The Ghost of Clix-Mas Past Presents: The 2019 Critical Review: Call-In Figures! (Or, the Second Night of Clix-Mas 2019!!)

[EDITOR’S NOTE: Welcome to Night Two of the 12 Nights of Clix-Mas 2019!! Yesterday, we reviewed the ground rules; today, we hit the ground running with an in-depth review of Call-In Cards from friend of the blog, Roberto Ty!]

Over the Hill club

Little Known Fact: For a time, Wizkids toyed with Call-In cards for pieces from Undead

2019 Critical Review: Call-In Figures

by Roberto Ty

Having 2020 Vision

As 2019 closes, I thought this would be a good time to look at the best ID Call-In figures in Heroclix for 2020. Quicker than a Thanos finger snap, the rotation will be upon us (most likely in July) and the value of your tightly-held meta pieces will drop faster than Thor’s Hammer on a Frost Giant. The time to sell is now, but can you really make a Nationals run without these ID cards?

The Call-In Sequence

Deadpool ID.jpg

But first, let’s start at the beginning. For newer players, a typical call-in sequence looks like this:

  1. A friendly character (the summoner) uses a POWER action for the Call-In Help ability from the ID card. Your opponent scores the ID card.
    1. Call-In Help – Friendly characters have “POWER: If no other friendly characters have been given this same action this turn and this character is equal or more points than the ID character, place the ID character adjacent, then remove this ID card from the game and your opponent scores it. The ID character returns to your Sideline: at the beginning of your next turn, immediately if no square it occupies is within 5 squares of this character, or it is removed from the map by another effect. ID characters can’t: be carried, be equipped, be given DOUBLE POWER actions, replace, or be replaced. ID characters can be KO’d.
    2. Note the restrictions: The Call-In figure must remain within 5 squares of the summoner. The Call-In cannot be Carried, use Equipment, or be given DOUBLE POWER actions.
  2. In most Meta encounters, typically a team will have Perplex (or multiple Perplexes) at the ready to modify attack and/or damage on the Call-In figure.
  3. Call-in would perform a POWER action.
  4. Ideally, the Call-in would then be removed from the map to prevent being KO’d and scored by the opponent. This is done by moving the call-in 6 squares away from the summoner through Sidestep or Telekinesis. Not always possible though. 

It’s Hard to Say Goodbye

Alright, with the basic rules and strategies for Call-Ins covered, the top ID Cards and Call-In figures to rotate out in 2020 are:

  1. TIER I
    1. XXSXID-020 Jean Grey ID (5 points) and 60-point XXS065E Jean Grey
    2. XXSXID-018 Cyclops ID (5 points) and 50-point XXS052E Cyclops
    3. XXSXID-025 Wolverine ID (5 points) and 50-point XXS053E Wolverine
    4. WKDCID-008 Harley Quinn ID (5 points) and 60-point HQ049 Harley Quinn
  2. TIER II
    1. 50-point XXS037AE Professor X and 50-point XXS037BE Professor X
    2. XXSXID-010 Chamber ID (3 points) and 70-point XXS041 Chamber
    3. XXSXID-004 Rusty ID (3 points) and 50-point FFXXS005 Rusty
    4. XXSXID-012 Jubilee ID (3 points) and 50-point XXS026 Jubilee

While this list of retiring ID cards and call-in figures isn’t comprehensive, I focused on the most used cards and Call-In Figures. Let’s look forward to 2020 and the changing landscape of call-in figures.

The Future of Call-In Figures

We go from 43 ID Cards and Wanted Posters to just 18 after rotation. How many are usable? We need to evaluate what abilities the post-rotation call-in figures bring.

ID / WANTED POSTER PTS INSPIRATION / INTIMIDATION OTHER IDENTITIES
WKMDOFP-001 Wolverine 5 Blades/Claws/Fangs Logan, Old Man Logan, Colonel Logan
WKMDOFP-002 Kate Pryde 5 Exploit Weakness Kitty Pryde, Shadowcat, Ariel, Sprite
WKMDOFP-003 Colossus 5 Charge
WKMDOFP-004 Rachel Summers 5 Running Shot Hound, Marvel Girl, Phoenix
WKMDOFP-006 Magneto 5 Penetrating/Psychic Blast
WKMVID-011 Colossus 5 Impervious
WKMVID-012 Professor X 5 Shape Change
WKMVID-013 Banshee 5 When hitting with a ranged attack, after resolutions give all hit characters an action token.
WKMVID-014 Rogue 5 Steal Energy
WKMVID-015 Psylocke 5 Exploit Weakness
WKMVID-016 Angel 3 No Inspiration Archangel
WKMVID-017 Beast 3 No Inspiration
WKMVID-018 Cyclops 3 No Inspiration
WKMVID-019 Iceman 3 No Inspiration
WKMVID-020 Jean Grey 3 No Inspiration Marvel Girl, Phoenix
WKDCID-008 Harley Quinn 5 Exploit Weakness Dr. Harleen Quinzel
WKDCID-009 The Joker 5 Perplex
WKDCID-010 Mr. Freeze 5 Incapacitate
WKDCID-011 Poison Ivy 5 Poison, Smoke Cloud
WKDCID-012 Two-Face 5 Probability Control Harvey Dent

FIGURE 1 | Post-rotation ID cards, point cost, and their Inspiration or Intimidation.

The Call-In Value Proposition

In deciding on ID cards and Call-In options, the goal is to look for value. I like figures around 50-points. At this point cost, the Call-In Help ability can be used by a lower cost support figure. While a higher cost Call-In sometimes has better combat values, its higher cost requires a figure of equal value to call it in. This means that a POWER action is being used by a primary attacker just to call in another attacker. It’s a bad two-for-one tradeoff. Still, you may find value in a higher cost Call-In, depending on its abilities. I just don’t like the value proposition.

Now not all Call-In figures are for attacking. You can supplement utility powers in your Build by calling-in characters with support powers like Perplex, Telekinesis, Support, Outwit, Enhancement, Empower, Probability Control, etc.

Furthermore, you not only have to evaluate what the Call-In brings, but whether or not the piece itself is a liability. Can you protect it from being scored? Can you remove it from the map through Sidestep or Telekinesis? 

Since most ID cards are scored once they’re used, you need to factor these things into your evaluation. Points matter and you don’t want to concede them easily.

With that said, ID cards are prevalent because of the high value proposition for a low point investment (3-5 points).

Wanted Posters

The Wanted Posters differ from ID cards because of the Bounty mechanic, which reads:

Bounty: When an opposing character hits this ID character, immediately return it to your sideline and, after resolutions, heal the attacking character 1 click. If this ID character is returned at the beginning of your next turn, heal the character that used “Call In Help” 1 click.

Because of this mechanic, you may opt to use a higher-cost Call-In, hoping your opponent can’t hit. If the Call-In survives, then you can heal the summoner 1 click on your next turn. To me, it’s risky. I don’t want to concede any points and would prefer to just “poof” the Call-In. 

Let’s look at some low-cost options for the Wanted Posters. I won’t review every possible Call-In, but instead recommend what I think is the best option.

Wolvie Wanted poster

WKMDOFP-001 WOLVERINE WANTED POSTER (5 POINTS)

Inspiration: Blades/Claws/Fangs

Call-In Options:

    1. 75-point WKM19-003 Wolverine

 

  • 50-point FFXDPS001E Wolverine (OUR PICK!)

 

  • 50-point XDPS001 Wolverine (OUR PICK!)

 

 

  1. 70-point WCR001E Wolverine
  2. 70-point WCR101E Wolverine
  3. 75-point WCR107 Wolverine

The best options are 50-point FFXDPS001E Wolverine and 50-point XDPS001 Wolverine.

FFXDPS001E Wolverine. Wolverine has Improved Movement: Hindering, TELL CYCLOPS I MADE HIS CAR A CONVERTIBLE special power with 8 movement, Blades/Claws/Fangs with 11 attack, Toughness with 17 defense, and 3 damage. His value is in his Special Movement Power:

(SPECIAL MOVEMENT) TELL CYCLOPS I MADE HIS CAR A CONVERTIBLE: Charge, Flurry.

50-point XDPS001 Wolverine. While Wolverine’s damage isn’t as good (no Flurry), he does brings value with his trait:

(☆ TRAIT) THE NOSE KNOWS, BUB: Opposing characters within 3 squares can’t use Stealth or Shape Change.

This stealth-busting, Shape Change-denying Wolverine has Charge with 9 movement, Blades/Claws/Fangs with an incredible 12 attack, Toughness with 18 defense and 2 damage. I ranked him lower than the Fast Forces version, but remember that you can list multiple options for each ID/Wanted Poster. You just need to declare which one you’re using at the beginning of the game.

Kate Pryde

WKMDOFP-002 KATE PRYDE WANTED POSTER (5 POINTS)

Inspiration: Exploit Weakness

Other Identities: Kitty Pryde, Shadowcat, Ariel, Sprite

Call-In Options:

 

  • 60-point or 40-point WCR003 Kitty Pryde (OUR PICK!)

 

  1. 75-point WKMP18-006 Shadowcat

60-point or 40-point WCR003 Kitty Pryde. Kitty can be used as a 60-point or a 40-point call-in. The only changes in combat values are her attack (11 to 10) and her defense (18 to 17).

With 0 range and only Sidestep, she’ll need to be close to attack. Her real value comes from her trait:

(☆ TRAIT) LOCKHEED: FREE: Once per game, generate a Lockheed Bystander.

Lockheed is the main threat. He has 5 range with a single target, Running Shot with 8 movement, Energy Explosion with 10 attack, Energy Shield/Deflection with a 17 defense, and 1 damage. Kitty is called in, Sidesteps, and generates Lockheed. Lockheed uses Running Shot and targets an opponent 5 squares away with Energy Explosion. That’s a 12-square reach (2 from Kitty’s Sidestep, 1 form being placed adjacent, 4 from Running Shot, and 5 from range). You’ll always use Energy Explosion because of his 1 printed damage. By using Energy Explosion that damage becomes 2.

ENERGY EXPLOSION RANGE: Make a range attack, and all other characters adjacent to an original target also become targets. Hit characters are dealt 2 damage instead of normal damage.

Colossus.jpg

WKMDOFP-003 COLOSSUS WANTED POSTER (5 POINTS)

Inspiration: Charge

Call-In Options:

    1. 75-point XDPS037 Colossus

 

  • 25-point XDPSG017BP Colossus (OUR PICK!)

 

  1. 70-point WCR012E Colossus

25-point XDPSG017BP Colossus. Colossus is a Giant Colossal Retaliator without Colossal Indifference. This means he can attack smaller characters normally and not just by Colossal Retaliation. Colossus has:

+ Improved Movement: This character can move through Blocking terrain. Immediately after movement resolves, destroy all Blocking terrain moved through. This character can move through squares adjacent to or occupied by opposing characters without stopping, and automatically breaks away, even if adjacent to a character than can use Plasticity. 

He has Charge with 7 movement, Quake with 11 attack, Impervious with 18 defense, and COLOSSAL RETALIATION: NOW, YOU FACE WRATH special power with 3 damage.

(SPECIAL DAMAGE) COLOSSAL RETALIATION: NOW, YOU FACE WRATH: FREE: If no friendly character has been placed this turn, choose an opposing character that attacked Colossus or damaged a friendly character since your last turn. If that character is within the same row or column as Colossus, place Colossus adjacent to that character and make a close combat attack targeting all characters in the rows or columns between where Colossus began this action and his current square, regardless of adjacency. Hit characters are each dealt 2 penetrating damage instead of normal damage.

Colossus will be mainly as a call-in to retaliate. Because his retaliation has a condition of being in the same row or column of the opposing attacker, you’ll need to pay attention to his placement. If you do a non-retaliation attack first, it may help position Colossus for his retaliation. Bottom line: pay attention to position.

Rachel Summers ID

WKMDOFP-004 RACHEL SUMMERS WANTED POSTER (5 POINTS)

Inspiration: Running Shot

Other Identities: Hound, Marvel Girl, Phoenix

Call-In Options:

    1. 50-point WCR009E Rachel Summers

 

  • 25-point XDPSG010P Phoenix (OUR PICK!)

 

25-point XDPSG010P Phoenix. Between the two, Phoenix call-in is the better call-in. Phoenix has Colossal Indifference and can’t attack smaller characters unless it’s through retaliation. She has 10 range with 3 targets, Phasing/Teleport with 10 movement, Telekinesis with 11 attack, COLOSSAL INDIFFERENCE special power with a 16 defense, and COLOSSAL RETALIATION: PSIONIC MAELSTROM with 3 damage. Phoenix’s traits are:

(☆ TRAIT) COSMIC ENTITY: Phoenix can’t be the target of an attack with more than one target.

(☆ TRAIT) ETERNAL FLAME OF DESTRUCTION AND REBIRTH: Energy Shield/Deflection, Poison. When Phoenix uses Poison and an opposing character took damage from it, after resolutions choose one: heal 1 click for each opposing character damaged this way -or- heal each adjacent friendly character 1 click.

The first trait is situational while her second trait is Poison.

POISON: FREE: If this character hasn’t moved or been placed this turn, deal 1 damage to all adjacent opposing characters.

It’s important to note that being placed on the map from the sideline isn’t the same being moved or placed when on the map. Therefore, Phoenix can use Poison before she retaliates.

Now, let’s look at her special powers:

(SPECIAL DEFENSE) COLOSSAL INDIFFERENCE: STOP. If Phoenix starts on the 25-point line, she can’t attack smaller characters except via Colossal Retaliation.

(SPECIAL DAMAGE) COLOSSAL RETALIATION: PSIONIC MAELSTROM: FREE: If no friendly character has been placed this turn, choose an opposing character that attacked Phoenix or damaged a friendly character since your last turn. Place Phoenix within 3 squares of the chosen character then make a ranged attack targeting that character and all other opposing characters within 3 squares, regardless of line of fire. Instead of normal damage, deal each hit character 1 penetrating damage for each action token they have. Hit targets that can use Incapacitate, Mind Control, Outwit, or Penetrating/Psychic Blast modify their combat values -1 until your next turn.

Her retaliation is where Phoenix increases her value. She deals 1 penetrating damage for each token on each hit target! Incredibly potent if timed right.

Magneto.jpg

WKMDOFP-006 MAGNETO WANTED POSTER (5 POINTS)

Inspiration: Penetrating/Psychic Blast

Call-In Options:

  1. 50-point XDPS011B Magneto
  2. 65-point XDPS100 Magneto
  3. 25-point XDPSG015P Magneto (OUR PICK!)

25-point XDPSG015P Magneto. Another fantastic colossal retaliator call-in! It’s important to note that Magneto is a standard size, even though he has a 2×2 base. He doesn’t have Colossal Indifference, which means he can make normal attacks and not just through retaliation. Magneto has 8 range with a single target, Sidestep with 7 movement, Telekinesis with 10 attack, Toughness with 18 defense, and COLOSSAL RETALIATION: MASTER OF MAGNETISM special power with 3 damage.

Let’s look at his trait:

(☆ TRAIT) THE FORCE OF MAGNETISM IS AT MY COMMAND: Leadership. FREE: Choose a character within range and line of fire. Place that character in a square adjacent to its current square.

Magneto increases his value with his Leadership. His trait also allows him to reposition one of your opponent’s characters. Now for his retaliation:

(SPECIAL DEFENSE) COLOSSAL RETALIATION: MASTER OF MAGNETISM: FREE: If no other friendly character has been placed this turn, choose an opposing character that attacked Magneto or damaged a friendly character since your last turn. Place Magneto such that he can make a ranged attack targeting the chosen character then do so.

His retaliation power is good, but isn’t the the main reason he will be used.

 

ID CARDS

 

colossus id

WKMVID-011 COLOSSUS ID (5 POINTS)

Inspiration: Impervious

Call-In Options:

  1. 75-point XDPS037 Colossus
  2. 25-point XDPSG017BP Colossus (OUR PICK!)
  3. 70-point WCR012E Colossus

We reviewed our Colossus pick earlier under the Wanted Posters.

Prof X ID.jpg

WKMVID-012 PROFESSOR X ID (5 POINTS)

Inspiration: Shape Change

Call-In Options: Uhhhh… none, actually. There is a 100-point XDPS035 Professor X, but I don’t recommend him.

Banshee ID.jpg

WKMVID-013 BANSHEE (5 POINTS)

Inspiration: When hitting with a ranged attack, after resolutions give all hit characters an action token.

Call-In Options: No options available post-rotation. 

Rogue ID.jpg

WKMVID-014 ROGUE (5 POINTS)

Inspiration: Steal Energy

Call-In Options:

    1. 50-point FFXDPS002E Rogue
    2. 60-point XDPS002 Rogue

 

  • 60-point WCR011E Rogue (OUR PICK!)

 

60-point WCR011E Rogue. Rogue has flight, Charge with 9 movement, Quake with 11 attack, SOUTHERN BELLE special power with 17 defense, and 3 damage. Her combat values are on a par with the other Rogue call-ins, but it’s her trait adds additional value to make her our selection. Her abilities are:

(☆ TRAIT) LET ME GIVE YOUR POWERS A SPIN FOR A WHILE, SUGAH: When Rogue hits a single opposing character with a close attack, after resolutions you may choose a standard power that character can use. Until you choose again, Rogue can use the chosen power and has the printed range value of the hit character.

(SPECIAL POWER) SOUTHERN BELLE: Invulnerability, Willpower.

True to the Rogue in the comics, when she hits she steals a standard power. In most cases, you’ll target a character with support powers like Perplex, Outwit, and Probability Control..

Psylocke ID.jpg

WKMVID-015 PSYLOCKE (5-POINTS)

Inspiration: Exploit Weakness

Call-In Options:

    1. 45-point DCXM009 Psylocke

 

  • 40-point WCR020E Psylocke (OUR PICK!)

 

40-point WCR020E Psylocke. Psylocke has Improved Movement: Hindering, 6 range with 2 targets, NINJA TRAINING special power with an 8 movement, Precision Strike with 10 attack, Super Senses with 17 defense, and Perplex with 2 damage. Her trait gives her Incapacitate that can disable an opponent’s attack or defense powers.

(☆ TRAIT) PSYCHIC BOW: Incapacitate. When she uses it and hits, after resolutions, choose a standard attack or defense power the hit character can use and that character can’t use that power until your next turn.

(SPECIAL MOVEMENT) NINJA TRAINING: Sidestep, Stealth.

Both these abilities make this Psylocke our pick. She can Sidestep, Perplex her attack up for Incapacitate, then when she hits, she can choose an attack or defense power to turn off? Yes, please! It’s a great way to get around pesky defenses! Unfortunately, she’s a Chase.

Angel ID.jpg

WKMVID-016 ANGEL (3-POINTS)

Other Identities: Archangel

Call-In Options:

 

  • 40-point WCR015E Angel (OUR PICK!)

 

  1. 75-point WCR105E Archangel

40-point WCR015E Angel. Angel has flight, RETURN TO EARTH special power with 10 movement, 10 attack, DO YOU NOT KNOW AN ANGEL WHEN YOU SEE ONE? Special power with 17 defense, and 3 damage.

(SPECIAL MOVEMENT) RETURN TO EARTH: Charge. When Angel uses it, you may choose to not half his speed. If you do, he has PASSENGER: 0

(SPECIAL DEFENSE) DO YOU NOT KNOW AN ANGEL WHEN YOU SEE ONE?: Super Senses, Willpower.

While the 80-point version of this character has a 12 movement and an 18 defense, the other stats are the same.  It’s why I recommend using the 40-point version—less risk of your opponent scoring him.

Beast ID.jpg

WKMVID-017 BEAST (3-POINTS)

Call-In Options:

    1. 50 FFXDPS003E Beast

 

  • 50 XDPS003 Beast (OUR PICK!)

 

  • 40 WCR005E Beast (OUR PICK!)

 

 

50 XDPS003 Beast. Our first double selection. Both call-in options bring different value to a team. This Beast supplies Perplex and has Improved Movement: Elevated, Hindering, and Characters. He has Sidestep with 10 movement, 10 attack, Combat Reflexes with 17 defense, and A ROSE BY ANY OTHER NAME special power with 2 damage.

(SPECIAL DAMAGE) A ROSE BY ANY OTHER NAME: Perplex, but only to target other characters. When Beast uses it, if the target shares a keyword with him, you may instead modify the value except damage +2 or -2.

40 WCR005E Beast. Beast provides Outwit or Battle Fury to attack those pesky Shape Change characters. If he chooses Battle Fury, he modifies his combat values by +1. He has Improved Movement: Elevated Hindering and Charge with 8 movement, Quake with 10 attack, Super Senses with 17 defense, and 3 damage.

(☆ TRAIT)  LETTING THE BEAST OUT: FREE: Chose one: Outwit -or- Battle Fury and modify Beast’s combat values +1. Beast can use the chosen effect(s) until your next turn.

Cyclops ID

WKMVID-018 CYCLOPS (3-POINTS)

Call-In Options:

 

  • 70 XDPS013 Cyclops (OUR PICK!)

 

  1. 70 WCR002E Cyclops
  2. 70 WCR102E Cyclops
  3. 75 WCR108 Cyclops

70 XDPS013 Cyclops. The first ID where we feel the pain of rotation. The post-rotation call-in options for Cyclops just can’t compare to the 50-point XXS052E Cyclops. This version has 8 range with a single target, OPTIC BEAMS special power with 10 movement, Penetrating/Psychic Blast with 11 attack, Willpower with 18 defense, and COMMANDING LEADER special power with 3 damage.

(SPECIAL MOVEMENT) OPTIC BEAMS: Running Shot, Force Blast.

(SPECIAL DAMAGE) COMMANDING LEADER: Leadership. When Cyclops use it and succeeds, after resolutions chose another friendly character that shares a keyword and has 0 action tokens. This turn, that character has “FREE: Halve speed, then Move.”

While the special movement power is nice, his damage power only benefits X-Men teams (Cyclops’ only keyword: X-Men).

Iceman ID.jpg

WKMVID-019 ICEMAN (3-POINTS

Call-In Options:

 

  • 15-point XDPSG025P Iceman (OUR PICK!)

 

  • 50-point WCR013E Iceman (OUR PICK!)

 

 

15-point XDPSG025P Iceman. Both Iceman options are excellent and bring different utility. This Iceman is a colossal Ice Voltron and has Charge with 5 movement, 11 attack, COLOSSAL INDIFFERENCE: ICE ROBOT! with 17 defense, and COLOSSAL INDIFFERENCE: ICE ROBOT! special power with 3 damage. His abilities aret:

(☆ TRAIT) CHILL, IT’S JUST A GIANT ICE SWORD: Blades/Claws/Fangs. When Iceman KO’s a [Giant symbol] or [Colossal symbol] character, after resolutions he can use Charge at no cost, but may only attack a character with [Giant symbol] or [Colossal symbol]. (He may repeat this.)

(SPECIAL DEFENSE) COLOSSAL INDIFFERENCE: ICE ROBOT!: STOP. If Iceman started the game on the 15-point starting line, he can’t attack smaller characters except via Colossal Retaliation.

(SPECIAL DAMAGE) COLOSSAL RETALIATION: GLACIER FISTS: FREE: If no friendly character has been placed this turn, choose an opposing character that attacked Iceman or damaged a friendly character since your last turn. Place Iceman such that he can make a close attack targeting the chosen character then do so. After resolutions, he can immediately use Incapacitate at no cost, but may target smaller characters.

Voltron Iceman’s trait is can potentially take out multiple colossal retaliators. While he has Colossal Indifference, his retaliation power allows him to use Incapacitate at no cost on smaller characters.

 

50-point WCR013E Iceman. Iceman has 5 range with 2 targets, Hypersonic Speed with 9 movement, 10 attack, MY ICE SLIDE WILL MELT…EVENTUALLY special power with 17 defense, and 3 damage. His abilities are:

(☆ TRAIT) WATCH YOUR STEP…IT’S SLIPPERY: When Iceman hits one or more opposing characters with a range attack, choose one for all hit characters: speed -2 -or- attack -1. Hit characters modify the chosen combat value until your next turn.

(SPECIAL DEFENSE) MY ICE SLIDE WILL MELT… EVENTUALLY: Barrier, Toughness, Willpower. Whenever Iceman moves, after the resolution of each move, you may immediately place a Blocking terrain marker in a square he moved through. Remove that marker at the beginning of your next turn (even if this is lost).

Iceman’s trait and special defense increase his value. While he can only move 5 squares with his Hypersonic Speed since he must be close to the summoner, he can make a ranged attack, targeting an opponent 3 squares away (half his 5 range, rounded up). His special defense can be used strategically to place a blocking terrain in a square he moved through.

Jean Grey ID.jpg

WKMVID-020 JEAN GREY (3-POINTS)

Call-In Options:

    1. 50 XDPS014 Jean Grey
    2. 75 XDPS047 Jean Grey

 

  • 25 XDPSG010P Phoenix (OUR PICK!)

 

  1. 50 FFXXS004E Jean Grey

For the XDPSG010P Phoenix call-in, refer to the review above.

harley Quinn ID

WKDCID-008 HARLEY QUINN (5-POINTS)

Intimidation: Exploit Weakness.

Call-In Options:

 

  • 65-points BTAS014 Harley Quinn (OUR PICK!)

 

  • 50-points FFBTAS106 Harley Quinn (OUR PICK!)

 

 

These two Harley Quinn options don’t compare to the title character, but each one should still see play.

65-points BTAS014 Harley Quinn. Harley has 5 range with a single target, Stealth with 8 movement, Poison with 10 attack, Super Senses with 17 defense, and Outwit with 3 damage. While having no move and attack, Harley is a good secondary character that can bring a Outwit to a team.

50-points FFBTAS106 Harley Quinn. Where the other Harley brought Outwit this one supplies Perplex. She has a 5 range with two targets, Sidestep with 7 movement, Quake with 10 attack, Energy Shield/Deflection with 17 defense, and AIN’T WE THE GREATEST? special power with 2 damage.

AIN’T WE THE GREATEST?: Perplex. When Harley Quinn uses it, if she does not choose damage and targets a friendly character named Poison Ivy, Catwoman or The Joker, modify the chosen value by +2 instead.

Joker ID

WKDCID-009 THE JOKER (5-POINTS)

Intimidation: Perplex

Call-In Options:

    1. 100-point WKDP18-009 The Joker

 

  • 30-point BTAS003 The Joker (OUR PICK!)

 

    1. 80-point BTAS042 The Joker

 

  • 75-point BTAS054 The Joker (OUR PICK!)

 

  1. 75-point FFBTAS103 The Joker

With two solid call-in options for Joker, I prefer the 30-point version. Both are worth reviewing.

30-point BTAS003 The Joker. Joker has 4 range with a single target, Sidestep with 7 movement, DOES THIS SMELL FUNNY TO YOU, BATS? special power with 10 attack, Super Senses with 17 defense, Probability Control with 3 damage.

(SPECIAL ATTACK) 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.

This Joker packs a lot of neat tricks that make him an asset beyond his Probability Control.

 

75-point BTAS054 The Joker. I always hesitate calling in higher-point figures for my opponent to potentially score, but this Joker brings Plasticity, Perplex, and Outwit. He starts with 0 range, JINGLE BELLS, BATMAN SMELLS, ROBIN LAID AN EGG… special power with 9 movement, Blades/Claws/Fangs with 11 attack, Willpower with 18 defense, and BATMOBILE LOST A WHEEL, AND JOKER GOT AWAY special power with 3 damage.

(SPECIAL MOVEMENT) JINGLE BELLS, BATMAN SMELLS, ROBIN LAID AN EGG…: Charge, Plasticity, Sidestep.

(SPECIAL DAMAGE) BATMOBILE LOST A WHEEL, AND JOKER GOT AWAY: Outwit, Perplex. When the Joker uses either, his minimum range value is 9.

Mr Freeze ID

WKDCID-010 MR. FREEZE (5-POINTS)

Intimidation: Incapacitate

Call-In Options:

  1. 75-point BTAS009 Mr. Freeze
  2. 100-point BTAS022 Mr. Freeze

At these high-point levels, I can’t really recommend any.

Poison Ivy ID.jpg

WKDCID-011 POISON IVY (5-POINTS)

Intimidation: Poison, Smoke Cloud

Call-In Options:

 

  • 40-point BTAS004 Poison Ivy (OUR PICK!)

 

  1. 50-point BTAS031 Poison Ivy
  2. 65-point BTAS043 Poison Ivy
  3. 75-point FFBTAS104 Poison Ivy

 

40-point BTAS004 Poison Ivy. As a call-in for Perplex, Poison Ivy brings 3 range with a single target, Stealth with 8 movement, Incapacitate with 10 attack, Combat Reflexes with 17 defense, and Perplex with 1 damage.

Two Face ID

WKDCID-012 TWO-FACE (5-POINTS)

Intimidation: Probability Control

Other Identities: Harvey Dent

Call-in Options:

 

  • 55-point BTAS021 Harvey Dent (OUR PICK!)

 

  1. 75-point BTAS008 Two-Face

55-point BTAS021 Harvey Dent. Harvey has nice support: the Police team ability and Probability Control. Dent has 6 range with a single target, Sidestep with 7 movement, 10 attack, Toughness with 17 defense, and Probability Control with 2 damage. He also has the Batman Ally team ability that gives him Stealth.

 

Final Call

While we don’t know all that 2020 will bring, we can assume that there won’t be too many more X-Men options. My recommendation is to practice and test which call-in options work for your play style. While I tend to use lower-cost call-in figures, you may find that a higher-point option might be the better for your team. Just remember to value and protect points! 

The chart below shows the ID cards with our call-in selections.

ID / WANTED POSTER CALL-IN
WKMDOFP-001 Wolverine 50 FFXDPS001E Wolverine

IM: Hindering, Charge, Flurry, BFC

50 XDPS001 Wolverine

Charge. Opposing within 3 can’t use Stealth or Shape Change.

WKMDOFP-002 Kate Pryde 60 WCR003 Kitty Pryde

Lockheed bystander, Running Shot w/ EE

40 WCR003 Kitty Pryde

Lockheed bystander, Running Shot w/ EE

WKMDOFP-003 Colossus 25 XDPSG017BP Colossus

Giant. Colossal Retaliator, can attack smaller characters. Penetrating damage.

WKMDOFP-004 Rachel Summers 25 XDPSG010P Phoenix

Poison. TK. Colossal Retaliator does 1 penetrating damage for each token on targets. 10 range with 3 targets.

WKMDOFP-006 Magneto 25 XDPSG015P Magneto

Sidestep. TK. FREE place a character within range and line of fire in an adjacent square from its current square.

Colossal Retaliator, can attack smaller characters.

WKMVID-011 Colossus 25 XDPSG017BP Colossus

Giant. Colossal Retaliator, can attack smaller characters. Penetrating damage.

WKMVID-012 Professor X NONE
WKMVID-013 Banshee NONE
WKMVID-014 Rogue 60 WCR011E Rogue

Flight, Charge, Quake. Can pick a standard power that a hit character can use, Rogue can use that power.

WKMVID-015 Psylocke 40 WCR020.1E Psylocke

IM: Hindering, Stealth, Precision Strike, Incapacitate. Choose attack or defense power on hit character. Hit character can’t use the chosen power.

WKMVID-016 Angel 40 WCR015E Angel

Flight, Charge.

WKMVID-017 Beast 50 XDPS003 Beast

Sidestep. IM: Elevation, Hindering, Characters. Perplex, modify +2/-2 if target shares a keyword.

40 WCR005E Beast

IM: Hindering, Elevated. Charge. Outwit or Battle Fury and +1 combat values on Beast.

WKMVID-018 Cyclops 70 XDPS013 Cyclops

8 range, RS, Force Blast, PPB.

WKMVID-019 Iceman 15 XDPSG025P Iceman

BFC trait. When Iceman KO’s a Giant/Colossal, can charge at no cost another Giant/Colossal. Colossal Retaliator, can use Incapacitate for FREE on smaller characters after retaliating resolves.

50 WCR013E Iceman

HSS, Hit Characters -2 speed or -1 attack. 1 Barrier Marker on movement path.

WKMVID-020 Jean Grey 25 XDPSG010P Phoenix

Poison. TK. Colossal Retaliator does 1 penetrating damage for each token on targets. 10 range with 3 targets.

WKDCID-008 Harley Quinn 65 BTAS014 Harley Quinn

Stealth, Outwit.

50 FFBTAS106 Harley Quinn

Sidestep, Quake, Perplex.

WKDCID-009 The Joker 30 BTAS003 The Joker

Sidestep, PC, Smoke Cloud. Free close attack on opposing in his smoke cloud, give an action token instead of normal damage.

75 BTAS054 The Joker

Charge, Plasticity, Sidestep. Outwit/Perplex with a 9 range.

WKDCID-010 Mr. Freeze NONE
WKDCID-011 Poison Ivy 40 BTAS004 Poison Ivy

Stealth, Perplex.

WKDCID-012 Two-Face 55 BTAS021 Harvey Dent

Batman Ally/Police TAs, Sidestep, PC.

And that’s all I have for tonight! Thanks for reading!

Another Year, Another… 12 Nights of Clix-Mas!! (Or, The First Night of Clix-Mas 2019!!)

Superhero Christmas Stan Lee style

RIP Stan The Man Lee

Welcome everybody to this year’s installment of… the 12 Nights of Clix-Mas!!

By now, most of you are familiar with the drill; instead of our usual drip-feed of content from our ragtag writing and editorial team, we endeavor to provide you, dear reader, with 12 different articles in 12 days!

And we’ve been successful for the last two years running!

[EDITOR’S NOTE: Did you just jinx us? I think you just jinxed us.]

–Remember, this doesn’t necessarily mean a new article every day; some days may have no new content while some days will have two or even three posts!

After a couple of down years, this new posting format has led to better outcomes for all involved in 2017 and 2018.

Okay, with the ground rules set, I’ll just wish everybody a safe and happy holiday season, and check back with this space soon for the first ever Clix-mas article not written by HypeFox or Ninwashui…

META Diary: December ROC Win-A-Map!!

[EDITOR’S NOTE: Roberto Ty is back with another META Diary including a breakdown of the team he used and the detailed planning he put into the role of every piece on his team! Roberto’s already on some other column ideas, so if you like what you see, let him know in the Comments below!]

By Roberto Ty

December 1, 2019

RoC November 2019.jpg

Garden City, MI — What qualifies as a great attendance for a Heroclix event? Looking at the numbers from the various ROC States Championship, a great turnout is 12 players (Michigan had 26). It’s reasonable to expect a smaller crowd for a less prestigious event like a ROC Win-A-Map. Today’s competition drew a great crowd of 13 players.

Restricted Win-A-Map

The local shop hosting the Win-A-Map prefers to run major events with restrictions. Usually they  ban Colossal Retaliators (cannot start on their lower-point retaliation-click) and ID cards along with one-man-army Uni-mind and the annoying Q Prime.

WIN-A-MAP FORMAT

  • 500-point Modern
  • Highlander Rule (Primes are primes, all other characters are considered to be silver ring)
  • Ban List: ID cards, Special Terrain, Colossal Retaliators starting on their lower-point retaliation-click, Uni-mind, and Q Prime.

After brainstorming some builds, I gravitated toward a monster team with Onslaught. There was little time to practice with Thanksgiving, but I managed to put in four hours of testing on Black Friday. I tried a couple Onslaught-based teams and a Cosmic team nested around Dark Phoenix. Woefully under-practiced and feeling my usual stress before a competitive meta event, I rolled the dice and stuck with Onslaught.

Breaking Down My Monster Mash Team

MY MONSTER TEAM
200 RE068 Barbatos
125 XDPSG006R Onslaught
50 EAX062E Captain Venom
– 5 WKMP19-S105 Nightbringer (Mandarin Ring)
75 XDPSG022R Mojo
35 RE014 Prez Rickard
– 5 WKMP19-s103 Spin (Mandarin Ring)
5 EAXLB-ST Iron Avengers, Assemble
500

Suffering the Onslaught

Onslaught images

By now most meta players (which I’m not) have experienced just how annoyingly good Onslaught is (I have), but in case you’re not as lucky, I will highlight his abilities:

  1. (☆TRAIT) BEHIND THE SCENES: Onslaught can’t be targeted by opposing characters 5 or more squares away.
  2. (☆TRAIT) PSYCHIC JUGGERNAUT: Onslaught has PROTECTED: Mind Control, Outwit, and Penetrating/Psychic Blast. Once per turn, Onslaught can use Incapacitate as FREE -or- Mind Control as FREE -or- Telekinesis as FREE.
  3. (SPECIAL ATTACK) “KILL YOU, CAIN MARKO? WHAT A SPLENDID IDEA!”: Onslaught can knock back characters that can use Charge or Combat Reflexes. // When Onslaught hits with a close attack, a hit character unequips all equipment and drops any held objects and after resolutions, Onslaught knocks back a hit character 9 squares.
  4. (SPECIAL DAMAGE) RESHAPING REALITY: Probability Control, Shape Change. When Onslaught uses Probability Control to reroll an opposing character’s attack roll and the final result is a miss, after resolutions you may place that opposing character up to 3 squares away from their current square.
  5. Improved Targeting: Hindering and Characters with nine range and three targets.
  6. Brotherhood of Mutants and X-Men Team Ability

Having seen enough of this guy in the X-Men Animated Series pre-release and release day events and in the ROC States Championship, I wanted to build around his strengths. With the format being 500-modern, I would have plenty of room to include more formidable attackers and complementary support.

The Bad Mofo

Barbatos.jpg

Barbatos is exactly that: one bad Mofo. He is the must-have of the Rebirth chases. At 100-points he is more of a secondary attacker with some unique abilities that can be useful on the right build. However, the correct move was to use him at the full 200-points as the primary attacker on my monster team. What makes him such a bad-ass:

  1. (☆TRAIT) ASSEMBLE AN ARMY OF NIGHTMARES: Friendly characters with the Monster keyword can use the Batman Enemy team ability. Friendly characters with the Dark Knights keyword can use the Batman Ally team ability.
  2. (☆TRAIT) DRAG YOU INTO THE DARK MULTIVERSE: Phasing/Teleport. Phasing/Teleport as FREE, but only to move up to 4 squares and when he does, after resolutions adjacent opposing characters have Immobile until your next turn.
  3. (SPECIAL DAMAGE) SO FALLS THE REALM OF LIGHT: Opposing characters within 6 squares that can use Outwit, Perplex or Support can use Battle Fury.
  4. Improved Targeting: Hindering
  5. Quintessence Team Ability
  6. Giant

On top click he has a 12 movement, 8 range, 12 Penetrating Psychic Blast, 19 Invincible, and 4 Damage. The idea was to free phase 4 squares, immobilize adjacent opposing characters and/or attack with Penetrating Psychic Blast. Then I could use Onslaught’s FREE Telekinesis to place him in hindering terrain for his Stealth via the Batman Ally team ability. Additionally, Barbatos gave monster keyword friendlies, the Batman Enemy team ability. With his top attack of 12, my entire team got a bump to their attack when they were adjacent to Barbatos.

The Director

aug180908__82487.1538762497

Now that I had my bad Mofo, it was time for a behind-the-scenes maestro and what better director than the Electrifyin’ Mojo? What he brings to the team:

  1. (☆ TRAIT) BEHIND THE SCENES: Mojo can’t be targeted by opposing characters 5 or more squares away.
  2. (☆ TRAIT) MORE ACTION!…RATINGS ARE DROPPING!: Whenever a character misses all targets of their attack, give Mojo a Bored token. FREE: Remove 2 Bored tokens to either place Mojo anywhere on the map -or- make an attack.
  3. (SPECIAL MOVEMENT) KEEP THE CAMERAS ON THEM!: Sidestep. When an opposing characters uses Sidestep, after resolutions Mojo may move up to 2 squares.

You can begin to see that my team doesn’t have the traditional move and attack capability (i.e. Running Shot, Hypersonic Speed, or Charge), but there’s a lot of mobility inherent to each monster’s special trait. With the prevalence of Sidestep in the game, Mojo takes incredible advantage of this fact by being able to move after the resolution of my opponent’s Sidestep. A subtle, but very effective special damage power that could help control positioning. Additionally, Mojo would help place Barbatos through his own Telekinesis. Like a good director, Mojo sets the battle scene.

Oh Captain, My Captain

Venom Cap

The minute Captain Venom was introduced, the monster keyword got a huge bump. Let’s breakdown why:

  1. (☆ TRAIT) ALIEN SYMBIOTE: Plasticity, Shape Change. Captain Venom automatically breaks away.
  2. (☆ TRAIT) EDDIE, YOU’RE JUST THE MAN WE NEED: During game setup when establishing themed teams, you may treat the Monster keyword as a named keyword.
  3. (SPECIAL DAMAGE) READY TO SERVE MY SPECIES: Leadership. When another friendly character with the Monster keyword attacks, modify its attack +1 if Captain Venom attacked this turn.

Captain Venom is the natural leader for my monster band. He makes the generic monster keyword into a named one. This would provide me with additional sources of Probability Control through Theme Team Probability Control. It also gave me a fighting chance to win the map and gain control of the environment my team would battle on. As I mentioned in the previous Meta Diary, a good map can neutralize an advantage your opponent’s team possesses (i.e. XDPSG007 Juggernaut is incredibly weak on a map like Galador Promenade that has no blocking terrain). Captain Venom’s role wouldn’t be on the front lines, but as a commander providing the support for a victory. I decided to play him at his 50-point level, where he’s only four clicks long. My foot soldiers would have to rally around him to keep him alive. Despite his short dial, most of my opponents never thought to target him for a quick kill. This often was to my advantage because Captain Venom just needed to attack in a turn and all monster keyword friendlies would get a +1 to their attack.

The Human

Prez Rickard.jpg

In monster movies, there’s always one human that sympathizes with the monster’s plight. By playing Captain Venom at his lower point value, I was able to include my version of the human monster sympathizer: Prez Rickard. Kudos to Jose Rodrigo Rosales Guerrero, the 2016 Mexican Heroclix Champion,  for designing such a capable figure. At 35-points Prez Rickard has the best Leadership in the game. His two traits and low point cost make him an easy addition to any team:

  1. (☆ TRAIT) EVERYONE’S FAVORITE TEENAGE PRESIDENT: Prez Rickard doesn’t count for or against themed teams.
  2. (☆ TRAIT) THE GOLDEN AGE OF AMERICA: Leadership, but succeeds on [4-6]. When Prez Rickard uses it and succeeds, instead you may remove one action token each from any number of opposing characters. For each one removed, remove an action token from a friendly character within 6 squares. In all my games, he was well-worth his points.

Final Team Building Thoughts

The strategy would be to attack my opponent from range while not being able to be targeted at distances greater than four squares away. To further help control the battlefield, I added the following game elements:

  1. IRON AVENGERS, ASSEMBLE MAP LOCATION BONUS FROM EARTH X STAR TOWER INDOOR MAP. With only a +4 to map roll, there was a good chance I wouldn’t win map since all the teams had to be themed. Including this map location bonus meant that at the very least I could generate a Crimson Sage bystander for her Probability Control if I didn’t win the map roll. If I won map, then I would use Captain Venom’s Indomitable to POWER action in consecutive turns to roll a d6 to potentially generate a bystander (d6 result: 1-Tank, 3-Crimson Sage, or 5-Bolt).
  2. NIGHTBRINGER (MANDARIN RING). I would equip this to Captain Venom to give him Stealth and the ability to generate 2 Smoke Cloud markers for FREE.
  3. ZERO (MANDARIN RING). I would equip this to Prez Rickard to give him Barrier. He could generate 1 Barrier marker for FREE.

Swiss Rounds

Phoenix Mags.jpg

GAME 1 — My first round opponent was a regular at the venue. He thought that we were required to bring a named theme team and therefore had built an X-Men team that consisted of the Convention Exclusive WKMP19-002 Phoenix Force Magneto, which he would equip with the Red Skull’s s007 Cosmic Cube, OP WKM19-013 Wakanda Queen Storm, XDPS003 Beast, XXS053E Wolverine at the 50-point starting line, XXS007A Moira MacTaggart, ABPIS001 Reality Gem (Infinity Gem), and WKMP19-S101 Remaker (Mandarin Ring). He won map and chose X-Men Regenesis Lombard Street Outdoor Map. I generated a Crimson Sage bystander for my consolation. I chose the side with the higher elevation 3. In all my games, my first turn is usually spent using Onslaught’s and Mojo’s Telekinesis to equip the Mandarin Rings to Captain Venom and Prez Rickard. His team was pretty scary with a lot of Perplex abilities to boot. Magento would present the greatest challenge with his Running Shot 11 Movement and 8 Range with 2 Targets. He could easily get into the radius necessary to target Onslaught with a few Perplex modifications to his movement. The Storm is also a nice addition to his team because she gives Stealth to characters within three squares that share a keyword with her. Unfortunately for him, both Onslaught and Barabatos has Improved Targeting: Hindering. We both positioned conservatively at first, but once he moved his team midway I went after his Wolverine with Barbatos hitting him to his STOP click. I tried to follow that up with Onslaught’s Mind Control, but Wolverine had Battle Fury. I had to choose a different target, Storm, but failed to hit due to her defense being Perplexed up. He would try to retaliate using his Magneto, but I successfully rolled for Shape Change with Onslaught. I then would KO his Wolverine with Barbatos and move my team away from the Magneto threat. I won 50-0. Record: 1-0.

Loki.jpg

GAME 2 — Game 1 was a low-scoring affair and was proof that I hadn’t practiced enough with my team. Despite this I learned a few things that I hoped to correct in my Game 2 matchup with a well-known Clix player. He has an incredible track record locally, winning several major events and usually placing in the Top 4. Most recently he placed 2nd in the Michigan ROC States Championship. He brought a mystical swarm team in the form of TMT002 Loki with TMT002T God of Trickery that allowed him to generate two faux Lokis, TMT053A Hela, EW040 Al Jhor Dan, SWB031 Alex Wilder, RE026E Billy Batson, TMNT4024 Shredder with TMNT4024A ILLUSIONARY DOUBLE, RE014 Prez Rickard, and WKMP19-S107 Incandescence (Mandarin Ring). He was a +8 to map roll, a net of +4. I rolled a 12! Quickly looking at his team I knew that he would definitely force the action by basing me with his Lokis. They are really annoying tie-up pieces that generate more Lokis if they successfully hit their Shape Change rolls. Then if I managed to KO them, Hela would bring out a Warrior Soul in their place. After first turn positioning and equipping, the action started with his Loki basing my Onslaught. This was definitely a faux Loki and I spent a couple actions killing it, not realizing that I didn’t score the points for them. Once that was explained to me, I decided to simply avoid them. He managed to land some damage on Captain Venom and I knew I would have to carry him away with Onslaught. I really used the map to my advantage to isolate his swarming ability and placed Captain Venom in a safe location protected by a wall and Onslaught. At this point, he had moved Al Jhor Dan into position where he could choose Telekinesis through his pick-a-power ability to place Hela within 4 of Onslaught. Unfortunately, his rolls were terrible. When he needed a 5, he would roll a 4. This allowed me to come in with Barbatos and immobilize his Hela. Because of her Mystics Team Ability I didn’t necessarily feel a need to attack and instead one-shot his Alex Wilder, killing him, and because he’s a traitor figure, he was now friendly to my force. This gave me two of the following powers: Perplex, Probability Control, or Outwit, depending on the power my opponent chose that I couldn’t use. He gave me Perplex and Probability Control. This allowed me to modify Onslaught with all my Perplexes and kill Al Jhor Dan in a single shot. Win 115-0. Record: 2-0.

Thanos UC

GAME 3 — Another matchup with a well-known and highly-skilled player. Because of my low point total, I knew I had to win this game to make Top 4. His Cosmic team consisted of full-point Ultra Chase ABPI074 Thanos equipped with the Ego Gem (Infinity Gem) and ABPIS002 Time Gem (Infinity Gem), Chase CMM021 Captain Marvel with the TMTS005 Enchanted Crowbar, ABPI048 Astronomer with ABPIT006 Bearer of the Power Gem, ABPI064 Collector with ABPIT003 Bearer of the Reality Gem and ABPIS003 Power Gem (Infinity Gem), and WKD17-B003 Ape Green Lantern bystander. I win map roll. Much of the game was positioning and I knew he had excellent sources of Telekinesis in Astronomer and Collector with the Reality Gem. I would have to use the walls to prevent line of sight and use Prez Rickard’s Barrier through the Zero ring to prevent him taking a running shot with Captain Marvel. Ultimately I made a couple errors that cost me the game. The first error was not anticipating that Captain Marvel’s ability to Charge at no cost after using Running Shot was not dependent on hitting. He used Telekinesis to position Captain Marvel to Running Shot and destroy my Barrier. She then Charged on Barbatos landing a huge hit. This forced me to retreat to keep him alive. I decided to retaliate and Mind Control his Thanos to attack his own team, which I did successfully, but not enough to KO anyone. He then placed Thanos into position with Telekinesis where he could Sidestep within Onslaught’s radius. Having used Thanos only once myself, I forgot about his awesome Perplex, which essentially neutralizes PROTECTED: Outwit when he uses it on an opponent. He Perplexed Onslaught’s defense down then proceeded to Outwit my Shape Change and defense. He then modified Thanos’ damage and hit Onslaught, killing him  in one shot as last action was called. Loss 0-125. Record: 2-1. Final placement was 6 of 13 players.

Twilight of the Monsters

Progenitus.jpg

I really enjoyed my team and felt it mostly performed as I had anticipated. My strategy was sound. I do believe that if I had practiced more I could have possibly placed even higher. I forgot a few other items that could have helped my team. Particularly Mojo’s bored tokens that he accrues when any characters miss an attack, including my own team. Mojo then can remove two bored tokens to either be placed anywhere on the map or to make a close attack. I had utilized this in practice, but forgot it on my own missed attacks on game day. Overall, I’m not sure I would change much to my team since each element served a purpose and all my pieces worked well together. About the only adjustment I could make was to the equipment, but even then I thought they did well. I did forget to use normal Barrier from the Zero Ring and not just the free 1 Barrier marker. This definitely could have helped in my third game, where I could have put up a Barrier that was 2 squares deep. I would like to possibly consider adding the Pym Pocket Tank, but that would force me to either drop both Mandarin rings or the map location bonus and a ring. Overall, it wasn’t the day for Monsters, but then again you never know when they might return to rule the day.

Thanks for reading another Meta Diary installment.