My WKO Diary and the Top Ten Sealed Pieces in Batman: The Animated Series—Part One!!

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Welcome Back!!

Today we’ve got another blow-by-blow tourney report for you; and this time, it’s my own!

[EDITOR’S NOTE: Ninwashui, eat your heart out!]

It’s our coverage of the Southeastern Michigan Wizkids Open from this past Saturday (July 21st), and it’s start now!

TOURNEY REPORT FOR 07/21/2018!!

Eternal Games

11:00 – 11:30AMYou are looking live at a bustling Eternal Games in Warren, MI! Okay, not live, I guess, since this was six days ago, but still, it’s a pretty nice venue that frequently hosts the biggest Clix tourneys in the area, and registration is underway!

Between the Main Event and the Battle Royal side events, I’d wager about 26-32 different Clix players will make their way to the venue today. That’s a healthy, if not overwhelming turnout (this venue can turn out 40-50 players sometimes for a WKO or ROC. Unfortunately, several players from my venue alone are on out-of-town vacations this week–including Ninwashui.).

As I enter the Clix area, I’m debating whether I actually want to enter the Main Event or just hold off for a bit a play some Battle Royals. I wasn’t able to play in the B:TAS Pre-release, although I did make it to our Release event. Still, I’m not overly familiar with all the pieces in the set, and I haven’t played much Meta since this past March, when I had a disastrous Constructed WKO at this same venue.

But when I look over to the competitors who have already entered, I count at least 6 players that I know personally (3 of whom I would term as regular fixtures at my “home” venue, Comics & More in Madison Heights; and three who have played there more than once in the past 12 months).

There are some STRONG players here, but the fact that I know almost a fourth of them tips the scales for me. I’m gonna play the Main Event until I know I’m out of the running, then maybe catch a Battle Royal on my way out.

NOON: Packs have been distributed. There are twenty to twenty-two players (never did see a final count) in the Main Event. Time to get cracking.

I immediately open my first pack.

Common Batman, Common Joker… AND A SUPER RARE HAWKMAN & HAWKGIRL!!

HMHG SR

I knew this piece was in the set, but I didn’t know exactly how good it was (boy, was I about to find out!).

While I’m sitting there admiring my shiny new SR, everyone else around me has just about finished opening their packs. I start calculating what everyone’s opened in my head. I opened one SR… the guy next to me opened a Ventriloquist w/Scarface… and suddenly there were only two packs left to be opened from the Brick that was distributed to the five players immediately at this end of the long table.

Tim, a really nice guy who occasionally treks across town to play at C&M, pops open his last booster. It’s Super Rare Zatanna. Hmmm…

My first thought is, “Damn, that would have been a nice addition to both my collection AND the army I’m building with Common Joker and SR Hawkman & Hawkgirl.”

Then I realize that no one has pulled a Chase yet from our Brick. This is both a good thing and (potentially) a bad thing. I WAS familiar with many of the Superfriends Chases from this set, and while they all have an absolutely SICK Sideline Active Trait called “TROUBLE ALERT” that lets you call them into the game for no cost under certain circumstances, most of them have almost intentionally blandly designed dials that are not great for Sealed play.

There are a few exceptions, though. Green Lantern could be quite useful. Batman is really efficient for 60 Points AND has Running Shot and 3 Damage top dial, both of which are rarities in this set. Apache Chief and Hawkman can pull off some Close Combat shenanigans. The Flash is actually kinda good.

I open the last pack… Poison Ivy… Rare Robin and… CHASE WONDER WOMAN!!

Chase Wonder WOman

Yup!! In a set with 7 dials that have any sort of access to Hypersonic Speed (3 of which are CHASES, natch!), I pulled two of them.

Sometimes it’s better to be lucky than good.

My final team:

BTAS003 The Joker30 Points:

What He Brings: Ridiculously cheap Prob. Also a Special Smoke Cloud (DOES THIS SMELL FUNNY TO YOU, BATS?: Smoke Cloud. FREE: Make a close attack targeting an opposing character occupying a square with his Smoke Cloud marker regardless of adjacency. Instead of normal damage, give a hit character an action token.) that also gives him a sneaky good Incapacitate.

BTAS041 Robin — 75 Points:

What He Brings: Fairly expensive Prob, plus Running Shot (again, not a common power in this set), Incapacitate and down dial Enhancement and Perplex. He’s also got six Clicks of life and some pretty good evasion (ES/D top dial, Combat Reflexes & Super Senses down dial) to potentially eat some attacks.

BTAS060 Hawkman & Hawkgirl — 125 Points:

What They Bring: Uh… great stats, versatility and almost every power you’d want in the game? In addition to being able to choose between two different AWESOME dials at the start of your turn, there are two Traits here which are just bonkers-good in general and god-tier good in this Sealed environment.

The first (ETERNAL LOVE AND ETERNALLY CURSED: At the beginning of your turn, you may turn Hawkman & Hawkgirl’s dial to the same click number of a different color. // When Hawkman & Hawkgirl would be KO’d, you may instead turn them to click #1 of a different color and they can’t use this trait for the rest of the game. Protected: Pulse Wave.) grants that versatility I was just talking about AND gives them a Stop Click to end all Stop Clicks!!

The other Trait (BRINGS AERIAL MOBILITY TO THE TEAM: Sidestep, but may move up to 3 squares instead. Modify attack +1 when targeting only characters without [Wing Symbol].) takes their already great mobility and sends it into the stratosphere AND gives them +1 to attack, like, 75% of the set!

Lastly, for some reason, Hawkman & Hawkgirl’s card only lists Hawkman’s powers. Hawkgirl’s dial (which features Hypersonic Speed and Outwit) is nowhere on the card. This actually turned out to be a big advantage for me as well, even though I didn’t realize it at the time and it really had nothing to do with how smartly or stupidly I played.

Other than all that, Hawkman & Hawkgirl didn’t bring much at all…

BTAS067 Wonder Woman — 70 Points: 

What She Brings: Hypersonic Speed, the ability to Carry two people, 3 Damage, Invuln (huge in this set), Shape Change, and a Lasso Special Attack (LASSO OF TRUTH TO CAPTURE THEM ALL AT ONCE:: FREE: Choose an opposing character within 5 squares and line of fire that has a character adjacent to it. Roll a d6 for that character and each character adjacent to it. [4-6]: give the character you rolled for an action token.) that flings tokens like your drunk uncle flings $1’s at a gentleman’s club.

On this team, that means I have two sources of Prob and 3 ways to Incapacitate/add action tokens to my opponents’ characters.

Total= 300 Points

Okay! Here we go…

Oh, wait. Hold on a sec. I forgot to list my Map choices… oh dear.

Uh… yeah. Only after registration and army building do I realize… I forgot to bring any maps. So every game I play will be on one of my opponent’s maps.

Sheesh.

ROUND ONE:

versus…

Kaleb

Lex Luthor BTAS

His Team:

BTAS002 Robin — 30 Points

BTAS017A The Riddler — 50 Points

BTAS025 Maxie Zeus — 40 Points

BTAS028 Batman — 75 Points (Get used to seeing this piece–I faced this guy several times!)

BTAS044 Lex Luthor — 50 Points

BTAS074 Hawkman — 50 Points

Total = 295 Points

[EDITOR’S NOTE: This is as good of a time as any to note that these matches are reconstructed from my memory and notes taken after each match, so if something doesn’t add up, assume it’s my faulty memory and not some sort of cheating or sneakiness on anyone’s part.]

What Goes Down: So… back in March, at the last WKO when I played a Stealthy team that could still Prob from across the board, I lost Map roll EVERY GAME (including one in which taking the game to Wakanda probably would have elicited a “Good game” from my opponent before we even began!).

Well, on this day I won Map Roll in EACH GAME I PLAYED!! And, I could never take full advantage of this because I brought exactly zero Maps with me.

The lesson, as always: Don’t forget your stuff!

Having said that, this round we end up playing on an Indoor Map with a lot of rooms (I think it was a Premium Map).

Kaleb proves right away that he’s a really crafty player (more on that later), and he flips that Uncommon Batman back and forth between his two dials expertly, which keeps Bats in Stealth practically the whole game.

But he’s about to run into two major problems (none of which he can do much about).

First (and this will be a recurring Theme), I just absolutely had a big mobility advantage over his team.

And second, because of dice luck and positioning, he’s gonna be forced to throw WAAAAY too many resources at my Common Joker. After a few attacks back and forth, he tries to take out Joker with his severely injured Robin.

Snake Eyes. Robin is KO’d.

This means that he has to throw Batman at Joker to finish the job (otherwise Joker would just keep Probbing any misses I had and Incapacitate key members of his squad). Except his dice go cold with Bats, and even when he hits, I Super Sense out of it.

Meanwhile, Hawkman & Hawkgirl start laying waste to the rest of his team, with Wonder Woman swooping in for backup. We had a slight hiccup where I didn’t realize exactly how her Lasso Special worked (it turns out it does target friendlies too), so I had to go back a turn and add an Action Token to her (yes, even in the boiler room of a WKO, most accidental misplays can be settled in seconds between the two competitors as long as they’re both reasonable and respectful with each other. Who knew?!).

It won’t be until Round 2 that I’ll read through Hawkman & Hawkgirl’s card completely and find their silly-good Sidestep ability. Had I known that, I probably would have KO’d more of Kaleb’s characters. Still, I end up winning by about 50 Points or so (something like 80 to 30).

RESULT: WIN (1-0)

ROUND 2: 

versus…

Mike B.

Ventriloquist.jpg

His Team: 

BTAS002 Robin — 30 Points

BTAS008 Two-Face — 75 Points

BTAS023 Kyodai Ken50 Points

BTAS030 J-Man — 50 Points

BTAS058 The Ventriloquist — 40 Points

BTAS070 Apache Chief — 50 Points

Total = 295 Points

What Goes Down: Well, another Map Roll win, another choice of whatever my opponent brought. This time, I’m playing Mike B., and it’s going to be a fun game!

We end up playing on a Harley map (the one with the giant Slingshot/Catapult things, although those don’t end up coming into play), and Mike takes the high ground.

It doesn’t take long for Apache Chief to go Colossal, but it does take Mike a few turns to get the rest of his team moved up into position. Because of my two Hypersonic Speed pieces, I’m able to run mini-raids and punch into his front line.

To slow me down, Mike moves Kyodai Ken up and damages my Robin, but he misses the follow-up shot, which leaves Kyodai high and dry. I quickly dispatch that piece and go to work.

After a few more rounds where we go back and forth, it quickly becomes apparent that the Invulnerability on Hawkman & Hawkgirl and Wonder Woman is going to be a tough nut for Mike’s characters to crack. To his credit, Mike makes great use of his Robin’s Perplex and then Empower to crack the 3 damage threshold, but against my particular Build, it just takes too long to get his pieces into position.

Hawkman & Hawkgirl start going to town with Charge and Quake, which proves particularly deadly against Mike’s team since so many of his character’s powers depend on or are at least greatly enhanced by adjacency.

Once The Ventriloquist and J-Man fall to Hawkman & Hawkgirl, Mike concentrates fire on Wonder Woman, who I had pushed into Toughness on Click 2 in order to take out one of his pieces with a second attack. Unfortunately for him, I end up hitting something like 4 out of 6 Shape Change roles, so Apache Chief has to sit there and do nothing most turns.

Mike B. played an effective Build extremely well, but this was a terrible matchup for his team any way you sliced it. Had he been able to pull a couple Suited Henchman to work with The Ventriloquist (he pulled none) and/or manged to finish off my Robin early on, he might have bought himself some more time to set up a Killbox. And me hitting Shape Change so often probably put the nail in the coffin on this match.

I end up taking his full team.

RESULT: WIN (2-0)

ROUND 3: 

versus…

Chase

Grey Ghost

His Team: 

BTAS007 Leslie Thompkins –15 Points

BTAS018 Renee Montoya — 30 Points

BTAS028 Batman — 75 Points (Mama there goes that man again!)

BTAS024 Lock-Up — 40 Points

BTAS047A Killer Croc — 80 Points

BTAS059 Grey Ghost E — 40 Points

Total = 280 Points

What Goes Down: Chase was probably the nicest guy I played against, and that’s saying something. This WKO was a lot more fun and friendly than the last one I went to.

Regardless, my dice are on fire this game and I basically tear Chase’s team to shreds before he can get any meaningful attacks in against my guys.

My Joker’s Smoke Cloud actually comes up huge here. Because most of his characters are both close combat pieces AND unable to ignore Hindering Terrain on movement, Joker’s Smoke Cloud effectively became Barrier.

I hop over to his Batman first. I hit both attacks and KO him in one turn. Next turn I focus on Lock-Up and bring him down to his second-to-last Click. Finally Killer Croc makes it over to my squad.

But it’s too late. I switch H&H to Hawkgirl’s dial and Outwit Croc’s D, then slice through his dial with merciless precision.

Grey Ghost is a great piece, but on his short dial with Batman already KO’d, there’s almost nothing he can do.

Oddly enough, I keep missing Leslie Thompkins, but soon enough she falls too and the game is over.

RESULT: WIN (3-0)

ROUND 4: 

versus…

???? (I failed to record my opponent’s name this round.)

ManBat

His Team: 

BTAS003 The Joker — 30 Points

BTAS018 Renee Montoya — 30 Points

BTAS028 Batman — 75 Points (Mama there goes that man again! Again!!)

BTAS043 Poison Ivy — 65 Points

BTAS057 Man-Bat — 75 Points

What Goes Down: Man-Bat is a great piece, but his low-ish attack combined with the fact that I usually have two Probs pointed at him at all times means he missed faaar more than he hit this game.

My opponent gets the first licks in for a change, but I roll really well with my Joker and manage to take out his Joker, Batman, Renee and Poison Ivy within the span of about 3 or 4 turns before he manages to finally finish off my Joker.

Eventually I corner Man-Bat at the edge of the map and finish him off.

It was a much closer game than I made it sound, but in the end my dice were just hotter than my opponent’s. Again, he was a shrewd player, but I was frankly just packing more Hypersonic Speed than he was.

(Wonder Woman’s Shape Change came through again, too!)

RESULT: WIN (4-0)

So, at this point, it’s a little unclear how many Rounds were supposed to be played. The organizers had previously mentioned that we’d play either four or five rounds this day.

Well, it turns out that we were only going four Rounds before we broke off into a Top 8. After all the results came in and were calculated, I finish second in the field (about a hundred points behind the gentleman in first place).

I’m going to the Top 8, which officially makes this my best showing ever at a WKO!!

But for that story, you’ll have to wait just a lil bit longer!

(Hey, we’re already pushing 3000 words here!)

Next: The Top 8 story PLUS the Top 10 Sealed pieces in Batman: The Animated Series!

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These Turtles Go To Eleven!! (Or, The Top Eleven Figures in TMNT: Unplugged!!)

Mikey Injustice 2

A Heroclix set based on a TMNT video game appearance? Sign me up!

Michaelangelo 8-bit

OOOOOoooohhhh… THAT TMNT video game? Even better!

Hello again!!

We’ve been so busy lately talking about Avengers: Infinity Chases and Colossals and Batman: TAS spoilers and broken Superfriends Chases that we almost forgot… there’s a new Turtles set!

And here’s a secret nobody’s talking about… it’s kinda really good!

It’s also got almost 50 different new pieces (if you include the six new Bystander tokens from the Starter), so that means we’re gonna have to determine…

THE TOP TEN ELEVEN FIGURES IN TMNT: UNPLUGGED!!

But first, how about…

SOME NOTES ABOUT THE SET:

TMNT ARCADE Poster.jpg

–In the lead-up to the release, I heard a lot of varying opinions on the “pixelated” sculpts that grace many (but oddly, not all–more on that in a minute) of the new pieces in the set. I actually fall on the “I Like It” side of the ledger, but I see why some wouldn’t like it. The sculpts look better from further away, but I think the video game sculpts are a creative new way to introduce cool new mechanics while still giving us familiar characters (more on that later too).

Krang Unplugged.jpg

–Unfortunately, some of the most interesting dials (Krang; Baxter Stockman; etc.) are essentially just repaints, even though they’re representing the video game version of the character. A ”pixelated” Krang especially would have been great!

–With Wizkids busy pumping out product for their Marvel, DC, TMNT and Star Trek licenses, this might be as close as we get to another video game set for quite awhile! For those who remember releases like the Street Fighter set or Halo-Clix, it’s kind of sad. But who knows what the future will hold? If these 8-bit clix are well-received, is it so far-fetched to think that Wizkids might hop on the nostalgia train again and give us a set of Nintendo characters (Mario! Link! Samus Aran!) or Capcom favorites?

So, without further ado…

THE TOP ELEVEN CLIX IN TMNT: UNPLUGGED!!

 

Rocksteady.jpg

11. TMNT4018 Rocksteady — 50 Points — Uncommon: We’ve got our first “Indie-set” Shifting Focus piece!

Yes, he only has, like, two versions to shift between (at least for now), but the ability to snap your fingers and turn a decent close combat piece into a decent ranged attacker is nice.

 

Blue Foot Elite

10. TMNT4015 Foot Elite (Boomerang) — 25 Points — Uncommon: For 25 Points this guy is an absolute STEAL! His top dial includes Sidestep, a 4 Range, 10 Attack with poor man’s Prob (BOOMERANG: When Foot Elite would miss a range attack by 1 or 2, once per turn you may reroll that attack roll.), a 17 Defense with ES/D AND a natural 3 Damage with Enhancement!!

Play 3 or 4 together and you have a slightly mobile (via Sidestep) Boomerang Turret that can spit out up to 6 Damage an attack! That ES/D makes them tough to hit before they get into range, too, so you have a decent chance of getting a devastating attack or two off before your opponent can pick them apart.

 

Muddy Mud Man

9. TMNT4B006 Mud Man — 20 Points — Fast Forces Bystander Token: Yeah, he costs 10 more points than the other tokens, but he’s probably worth 20 or 30 more points in actuality. For those 20 valuable points, you get Plasticity, Sidestep, Quake with a 10 Attack and Super Senses with Shape Change (always a crowd-pleaser!), 3 natural Damage… that’s a solid POG!

But wait… unlike other Pogs, Mud Man here essentially has 2 more clicks, with the possibility to gain even more if he KO’s opposing pieces (again, look at those stats–it’s certainly possible to KO opposing figures with this piece! Especially if he KO’s multiple characters with a well-timed Sidestep/Quake!).

But wait again! That actually undersells that Engulfing Boss Trait (ENGULFING BOSS: Plasticity. Mud Man starts the game with 2 Life tokens, and gains a Life token each time he KO’s an opposing character. When Mud Man would be KO’d, if he has any Life tokens, instead remove one. Protected: Pulse Wave.). It’s actually better than having two more physical clicks. Instead of clicking, Mud Man can take any amount of damage (even if Chase EW050 Superman hits Mud Man with an object and deals, like, 8 Damage…) and it still just costs him 1 “Life” token.

Then factor in the amount of wasted attacks from Mud Man’s SS/SC combo, and you have twenty points of mud that can cause all kinds of issues for your opponent. Even his main liability (mobility; ie his ability to get into attack range) is somewhat offset by his Sidestep and the fact that he’s a Standard character (and thus able to be carried by normal Taxis or TK’d by supporting pieces).

This is arguably the most solid Pog we’ve seen since Skadi’s Warbot (at least in terms of Pogs you can field by themselves).

 

Raph Auto Scroll.png

8. TMNT4037 Raphael — 100 Points — Chase:

7. TMNT4036 Michaelangelo — 100 Points — Chase:

All of the Chases have ridiculously good mobility via there shared video game level Trait (AUTO-SCROLLING SKATE LEVEL: At the beginning of your turn, you may move Raphael 1 square. FREE: Move up to 3 squares in a direct path.) and the fact that they all Ignore Characters on Movement.

What sets this Raphael apart from, say, the Leo Chase is Raph’s weapon Special (SAIS: Flurry. When making a close attack, Raphael deals penetrating damage.) and the fact that he’s sporting Battle Fury, so he chews right through opposing Shape Change.

Mikey gets slotted one spot higher because he’s got top dial Perp, bottom dial Support and his personal weapon Special (NUNCHAKUS: Flurry. Each time Michelangelo hits an opposing character, after resolutions you may give that character an action token.) that throws action tokens on opposing pieces as long as he simply hits them.

Penetrating Damage is fantastic. But I would personally value the board control offered by Mikey’s ability to give action tokens to pieces he hits.

 

Karai

6. TMNT4026 Karai — 75 Points — Rare:

Finally, a TMNT-Universe Recruiter! Her Trait (REBUILD THE FOOT CLAN IN THE OLD WAYS: Leadership. When building your force, friendly characters 75 points or less with the Martial Artist keyword also have the Foot Clan keyword.) opens up all kinds of Themed Team builds between disparate Martial Artist or Foot characters.

Then you get to her dial:

–She Ignores Hindering and Elevated Terrain on Movement.

–Her top dial Special Movement power (TEACHINGS OF THE ASHI NO HIMITSU: Sidestep, Stealth. When Karai uses Sidestep, if no opposing character has line of fire to her when giving the action, she can move up to 4 squares instead of 2.) will have her hopping all over the board, and she’s rocking an 11 Attack top dial with B/C/F AND a 6 Range with RCE, so Karai is deadly from up close or afar.

The only thing she’s really missing is some form of Willpower. In this era of Equipment, giving her a Symbiote (Shape Change, Plasticity and the possibility of taking her already solid stats to the next level) or Mjolnir (she can hop around with her giant Sidestep Special and strike for boatloads of B/C/F damage from a Stealthy position).

(Incidentally, there’s a pretty good case to be made for Karai as the best TMNT 4 Sealed piece. Usually only matters for release events, but there it is!)

 

Shredder and Clone

5. TMNT4005 Shredder Illusion — 20 Points — Common:

4. TMNT4024 Shredder — 80 + 20 Points — Rare:

Another pair of figures that are really meant to go together.

The Shredder Illusion is a solid little sort of Damage-dealing lottery ticket. He has a micro-Charge (Charge with a Movement Value of 6) and only 1 Damage top dial, but his (its?) B/C/F makes that 1 Damage almost meaningless.

The Illusions also have the ability to be nice little tie-up pieces, with Shape Change and Combat Reflexes making them particularly hard to deal with once they’ve latched on.

They’ve also got one solitary Trait (TEMPORARY SHREDDER ILLUSION: For all characters that can use this trait, whenever a friendly character within 6 squares named Shredder would take damage, you may reduce that damage by 1 in addition to any other effects that reduce damage. If you do, after resolutions, deal 1 unavoidable damage to a friendly character named Shredder Illusion.) that works exceedingly well with any character named Shredder in general and the Rare Main Set Shredder in particular.

Shredder proper is a Close Combat monster, with Charge, 12 Attack with Blades/Claws/Fangs, Mastermind and a native 4 Damage (if you literally don’t want to roll the dice for B/C/F).

The +20 Kicker is certainly worth it, as it activates a Trait ((+20) ILLUSIONARY DOUBLE: FREE: If no friendly character named Shredder Illusion is on your force, generate a TMNTUP #005 Shredder Illusion. Your opponents don’t score that character.) that gives you CONSTANT Mastermind fodder and, again, access to that Temporary Shredder Illusion Trait.

While most pieces have trouble with Outwit, this Shredder in particular is really vulnerable to a well-timed Outwit on his Mastermind or Charge, so that is something to keep in mind when using this guy.

 

Alopex

3. TMNT4033 Alopex — 90 Points — Super Rare: 90 Points gets you Hypersonic Speed with Precision Strike and 3 Damage top dial. She Ignores Hindering and Elevated Terrain on Movement, and she sports the crowd-pleasing Super Senses/Shape Change combo on Defense.

Two Traits also bump her effectiveness and allow her to manipulate probabilities on the Map.

The first (CURSED BLADES OF VENGEANCE: When Alopex hits an opposing character, give them a Curse token. // Characters with one or more Curse tokens modify attack -1, and any attack made by those characters that misses all targets becomes a critical miss.) can have a big effect on your whole team’s survivability.

The second (CATCH A TIGER BY THE TAIL: At the beginning of the game, choose an opposing character. Alopex modifies attack +1 when attacking the chosen character and modifies defense +1 when attacked by the chosen character.) enhances her own survivability, and can pump her Defense up to nigh unhittable levels if she gets a pop in first (which is likely given that Hypersonic Speed she’s sporting).

 

Donnie 2012

2. TMNT4029 Donatello — 80 Points — Super Rare: The whole set of Super Rares in this set is pretty universally solid; having said that, I like the SR Donnie better than his brothers in this series.

While they all share some version of the “Tales… ” Trait (TALES OF THE TMNT: At the beginning of the game, for all characters that can use this trait, choose a “Tale:” trait that a friendly character can use. This game, all friendly characters with a “Tale:” trait can use the chosen trait instead of any other “Tale:” trait.), Donatello’s is perhaps the most gamechanging (TALE: MAZES AND MUTANTS: This character has PROTECTED: opposing Perplex, opposing Probability Control.).

When you factor in his own top dial Prob, you suddenly can field a team of Turtles that pretty much has total control of Prob and Perplex–two of the strongest support abilities in the game–for the whole game!

This is more environmental control than the typical Turtles team allows.

 

Krang Unplugged number one

1. TMNT4034 Krang — 130 Points — Super Rare: Basically the ranged version of the Shredder piece I was just raving about.

Krang’s issue is that he sports Phasing/Teleport top dial instead of a move-and-attack ability, so he needs a good Taxi or a TK’er. Other than that, he’s a straight killer, with an Attack dial that alternates between Pen/Psy and Pulse Wave, Defense that alternates between Invincible, Invulnerable and Impervious.

He also has top dial Outwit and a Damage Special Power (RECOVERED THE TURNSTONE!: Shape Change, but succeeds on a 4-6. Perplex, but modifies the combat value +2 or -2. Opposing characters can’t use Perplex or Shape Change.) on the bottom of his dial that is one of the best Special Powers ever given out.

His Boss Trait, like Shredder’s, also resurrects him TWICE (GAME BOSS: FLASHING RED: The first two times Krang would be KO’d, instead turn him to click #6, then heal him 1 click if an opposing force has 1 or 2 characters on it; otherwise, heal him 2 clicks. Protected: Pulse Wave.), and has a decent chance of landing him on his Turnstone clicks.

Finally, his last Trait (RUTHLESS ALIEN CONQUEROR: When Krang KO’s an opposing character, put a Conquest marker in a square they occupied. Opposing characters modify their attack and defense values -1 for each Conquest marker within 3 squares of them.) can really pin down an opponent who didn’t bring a team with good mobility and/or range.

It is possible for your opponent to just ignore Krang, or try and get him to his less effective middle clicks (Clicks 3 & 4) and keep him there, but it’s not clear that allowing a piece with 8 Range and Pen/Psy essentially unfettered access to attack your team is a really very good idea.

 

Okay!! That’s my list! What’s yours? Let us know in the Comments below!