pretty solid. I’d rather play this Ultron at 120 Points than Machine Man, that’s for sure.

Vision AOU

AAOU031 Vision100 PointsRare: This is the semi-evil, fresh on the scene, son-of-Ultron version of Vision, and he’s exactly as he should be! If you pull him in Sealed, just pray that you also pull an Ultron–ANY Ultron!

His Trait (Secret Programming: When a friendly character whose name includes Ultron is given a move action and actions resolve, Vision may be given a move action as a free action.) pretty much completely makes up for the fact that he only starts with Sidestep, and his Movement Special Power (He’s Coming… Through the Wall!: Vision can use Sidestep. When Vision uses Sidestep or is given a move action, he can use Improved Movement:Ignores Blocking Terrain.) works quite gracefully with his Trait.

He also adds Indomitable, Super Senses and Shape Change to go with his Penetrating/Psychic Blast. His 10 Attack is pretty pedestrian, but in this set that’s really par for the course.

This is a much better Vision than his Age of Ultron Movie cousin, even though they cost the same amount of points.

Hercules AOU

AAOU033 Hercules220/130 PointsRare: The first real solid close combat brick of the set, with improved Charge, Traited Super Strength, Impervious or Invincible for much of his dial and a lot of CCE and Battle Fury (which will help with the surprising amount of Shape Change in this set). If you pull him, you’re probably playing him.

I like his 220 Dial in a 400 Point event, but I LOVE his 130 Point dial in just about any format. Yes, he’s a little top heavy at 130, but man, he is going to be scary to face.

He also gives us a Modern Age Herc to bring in with his Avengers ID card, which is great as well. Definitely a needed figure.

Protector AOU

AAOU035 Protector100 PointsRare: There are two big things to remember about Protector. The first is that he’s one of the few (gosh, there’s like, I dunno, 3 or 4) characters to appear in the same Set/Wave as his Avengers ID Card. So, theoretically, you COULD pull both Protector AND his ID card.

Secondly, when it comes to calling for his help via an ID card… that’s probably the best way to play him! On his own, there’s nothing very special about him. He has Sidestep, he flies, he has a 10 Attack with NO Attack powers and he does a ho-hum 3 Damage. He does offer Probability Control and an 18 Defense Value (with Defend), which is nice, but hardly game breaking.

If you could get all that for just one important turn, however, and you only had to spend 5 Points to do it… well, Protector just became very exciting, didn’t he? All of a sudden, you’re opponent has to hit an 18 Defense to hit anybody, and he probably has to do it at least twice, since Protector has that Prob at his disposal.

In Constructed, he offers another alternative for Avengers and Kree teams, but honestly, he’s one of the best ID Card Call-Ins, so that’s how I’d expect to see him used most often.

Grim Reaper AOU

AAOU037 Grim Reaper119 PointsRare: Wow. Another Trait (Deadly Sibling Rivalry: Give Grim Reaper a free action when he is within 4 squares of a character named Wonder Man and modify all of Grim Reaper’s combat values except damage by +1 until your next turn. When you do, deal Grim Reaper 1 unavoidable damage at the end of this turn.) that gives its owner NOTHING in Sealed. I’m betting we’ll probably see a Wonder Man in Wave 2, which will mean nothing to you if you happen to pull Grim Reaper here in one of your packs.

He’s basically a 119 Point gamble. While he has a tiny amount of Range (4 squares), if you play him, you’re planning on Charging folks and hitting them with his special Energy Stealing B/C/F, since his native Damage never climbs above 2. If he were, say, 79 Points, he might at least be interesting. At 119 Points, he just doesn’t do enough to effect the game (even the Prob Control they gave him doesn’t show up until his last two clicks).

We needed a new Grim Reaper, but this is the one Rare/Super Rare/Chase that I’m hoping I never see in a box that I’m opening for Sealed.

Jocasta AOU

AAOU039 Jocasta130/25 PointsRare: Jocasta was already previewed by WizKids, so there isn’t a lot more to say. Since she can work like an Entity, she’s definitely one of the “buzziest” pieces in the set, but her real talents will shine through more in Constructed that they will in Sealed.

Very solid piece, and a nice tweak of the Entity Possession Trait. This is one of my personal “big wants” from the set.

Ultron-5 AOU

AAOU041 A & B Ultron-5120/60/30 PointsRare: AAOU41A is basically a (slightly overcosted) Leadership engine for Masters of Evil teams, while the B-side is very much a swarm dial that operates as a Switch Clix with the same Autonomous or Drone Mode Trait that all the Ultrons have in this set.

Goliath AOU

AAOU043 Goliath140/100/50 PointsSuper Rare: A SR Hank Pym. Yay?

Well, you might be cheering after you see his dial. For 140 Points, he actually has one of the the best Close Combat dials in the set. The Morph power is nice, but in most cases, your better off just sticking with Goliath. His top dial Movement Special is amazing (Trample: Goliath can use Charge. When he does and moves in a direct line, after actions resolve, he may make an additional close combat attack targeting all opposing characters whose square he moved through but didn’t already target with an attack this turn. For this attack, each hit character is dealt 3 damage.), but he only keeps it for one click. He does pick it back up on clicks 3 and 4, though, and with top dial Invincible, it’ll be tough for someone to knock him all the way past those “money” clicks (God, especially in this set).

Goliath brings a lot to the table AND leaves you a bunch of room for supporting figs. If your lucky enough to pull him in Sealed, he’s a definite play.

Black Panther AOU

AAOU045 Black Panther140 PointsSuper Rare: Wow. The hits keep coming with the Super Rares! This is pretty much the quintessential version of Black Panther. He was Previewed by WizKids already, but I’m going to go through his dial anyway because I really love this T’Challa.

First of all, his keyword line is jammed pack with everything from great names like Avengers and Illuminati to the best generics like Mystical and Scientist.

He ignores Elevated and Hindering Terrain on movement, so his mobility is awesome, and he’s also going to be extremely difficult to find at range due to his fantastic Trait (Cloaking Tech: Black Panther can use Stealth and Toughness. When it isn’t your turn, lines of fire to him are blocked if he is adjacent to Blocking Terrain.). Pay very close attention to that wording–it’s very similar to the wording on IIM038 Iron Man‘s Personal Cloaking Device Trait. WizKids already ruled that Iron Man’s Trait gets around Pulse Wave, and I’d imagine they’ll rule that T’Challa’s works the same way.

[EDITOR’S NOTE: On second look, Black Panther’s Trait says Lines of Fire are “BLOCKED,” while Iron Man’s says they “CAN’T BE DRAWN.” It’s a slight difference; we’ll have to wait and see what comes up in the Event System Rules Forum to know for sure.]

All of which means that if you can keep T’Challa adjacent to Blocking Terrain (maybe with a supporting character who sports Barrier?), he’s pretty much invulnerable to any sort of ranged attack.

His Movement Special Power (Spring from the Shadows: Black Panther can use Charge. When Black Panther occupies Hindering Terrain or is adjacent to Blocking Terrain, he can use Sidestep.) goes hand in hand with his Trait, and his Damage Special adds Leadership and Outwit.

On top of all that… he probably has the best sculpt in the set. Another of my biggest wants from the set.

He’s an absolute monster in Sealed, especially with the right supporting pieces behind him (or, really, the right map), and I think he even has potential in the Meta (maybe not a lot, but still) simply based on that ridiculously good Trait. You can’t KO what you can’t see.

Quasar AOU

AAOU047 Quasar225/125 PointsSuper Rare: Wow! Now this is a ranged Primary Attacker! His dial almost feels like something out of Justice League: Trinity War or Guardians of the Galaxy rather than this current cycle of Avengers Assemble and Age of Ultron.

He has two dial options, and they’re both terrific. At 225 Points, he is going to be a heavy hitter that can fling 5 natural, penetrating damage up to 9 squares away. In this set, that might as well be 100 damage. He’s going to one-shot some opposing support characters, and it’s going to be tough to retaliate effectively over that distance.

Plus, his first three (of NINE!!) clicks feature Invincible, so even if your opponent retaliates heavy, it’s going to be tough to make any headway. Especially since Quasar has the Power Cosmic TA, so you can’t counter his defenses.

His 125 Point dial is great as well, but for different reasons. His Defense actually gets BETTER against ranged attacks, and he picks up a Damage Special that partially imprisons anyone he hits (Contain Standard Operating Procedure: When Quasar targets and damages a single opposing character, after action resolve, he can use Barrier as a free action, but may only place blocking terrain markers adjacent to the hit character.).

On top of all that, if your opponent does hit him, Quasar goes right into an Attack Special Power that allows him to Steal Energy even with ranged attacks!

Basically, the only piece Quasar really needs to fear in this Wave is probably Black Panther, only because T’Challa is impossible to hit from range.

If you pull Quasar and don’t play him, you’re either an idiot or you’re trying to impress someone for some reason, even though you’ll really just come off as an annoying D-bag. Don’t be either of those guys. They’re A-holes. Play Quasar if you get him.

This is what you look like if you pull Quasar and don't play him.

This is what you look like if you pull Quasar and don’t play him.

MODAM AOU

AAOU049 M.O.D.A.M. — 131 PointsSuper Rare: The latest Preview from WizKids. She’s a fun character, but she’s also limited in what she wants to do by her 5 Range.

Ultron-1 AOU

AAOU051 A & B Ultron-1120/60/30 PointsSuper Rare: Okay, so if Black Panther has the best sculpt, this is probably a close second.

The A-dial is a nifty little trickster who comes packing a couple of cool Traits, including one that really narrows your opponent’s options if you hit (Total Mind Wipe: Once per game, when Ultron-1 hits an opposing character, you may give that character a Mind-Wipe token. A character with a Mind-Wipe token can’t attack Ultron-1 unless that character and Ultron-1 are the only characters on the map.). 

His down dial Defense Special (Self-Upgrade: Ultron-1 can use Impervious and Regeneration. When he uses Regeneration and the result is 5 or 6, place an Upgrade token on this card.) offers the chance to gain Upgrade tokens, each of which gives him +1 to all combat values.

He’s not the bruiser that some of the other pieces in this set are, but the longer he’s left alone, the deadlier he gets.

The B-Dial offers the normal Autonomous or Drone options and adds a fantastic Defense Special (The True Creator of Me is… Myself: When a friendly character with the Autonomous or Drone Mode trait is KO’d, you may roll a d6 that can’t be rerolled. On a result of 4-6, place that character in your starting zone on its click #1 after the orange KO.) that can keep the Ultron assembly line going.

Ultron-7 AOU Chase

AAOU053 A & B Ultron-7150/125/30 PointsChase: Ultron-7 A is a close combat bruiser who turns into a ranged attacker with a Running Shot/Special Pulse Wave power in the middle of his dial. He has a top dial Damage Special that helps teammates (Hatred of the Horde: Ultron-7 can use Battle Fury and Leadership. Opposing characters that are adjacent to a character friendly to your force can’t use Outwit, Perplex, or Probability Control.), but otherwise his dial is surprisingly straightforward for a Chase.

The B-dial is a surprisingly sturdy (for its points) ranged attacker, but nothing to write home about. Someone is going to find a way to break all these Drones into a great army, but it’s not going to be me.

Ultron AOU

AAOU55 A & B Ultron300/120/30 PointsChase: Here he is–Ultron himself. At 300 Points, you’d expect a lot from his A-dial, and you might end up a bit disappointed. He doesn’t even have a move-and-attack power top dial–just Phasing/Teleport. And his Attack Value never goes above an 11–until you get to his two Stop Clicks (they appear on consecutive clicks).

Once you get to his Stop Clicks, Ultron will wreck house–provided there is an opposing character within 5 squares that he can Charge (or 8 Squares if you’d rather Quake fools).

In Sealed, you can probably get away with this–especially in a 400 Point game. In Constructed, he’s so easily outmaneuvered that it’s almost comical.

The B-Dial is a glorified Robot Taxi that can moonlight as a Secondary Attacker.

So there you have it! Last year’s Storyline OP featured Chases that were so good they were broken and had to be (mildly) nerfed by a Watch List fix. This year, the Chases are confusing and almost a waste of time, in my opinion. The Super Rare slot is definitely where it’s at. Outside of, say, M.O.D.A.M., there’s not a loser in the bunch (even the Ultron was pretty unique and original).

Good luck with your Month One pulls, and we’ll see you back here soon for our traditional dueling Top Ten Set Reviews for Avengers Assemble! Those should start dropping next week!

Straight, With CHASEr 3!! [Or, 7 Builds for 7 Brothers! (Okay, 6 Brothers and a Sister!)]

Avengers Assemble

Welcome Back!

Today we’re gonna take a special look at the brand-spanking new Avengers Assemble set! Amongst a host of previously Un-Clix’d figures, WizKids gave us seven new Chases featuring future/past/alternate timeline versions of the six most popular Avengers (and one Chase that featured their OG sidekick–but we’ll get to him in a moment) on kickass translucent red bases.

Now, while the Chases are vaguely connected from a thematic standpoint, this is the first group of Chases from a main set that I can remember that do NOT all have a shared mechanic (think Zombies in Deadpool and Guardians, Bringers of the Great Darkness in SLoSH, Entities in WoL, etc.). Which is cool. While I don’t mind Chases that share mechanics, it’s kind of a nice palette cleanser every once in a while to see a set of Chase figures that all play completely differently.

Which leads me right into today’s main topic. Because they all play somewhat differently, we’re going to construct seven 300-Point Builds all based around one of the new Avengers Assemble Chases!

Let’s dive right in with a living legend… who kinda lives up to the legend!

Steve Rogers Nova Corps 2

AVAS061 Steve Rogers250/200 PointsChase:

So, whether he’s played at 250 Points or 200, Steve Rogers hopped up on the Worldmind is gonna be a Primary Attacker. His Trait ( Nova Helmet Targeting Assist: Each turn, one friendly character with the Avengers keyword and another friendly character with the Nova Corps keyword can use Precision Strike, but only when targeting a single character.) is useful, but not exactly the type of thing you usually build an army around. Still, let’s give it a try.

I’m going to play Steve at 200 points so that I can surround him with a little bit of support–specifically, the new Avengers: Age of Ultron Starter Set Hawkeye! Hawkeye is a terrific secondary attacker that Steve can Carry into battle. Clint also offers some top dial Enhancement, so Steve will be shooting for 5 Penetrating Damage on his first click. Together, Steve and Clint come to 275 Points, which leaves 25 Points for a Resource. So our roster will look like this:

Steve Rogers Nova Corps

Team Name: You and I Remember Xandar Very Differently

Roster:

AVAS061E Steve Rogers200 Points

AAOU106 Hawkeye 75

AVXR100 The Phoenix Force12

AVXR101 Cyclops Fragment3

(Assigned to Steve Rogers) — 3

AVXR103 Colossus Fragment3

(Assigned to Hawkeye) — 3

=299

 

Not bad. Playable. Hawkeye can bust any Stealth that you need him to (and unfortunately, Steve will need him to), and his Attack Value is actually higher than Steve’s; you’d probably do well to hit with Clint first, and follow up with Steve for the killshot. With the Precision Strike Steve grants him, Clint’s really only going to be shut down by Shape Change; he’s got an ability to deal with almost every other defensive power in the game. If you can just get the Phoenix Force to its second Click, you suddenly gain two Perplexes (and Hawkeye suddenly has a 19 Defense against ranged attacks), so you’re damage output should be fine from then on.

Still, getting there won’t be easy, and with only two figures, you’ll have little to no margin for error. It will be hard to get in the first attack–especially in such a way that won’t leave you open to a crippling counter-attack.

So, again, this is a decent Build, but I think we can do slightly better defensively than just ES/D. Austin on Dial H for Heroclix noted the potential this particular Chase has for beefing up Police-keyworded rosters, and I completely agree with his assessment! So let’s see what happens when we basically ignore Steve’s Trait (although Steve himself can still use it) and partner him up with a special agent from another universe.

I’m talking, of course, about the Chase Chun-Li D.E.O. Agent!

[EDITOR’S NOTE: Sorry, but please note Critical Missives Build Rule #4: It’s never the Chase Chun-Li.]

"I'm the only Clix in the game that starts with top dial Hypersonic Speed AND an Attack Special that grants Leap/Climb! AND a Team Ability that lets me move 3 spaces and attack with just a Power Action! Guess which two of those powers I won't be using?"

I’m the only Clix in the game that starts with top dial Hypersonic Speed AND an Attack Special that grants Leap/Climb! AND I have a Team Ability that lets me move 3 spaces and attack with the mere cost of a Power Action. Guess which two of those powers I won’t be using!

So let’s try this again:

Nova Steve 3

Team Name: You and I Remember Central City Very Differently

Theme: Police

Roster:

AVAS061E Steve Rogers200 Points

(w/Secret Avengers ATA) — 5

JLTW009 D.E.O. Agent 56

JLTWR102 Rock of Eternity (Complete)28

(Assigned to Steve Rogers)

Rick Jones Avengers ID Card5

= 294

See?! We’ve suddenly given our 200 Point lynchpin Stealth (via D.E.O. Agent’s Trait: SAFETY IN NUMBERS: When D.E.O. Agent is adjacent to a friendly character with the Police keyword or team ability, both characters can use Stealth.)! Plus access to an Attack Value buff via the D.E.O. Agent’s Police TA. Not to mention we made Steve the Champion of the Rock of Eternity!

No matter what Build we came up with, it was always going to live or die with Steve–that’s true of any piece that costs 2/3 of your force allotment (which is also why so many high level players won’t play anything in the Meta right now that’s more expensive than WoL107 Kyle Rayner). So by giving him the Rock and Stealth, you made him that much tougher to kill.

This won’t win a ROC anytime soon, but if your opponent isn’t packing a solid targeting solution for Stealth, he’s in some deep trouble.

"'But Chun-Li,' you say, 'you only have Flurry mid-dial. So isn't it great that your Team Ability grants you some move-and-attack goodness?' You bet it is. It grants me the ability to move 3 squares and attack for 2 damage! Which is not Charge, which is what I'd need to use Flurry as well. But hey, I can still Carry folks. Did I mention I'm 140 Points and I only do 2 damage?"

“‘But Chun-Li,’ you say, ‘don’t sell yourself short. You also have Flurry mid-dial. That’s good, right?‘ You bet it is. Especially since my Team Ability grants me the power to move 3 squares and attack for 2 damage! Which isn’t Charge! Which is what I’d need to enable the use of Flurry with it. But congratulations on pulling me! I’m a Chase! You definitely didn’t waste money irresponsibly in acquiring me.

Uhhh… thanks, Chun-Li. I, uh, I think you’ve made your point. This isn’t really about you–we were just doing a quick bit–

"Oh, hey, speaking of my special power, you know who else ignores Elevated Terrain on movement and can Carry friendly figures?"

Oh, hey, speaking of my Special Attack Power, you know who else ignores Elevated Terrain on movement and can Carry friendly figures?

I don’t–I really don’t think you’re still supposed to be here–

"Oh, hey, you know who else ignores Elevated Terrain on movement and can Carry friendly figures? Any flyer."

Any %$&#!^* flyer.”

Sigh… Chun-Li, what did we say about the swearing?

"$#@& you!"

$#@& you! I’m 140 points and I do 2 damage. $#@& you.

Moving on!

It’s time for some Heavy Metal…

 

Iron Man Extremis Buster

AVAS062 Iron Man — 270 PointsChase:

Now here is your classic Brick Sandwich. 270 Points! Yikes. Okay, well, believe it or not, we still have some options here. Iron Man has a great defensive Trait (ULTRA-DENSE ALLOYS: When Iron an would be dealt damage, roll a d6 that can’t be rerolled. On a result of 1, he can use Invulnerability; on a result of 2, he can use Invincible; on a result of 3 – 4, damage dealt is reduced by 3; on a result of 5 – 6, damage dealt is ignored.) and starts with 8 Movement with Sidestep, 11 Attack with a Special (MAGNETIC CONCUSSION: Iron Man can use Force Blast and Pulse Wave.), 18 Defense with Willpower and 4 native Damage with a pretty awesomely named Special Power (GIVE ME ALL THE CAMERAS: Iron Man can use Outwit and has Improved Targeting: Ignores Hindering, Ignores (and Destroys) Blocking, Ignores Characters.).

So, what are his main deficiencies? Well, he doesn’t fly, so even with Sidestep, he’s gonna have a tough time with mobility. At 270 Points, he leaves almost no room for supporting characters. And while his Defense is a solid 18 with a bunch of dampeners, 18 is still pretty hit-able in today’s game. So, having said all that, I would probably look to play him in a non-Resource environment that still allowed 1 Relic per force.

 

Chase Iron Man AA

Team Name: Stark’s Industrial Forgers

Theme: Stark Industries

Roster:

AVAS062 Iron Man — 270 Points

FIS104 Greithoth’s Hammer — 8

FI301 Splitlip — 20

= 298

Splitlip gives you a bunch of great little support bonuses. First, Iron Man has a 50% chance to pick up Greithoth’s Hammer, which will give him +2 to his Attack Value, Running Shot and Great Size, so Iron Man can ignore most Terrain types. Second, once Iron Man has that Hammer, he can tote Splitlip around and benefit from Splitlip’s top dial Enhancement. And third, they both form a Stark Industries Themed Team, so Splitlip will be able to use a Themed Probability Control on certain occasions.

In an environment without Resources, you should have a decent chance at setting up an Alpha Strike, especially since Iron Man can shoot through walls on his first two clicks.  All in all, I think I like this team sliiiiightly better than the Steve Rogers teams I came up with, but only because there’s a slightly higher damage ceiling with this Build.

 

King Thor Avengers Assemble

AVAS063 King Thor 369/300/200 Points — Chase:

Another Brick, but one with a slightly different skill set and THREE(!) different dial options. The King here doesn’t pack quite enough of a punch to try him as a one-man army, so again, we’re gonna settle on his 200 Point dial (which is still 6 clicks long. That’s a decent amount of life for a THIRD point option). We’ll go full Asgardian here for a lil’ Map help, plus a few Horde tokens to help dish out Hammers.

 

King Thor Chase

Team Name: As-hats

Theme: Asgardian

Roster:

AVAS063R King Thor — 200 Points

FI101R Loki30

FI301 Splitlip — 20

FIR100C Book of the Skull (Complete) — 30

CATWSH001 S.H.I.E.L.D. Support10

CATWSH001 S.H.I.E.L.D. Support10

= 300

Once again, we can have our best ranged attacker sling Splitlip over his shoulder and wreck some face. Or, we can have Loki Carry Splitlip first, drop him off in position, and have King Thor finish his Running Shot right next to the lil’ guy. What? King Thor doesn’t have Running Shot? Well, you have four Hammers to choose from. And once he’s equipped, if positioned next to Splitlip correctly, he’ll have two chances (via his own Prob Control) to fling a Hammer 8 squares for 5 Damage. That’s not half bad. The S.H.I.E.L.D. Support is there to help equip Hammers as quickly as possible AND to heal the King should the need arise.

With just a little bit of guile and cunning, you’ll be able to deal some serious dam–

"I'm sorry, did someone say my name?"

I’m sorry, did someone say my name?”

No!! Nope! I’m not going through this again with any more Street Fighters, you hear me? You’re not even a Chase!

"I don't need a Chase. My Uncommon version will dominate any Clix contest! I have a Special Power that lets me move 3 squares and attack for 2 Penetrating Damage--and I get to put an action token on my opponent!"

I don’t need a Chase. My Uncommon version will dominate any Clix contest! I have a Special Power that lets me move 3 squares and attack for 2 Penetrating Damage–and I get to put an action token on my opponent!

That… actually, that’s not bad. Not really worth interrupting this article for, but, you know, uh… noted. Good for you.

"Or, for 10 points less, my Common version has a Special that lets me Incapacitate fools!"

Or, for 10 points less, my Common version has a Special Power that lets me straight Incapacitate fools!

Wait, what? Your other ability already does that. Why would I ever want to save 10 points so badly that I’d cut into you damage output so severely? That 2 Penetrating damage is definitely worth the extra 10 Points!

"Ha! See, I knew you'd be interested."

Ha! See? I knew you’d be interested.

I… can’t believe I fell for that. Moving. ON!

 

Hulk Last Titan

 

AVAS064 Hulk 325/300/150 Points — Chase:

Okay, remember when I said that King Thor at 300 wasn’t good enough to be a one-man army? Well, meet the guy who is. This is the easiest Build of the article:

Hulk Chase Avengers Assemble

Team NameThe Last Last Titan

Theme: Hulk needs no Theme. Hulk strongest Theme there is!!

Roster:

AVAS064E Hulk — 300 Points

=300

His Trait (THE LAST TITAN: Hulk can use Super Strength and his powers can’t be countered. Hulk begins the game with a Titan token on his card. Once per turn when Hulk damages an opposing character with an attack, place a Titan token on this card.) is awesome; all those times that Ninwashui complained about the fact that the other great Hulks we’ve received this year have no Outwit protection? Yeah, you can forget about that; this guy has total Outwit protection from everyone except, like, Greed with Ophidian and the Omega Drive.

And even if you find yourself sitting across the table from the decked-out orange Sin, you can feel pretty confident in your ability to one-shot the lil’ bastard. On his first click, Hulk can Charge 10 squares (and that DOESN’T include his Giant Reach)–no halving or modifying of his Movement value is required–with a 12 Attack and 5 Damage (or up to 8 with an Ultra-Heavy). He also doesn’t care about Blocking Terrain, other characters, Hindering or Elevated Terrain, either. If you’re on the map, Hulk will find you. And he will obliterate you.

His Defense starts at 18, never falls below 17, and ends with a stupefyingly awesome Special Power (ONLY ONE THERE IS: Hulk can use Invulnerability and, if he has no action tokens, Regeneration. When this click is revealed, stop turning the dial and remove a Titan token from this card. Whenever Hulk would take damage, remove a Titan token from this card instead. Hulk can’t place additional Titan tokens on this card. This power can’t be ignored.).

Now, will there be times when you’re devastating Alpha Strike is ruined when you roll a stinkin’ 3? Sure there will. You have no backup plan with a one-man army. That’s the deal.

But man, you will have some fun with this guy.

"Pssst... you know who else would make a good one-man army?"

Pssst… you know who else would make a good one-man army?

Dammit! We know it’s you, baby Akuma. Go away!

"Ha-Ha!! It's me, Akuma!!"

Ha-Ha!! It’s was me, Akuma, the whole time!!

Yeah, somehow, we guessed that already. And you’re not a one-man army!

"Of course not. I'm just a Rare. But I do have a special power that lets me make 4 close combat attacks in one turn. With no Damage Depletion Modifier."

Of course not. And I’m not a Chase, either. Just a Rare. But I do have a special power that lets me make 4 close combat attacks in one turn. With no Damage Depletion Modifier.

Whaa… ? That can’t be a real power.

"GOSHORYUKEN: Give Akuma a double power action. He can use Flurry as a free action. If he hits at least one character, after actions resolve he can choose a square within 6 squares and be placed in it and then use Flurry again as a free action."

GOSHORYUKEN: Give Akuma a double power action. He can use Flurry as a free action. If he hits at least one character, after actions resolve he can choose a square within 6 squares and be placed in it and then use Flurry again as a free action.

Waitwaitwait! You get to Flurry, zip around the map Kyle Rayner-style, and then Flurry again? And you’re in the same set as that crappy Chun-Li Chase? What’s your point cost? If she’s 140, you have to be, like 220.

"170!"

170!!!”

Who created your set?! Good Lord! It’s like, you would only lose in a Sealed if you actually DID pull a Chase.

"$#@& you."

“To reiterate: $#@& you.”

Hey!! I did not design you, Chun-Li! Don’t yell at me!

That’s it! NO MORE STREET FIGHTERS!! THIS ARTICLE IS ABOUT AVENGERS, DAMMIT!!

[Deeeeeeep breath… ]

 

Okay. Annnnnnd, we’re back.

Black Widow as Thor

AVAS065 Black Widow200 Points — Chase:

So, Natasha, the spy, assassin, and all around master of dirty fighting tricks… has been found worthy to wield Mjolnir? Well, it happened! In an alternate universe, sure, but that’s never stopped a character from earning a Clix before! Let’s break down her dial.

Right off the bat, she has a fantastic Trait. Remember all the hoops we jumped through to give 200 Point Steve Rogers Stealth? And how it’s contingent on Steve lugging around a D.E.O. Agent and, y’know, FINDING COVER? Look what comes with Black Widow: “DARK CLOUDS & DIRTY TRICKS: Black Widow can use Stealth. Give Black Widow a free action and place 2 hindering terrain markers, one in her square and another within range and line of fire. These markers remain on the map until she uses this ability to place markers again.

So, for no additional cost, not only does Natasha have Traited Stealth, BUT SHE MAKES HER OWN HINDERING TERRAIN!! For FREE!!

Looking at her dial, it’s apparent she’s learned a lot from her Asgardian teammate. This is a Thor dial with just a few Black Widow trimmings (like the aforementioned Stealth Trait), most of which don’t show up until the end of her dial. Her Defense Special (WE’RE THE SACRIFICE – WE WILL SAVE THE REST OF THE UNIVERSE: Black Widow can use Combat Reflexes and Toughness. Whenever another friendly character is KO’d by an opposing character, you may heal Black Widow of 2 clicks.) is great, and it coincides with her move from Running Shot to Charge.

I really love Pandora’s Box with Black Widow; any of the Sins you choose to giver her will offer Sidestep (which allows her to better utilize her top dial RCE), and many will even give her ES/D (which gives you a ranged attacker who herself has Invincible and a 19 Defense Value from ranged attacks). Plus, if you can get the Resource Dial to Click #9, she’ll suddenly be able to bust Stealth (and more, depending on which power you get each turn).

We’re also going to stick with an Asgardian Theme for this squad, which will help with Map Choice and offer 3 Themed Team Probs. Since most Asgardians cost quite a bit, we’re gonna have to return to some of the usual suspects to ensure we can get out all the Sins we need to distribute.

Black Widow Chase

Team Name: Strange Clouds

Theme: Asgardian

Roster:

AVAS065 Black Widow — 200 Points

FI101R Loki30

FI301 Splitlip — 20

FIB003 Damaged Warbot10

JLTWR101 Pandora’s Box (Complete) — 40

= 300

Widow Carries Splitlip (once again, for Enhancement), Loki Carries the Damaged Warbot, and all of them can benefit from Pandora’s Box. Patience is your friend here (and Widow’s Stealth will help with that). Pick your spots to attack carefully, and don’t be afraid to move for board control or for future positioning; your pieces are only going to get better as the game goes on, so stretching things out to give yourself more time to distribute Sins is in your best interest.

"Did someone mention strange clouds?"

Did someone say they want to ‘stretch things out?'”

Nope! I’m not encouraging this. Moving. On.

 

Goliath

AVAS066 Goliath98 PointsChase:

Probably my favorite Chase in the set, Goliath may also be the most versatile CHASEr as well. His Trait seems harmless enough (BACK TO THE BLOND-HAIRED BOWSLINGER NAMED HAWKEYE!: Give Goliath a free action and replace him with any character of equal or less points named Hawkeye on the same click number minus 3, minimum 1.), but it really opens up endless possibilities for how you can use Goliath.

You can start you game by having Goliath Carry out one of your key pieces; then, if your facing, say, some Hypersonic Speedsters, or characters whose offense is based on mobility (especially pieces who have Running Shot or Ranged Combat Expert but DON’T have Sharpshooter), you can stay with Goliath and use Charge with either his native 4 Damage or Quake, if you want to reach out and touch a few opponents at once. Goliath’s Damage Special (GROUND SQUASH: Characters hit by Goliath’s attacks can’t automatically break away and modify their break away rolls by -1 until your next turn.) will all but ensure that anyone he hits (note that he DOESN’T have to actually damage them–just hit them) will be stuck exactly where they are for at least a turn.

Now it’s turn two or turn three… and this is when things REALLY get exciting!! Because Goliath’s Trait can help you customize your team… AFTER THE GAME HAS STARTED!

So, imagine this scenario: Goliath has Carried out your big hitter to some prime real estate where your hitter can attack from next turn. Your opponent, however, decides to TK out his or her ranged beast of a Primary Attacker (say, someone who deals 4 or 5 Damage top dial and has Stealth to prevent retaliatory strikes–oh hey, maybe someone JUST LIKE the Black Widow Chase we just talked about) for an Alpha Strike on Goliath, and all of the sudden Clint is drilled all the way to Click 4. Half his dial is wiped away. Crap. Goliath no longer has Charge, and your Primary Attacker never had a way to see through Stealth. What do you do?

Well, since you thought to include Goliath to begin with, all your really need to do is give him a Free Action, sub in, say, AAOU009 Hawkeye, (who can now suddenly Sidestep–while ignoring Elevated AND Hindering Terrain) and start blasting away. Through Stealth. Oh, and by the way, Hawkeye himself now has Stealth, so your opponent’s big hitter? Yeah, if that piece can’t see through Stealth, your opponent is suddenly in for a world of hurt.

Of course, when you bring Hawkeye in, make sure you bring him in top dial, since his Goliath’s Trait specifies that the replacement character comes in on the same click as Goliath MINUS-3 (in this scenario, 4-3=1). So that big hit your opponent just spent all their resources last turn building up to? Completely wiped away.

With one Free Action, you’ve COMPLETELY changed the makeup of your team–and, in this scenario, you’ve also completely changed the complexion of the game. When used correctly, Goliath can actually devastate your opponent’s strategy WITHOUT EVEN ROLLING AN ATTACK! That’s pretty amazing.

Having said all that, we’re going to keep this Build pretty simple. This is a 300 Point, Modern Age, No Resources team.

Goliath Chase

Team Name: Blonde-Haired, Blue-Eyed & Furious

Theme: Avengers

Roster:

AVAS066 Goliath — 98 Points

AAOU015 Nick Fury — 45

AAOU005R Thor — 150

AVID015 Manifold5

SIDELINE:

AAOU009 Hawkeye

AVAS037 Manifold

= 298

As I stated above, you can get really complicated with a Goliath Build if you want. Here, however, we’re just gonna stick with Goliath (who can change into a ridiculously useful Avengers Age of Ultron Hawkeye) and Thor, with Nick Fury for support. Keep in mind, if you have Thor Carry Nick Fury, your Tertiary Attacker can suddenly do 4 freaking damage! That’ll make your opponent’s head spin!

"Did someone say 'Electrify?'"

Did someone say ‘Electrify?'”

No! Dammit, no one said anything close to that!

Blanka 2

Great. You know your own name. Congratulations.

"At least I'm a Chase."

At least I’m a Chase.”

Yes. You ARE a Chase. You have a perfectly average dial that’s costed just about as one would expect it to be. Which means your perfectly average. Which also means that you’re probably one of the five best clicks in your set, since “perfectly average” is the new “completely broken” when it comes to Street Fighter Clix. There. Are you happy?

Are all of you rude, obnoxious, interrupting jerks from the Street Fighter set happy? Can I finally MOVE THE $#@& ON with my day?

???

Good. At last.

 

"Uh... something something, MIRROR SPIN?"

Uh… something something, MIRROR SPIN?”

I hate my life.

 

Rick Jones

 

AVAS067 Rick Jones75 Points — Chase:

So Rick Jones is kind of support mixed with some Secondary Attacker skills. He continually spawns some pretty decent Bystander Tokens via his Trait (SUMMON THE HEROES I GREW UP READING ABOUT: At the beginning of the game, place a Captain America bystander token (as included with this card) adjacent to Rick Jones. When a bystander token placed by Rick Jones is KO’d, place a bystander token included with this card adjacent to Rick Jones as per the following. This ability can’t be ignored. Bystander Token KO’d: Bystander Token Placed; Captain America: Namor; Namor: Blazing Skull; Blazing Skull: Captain America.), and once per game, his other Trait allows him to immobilize your opponent’s entire team for a whole turn (GALACTIC BURST OF IMMOBILIZING LIGHT: Once per game, when Rick Jones isn’t on his first click, give Rick Jones a double power action when he is adjacent to an opposing character. Give all opposing characters on the map an action token. For each opposing character you can’t give a token, deal that character 1 unavoidable damage.). Keep in mind too that your opponent gets no points for KO’ing any of the Bystander Tokens.

As Hunter Smith from Dial H for Heroclix likes to say, “Sounds fair.”

He’s somewhat hard to hit at range with ES/D down his whole dial, and he has Pen/Psy with a massive 10 Range for his first 3 Clicks. On his second click, he even picks up Perplex.

So again, as with Goliath, you have a single character who can fill multiple roles. Team him with, say, AVAS066 Goliath and AVAS034 Jarvis, add in like 3 ID cards of your choosing, and suddenly you have an extremely versatile team, especially in a Modern Age, No Resources format. Oh, and you still have 87 MORE POINTS!!

Team NameSwiss Army Avengers

Theme: Avengers

Roster:

AVAS067 Rick Jones — 75 Points

AVAS066 Goliath — 98

AVAS034 Jarvis 40

WXM078 Quicksilver — 87

AVID015 ManifoldFIVE 0 (via Jarvis)

AVID0XX Your ChoiceFIVE (via Jarvis)

AVID0XX Your ChoiceFIVE (via Jarvis)

SIDELINE:

AAOU009 Hawkeye

AVAS037 Manifold

Avengers ID Figure of Your Choice

Avengers ID Figure of Your Choice

= 300

Truly, this is a team designed to combat a multitude of threats. Not a hugely favorable damage output, but it should be able to run with most Builds. There’s nothing out there that you shouldn’t be able to bring a piece in to handle.

So, there you go. A whole bunch of Builds and analysis featuring the seven new Avengers Assemble Chases. Plus, random analysis for Golden Age Street Fighter figures that, frankly, no one asked for or wanted. Myself included.

"Speaking of Chases no one wants--"

Speaking of Chases no one wants–

What?! Don’t be so hard on yourself, Cammy! You’ve actually got a pretty good dial. Granted, it’s all close combat, but still, you can easily get your Attack Value to 11 or 12–

"I was talking about Chun-Li's Chase again."

I was talking about Chun-Li’s Chase again.

Oh. Wow. Uh, this is awkward. So, you were just popping in to agree with me?

"Jerk."

Jerk.”

Well, until next time, Stay Safe, and Watch Where You Draw Your Lines of Fire.

"$#@& you and goodbye."

“$#@& you and goodbye.”

 

Patriotic Nick Fury!! (Or, Happy Memorial Day 2015!!)

Patriotic Nick Fury

Once again, I would like to wish a Happy Memorial Day weekend to our American readers!

For our international audience, as we mentioned last year, Memorial Day is an American Holiday wherein we celebrate the sacrifice of those who have fallen in defense of our country and the many freedoms we enjoy here–like nerding out over comic plotlines or playing ‘Clix whenever we want!

And given that I’m a huge fan of “Secret Warriors,” AND that Nick Fury and the Agents of S.H.I.E.L.D. is our next set (out this July, I believe), the ol’ warhorse himself (on one of his classic Steranko covers!) seemed like the best choice for our cover art!

I’ll be back tomorrow with an article about Assembling Armies for the Avengers Assemble Chases! That’s right, it’s “Straight, With CHASEr 3!”

Until then, Thank a Veteran or Active-Duty Serviceman, Stay Safe and Watch Where You Draw Your Lines of Fire!!

Upcoming Games: Assemble Your Avengers!!

And this just covers the rosters from their first 30 years. Hickman's run alone probably doubled that number...

And this just covers the rosters from their first 30 years. Hickman’s run alone probably doubled that number…

Quick local game announcement for SE Michigan Clix’ers!!

Comics & More in Madison Heights is back in action exactly one week from today! Wednesday, May 27th at 6:15pm, we will be running a game called “Assemble Your Avengers!”

The Rules: Your team must be a 400-point, Golden Age AVENGERS-keyworded Named Themed Team! Avengers ID Cards are legal, but must follow normal ID card rules (and of course you must have the corresponding figure on your sideline).

-Relics, Resources and Bystander/Horde Tokens are NOT allowed as part of your Build UNLESS they are brought into play via a power or Trait possessed by one of your characters (For example, the new Rick Jones Chase figure brings special Bystander tokens into play at the start of the game and when certain conditions are met during the game–that is legal for this game).

She Hulk Lawyer

Special Stipulations (aka The Legalese):

-The Avengers Team Base may not be played in this event (for reasons that will become clear in a moment);
-Note that the rules for this game mean that you can still use certain pieces like CW049 Morgan Le Fay if you wish; even though she doesn’t have the Avengers keyword, an Avengers Themed Teams that includes her is still a Themed Team.
-This field DOES include non-carded figures; you can consult resources like the Units section of HCRealms.com to figure out which old figures have the Avengers keyword and which do not (Hint: Rookie Infinity Challenge Black Panther does, Veteran Infinity Challenge Black Panther does not).

The Entry Fee:

There is no specific entry fee per say; all we ask is that you purchase at least 1 Comic Book, Action Figure, Heroclix Booster Pack or Gravity Feed Pack when you get to the store as a thank you to the owner for hosting this event.

The (Avengers-Themed) Prizes:

-The overall winner will receive an AVX#T001 Avengers Team Base! You may recall that this bad boy was given out exclusively to Avengers players in the last month of AvX!! Well, if you missed out then, are new to the game (or if you just want another one), come on down and win one! But that’s not all! With that Avengers Team Base, the overall winner will also receive the Rare Red Hulk and Common Daredevil from the Deadpool expansion, both of whom work with this very Team Base! All cards are, obviously, included.

-Second Place gets a Rare Shang-Chi figure w/card from the Deadpool expansion!

-The Fellowship Prize is a Fear Itself #021 Dr. Strange w/ card (and one of the few Dr. Strange figs with the Avengers-keyword! What can we say–it’s the Theme of the night!).

So come on out for a fun night of Clix, and continue to check this site for future Comics & More game announcements!

-And for anyone looking for your regularly schedule Critical Missives column, click here for Ninwashui’s take on the best ways to use AVAS037 Manifold!

Also, look for a new article on building armies around each of the new Avengers Assemble Chases coming very soon to the front page!

Until then, Stay Safe, and Watch Where You Draw Your Lines of Fire!

Team Ideas – The Many Faces of Manifold

Avengers commuting to work.

This is how Avengers commute to work.

Idea

So Avengers Assembled brought us AVAS037 Manifold. He’s a great transport character, but unlike the very similar SLOSH022 Gates, you need to share a Keyword with Manifold for him to Carry your team and ignore combat symbols. He’s got the Avengers Keyword, but there are plenty of good flyers with the Avengers keyword. He’s also got the Secret Warriors Keyword… and he is the only figure in Modern Age that has it. Bummer, right?

Thankfully, that is not the case! Why? Because of ATA033 Secret Warriors!! It states: “Before you reveal your force, choose the H.A.M.M.E.R., Hydra, or S.H.I.E.L.D. keyword. Characters using this team ability also possess the chosen keyword. Uncopyable.” Due to the strange wording I checked online and there is a ruling saying that this ATA works like you think it should (i.e., Manifold would get the chosen keyword… “As You Build your force.”). Manifold can get the H.A.M.M.E.R., Hydra, or S.H.I.E.L.D keywords as long as everyone else on the team has those keywords. Essentially he is a walking Quinjet for those keywords (which all happen to sorely need good transportation, natch). This is something I have been looking for since I drafted Hal Jordan into S.H.I.E.L.D. last year. 

Here are some teams that explore how Manifold’s extra mobility really helps these keywords that are full of mostly grounded characters.

Wolverine Agent of Hydra

I just added Sue Storm, Agent of Hydra to my most needed in HeroClix list. C’mon Wizkids, I didn’t get even get my Captain Marvel Constantine in Trinity War. You owe me. 

Team Name: The Hand’s Lawnmower Man

Keyword Theme: The Hand

RosterDP103 Wolverine, Agent of Hydra, AVAS037 Manifold (with ATA033 Secret Warriors), DP006 Hand Ninja, DP006 Hand Ninja, DP006 Hand Ninja, WOLR106 Power Battery (Star Sapphires) – (WOLR306 Star Sapphire Ring, WOLR200.11 Bulldozer (Green), WOLR202.11 Bulldozer (Red), WOLR206.11 Bulldozer (Violet))

Total = 300 Points

How it Works: This a simple team with a simple plan.

AVAS037 Manifold Carries the three Hand Ninjas while hiding behind their Stealth. When a prime target wanders into his killbox (which, in this Build, has an incredibly impressive Threat Range of 11 squares! Don’t worry, we’ll do the math on that in a second.) it’s time for Manifold to strike with his 3 Ninja cargo!

[EDITOR’S NOTE: Okay, let’s do some quick Heroclix math (and remember, class, you have to show your work): Manifold can move 10 squares while using Carry and he can drop his Hand-y passengers off in the adjacent squares ahead of him, where they can each make close combat actions AS FREE ACTIONS. (The fact that the attacks are Free Actions is the only reason this works–Ninwashui will explain why they’re Free Actions in a second when he gets to their Special Damage Power). 10+1=11 square melee Threat Range for Manifold and the Hand Ninjas! Great job class!]

So Manifold Phases forward Carrying his secret ninja payload and drops them adjacent to a fat, juicy, sizzling opposing character just begging to be lit up. All three DP006 Hand Ninjas [EDITOR’S NOTE: They are freaking AMAZING in this Build.] can then immediately attack due to their Special Damage Power “THERE’S ALWAYS MORE NINJAS: When Hand Ninja is adjacent to at least one friendly character with the Hand keyword, Hand Ninja can make a close combat attack as a free action.” On the offensive side these guys have a 10 Attack Value, Precision Strike, and the option of generating automatic Knockback due to their Bulldozer constructs. This can add extra damage by knocking people off of Elevated ledges or repeatedly bouncing them into walls.

It will also be easier for them to hit because DP103 Wolverine, Agent of Hydra is on the board, and he happens to be badass in a can. He has a Trait that says “MY KIND OF HYDRA: When friendly characters use the Hydra team ability, they can also affect close combat attacks and don’t need line of fire to the target.” On the defensive side, Hand Ninjas will have Stealth, Shape Change and Mystics (once they have a Construct), and their Trait “RETURN FROM DEATH: When Hand Ninja would be KO’d while adjacent to a friendly character with The Hand keyword, roll a d6. On a result of 5-6, Hand Ninja isn’t KO’d and after actions resolve, is placed in your starting area on click #2 instead.

Two words about Hand Ninjas: Killing Machines.

Two words about Hand Ninjas: Killing Machines.

Since Wolverine isn’t being carried by Manifold, he can either choose a different target to go after or he can arrive the following turn after your big attack to shore up your line of ninjas. Manifold is mostly there for transportation, but his TK and Barrier can also help the team out if they get in a pinch (as you can pull back an attacker or block lines of fire as needed, natch.).

[EDITOR’S NOTE: Stop trying to bring “natch” back, Ninwa. It ain’t going to happen.]

As the Hand Ninjas fall in battle, their constructs can be reassigned to Wolverine and Manifold as needed.

daisy johnson

This is how I know we will be getting more Secret Warriors in a future set.

Team Name: The Secret Warriors of S.H.I.E.L.D.

Keyword Theme: S.H.I.E.L.D.

RosterCATWS017 Captain America and Black Widow, AVAS037 Manifold (with ATA033 Secret Warriors), CATWS013 Agent 13, CATWS005 S.H.I.E.L.D. Agent, Edwin Jarvis ID CardFIR100 The Book of the Skull (FIR101 Kuurth’s Hammer, FIR106 Nul’s Hammer, FIR107 Angrir’s Hammer)

Total = 300 Points

How it Works: CATWS017 Captain America and Black Widow was easily the most powerful character to come out of the Winter Soldier set. It has a few short comings as a Primary Attacker that are now easily overcome by this team.

The piece’s biggest weakness was that it could not be Carried (since it has the “Duo” Symbol), so it always arrived a little late to the battle–and with a action token already weighing on it. Now with AVAS037 Manifold, that is no longer a problem. Manifold says “PORTALS OF SPACE AND TIME: Manifold can use the Carry ability. When he does, he may carry up to 3 friendly characters regardless of their combat symbols if they each share a keyword with him. When Manifold is given a move action and actions resolve, you may give him a free action and friendly characters adjacent when this action was given modify their defense values by +1 until your next turn.” Now, a lot of folks looked at Manifold’s Trait and said, “Hey, he can Carry flyers!” Well, the Duo Symbol is also a Combat Symbol. Thus, Manifold can Carry a single base Duo figure.

Angrir’s Hammer takes care of  Captain America and Black Widow‘s Attack Value (which was already a solid 11) and lets them use Steal Energy with their duo attack! CATWS005 S.H.I.E.L.D. Agent lets them use Empower for close encounters and the S.H.I.E.L.D. T/A for long distance fights. However, his number one reason to be on the team is “TAKE A BULLET IN THE LINE OF DUTY: When a friendly character with the S.H.I.E.L.D. keyword and a higher point value is within 8 squares, that character can use Mastermind, but only to deal damage to friendly characters with the name S.H.I.E.L.D. Agent.” That should let your Primary Attacker completely ignore the first damage it might otherwise take. CATWS013 Agent 13 is on the team both for limiting opposing free actions and for bypassing opposing defenses. Giving her Kuurth’s Hammer should allow her to make it to her targets easier and allow her to clear away any troublesome walls or Barrier tokens.

And if you give Manifold Nul’s Hammer, he can use the Willpower it gives him to use Carry and Barrier more often. Or, the +2 Attack Value and Running Shot (plus the slight bump to his Range Value) it also grants makes him a decent Secondary Attacker.

Portrait of an Avenger.

Eden decides whether to stick with S.H.I.E.L.D. or join Hydra…

So there you have it. In the never-ending war between S.H.I.E.L.D. and Hydra, one man may make the difference between a world a chaos… or a world of order. Which Build would you rather play?

Sound off in the Comments below!

Team Ideas – Test Subjects… of Love!

Idea

So, the Lantern Batteries I own are Red, Green, and Violet (Star Sapphire). Of those three, Green has been done to death by everyone and Red lacks a fun factor (except when used like this), but I’m always trying to dream up teams for the Star Sapphire battery. Sure I had some fun with it in Sealed. I think I also came up with something nice for it in our Lantern article. But, I feel like I’m not quite there yet.

So lately I’ve been looking at the pieces I like to call “Summoners.” That’s not an official term, but what I am referring to are pieces that bring an unlimited amount of pieces into play during a game (although they may have a limit of how many pieces can be put into play at one time). To clarify further, AAOU101 Iron Man Mk. 43 brings in an AAOU002 Iron Legion once per game. If you kill that piece, he can’t summon another. On the other hand, AAOU001 Iron Man can summon an unlimited amount of AAOU002 Iron Legions per game, but he can only have 4 in play at a time. I would consider AAOU001 Iron Man a Summoner, while AAOU101 Iron Man Mk. 43 is not a Summoner. He’s just, I dunno, friendly.

Anyway, Summoners are probably my favorite kind of piece and the newest set (Avengers: Age of Ultron) brought us three new summoning pieces. Those three pieces are AAOU007 Ultron Sentry, AAOU001 Iron Man, and AAOU016 Baron Strucker. The Sentry is best on Ultron teams and I think Iron Man is a bit overcosted, but I have been looking for a team for Baron von Strucker since I first got him. I originally thought of running him with his Hydra buddy (and fellow Summoner) DP054 Arnim Zola because I remembered him fondly from this article. But, Strucker and Zola together just lacked an offensive punch. Sure they could flood the map with people, but to what end? Even Mind Controlling Gwens or Test Subjects to attack three at a time just isn’t that effective, and the two pieces together didn’t leave enough room for a primary attacker (especially not a Hydra themed one – sorry Hydra Wolverine). So I scrapped that Idea and I’ve moved on to what you see below:

Avengers Age of Ultron Baron Strucker

“This is the Age of Miracles and there is nothing more terrifying than a miracle. Especially one that can explode for two unavoidable damage.”

Team Name: Test Subjects… of Love!

Keyword Theme: Scientist

Roster: IIM037 Iron Monger 2.0 (with ATA103 Hammer Industries), AAOU016 Baron Strucker, DP020 Weasel, WOLR106 Power Battery (Star Sapphires)WOLR306 Star Sapphire RingWOLR206.03 Mallet (Violet), WOLR206.14 Sniper Rifle (Violet), WOLR206.12 Spotlight (Violet), WOLR206.13 Stop Sign (Violet)

Total = 300 Points

How it Works: IIM037 Iron Monger 2.0 is an average ranged attacker. But if you add in DP020 Weasel, Hammer ATA, and a Spotlight he becomes a very formidable ranged attacker. The Star Sapphire Battery helps him both on offense by boosting his Range via it’s emotional power and on defense by granting him Shape Change. Weasel is there because he is the number one way (outside of GOTG058 Mentor) to make a ranged attacker more dangerous. He gives +1 range,+1 damage, +1 attack, and evens offers the possibility of a reroll if you happen to juuuust miss. If your name isn’t WKM-015 Doop, JLTW068 Gluttony, or IIM038 Iron Man – you are going to be taking a ton of ranged damage.

AAOU016 Baron Strucker will eventually be an offensive monster, but for most of the game his role will be an entirely different one. He is there to produce AAOU004 Test Subjects that will run forward and tie up opposing characters. That way Iron Monger 2.0 can take shots all day without having to worry about the opponent shooting back. The idea is that Baron Strucker’s special power (WE LEARN SO MUCH FROM THEM… ) lets you put a new Test Subject into play anywhere within 6 range. It doesn’t have to even be within line of fire. Then they each have 6 Movement and can move immediately.

[EDITOR’S NOTE: As a former Magic: The Gathering player, no Summoning Sickness for the Test Subjects just makes me giggle with glee… ]

That means if an opposing figure is anywhere within 12 spaces of Baron Strucker, he should be able to base them with a Test Subject. Just remember to put a Construct on that new figure. Also, make sure that Iron Monger 2.0 carries Baron Strucker (and not Weasel) so that he is always ready to create a Test Subject without pushing. You should also try to keep an extra Test Subject next to Baron Strucker for Mastermind purposes.

So what are an opponents choices when based by a Test Subject?

He can:

  1. Do nothing, or
  2. Try to break away, or
  3. Try to kill the Test Subject.

Option 1 won’t hurt the opponent directly, but if he’s just sitting there then you can just sit back and pick him off with Iron Monger 2.0. Option 2 may fail – especially if that Test Subject has plasticity or the WOLR206.13 Stop Sign (Violet). So that may end up being like doing nothing and giving your character an action token to boot. That leaves option 3. Here’s some reasons why option 3 is the worst of the three options.

  • The Test Subject might hit shape change and you’ll have wasted an action. This is probably the best case scenario.
  • If the Test Subject takes damage, then the attacker gets a Mystic TA unavoidable damage back because of the battery.
  • If the Test Subject dies after taking damage from an attack then every opposing character it’s adjacent to will take an unavoidable damage because of Iron Monger 2.0
  • After Test Subject Dies and does it’s unavoidable damage, Baron Stucker may get a stat increase. Then he can simply recreate that same test subject with a power action the next turn and it will be able to run right back to where the last one died. You won’t even lose the construct. Those go back to the Battery ready to be redeployed when the figure they are on is KOed.

When he or she is considering those those three options, I like to remind my opponent of my favorite Jerry Seinfeld MEME:

Seinfeld Good Luck