Community Outreach!! (Or, The Ninth Night of Clix-Mas!!)

[EDITOR’S NOTE: This article is part of the 12 Nights of Clix-Mas, an ongoing Critical Missives Clix celebration wherein we’re trying to publish new content for 12 straight days. If you’ve missed anything, you can check out Night 1, Night 2, Night 3, Night 4Night 5Night 6Night 7 or Night 8 just by clicking the preceding links!]

Community

Welcome to the Ninth Night of Clix-mas!! Tonight, we’re going to take a moment to pause and reflect… on Heroclix. Or, more specifically, on Heroclix Community resources.

Heroclix is more than just a tabletop miniatures game. It’s an ever-evolving franchise with dynamic rules and a growing fan and player base! With that said, the availability of information about the game is at an all-time high. So tonight we’re going to discuss and list some of the many different sources you can go to for everything from team ideas to rules questions.  Here is your…

HEROCLIX COMMUNITY!!

 

Official Information Sources:

 

WES

WizKids Event System: The WizKids Event System is an awesome new tool that comes direct from the games makers that serves two major purposes. First, local venues can post official upcoming tournaments and events which then become searchable for anyone who wants to know what’s going down in their area.

Secondly, there is now a Rules forum where folks can ask specific rules questions and get an official response right from WizKids! No more posting on various Forums and just blindly hoping that the people who respond know what their talking about.

 

Heroclix Dot COm

Heroclix.com: The official site for the game offers Previews, Articles and Downloads galore. You want this year’s Official Rules? Here they are. You want a Dwarf token from Fear Itself? Print and Play is here too! Almost every official reference you’d ever need is posted right here for your convenience!

 

Unofficial Information Sources:

 

HCRealms

HCRealms.com: Probably the biggest ‘Clix site out there. They do host a great many articles; some are useful, many are not. The Units section is EXTREMELY useful; while you have to deal with the occasional typo (or Comment Troll who deliberately misinterprets rulings on controversial figures), it’s put together by volunteers who do a pretty accurate job. The Advanced Search features doesn’t always work properly when searching by Point range, but that’s a small, churlish complaint for an otherwise ridiculously helpful tool.

Since HCRealms sponsors the ROC, the ROC tab on their site is a great place to go for ROC info.

Finally, the Forums host a great many discussions that you might find interesting. Of special note is the Upcoming Sets rumor forum, which gets contributions from folks who are either really astute about guessing what’s coming or people who are in the know (or sometimes both; also, sometimes neither) based on the fact that they’ve received advanced vendor communications for one reason or another.

Basically, if you’re a Clix enthusiast, this should be your information hub.

 

Heroclix World

Heroclixworld.com: I’ve found this to be the best site for quick rules lookups–the navigation makes it a breeze. Also, if you just do a search for a certain power, Heroclixworld.com is usually the first site that pops up in the results–at least if you’re using Google.

 

photo

Critical Missives Twitter Account: And of course, there’s US!! Pretty sure you already know about our site, since you’re here reading this, but we also have a Twitter account. In addition to tweeting notifications with links every time we publish something, occasionally you get breaking news, special Builds and site updates, too… when you Follow us!

 

Podcasts:

 

Dial H

 

Dial H For Heroclix: This is probably the main Podcast I listen to. It’s also the only one that churns out fresh episodes each and every week, thus making it the most current as well. The guys have an excellent understanding of the rules and are great at reviewing figures as well. If you’re looking to get a little more ‘Clix coverage every week, this is probably the best place to start. Also, they cover ancillary Heroclix products like The Lord of the Rings and Yu-Gi-Oh! ‘Clix in much more detail than we do here at Critical Missives.

Also of note: Every month, Dial H hosts 2 different contests!

The best has to be their Dial Design contest, where they establish a weekly theme, and then you get to design a figure (using the HCRealms Dial Generator) that meets those parameters. Each entry is scored each week, and after three weeks a winner is crowned. Said winner gets bragging rights for a month plus a set of action tokens featuring a character of their choice made by Hunter Smith, one of the show’s hosts!

They also host a monthly Best Build contest, where the guys list an upcoming game at their local venue. It’s up to listeners to submit the best teams they can think of for that particular game, and then the hosts each choose one of the entries to play. Whoever does the best in that game wins a set of action tokens for their designer.

 

The Quarry

The Quarry: This is a high-end, ESPN Roundtable-style discussion of recent ROC tournament results in specific, and the Meta in general. Hosted by Edward Shelton, aka Darklogos, the podcast itself can usually be found in different places on the ROC tab on HCRealms. Lots of great strategy talk here from extremely talented players.

 

So, those are a lot of the sources I use when I need information on Heroclix! Hopefully there’s something on this list that you didn’t know about before–and if so, welcome to the wider Heroclix community!

 

A Weekly Roundup?! It’s a Clix-Mas Miracle!! (Or, The Weekly Roundup for 12/21/2014!!) (Or, The Eighth Night of Clix-Mas!!)

[EDITOR’S NOTE: This article is part of the 12 Nights of Clix-Mas, an ongoing Critical Missives Clix celebration wherein we’re trying to publish new content for 12 straight days. If you’ve missed anything, you can check out Night 1, Night 2, Night 3, Night 4Night 5Night 6 or Night 7 just by clicking the preceding links!]

Roundup

And a Merry Clix-Mas to all, and to all, a good (Blackest) Night!! Welcome back, welcome back!!

It’s been almost a month since we Rounded Clix, so I think it’s high time we did it again! I hope this Winter Solstice finds you all well and in good spirits!

We’ve got a lot to get to today, so we should probably just dive right into…

 

THE WEEKLY ROUNDUP!!

 

Microphone

PODCASTS:

Dial H

Dial H for Heroclix is new every week; this past week brought us another milestone: Episode 75, wherein the guys discuss potential Meta pieces from Flash and the name of Austin’s new game!

This is Ultimate Play, b!tches!

–As far as I can tell, Episode 29 is still the most recent ep of The Quarry! The Roundtable discusses results from the Indianapolis ROC!

"We're a Thing again!"

–Well, just as quickly as they came back, ClixCast seems to have gone away! They have yet to release an October or November ep, but you can catch their August and September offerings right here!

 

Welcome... to the ROC!

–You can find the latest ROC tourney announcements right here!

–Except for the just-dropped Majestix announcement, which you can catch right here!

 

Preview

–In case you missed it last week: there is going to be a “Spider-Man Symbiotes” Monthly Op Kit in May of next year! Looks like there’ll be 3 different versions of Venom!

–No other current Previews, but that’s to be expected as they JUST released Flash. I’d expect no real previews until WizKids’s annual 12 Days of Clix-Mas promotion, where we’ll get a look at next year’s offerings like Justice League: Trinity War, Avengers Assemble and both Avengers: Age of Ultron offerings!

 

 

Army of the Week

Army of the Week:

Jenny_Sparks_The_Secret_History_of_the_Authority_5

Alright, for this week, we’re just gonna build an army from some of the new Flash pieces that just released!!

Team NameRespect My Authori-tah!!

ThemeNone

Map Choice Preference: Nothing specific–just something that’s a bit out in the open so you can take ranged shots.

Roster:

FL061 Jenny Sparks 125 Points

FL060R Engineer 90

GOTG007B Captain Marvel 81

=297 Points

What This Build Does:

This is a Themed Team for a No Resources, No Entities environment (since it obviously features neither of those things) that features 3 of the most versatile Scientist-keyworded figs in Modern right now. It’s specifically designed to give you three figures who can each fill multiple roles.

Jenny Sparks is an awesome Primary Attacker because of her Trait (ELECTRICAL CORTEX SHORT CIRCUIT: When Jenny Sparks hits an opposing character, that character can’t use special powers from now until your next turn.). However, she also offers a Special Leadership (IF YOU DIE, I’LL JUST DIG YOU UP AND PUT YOU TO WORK AGAIN: Jenny Sparks can use Leadership. When she does and the result is 6, remove all action tokens from all adjacent friendly characters with the Authority keyword.) that pairs especially well with Engineer, who can taxi Jenny and then have a chance for Jenny to take any and all tokens off of her next turn!

Engineer, even at the 90 Point level, is also a decent Primary Attacker OR Supporting Piece because she can pick up to three different Standard Powers a turn (not unlike Zombie Super-Skrull). She can be whatever you need her to be every turn.

Finally, Captain Marvel can ALSO be a Primary Attacker! He also offers a supporting Defend power (DEFEND HUMANITY FROM MY PEOPLE: Captain Marvel can use Defend and Super Senses. Modify the defense values of adjacent friendly characters without the Kree keyword by +1. This power can’t be countered.) that’ll boost the Defense of Jenny Sparks and Engineer to 19 if they’re both adjacent! And his Attack Special (UNI-BEAM: Captain Marvel can use Energy Explosion, Incapacitate, and Penetrating/Psychic Blast. When Captain Marvel hits with a ranged combat attack, hit targets can’t make attacks during their next turn.) is among the best in the game, and will ensure that every turn either Jenny is countering ALL of an opposing figs Special Powers, or Captain Marvel is stopping them from attacking at all!

 

Hooray for Hollllllywooood!!

We’re doing an all-Hollywood column for Night 10!!

 

Wizkids

WizKids is giving away a ton of Yu-Gi-Oh! Clix, DVD’s and Blu-Rays!! Entering is pretty simple, and you can do it right here!

 

Wait--it's already listing this post!! Huh?! Whaa?! Must be magic!!

Critical Missives:

–My local venue is dark until January, so that’s when the Local News section listing Local games will return.

–See above links if you’ve missed any 12 Nights of Clix-Mas columns!

–We’ll be right back tomorrow night with a post about the Heroclix Community!!

Until then, Stay Safe, and Watch where you draw you Lines of Fire!!

They Made Who?!? (Or, The 10 Strangest Clix I Never Thought I’d See That Came Anyway in 2014!!)

[EDITOR’S NOTE: This article is part of the 12 Nights of Clix-Mas, an ongoing Critical Missives Clix celebration wherein we’re trying to publish new content for 12 straight days. If you’ve missed anything, you can check out Night 1, Night 2, Night 3, Night 4Night 5 or Night 6 just by clicking the preceding links!]

GLXMAS

Welcome back to the 12 Nights of Clix-Mas!!

So, whenever WizKids announces a new set, everyone races to figure out exactly which characters will be making an appearance. They do this for a variety of reasons, but there’s a certain crowd that just wants to know how many characters are “getting Clix’d” for the first time. Well, there are only so many characters who have yet to be “Clix’d,” so eventually WizKids makes some characters that might have you scratching your head. Alternatively, sometimes they’ll prominently feature a character whose profile in the comics is marginal at best.

Well, tonight, we’re gonna take a look at the 10 Clix that actually got made this year that I, well, REALLY was not expecting.

In order of appearance…

Tellus_005

10. SLOSH048 Tellus: I’ll be honest–I didn’t even remember this guy at first. Even for the Legion, he’s kind of weird. But what really gets me is not only did he get a figure this set, his figure was so good that he showed up on the first Watchlist and had to be slightly nerfed (even though the figure that really made him go, Astral Dr. Strange, rotated out… ). When folks talk about the Legion of Superheroes, they’re usually talking about characters like Cosmic Boy, Saturn Girl, Triplicate Girl or even (God help us) Matter-eater Lad. They usually don’t mean the weird yellow member with the toadstools on his back that can talk with his mind.

Toyman

9. SLOSH050 Toyman: I’m not surprised that he was on the roster for SLOSH; that much seems perfectly reasonable. But the way they made him sort of the premier Super Rare of the set, what with his supporting Toy figures and all–that’s what really surprised me. And the fact that all his toys can attach to him is kind of cool. But then, after getting everyone all excited about his mechanics via their preview section WizKids went and made sure that he kind of really sucks for his points, which really goes the extra mile in making this piece a perplexing headscratcher.

Jasper Sitwell

8. CATWS014 Agent Sitwell: Full disclosure: I love Movie Clix, particularly Marvel Cinematic Universe Clix. I get the same sense of anticipation watching characters debut in the MCU that I did back when the Ultimate universe wasn’t such a huge mess and they “Ultimate-tized” a different Marvel staple character every other month. So if there’s a Marvel Movie set on the release schedule, you can bet I’ll be at Target waiting for them to unbox the cases.

There was some talk leading into Cap 2 that Sitwell would sort of become the new Coulson, which is to say that he’d be the new S.H.I.E.L.D. Agent who would act as the connective tissue between all the MCU movies. Even then, at the most, I thought we might see ol’ Jasper here show up as a crappy Common in some far-off Avengers: Age of Ultron set (MILD SPOILER ALERT FOR AN 8-MONTH OLD MOVIE: Don’t think Sitwell will be making any more MCU appearances, so he won’t be showing up in A: AoU!).

Instead, he was an important Target (read: Mass Market) Exclusive Rare piece that is actually really useful on S.H.I.E.L.D. teams (surprise surprise) as a Perplexin’, Sidestepin’ support piece–arguably the best S.H.I.E.L.D. support piece in Modern not named Brother Voodoo (who’s really more of a Secondary Attacker anyway). Was not expecting that!

But what I really found bizarre is that his sculpt is pretty close to the picture above–just Sitwell standing there, holding his coffee mug. A somewhat strange–but not unwelcome–addition to the MCU roster of figures!

"Rawr."

“Rawr.”

7. DP001 Headpool & 6. DP003 Dogpool: Okay, honestly, most of the Deadpool Corps could have made this list, but I really thought we might see Kidpool at some point, and Lady Deadpool was almost a given. But freakin’ Dogpool?! And Headpool–not that people didn’t like that character, but he’s a disembodied head–how do you make that in Clix form? I would have thought he would end up as some sort of Bystander Token. Instead, he’s a pretty important support piece for a variety of Meta Builds.

And freakin’ Dogpool is almost as good–maybe just a tad bit overcosted. But definitely useful, especially with the right Word Balloons. The only weirder Deadpool Corps. member would have been Championpool, but we didn’t get him. At least, not yet.

Dr Bong

5. DP040 Doctor Bong: I mean, really? We really got this guy this year? This actually happened, and we’re all cool with it? Even in a set called Deadpool, this was pretty amazing. I guess I really shouldn’t have been surprised. What’s really crazy is that ol’ Doc Bong is actually kind of sneaky-good for his points! Running Shot Pulse Wave (even with a 9 Attack) is really good, and he’s actually got a support dial (with access to Outwit and Perplex!). Bizarre character, bizarre power-set; just a really weird package.

Cosmic X-23

4. DP104 Cosmic X-23: X-23? Not my favorite character, but sure. She’s pretty popular. I get it. She would not be out of place in a Deadpool set. But Cosmic X-23?! Whaaa… ? Of all the characters who have ever been Captain Universe, X-23 is the one WizKids gives us (I realize we’ve gotten a few in the past, but c’mon!). Her 100 Point dial is insane–not insanely good, or insanely bad, just insane as in “it seems like this was designed by someone not right in the head.” The 275 Point dial is good, not great, but it looks like a lot of fun at least.

Doorman Deathurge

3. GOTG041 Deathurge: As a big GLA fan, this one kind of tickled my funny bone. At some point around the end of GLA: Misassembled, Doorman was killed, but he was brought back by an entity named Oblivion to serve as his avatar Deathurge! That’s what this figure is, complete with the GLA keyword. I really love that this figure exists in Modern; I just never thought we’d see it! Incidentally, Deathurge finally gives GLA Themed Teams a Primary Attacker (not the best, but he has multiple options for dealing penetrating damage and still, 1 option is better than 0 options).

Zombie Skrull

2. GOTG061 Skrull: The Zombie Chase no one asked for! This character is so crappy I couldn’t even find a decent image of him; instead, you get a random Zombie-ish looking Skrull who’s impersonating Reed Richards for some reason. This character is the only Zombie Chase who’s not Unique–you can play as many of these crappy Zombies as you want! Yay!!

Why this wasn’t a Chase Zombie Thanos, I have no idea. Biggest waste of a Chase slot I can think of…

zoom-blacklantern

1. FL053B Zoom: Okay, this one is kind of a cheat. If you’d asked me coming into this year if I thought we’d see a Black Lantern Zoom, I’d have said yes, so I can’t say that this character was completely unexpected. However, I would have bet dollars to donuts that he’d have come in the War of Light OP Expansion. The fact that we got him in Flash came as a complete shocker to me. A pleasant shocker (eeeewwww), since I managed to pull one. But a shocker (okay, I’ll stop now) nonetheless.

 

Okay! Those were my Top Ten most unexpected figures from 2014! What were yours? Feel free to post ’em in the Comments section below.

And be back here tomorrow night for Night Eight of the Twelve Nights of Clix-mas. Hmmm… might be time for a Weekly Roundup…

 

The Five Worst Figures in FLASH!! (Or, the Sixth Night of Clix-Mas!!)

[EDITOR’S NOTE: This article is part of the 12 Nights of Clix-Mas, an ongoing Critical Missives Clix celebration wherein we’re trying to publish new content for 12 straight days. If you’ve missed anything, you can check out Night 1, Night 2, Night 3, Night 4 or Night 5 just by clicking the preceding links!]

So, Ninwashui’s already told us which Flash figures he thinks are the best. But what about the other end of the spectrum? Which figs from the new set should you avoid at all costs? I’m glad you asked! Ninwashui prepared a whole list…

 

Ninwashui’s 5 Worst Figures in Flash:

 

Central City Police Officer

5. FL204 Central City Police Captain – This guy can add all the Central City Keyword guys to those cool Police teams that were winning tournaments back in the Streets of Gotham days. That’s a huge boost, right? Wrong! Of the 17 Central City-keyworded Dials in Modern, 7 already have the Police keyword. That leaves you with mostly sub-par speedsters like FL002 Max Mercury, FL003 Jesse Quick, and FL035 Impulse. It’s true that the Prime Dark Flash is a viable option, but I don’t think that the Dark Flash along with the CC Police Captain and 150 points of police characters from the 2.5 year old Streets of Gotham set are going to get you many wins.

Amanda Waller

4. FL034 Amanda WallerFor it to be worth going to the trouble of using Waller to add a character to a the ranks of a the Suicide Squad, Suicide Squad has got to be a great keyword, right? I mean, you should be able to assemble one hell of a Themed Team right? Well… not so much. In the Flash set there are 4 other squad members and the Fast Forces has three. Some of these are good. None are great. Three of the (only) seven available Suicide Squad figures in Modern are named Captain Boomerang, but the Squad doesn’t even get his cool Black Lantern version. All of which is to say, without more Squad members to choose from, Amanda here is… pretty useless.

Steve Trevor

3. FL018 Steve Trevor For 54 points you get one good click with no Willpower. And that’s assuming you can find a good use for his Psychic Blast with a 5 Range before an opponent bases you, breathes on Trevor and gets 54 easy points. Steve also has a Special Leadership power, but that will only allow him to lead the worst characters in the set. As an added bonus, his Justice League of America keyword only appears on two other figures in Modern. I mean, it’s almost as good as the West Coast Avengers keyword!

Argus Agent

2. FL005 A.R.G.U.S. Agent – I really feel like this was a personal slap in the face by WizKids to me. We finally get a silver bullet to deal with Iron Pharaoh and it’s this guy. Sure he can remove the Falcon from the game, but he has to be on his second click and within 4 squares AND survive long enough to be given a power action. It seems pretty unlikely that this will ever happen. Even worse, if your opponent isn’t playing Iron Pharaoh or Captain Cold, then fielding this guy is just a complete waste of time.

"Ohhhh-kay. This just got awkward."

Ohhhh-kay. This just got awkward.

1. FL003 Jesse Quick – This piece isn’t worth 90 Points. Even if she started with 3 Speed Force Tokens, I’m still not sure she’d be worth 90 points. She starts with Charge and a bare bones Defense which makes it harder to get Speed Force Tokens with her than any other Speedster piece. Even if you WERE to get three Tokens, the payoff is minimal. If you somehow got five while she was still on her top click, well, sure, THEN she is worth her points. I would play the 65 point FL001A The Flash over her 10 times out of 10. I was a fan of Jesse’s original piece back in the day and I would love for more playable JSA pieces, but sadly this one is just the worst.

 

BUT WAIT!! WE CAN’T END THIS ARTICLE WITHOUT A… SECOND OPINION!!

 

HypeFox’s 2 Worst Figures in Flash:

 

Why two? Because these two “pieces” are in a class by themselves. A.R.G.U.S. Agent is not great, Amanda Waller is really limited, and Jesse Quick straight blows. But these two figures are far and away the worst in the set!!

 

"Yeah, Steve, you can go. We won't be needing your services any longer."

Yeah, Steve, you can go. We won’t be needing your services any longer.”

2. FL018 Steve Trevor54 Points – Uncommon: If anything, Ninwashui might have been too kind. Now, his first Click is not terrible. For his points. And, that’s the end of the good.

His Leadership is useless. Why? Exactly how many 53 Point or less characters can you fit on a 300 Point team? While still being able to field a proper Primary Attacker? To make good use of his Leadership Special, you need to field at least two. So your Build is at 160 or more already. Oh, you’re using Tactics? Like Entities or a Resource? Congratulations. You have less than 100 Points for your Primary Attacker. Which means, his Leadership is so bad that it’s actually affecting how you build your team. Which in turn means, he would be better off with just straight Leadership. Also, Empower is okay; Enhancement would be better.

Also, ANY OTHER LEADER would be better.

Bizarro Flash

1. FL019B Bizarro Flash111 Points – Uncommon Prime: At, like, 81 Points, Bizarro Flash would be intriguing. Unfortunately he costs 30 more Points than that. And to some people, he’s the best Prime in the set. I think those people are insane, but they’re out there (Bizarro Flash currently has a five-star rating on HCRealms.com–I repeat: 5 freaking STARS!!). Bizarro Flash takes all the drawbacks of the Speed Force mechanic and amplifies them by making them all take even longer to be earned.

He starts with Sidestep. Which means you’d better be packing some major TK support pieces to get him to where he needs to go, or you can forget about building up Speed Force tokens. It’ll be turn 4 before you get even one. His dial is set up backwards, so that his best stats and powers are at the end. Now, I’m am not the smartest man who ever lived, but just about EVERY piece that’s ever been set up in this manner NEVER lands on it’s best end-dial click–unless it has a Special Stop Click. Which Bizarro Flash doesn’t have. Which means that, even with 8 clicks, chances are he can be 2-shotted right off the map. Of course, he doesn’t have any source of Willpower either, so you can kind of push him to where you need him to get to. Eventually.

A lot of people online are making a lot of noise about how awesome his Specials are (one even shuts down Hypersonic Speed), but again, he has to have a Speed Token to make any of them work, and it’s remarkably tough for him to get those. His second Trait gives him a Speed Token if he MISSES with all of his attacks in a turn, but not until the end of turn, when you can’t do anything with it. And that also supposes that he somehow was adjacent (or within 2 squares) to someone that he could actually attack.

Now, in a Tactics environment, you can fix some of what ails him with Entities or Resources, but I could say that about most figures in this game.

With no named keywords, fitting him on a team and not breaking Theme is difficult. And worst of all, he takes up your Prime slot, so you can’t actually play a useful Prime. Don’t believe the hype; Bizarro Flash may sound like a cool concept, but field him and you’ll put yourself at a massive disadvantage.

 

And that’ll do it for the Sixth Night of Clix-Mas!! Thanks for reading, and we’ll see you tomorrow for more ‘Clix madness!

Things to Do In Gaming When You’re (In a Heroclix) Dead (Zone)!! (Or, the Fifth Night of Clix-Mas!!)

[EDITOR’S NOTE: This article is part of the 12 Nights of Clix-Mas, an ongoing Critical Missives Clix celebration wherein we’re trying to publish new content for 12 straight days. If you’ve missed anything, you can check out Night 1, Night 2, Night 3 or Night 4 just by clicking the preceding links!]

Bored Baby

So we’re just about to that time of year when ‘Clix news kind of goes dark for awhile and there’s not much happening in the Heroclix world. Flash was great, but December and January generally don’t bring much in the way of new product (there may be some Attack Wing or Yu-Gi-Oh! stuff going on, but that’s about it). Which is fine. February is gonna start a string of four straight months of major releases (JLA: Trinity War, Avengers Assemble, Avengers: Age of Ultron and, um, Avengers: Age of Ultron–and those are just the bigger sets!), so, honestly, a lot of folks could probably use the breather (I know my wallet could).

Even talking with some of the folks at my local venue, I know this is the time of year where general Heroclix fatigue starts to set in a little bit. I’m personally psyched for JLA and Avengers sets, but I know some players who were much more excited about visiting more of the strange corners of the Marvel and DC Universes in the Deadpool and Flash sets. Which is fair enough. The point is, at some point, everyone probably needs to take a breather–even if it’s from a hobby that you love.

Personally, I love gaming in all sorts. So today, we’re gonna take a look at some other games that readers of this blog might find interesting to pursue while we wait for February!

 

The Blizzard Universe:

Blizzard-Logo

 

Games They Make:

Starcraft II

World of Warcraft

Hearthstone

Diablo III

Heroes of the Storm

OverWatch

 

Activision/Blizzard has been making addictive games for twenty years, but most of their games have a strong sci-fi/fantasy element that may appeal to folks who enjoy spinning dials on miniature versions of their favorite comic book heroes. The other important thing about Blizzard games is that they’re constantly evolving; not just with big expansions that you have to buy separately (although their is that for World of Warcraft, Starcraft II and Diablo 3), but with monthly–or in some cases, even weekly–patches that constantly create new goals and rewards for players.

The other things that really sets Blizzard apart is their storytelling and their wonderful roster of characters. In many circles, Sarah Kerrigan, Jim Raynor, The Lich King, Thrall, Malfurion and Illidan, Deckard Cain and Diablo are just as iconic as Captain America, Iron Man, Superman, Batman and Wonder Woman.

Now, the two games I really want to focus on here are Hearthstone and Heroes of the Storm. Why? Because they’re both (theoretically) free to play.

Hearthstone:

Hearthstone Gameplay

Hearthstone is an online Collectible Card Game featuring characters and settings from the Warcraft universe (specifically World of Warcraft). While you can certainly buy expansion packs with cash (at a sliding scale if you buy in bulk; expect to pay between about $1.16 and $1.50 for a pack of 5 cards), you can also earn in-game gold by completing daily quests to buy the exact same packs. Also, the game gives away packs at certain times (for example, if you logged in during the launch of the newest expansion, Goblins Vs. Gnomes, you were rewarded with 3 free packs).

There are also deck-specific cards that you can earn for free as you play through the tutorial for each character class.

In the long run, you may end up investing a little money, but the barrier to entry is low. It’s not the perfect CCG, but it has a lot of potential and it’s a pretty shallow learning curve that offers it’s own Meta game once you get the basics down.

Heroes of the Storm:

Heroes-of-the-Storm-Screenshot-1

This game isn’t even out yet, but it’s already generating a lot of buzz–and you can sign up for the Beta right now on their website! Described by its own developers as a “team brawler of heroic proportions,” Heroes of the Storm plays almost like a RTS version of Super Smash Brothers. Basically, you choose your Blizzard cannon hero, get teamed up, and try to take out your opponent. As previously stated, folks are eagerly anticipating this game’s release, and it should be free to play.

 

Marvel: Avengers Alliance:

avengersalliancescreens1

This is a Social Networking game I got hooked on back in 2012 and have occasionally revisited ever since. Like many games of this sort, it is free to play, but only to a point. You can advance in this game and never spend a dime, but it will be slow going.

Basically, you play as yourself AS A S.H.I.E.L.D. AGENT, and as you go along you start collecting different Avengers to assist you (as playable characters). This game features an obscene amount of grinding, but there is a sort of Pokemon-style satisfaction that you get every time you collect a new playable character. Each character can also be outfitted with different items and leveled up, so there’s plenty to do. Also, the developers’ definition of “Avenger” is pretty loose–yeah, you can add Cap and Thor to your team, but you can also earn part-time Avengers like Moon Knight or Tigra, or even never-really-was-a-proper-Avenger characters like Squirrel Girl. Some of the most powerful characters in the game are actually villains that you earn the right to add to your team (guys like Magneto or Doctor Doom).

This game is definitely a time suck, but, like I said, you can play it for almost no money.

 

Fanduel:

Fanduel Images

 

This one’s for the ‘Clixer who’s also a huge sports fan. Fanduel offers daily fantasy leagues (entry fees start at as little as $1–you can pay through PayPal) that pay out real money (DISCLAIMER: This site deals in real money, so if you’ve had gambling issues in the past, please stay far, far away…) as soon as that day’s games end. All the major sports are available to play (when they’re in season).

The way it works is pretty simple. You get a salary cap (usually around $60k); you select your roster of players; and then you watch as everything your players do that day earns you points. If you’ve picked wisely enough, you’ll usually earn back your entry fee (although you can win a lot more, too). If you haven’t, well, there’s always tomorrow.

From a Heroclix perspective, what I like about playing this sort of Fantasy game are the decisions you have to make when building your roster. It’s not unlike how you would approach building a team in Heroclix. You only have so much available capital to use, so you can’t just take every superstar you want (in the same way that you usually can’t fit more than one high-cost figure onto a 300-Point ‘Clix Build). You want Lebron James on your NBA team? You can have him, but it may mean starting Khris Middleton in your other Small Forward spot. Who’s Khris Middleton? Exactly.

 

Well, that’s it for today. But if your looking for a cheap (-ish) gaming distraction while we wait for next year’s new offerings, hopefully something above strikes your fancy!

And tomorrow night, we’ll be right back here for Night 6 of the 12 Nights of Clix-Mas! We’re gonna take a look at the WORST figures in Flash!

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

 

Power Struggle!! (Or, Do Some Standard Powers Need Fixin’?!) (Or, The Fourth Night of Clix-Mas!!)

[EDITOR’S NOTE: We are knee-deep into the Twelve Nights of Clix-Mas!! Night One, Night Two & Night Three have come and gone, but you can always click on any of the links to catch up if you missed a night!]

Get it? It's literally a 'power struggle.' Cuz, like, they have powers! And they're, y'know, struggling!

Get it? It’s literally a ‘power struggle.’ Cuz, like, they have powers! And they’re, y’know, struggling!

Welcome back!

Watchlist 3 was released a little while ago, which means that there are figures and/or mechanics in the game that the Powers-That-Be are taking a look at to see if they’re too strong to the point that they hurt the competitive balance of the game. That got me to thinking (always sketchy territory, that)… what if WizKids took a look at some of the Standard Powers currently in the game to see if they too needed some TLC. They’ve done it before (most recently in 2013, when they added the Pink Powers), so it’s not completely unprecedented.

Now, not every Standard Power is created equal; some are just always going to be more useful than others, and that’s fine. That’s intended from the designers, even. But some powers are so useless, you could take them out of the game and no one would notice! That’s not good, but we’re here to help.

Now, Ninwashui touched on some of the weaker powers last year; and yet, some of the same problems still exist. So I’m going to take another brief look at some of the standard powers in the game that I think are either weak or outdated, and talk specifically (as in, the exact wording I’d use) about how to fix them!

 

The Weak Power All-Stars:

 

Black Panther Leap Climb

Leap/Climb:

You don’t have to take my word for it; WizKids doesn’t even like this power. Why do I say that? BECAUSE THEY NEVER GIVE IT OUT ANYMORE!! Honestly, there’s, like, 10 Marvel Modern Age figures that have Leap/Climb top click. That’s 10 out of roughly 30,000 different Modern Age Marvel dials [EDITOR’S NOTE: That is a rough estimate.].

Before I get going on why Leap/Climb sucks, let’s look at the current wording:

Give this character a move action and move it up to its speed value; during this movement, this character adds 2 to its d6 roll when breaking away and can use HeroClix Improved Movement / TargetingHeroClix Improved Movement / TargetingHeroClix Improved Movement / TargetingHeroClix Improved Movement / TargetingHeroClix Improved Movement / Targeting. When you give this character a close combat action, it may target a character regardless of the target’s elevation.

Doesn’t seem so bad, until you realize that a ton of different figures have many of those Improved Movement abilities as, y’know, IMPROVED MOVEMENT ABILITIES!! As in, they have the power already and it doesn’t take up their Movement slot!!

Think about the last time you played Engineer or Chase Super Skrull, where you can choose any Movement power you want. Would you ever in a million years choose Leap/Climb? No, you wouldn’t, because you not an a-hole.

How I Would Fix Leap/Climb:

Give this character a power action; halve its speed value for the action. Move this character up to its speed value and then it may be given a close combat action as a free action. During this movement, this character adds 2 to its d6 roll when breaking away and can use HeroClix Improved Movement / TargetingHeroClix Improved Movement / TargetingHeroClix Improved Movement / TargetingHeroClix Improved Movement / TargetingHeroClix Improved Movement / Targeting. When you give this character a close combat action, it may target a character regardless of the target’s elevation.

Boom. We just made Leap/Climb awesome!!

I know what you’re saying.

You: “Uh, you just added Charge to Leap/Climb.

Me: “Your damn right I did! Why? Because just about any character who should have Leap/Climb is a character who probably moves and attacks a lot in the comics. Thus, Leap/Climb shouldn’t just be a static ability that no one uses–it’s meant to represent characters like Black Panther or Spidey, characters who jump from foe to foe or scale walls at a moment’s notice.”

You: “But won’t that just make Charge obsolete?

Me: “Not at all. Toughness is a lesser version of Invulnerability, but I would hardly call Toughness obsolete. It’s just not as good as Invulnerability. Leap/Climb would simply be a better version of Charge, in that same way. And you would expect it to cost more, as well.”

There! Now, if you design a bruiser who just pummels people in the comics, you can give him regular ol’ Charge. But if you have someone who bounds around a lot in the comics, you can give them the now superior Leap/Climb! You’re welcome.

 

Cyke blasting Cap

Force Blast:

Ninwashui has talked several times before about all the reasons why this power both literally and figuratively blows. When it can only be used against adjacent characters, but something like 90% of close combat-based figures ignore knock back, you have a problem. Let’s look at the current wording real quickly:

Give this character a power action and roll a d6; a single adjacent opposing character is knocked back from this character a number of squares equal to the result. When this character hits with an attack, you may choose that it generates knock back if it doesn’t already.

That last sentence about being able to choose to generate knock back if you want when you attack is a new addition from the 2012 wording of the power. That one line was WizKids’s last attempt to “beef up” Force Blast. A noble effort, to be sure, but it’s still not quite good enough. This power is probably gonna require some major surgery if it’s to be saved.

How I Would Save Force Blast:

Give this character a close combat action and roll a d6; a single adjacent opposing character is knocked back from this character a number of squares equal to the result. When this character hits with an attack, you may choose that it generates knock back if it doesn’t already. When this character targets an opposing character with the  or HeroClix Tiny Symbol symbol, knock back can’t be ignored.

So I did a couple things here. First, I changed it from a power action to a close combat action. You may be asking why.

I said, you may be asking why…

You: “Oh! Uh, yeah, um, sorry, I didn’t realize this was a recurring gimmick for this article. <Ahem> Uh, why did–”

Me: “Why did I change Force Blast from a power action to a close combat action? Good question.”

You: “Uh… thanks?”

Me: “By making it a close combat action, I’ve done a couple things. First, Force Blast now interacts with stuff. Like Charge! Or the new Leap/Climb I just gave you. Yes, it would share the same dial slot as those other two, but that hasn’t stopped other figures from gaining, say, Charge and Flurry at the same time. We can give figures a white power that allows them to use both powers simultaneously. Also, there are certain Relics or Constructs that would allow a character to have both powers as well.”

You: “That almost sounds useful.

Me: “I’d agree! Sure, it would still be hard to deal damage with Force Blast–it would still have to be used very strategically. But by now being able to combo with other move-and-attack powers, you can actually set up a Force Blast in one turn instead of hoping to get one off over two turns. Your opponent would have to be really careful about their figure placement around a Force Blaster, or they could be taking some knock back damage, or at the very least end up in a different spot from where they wanted to be. Which is how it should be, as opposed to how it is now, where you usually don’t care whether or not an opposing fig can even use Force Blast, unless you plan on landing right next to them and then not do anything for a turn. Which, y’know, is pretty rare. Unless you like using terrible strategies.

You: “They would definitely have to be more careful–this is is true. But I’m not sure that dealing damage was ever the primary intent of Force Blast.”

Me: “That’s a very good point. Here’s my counter-point:  I’m don’t know that there ever was a primary intent behind Force Blast, since, once again, MORE THAN HALF OF THE FIGURES YOU’D WANT TO TARGET WITH IT ARE IMMUNE TO KNOCK BACK!! Also, we’ve made it so many of the characters in the game that you’d actually want to use it against would actually be affected by it, instead of simply ignoring it without having to burn an Outwit. Like they’re able to right now.

You: “But it seems like you stole that last part of the fix from Ninwashui’s article–

Me: “Moving on!

 

Batman Smoke Cloud

Smoke Cloud:

This one is a pretty simple fix. The current wording:

Give this character a power action; place up to 6 hindering terrain markers in distinct, adjacent squares that are all within this character’s range (minimum range value 4). At least one of the terrain markers must be within line of fire when it is placed . The terrain markers remain until the beginning of your next turn. Characters that occupy these terrain markers modify their attack value by -1 unless they can use Smoke Cloud or ignore hindering terrain for line of fire purposes.

How I Would Boost Smoke Cloud:

Give this character a power action; place up to 6 hindering terrain markers in distinct, adjacent squares that are all within this character’s range (minimum range value 4). At least one of the terrain markers must be within line of fire when it is placed . The terrain markers remain until the beginning of your next turn. Characters that occupy these terrain markers modify their attack value by -1 unless they can use Smoke Cloud or ignore hindering terrain for line of fire purposes. If this character has not already been given a move action this turn, this is a free action instead.

Look, this power was almost useful. The power itself is fine–people use it all the time with Brother Voodoo or when someone is assigned the “Net” Construct. The common denominator there is that people really only use this power when it’s a free action, so that’s what I’ve done. Now, I’m not trying to break it, so it can only be used as a free action under certain circumstances, but this power would see so much more use with this wording.

You:”Okay, that is almost exactly what Ninwashui proposed in his article last year.”

Me: “Oh really? Well, is Ninwashui here right now?

You: “Uh… no?

Me: “Okay then. So I guess it’s my idea now, isn’t it?”

 

Superman Invincible

Invincible:

What? Invincible? No! This power is epic, you say!

This power is epic, YOU SAY!

You: “Oh. We’re starting the section like this? Uh, okay. This power. Is. Epic.”

Me: “Wow. That was a really stiff line reading. Regardless, I agree. Invincible has been a great addition to the game. But I think it actually needs to be just a little bit stronger to really fulfill it’s role in the game as the ultimate damage stopper. This fix would also help balance another power, so it’s almost like a two-for-one special!

You: “If you say so.

Me: “I do say so. But first, let’s look at the current wording:

Half of damage dealt to this character is ignored.

How I Would Improve Invincible:

Half of damage dealt to this character is ignored. This power can’t be ignored.

Admittedly, this is a small tweak that has MAJOR ramifications. It would also take Pulse Wave down a very small step, which I would argue needs to happen anyway, since Pulse Wave has no natural predators–it’s the best way to deal damage with a Standard Power in the game. Honestly, it’s probably a little TOO good. Well, this would help that.

Some people would argue that this revision would in turn make Invincible too powerful.

You: “<Sigh> Horror. Of horrors. This revision would make Invincible too powerful. Oh. No.

Me: “Okay, you know what? If you’re not gonna do the gimmick right, I’m just gonna monologue.

You: “Please do! I’m running late for work as it is and I don’t actually remember agreeing to do this in the first place–

Me: “That’s not important right now.”

Where was I? Oh yeah–I would argue that Invincible can still be Outwitted, so making it un-Ignorable isn’t a huge deal. Now, there are some cases where characters who have Invincible also have either Power Cosmic, Quintessence or some Trait or Special Power that says their other powers can’t be countered. Does my revision suddenly make Invincible unfair? What could you possibly do to get damage through in these situations?

Actually, it’s pretty simple:

Deal 2 damage.

Honestly, that’s the only threshold you’d have to hit to get damage through against someone with Invincible. Nothing’s changed there. Instead of unfair, I’d argue that it’s EXTREMELY fair. Most characters in the game deal at least 2 Damage on most of their clicks, so it’s a lot harder to get stuck late game against an Invincible figure without a way to deal damage than it would be against a piece with Impervious or Invulnerability.

 

Okay! That’s all for tonight! Thanks for sticking around. We’ll probably have something COMPLETELY DIFFERENT for tomorrow’s Clix-mas entry…

Until then, stay safe, and watch where you draw your lines of fire!

Local Tournament Report: War of Light Month 6!! (Or, The Second Night of Clix-Mas!!)

Local Tournament Report

Welcome to Evening Two of the Twelve Nights of Clix-Mas, a Critical Missives event that basically involves us trying to bring you new content for 12 straight days (leading right up to Christmas!)!!

(If you missed The First Night of Clix-mas, you can catch up right here!)

Tonight, we’re gonna go local and take a peek at how War of Light Month 6 finished at my local venue Comics & More in Madison Heights, Michigan!!

War of LIght Cabinet

We finally played Month 6 of War of Light!

Who won? Who lost? Who took home the big prize?! Let’s go to the tape!

What I Played:

I didn’t open any figure with a point cost more than WOL054 Morro‘s 123. This was definitely new ground for me; every other month, I’ve gotten at least one thumper, if not more (tales of my ridiculous WoL luck can be viewed here and also here–particularly Round 3 of that second recap).

Well, my luck changed for Month 6. I ended up using:

WOL054 Morro123 Points

WOL011B Hal Jordan (Blue Lantern)104

WOL033 Sister Sercy66

WOL015 Arisia75

WOL016 Soranik Natu70

Plus the Orange Lantern Battery with the Decoy, Crossbow, Catapault, Mallet & Nurse.

=500 Points

That is what you would call a hodgepodge of little people.

Actually, this is what you call a hodgepodge of little people. Only in Hollywood, where diversity is practically a religion that is forced on every citizen, would a studio be allowed to make a movie about seven dwarves and not cast a single actual little person in any of the roles.

Actually, this is what you would call a hodgepodge of little people. On a related note, I’d forgotten how “meh” Snow White and the Huntsman was a few years ago. And why were there EIGHT dwarves again?

On paper, I think this is easily the worst team I fielded during this whole six-month adventure. But the game isn’t played on paper–it’s played on tables! Usually folding tables, actually.

Regardless, let’s get to Round 1!!

Butcher Entity

ROUND 1:

Versus:

WOLo44 Fatality – 180

(Possessed by WOL066P Butcher) – 25

WOL023 Mongul165

WOL016 Soranik Natu70

Plus the Green Lantern Battery (w/ various Constructs including The Shield)

FIGHT!!

In Round 1 I faced off once more against my once and future nemesis Roberto! This game was tense early on, with Fatality getting the first strike in on Morro. Luckily for me, this put Morro onto his Pulse Wave clicks.

The one advantage I really had here was an abundance of TK and support powers. Roberto also had Soranik Natu for TK, but I was able to keep his big hitters away from me for most of this match while picking and choosing my shots, wimpy as they usually were.

After a LOT of positioning, I was finally able to take out his Mongul with consecutive Pulse Waves from Morro (among other shots) over two turns. Then time was literally called right after, during my final move on that second turn.

The Verdict:

I won a close match with just 1 opposing figure being KO’d (Mongul). If there had been more time, I’ve no doubt Roberto would have cleared my side of the board. I was definitely overmatched here; my bag of parlor tricks would have only worked for so long. Also, Roberto did not have the best luck rolling, either.

"Oh, for the love of God, why do I keep smelling nutmeg!"

Oh, for the love of God, why do I keep smelling nutmeg?

(That’s an Elementary reference, btw.)

ROUND 2:

Versus:

WOLo41 Hal Jordan (Parallax) – 250

WOL058 Galius Zed (Black Lantern) – 140

WOL033 Sister Sercy – 66

Plus the Green Lantern Battery (w/ The Shield, Crossbow and a Decoy)

FIGHT!!

Parallax (Hal Jordan) is a monster. Just an absolute badass. He won me month 2 almost single-handedly. He has one flaw, though–he doesn’t fly. Therefore, I took this fight to the many-tiered R’yut side of the map after I got lucky and won Map Roll (I had a 50/50 shot). Galius is another potentially deadly piece, but again, he walks, and my opponent could only Carry one at a time with Sister Sercy. Eventually Galius and Sister Sercy made it up a few elevation levels before the majority of my troops shot down Sister Sercy from up on the mountaintop.

Parallax having to make the long walk to Mordor on his own meant that he wasn’t a factor for most of the game. I managed to do a little damage to Galius Zed once he made it to the top, but with the Shield assigned to him, I found it hard to hit with most of my attacks. Zed finally drilled Arisia and knocked her off the mountaintop, which put her on her last click, but also out of harm’s way. The judge called time shortly after.

Content with my victory all but assured, I passed to my opponent for his last turn (since he went second) before I realized that Parallax had climbed enough of the mountain to get a perfect shot off on Soranik Natu. This was a terrible mistake, but there was nothing I could do about it now. Soranik Natu has 6 Clicks with Toughness top dial, but Parallax has 5 native damage up top plus the Crossbow, which he used to pump his damage up to 7!

My only saving grace here was that I had been consistently taking away Probability Control with the Orange Lantern Battery, so my opponent would only have one shot to KO Soranik.

Her Defense was 17. Parallax’s attack was 12 (with the Ring Bonus). Yup. A roll of ‘5’ would beat me on points, 70-66. My opponent let his dice go…

And rolled a stinkin’ ‘3.’

Oh, man! By all rights, I should have lost this game. As it was, I barely squeaked by. Here’s an photo of the immediate aftermath of our match:

luckyoldman2

The Verdict:

I really shouldn’t have, but I did win this one 66-0 after KO’ing just one of my opponent’s figures (yet again). If I can somehow pull out this next match, I may set a record for fewest points scored in a winning month.

ROUND 3:

Versus:

WOLo37 Karu-Sil – 95

WOL048 Firestorm – 140

WOL030A Guy Gardner – 103

WOL033 Sister Sercy – 66

WOL003 Sinestro Corps Recruit50

Plus the Yellow Lantern Battery (w/ the Red Power Ring and a bunch of Constructs)

FIGHT!!

This was a match against Matt (from yesterday’s article). We played on the same map, so the first couple turns were all about racing to the top of the map. The difference was, Matt had a few different guys who could fly. Firestorm, in particular, would prove to be quite difficult to deal with. He took out my Sister Sercy pretty quickly, while I retaliated by taking out his Sinestro Corps Recruit.

Eventually, he used The Pack from Karu-Sil’s base to take out Soranik Natu and Arisia and to really beat up Blue Lantern Hal Jordan. Things were definitely going his way, but once Soranik Natu and Arisia were KO’d, I got to finally use Morro’s Trait and place them on Morro’s card. Suddenly Morro was actually pretty intimidating.

Matt still had most of his team left, but I had Firestorm within KO Range, then hit him with another attack… which Matt quickly Prob’d. Then I rolled a ‘3.’

That, my friends is Karma!

Time was called shortly after.

The Verdict:

Even with Firestorm’s KO, I wouldn’t have had enough points to win. Had the game gone on, I would have given myself about a 20% chance of pulling it out with Super-Morro (see what I did there?!). Matt’s a great player though, and he deserved to win. The truth is he just outmaneuvered me, and his strategy absolutely worked.

The Final Result:

Matt won Month 6. While I won two of my three rounds and played in the Championship Match, my point total was so minuscule that I probably finished close to last. Still, when you totaled all the results from all the Months together, I’m proud to say that I was able to claim one last prize…

The Spoils:

photo (21)

(One Last Cool Moment: My venue actually had a second Nekron to give away! Our Judge gave a pretty cool speech about how the Fellowship winner this Month was someone who attended every month, had to drive a decent way each time and who was always gracious whether in victory or defeat. He was talking about Matt, my Round 3 opponent and the player who won the month. It was a really neat moment, and Matt looked pretty shocked. Couldn’t have happened to a nicer guy. Congratulations, sir!)

 

Well, that’ll do for Night number 2 of the 12 Nights of Clix-Mas!!

Join us tomorrow night for… Ninwashui’s Top Ten Flash Set Review!!

Feedback!! (Or, The First Night of Clix-Mas!!)

Christmas Marvel Peanuts

Hello! And welcome to the first NIGHT of Clix-Mas (the gimmick seems a little less stolen if I just change it from the 12 DAYS of Clix-mas to the 12 NIGHTS of Clix-mas! Yay! A Festivus for the rest of us!).

For today’s entry, we’re gonna talk about some direct feedback I received from local venue-goer–and fellow Nekron winner!–Matt, who pointed out that Black Talon wasn’t among the figures I highlighted when we were ROC’ing the Meta a month ago (Part 2 can be found right here).

Matt made his case that the ability to Mind Control friendly figures in general is still a viable strategy in the Meta, even with the retirement rotation of GG Mole Man.

"What?! I'm not legal in Modern Age unless I'm undead? What sense does that make?"

“What?! Retire?! But I’m in the best shape of my life!”

Also, he felt that Black Talon brought a lot to the table beyond that and, thus, was definitely a Meta-worthy fig. And you know what?

He’s not wrong.

I just don’t agree with him.

Insomuch as Black Talon being a difference maker in the current ROC formats (like many pieces, you can rapidly fix a lot of his flaws with an Entity or Resource).

But there’s many who would with Matt–including some very high-level players. Heck, the Dial H for Heroclix crew just listed Black Talon as one of the top Support pieces out there, considering everything he’s capable of.

Let’s take a quick look at him:

"Yessss! The only thing more effective than the original X-Men: actual ex-men! Cuz... cuz they're dead. Get it?  Yeah, that was a long way to go for nothing."

“Yessss! The only thing more effective than the original X-Men: actual ex-men! Cuz… cuz they’re dead. Get it? <Sigh> Yeah, that was a long way to go for nothing.”

–DP043 Black TalonRare — 60 Points

He has five clicks total, but he starts out with Charge and Blades/Claws/Fangs with a 10 Attack, so he can definitely be a Tertiary Attacker or even a fringe-y Secondary Attacker (to use a baseball scouting term). But the best reasons to play him are his Trait (POWER OF THE LIVING LOA: When Black Talon uses Mind Control, you may place a KO’d opposing character in an adjacent square on its starting click, and that character becomes the target. After actions resolve, that character is removed from the game.) and his Special Damage Power (CONTROL OF THE MINDLESS UNDEAD: Black Talon can use Mind Control with a range value of 8, and when he does he may target friendly characters. If all of his targets are friendly, a lower point value, and have the Monster keyword, he may use it as if had 3 bolts.).

Forget that last part of “Control of the Mindless Undead”–you’d almost have to hamstring your Build just to have a chance to get it to go off. No, the reason people play him is for the first part of that power–the ability to target friendly characters with Mind Control (and with a very healthy Range of 8, at that!).

So, the concept behind armies that feature “friendly Mind Control” is to, essentially, cheat the batting order. Basically, you want to play your friendly Mind Control piece with a heavy hitter that you think can break the game if they get to attack more than their fair share during a turn. To continue the baseball metaphor, in other words, you’re trying to fix it so that your Triple Crown-winning All-Star first baseman best attacker(s) will attack bat twice in one inning Round.

Yup! This man is the face of our franchise (and the best hitter on the planet!).

Yup! This man is the face of our franchise (and the best hitter on the planet!).

One of the problems with this strategy is that you can most definitely miss with the Mind Control roll, and suddenly you’ve wasted an action from one of your support pieces AND a potential strike from one of your Heavy Hitters.

Also, specifically in Black Talon’s case, he doesn’t give you ANYTHING in terms of actual supporting powers such as Support, Prob, Perplex or Outwit. Not unless you outfit him with an Entity or a Resource or something.

So you REALLY need to make those Mind Control roles. Which means that you always need to make sure Black Talon is within 8 Squares and can draw a line of fire to your best attacker. And keep in mind, Mole Man IGNORED MIND CONTROL DAMAGE and pumped up his Mind Control rolls by a staggering +3! Black Talon does neither. With only 5 clicks, Mind Control damage can become a problem very quickly.

The Meta (as far as the ROC goes, I mean) has shifted away (for the most part) from this strategy recently because there are now a lot of options to get multiple attacks in one turn with a really good figure who doesn’t have to rely on a dice roll to be able to make that second attack.

Figures like:

–Anyone who can Charge or Hypersonic Speed and Flurry. Best Example: WOL053B Zoom (Black Lantern)

–Any figure who starts with or can get Duo Attack. Best Examples: WOL107 Kyle Rayner or CATWS018 Captain America and Black Widow

–Figures who have other Special Traits or Powers that let them attack or cause damage twice in one turn. Best Examples: GOTG050 Proxima MidnightDP053A Speed Demon, DP053B Whizzer or DP057 Tiamat

–Figures with Penetrating Poison (or even just Poison). Best Examples: Like, every Red Lantern.

What do most of these figures have in common? Yup! You can find most of them being used by high-level players in the latest ROC results. Now, just because serious tournament players are using the heck out of a certain piece doesn’t mean it’s necessarily awesome–sometimes people screw up, even at that level. But it usually means there’s something very efficiently exploitable about a piece.

All of which is to say, Black Talon is good. Great, even, and he IS viable in the Meta–so Matt was right.

However, if you really want to win a tourney like the ROC, leaving yourself flexible options while taking as much risk as possible OUT of your gameplan is key. That’s why I prefer figures with built-in mechanisms for multiple attacks, as opposed to having to roll for it.

"Psssh. I never gotta 'roll' for it. Heh. You know what I mean. See? This guy gets it."

“Psssh. I never gotta ‘roll’ for it. Heh. You know what I mean. See? This guy gets it.”

 

Well, that’s all for Day Night One of the Twelve Days Nights of Clix-Mas!

Join us tomorrow for a special (and long overdue!) Tourney Report!

 

Until then, stay safe, and watch where you draw those lines of fire!!

 

Coming Soon!! (Or, We Rip Off the 12 Days of Clix-Mas Gimmick!!)

Cap Christmas

Hello again! Just a quick announcement today, and then you’ll see a whole lot more of us–for 12 Days Straight (hopefully!)!!

I hope this holiday season finds you well. And in celebration of all the, well, celebrations, we here at Critical Missives will be running 12 straight days of articles! Yep! Now, every one is not going to be a 4500-word Set Review (although there’ll be 1 or 2 of those, too!), but you’ll hear from us daily through December 25th!

Some of what we have planned includes:

–Flash 10 Top Ten Set Reviews

–A Local Tourney Report on WoL Month 6

–WoL Final Review

–Weekly Roundups!!

 

And much, much more!!

It all starts on December 14th!!

Until then, have a safe and happy holiday season!

Cutting the Turkey (Or, Happy Thanksgiving!!)

JLA JSA Thanksgiving

To all our American readers, Happy Thanksgiving!

(And for our Canadian readers, I know you already HAD your Thanksgiving in October… but I bet a few of you will make it to the States today or tomorrow for some crazy shopping!)

I hope everyone has a safe and sound holiday with some great food and better company.

Critical Missives will return early next week with a War of Light Month 7 Tourney Report, followed by a couple of Flash Top Ten Reviews (from some preliminary work already done on those, it sounds like Ninwashui and I are going to have some vastly different lists! We’ll see if that holds up…).

Until then, stay safe, and watch where you draw your lines of fire!

(And sorry Chicago readers, but Go Lions!)