OverLooked!! (Or, Three 5-Star World’s Finest Pieces That Went Overlooked in 2016!!) (Or, The Fourth Night of Clix-Mas!!)

[EDITOR’S NOTE: Once again (and this time, with feeling!), we are shamelessly unleashing the 12 Nights of Clix-Mas! Tonight is Night 4! If you missed The First Night of Clix-Mas, you can read what it’s all about right here! Night 2 was the nascent edition of a new holiday scenario we’ve been cooking up and can be found… here-ish! Night 3 took a brief look back at Horrorclix.]

sad-batman

So, I skipped Batman V Superman: Dawn of Justice in theaters this year. Kept meaning to go, but I never did. The truth is, I show up opening weekend now for just about any MCU property (bring on “Marvel’s Fancy Ghosts!!“) because Marvel movies have earned my trust–the DCEU really hasn’t yet. But that’s a conversation for another day.

Anyway, I finally bought BvS: DoJ on Blu-Ray and watched the whole Extended Edition (or whatever it’s called) the other day. Yeeeesh. It is a mess (why was Lois Lane even IN this movie?!), and critics were right to write it off. Buuuut… But…

Ben Affleck is trying in this movie. He really is. It’s a good performance that will, frankly, end up overlooked in the annals of cinema when people think back on 2016.

Which brings us, in a roundabout way, to today! 2016 saw the release of NINE different Heroclix sets (which doesn’t even count all the Fast Forces, Starters and Monthly OP LE’s we got). We got a ton of 5-Star worthy figures this year, but not all have made their way into the Meta.

So today, we’re going to take a look at three overlooked 5-Star figures from this year’s first set, World’s Finest, and try to figure out what went wrong!

overwatch-calvarys-not-coming

Cheers love! The cavalry’s… not coming.

THE THREE MOST OVERLOOKED 5-STAR FIGURES OF WORLD’S FINEST!!

Nightlantern

3. WF037B Nightlantern: The Rare Prime from the year’s first full set, World’s Finest, Nightlantern still carries a 5-Star rating on HCRealms.com and was supposed to set the Meta on fire with his “Everyone is now an Entity!!” Trait (EVERY PERSON I KNOW IS AN AMALGAM OF TWO FROM YOUR UNIVERSE?: When building your force, you may pay 25 points and put a standard character on your sideline, called an Amalgam. At the beginning of the game, equip the Amalgam to a standard friendly character (other than Nightlantern) that is higher points than the Amalgam’s highest point value and link it to that character’s dial. For the rest of the game, the Amalgam provides the below effect when equipped: EFFECT: At the beginning of your turn or when when this character is clicked, you may choose a standard power on the equipped dial. This character can use that power until your next turn or clicked.).

When the set was first released, Nightlantern was going for a blistering $65-$75–unheard of for a Rare Prime, but folks were obsessed with all the possibilities he provided. Well, fast forward 10 months, and folks are dying to unload him for less than half of that original amount.

What Went Wrong: The Meta just never evened out for this piece. It doesn’t help that his dial is a little pricey at 150 for what you get (remember, that 150 doesn’t even include the extra 25 Points for an Amalgam): One Click of Hypersonic, 2 almost useless Clicks of TK and Leadership, etc.

Basically, to make use of his best ability (his Trait), you have to invest more than half of your total Build points in a 300 Point game. That is tough to make work.

[EDITOR’S NOTE: Sure it’s tough, but that didn’t stop us from compiling a pretty comprehensive list of possibilities back in March!]

In a Meta era where folks are building entire teams around maximizing the number of Call-In Cheese Wheels they can use in one game, finding 25 Points to spend on an Amalgam is nearly impossible (or, to look at it another way, you’re spending the exact same amount of points that 5 Call-Ins would cost you).

Will We See Him Again?: If Wizkids decides that they’ve had enough of the Avengers Round Table and the Avengers ID cards and rotates them out around May of next year, then maybe. The JLA Teleporter will still be around, but if it’s suddenly impossible to call-in Hawkeye, Thor or Nick Fury, the Call-In strategy as a whole may fall out of favor.

There’s not really any recent Resources to pick from, so in this scenario (remember, Pandora’s Box and the 7 Deadly Sins would have rotated out as well, since they were released prior to the Round Table in 2015) players looking to upgrade a character with some off the board shenanigans would almost certainly give Nightlantern another look.

But it’s not nearly clear yet which way Wizkids is going to go with next year’s set rotations.

KC SUpes

2. WF061R Superman: This is the World’s Finest Chase KC Supes on his “Tower Click.” For just 35 Points, he’s extremely tough to KO (18 Defense, Invincible PLUS the KC TA), but he has the potential to lock down two of your opponent’s best pieces every turn with his Damage Special (I WANT TO FARM IN PEACE: Superman can use Incapacitate with two targets and an attack value of 12. Hit characters can’t make ranged attacks during their turn.).

Considering that he also has an 8 Range and the Superman Ally TA, there’s not a lot of places for your opponent to hide, especially if you win Map Roll and are able to take the game someplace without much Blocking or Elevated Terrain. Ended up ranked at number five in our World’s Finest Top Ten, which was pretty high considering how stacked that set was!

What Went Wrong: A few things. First, just like with Nightlantern, if you’re playing a popular Meta Build like an Ultron Drone Call-In team or a Devil Dinosaur Critter Spawn team, Superman doesn’t really fit so well into either of those archetypes. You’re 35 Points would be better spent elsewhere.

And even if you’re not playing one of those two teams, this version of Supes isn’t a great counter to either of those rosters, either. There’s just too many targets, even with his double bolts. Nick Fury? Sure! Supes can see through Stealth and tag him almost every turn (or at least make Fury spend an inordinate amount of time dealing with a 35-Point piece while you surround him with the rest of your force).

The other thing that hurt Supes here in the Meta was a controversial post-release ruling in May that basically made it impossible to use Supes–or any KC “Tower Click” figure–as a “Time Walk” Call-In piece. So he was kind of neutered both coming and going.

Will We See Him Again?: Probably not. The Call-In ban really hurts. However…

Wizkids just ruled recently that–in certain circumstances–Superior Foes Chameleon can actually use KC “Tower Click” pieces as a disguise. This may breathe new life into Supes’s Meta career, assuming Chameleon catches on a little bit more. Control is just that important in the Meta right now.

And of course, his regular dial should continue to see Meta play as a Call-In on its own…

weapon-drop

Oh. Yeah…

1. FFWFS100 Weapon Drop: This is almost a Resource masquerading as a Special Object. Offering (somewhat unpredictable) access to great abilities like Pulse Wave, Regen and Pen/Psy, the Weapon Drop seemed poised to become this cycle’s Gamma Bomb, a must-have Special Object that would show up time and time again.

And yet, despite all that, and despite its 5-Star rating on HCRealms.com… you just don’t really see it played that much.

What Went Wrong: Nothing in particular–I just think its time has not come yet. World’s Finest was released in February, and at that point, there was really less than two months left in the 300 ROC Limited format. I don’t think there was enough time for players to really embrace this piece’s Meta potential before the ROC rotated in a straight 300 Modern format.

Will We See It Again?: Well, as we slowly get back to that format, I think you’ll start to see the Weapon Drop show up more and more.

In a Resource-rich environment, it doesn’t make a lot of sense. In a Resource-less environment, though, it suddenly becomes extremely versatile and powerful.

 

Agree? Disagree? Sound off in the Comments below. And let us know if you enjoyed this look back at World’s Finest and if you want to see OverLooked become a regular feature on the site!

Lastly, don’t forget to come right back to this space tomorrow(-ish) for more 12 Days of Clix-Mas!!

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

 

A Look Back in Horror!! (Or, What the Heck Were HorrorClix?!) (Or, The Third Night of Clix-Mas!!)

[EDITOR’S NOTE: Once again (and this time, with feeling!), we are shamelessly unleashing the 12 Nights of Clix-Mas! Tonight is Night 3! If you missed The First Night of Clix-Mas, you can read what it’s all about right here! Night 2 was the nascent edition of a new holiday scenario we’ve been cooking up and can be found… here-ish!]

Welcome back to Critical Missives’ 12 Nights of Clix-Mas!

Today we’re going to look back at one of the ghosts of Clix-Mas Past (Horrorclix!) before we take a tiny little peak at one of the newly announced Ghosts of Clix-Mas Future (aka next year’s Heroclix: Undead set!)!

The Origin of Horroclix:

spidey-zombie-card

Back in 2006, Heroclix had been humming along for quite successfully for more than four years. In November of that year, Wizkids released their 24th offering, Supernova, which added a new rarity (sort-of).

Until Supernova, Heroclix didn’t have “Chase” figures. They would generally publish Rookie, Experienced and Veteran versions of the same character in the same set. Then there would be much rarer single versions of figures called “Uniques” which always ended up being the most valuable and hardest to pull pieces.

Well, when Supernova hit, Wizkids had added four special figures that were classified as “Ultra-rare” and were only pulled at a rate of about 1 in a 100 boxes. These figures were based on the hugely successful “Marvel Zombies” limited series and came packed in small poly-bags with another new addition the game had never seen before–a card!

Another New Addiction:

Yup! These were the gateway pieces that introduced the world to Horrorclix, a sort-of Heroclix spin-off. It had it’s own rules, but it was basically Heroclix if Heroclix pulled it’s figures from horror movies and novels (and the twisted imaginations of Wizkids employees themselves).

As you can see from Zombie Spidey’s card above, it didn’t take much to convert a Heroclix piece into a Horrorclix piece… or vice versa. Indeed, we probably wouldn’t have cards and keywords had Horrorclix not innovated those ideas.

The four Marvel Zombie Chase pieces (Spider-Man, Wolverine, Colonel America and Hulk) were the only Marvel or DC Horrorclix they ever made, although Wizkids would continue to explore the Marvel Zombie universe in Heroclix almost exactly a year later with representations of Zombie Iron Man, another Zombie Spidey, Zombie Giant-Man eating Black Panther and Zombie Wolverine in Galactus’s costume  (since he had chowed down on the Eater of Worlds).

Instead, Wizkids focused on licenses that had deeper ties to the realm horror, including Aliens, Predator, Hellboy and the B.P.R.D. as well as both Freddy Krueger and Jason from Friday the 13th.

the-great-cthulhu

And just as they had started making Colossal Heroclix like Galactus, Wizkids also started giving the same treatment to such genre staples as The Great Cthulhu (still so rare that he regularly sells for between $125-$225 on eBay) and the Alien Queen (with detachable Egg Sac! Yum!!).

And then, at the height of all things Clix, came the news in 2008 that Topps had bought the Clix license and was shutting EVERYTHING down. While Heroclix would be resurrected within the next year, sadly, Horroclix was no more.

Two years ago, Wizkids revisited the Marvel Zombies universe and created 16 different Chase pieces over the course of two Heroclix sets (Deadpool and Guardians of the Galaxy), but Horrorclix itself remained dead…

Carving a New Future (?):

scarecrow-horrorclix

Which leads us to the announcement just this very month! Wizkids has decided to a new Gravity Feed Set filled with 19 brand new horror characters, from generic Werewolves, Zombies and ghosts to specific public domain characters like Dr. Jekyll. In all, there will be 9 new Commons, 8 Rares and 2 Chases.

But… these will be Heroclix pieces that use Heroclix dials!

That’s right! Horrorclix is still dead, but its influence–and now, some of its characters–will live on in Heroclix!

At this point, any non-Marvel, non-DC set Wizkids puts out is certainly a risk (although the Turtles releases seem to be selling just fine), but I actually think this set will be a refreshing change of pace (assuming it’s Modern Age legal, of course!). And it just might bring back some fond memories for those of us who remember what it was like to pit Batman against Jason or have the Avengers and JLA team up against the Great Cthulhu!

 

Okay! What do you guys think? Do you remember Horrorclix? Are you excited for the new set? Let us know in the Comments section. And join us right back here tomorrow for more Clix-Mas!!

 

 

 

Upcoming Games: Home for the Holidays!! (Or, The Second Night of Clix-Mas!!)

[EDITOR’S NOTE: Once again (and this time, with feeling!), we are shamelessly unleashing the 12 Nights of Clix-Mas! Tonight is Night 2! If you missed The First Night of Clix-Mas, you can catch up right here!]

home-for-the-holidays

Welcome back to the 12 Nights of Clix-Mas 2016! This is the Second Night of Clix-Mas, wherein we’ll discuss the next special Scenario we’re running at our local venue Comics & More in Madison Heights, Michigan!

The Game: Home for the Holidays

Entry Fee: $5.00

The Build: 300 Points, Golden Age. MUST BE A NAMED THEMED TEAM!!

The Restrictions: The Possession Mechanic, Call-Ins, Team Bases and Resources and Convention LE Faust are not allowed.

Themed Team rules and ATA‘s ARE allowed. Vehicles and Colossals are allowed, but only if those pieces don’t break your Theme and only if you have at least ONE other standard character on your force as well.

Constructs, Word Ballons, Horde or Bystander Tokens, Special Objects & Relics are only allowed if one of your characters brings them in at the start of the game as part of a Trait or game effect, and only if you pay any associated costs.

The SetupAfter both players have placed their characters, each player (in turn order) designates one standard character on their team as aTRAVELER.”

If a TRAVELER would be KO’d by any game effect, that TRAVELER is instead placed back in its Starting Area at the beginning of its next turn UNLESS it was the last friendly character on its own force.

Once each player has chosen their TRAVELER, each player (in turn order) must choose a HOLIDAY HOST from the Table below. Their TRAVELER gains that host’s corresponding Trait.

Auntie Tana Nile.png

“Auntie” Tana Nile: Give your Traveler a Power Action if that character occupies an opponent’s Starting Area and there are no opposing Drunk Relatives on the board. If you do, until the start of your next turn, friendly characters can use Improved Movement: Ignores Elevated Terrain, Ignores Hindering Terrain, Ignores Characters and opposing characters can’t ignore terrain for movement purposes even if this ability is lost. In addition, friendly characters can use Improved Targeting: Ignores Elevated Terrain, Ignores Hindering Terrain, Ignores Characters and opposing characters can’t ignore terrain for targeting purposes (except via the “Fun Uncle” Arcade ability).

brotherhood

“Evil Unca'” Mags: Give your Traveler a Power Action if that character occupies an opponent’s Starting Area and there are no opposing Drunk Relatives on the board. If you do, choose a square on the map. For each character occupying that square or an adjacent square, roll a d6 that can’t be rerolled. On a result of 4-6, deal those characters 3 damage.

krampus-holiday

“Weird Uncle” KrampusGive your Traveler a Power Action if that character occupies an opponent’s Starting Area and there are no opposing Drunk Relatives on the board. If you do, place an action token on each opposing character that is adjacent to friendly figure. These action tokens will cause pushing damage if a second token is placed and the figure doesn’t have a way to ignore pushing damage (like Willpower). 

An opposing character may only have one action token placed on them this way each turn, even if they are adjacent to multiple friendly figures.

arcade

“Fun Uncle” ArcadeIf your Traveler occupies an opponent’s Starting Area and there are no opposing Drunk Relatives on the board, your Traveler can use Energy Explosion and Precision Strike and may target characters anywhere on the map with a ranged combat attack regardless of range and line of fire.

(Note that this ability allows the traveler to completely bypass any targeting restrictions that “Auntie” Tana Nile might oppose. )

ADDITIONAL NOTES:

drunk-relatives

Drunk Relatives: A Drunk Relative is a special surprise character that will be distributed to each player before the game begins by the Judge. A Drunk Relative follows all normal Heroclix rules with the exception that a Drunk Relative may not be moved to or placed in any square outside of your starting zone by any game effect. A Drunk Relative can only target and be targeted by opposing characters in your Starting Area.

Basically, you want to KO your opponent

Note: Not every player will be given the same Drunk Relative!!

If a Drunk Relative is KO’d, it is scored normally by your opponent. However, a Drunk Relative is ONLY SCORED IF IT IS KO’d!!

If a Drunk Relative is the only character left on any player’s force, then the Drunk Relative may immediately choose and activate any Holiday Host power each turn AS A FREE ACTION.


The Goal: To get home safe and use your Holiday Host’s powers to destroy your opponent!

(Note that it is possible to win without KO’ing your opponent’s Drunk Relative and taking advantage of a Host ability, but it might be pretty tough… )

Okay!! That’s all for now! Post any questions about the scenario in the Comments below.

Otherwise, we’ll see you back at this space tomorrow for another Night of Clix-Mas!!

Safe Travels Everybody!!

Twelve Topics in 12 Nights!! (Or, The 12 Nights of Clix-Mas Returns!!)

happy-holidays

Welcome to the 12 Nights of Clix-Mas, 2016!! We had so much fun with this gimmick two years ago that we decided to try it again last year. And we failed!

[EDITOR’S NOTE: We only made it to Night 9… ]

Never ones to learn even the most basic of lessons, though, we’ve decided to try it again!!

Now, for those readers who missed the last couple years’ festivities, every night for the next 12 nights, we’re gonna post some sort of Heroclix-related content. Might be as little as a couple of funny pictures, or as much as a 5000-word Top Ten Set Review. Each night will bring something new!

[EDITOR’S NOTE: Well, every night-ISH. The more perceptive among our readers probably noticed we’re starting a day or so early so that if we miss a day, we’re not all of the sudden horribly behind.]

 

So Merry Christmas, Happy Hanukkah, Merry/Happy Kwanzaa, and may you and yours be safe this Season!!

And with that, make sure to come right back here tomorrow for Night 2! We’ll be talking about a special Scenario called “Home for the Holidays!”

How Apropos!

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

Ninja, Ninja (W)rap… -Up!! (Or, Let’s Review the Ten Best Figures in TMNT 2: Heroes in a Half-Shell!!)

tmnt-team-base

Perfect template for a TMNT Team Base sculpt?

Alright! The Joker’s Wild (uh, revised) release date has finally arrived, so before we focus on that, I think we need to discuss a really underrated set that just dropped not too long ago!

I’ve already heard reviews from some folks saying that this second Turtles set, while fun, isn’t on the same level as the first set. I disagree; this set is a bit more subtle, and it’s best figures are support pieces, but there is a lot of gold here if you dig a little. Unfortunately, most of it is Super Rare or scarcer.

Still, there’s enough good pieces to put together a list of…

 

THE TOP TEN FIGURES IN TMNT: HEROES IN A HALF SHELL!!

 

foot-ninja-twin-katanas

10. TMNT2009 Foot Ninja (Twin Katanas) — 30 PointsCommon:

This is a dangerous little package. Sidestep, Stealth, Willpower and an Attack Special (TWIN KATANAS: Foot Ninja can use Blades/Claws/Fangs. When he does, he may instead roll 2d6 and choose one as the result.) that gives you two bites at the B/C/F roll!

Basically, everything you want from TMNT2004 Leonardo, except 30 Points cheaper.

donnie-2011

9. TMNT2025 Donatello100 PointsRare:

Just a solid dial from top to bottom with an AWESOME Damage Special (TEEN TURTLE INTELLECT: At the beginning of your turn, choose one: Outwit, Perplex, or Support. Donatello can use the chosen power until your next turn.).

He also has Traited Stealth and Toughness and doesn’t care about Hindering or Elevation on Movement.

His top-dial Sidestep (instead of Charge) is the only thing that’s really holding him back from being further up this list…

armaggon

8. TMNT2030 Armaggon170 PointsSuper Rare:

A shark from the future who’s armed to the teeth! What’s not to love?

He has decent stats, the increasingly useful Future and Animal keywords, Indom, a Damage Special (FUTURE SHARK: Armaggon can use Probability Control. He can use it normally, or he can use it twice on your turn, but only to target himself.) that lets him Prob his own attack roll TWICE along with a Trait that gives him free attacks on turns when he’d normally just be clearing (BEWARE HIS TAIL!: Give Armaggon a free action when he has two action tokens to make a close attack.)!

That Trait is important because he actually just starts with Phasing/Teleport top dial instead of a move and attack power. And that’s what keeps him here at the end of the list and not the top–the fact that your paying a hefty Primary Attacker fee and yet he doesn’t have a way to move and attack in the same turn unless said move gives him his second action token.

The last ability of his that I want to briefly touch on is his Improved Movement: Ignores Characters Trait. If you’ve seen some of the madness that is to come in the form of the Bizarro Chases and the 50-Point wall of HAHAHAHAHAHA SR Joker, you know that tie-up figures are coming back with a vengeance. So while the ability to ignore characters while moving might not seem too important now, it might become vital in the near future!

rat-king

7. TMNT2024 Rat King 100 PointsSuper Rare:

Another great SR with the Animal keyword, this version of the Rat King can be devastating… on the right Map! In his case, the more Hindering Terrain, the better.

He ignores Hindering Terrain on movement, but even if he didn’t, his Trait (RATS EVERYWHERE… I AM EVERYWHERE: Give Rat King a free action if he occupies hindering terrain. Place him in another square of hindering terrain within 6 squares.) would have him zipping around the Map regardless.

His top dial Movement Special (PAWNS IN MY GAME: Rat King can use Stealth. He can use Mind Control as if he had a range value of 6 and when he does, he can use Improved Targeting: Ignores Elevated Terrain; Ignores Hindering Terrain; Ignores Blocking Terrain; Ignores Characters.) has great synergy with his other powers; even though he only deals 2 Damage on his own, his Mind Control will potentially let you make your enemy’s pieces work for you. And his Damage Special power bestows both Prob and Perplex, which only makes him more valuable.

While Rat King seems at first glance like a supporting piece that you have to pay Secondary Attacker points for, if you can hit even just a couple of those Mind Controls a game, you should have no problem getting your points worth out of him.

fugitoid

6. TMNT2013 Fugitoid50 PointsUncommon:

A highly mobile Taxi, Fugitoid can use his Movement Special (INVENTOR OF THE TRANSMAT: Fugitoid can use Phasing/Teleport with a speed value of 12. When he does, he can use the Carry ability to carry up to 4 characters, but only those that share a keyword with him.) to mobilize your entire force if you’ve built it correctly. His three keywords–Robot, Scientist and TMNT Ally–should leave you with plenty of army options.

His Trait (RUNNING FROM THE FEDERATION AND TRICERATONS FOR YEARS: Fugitoid can use Energy Shield/Deflection and Stealth. When an attack misses Fugitoid, after actions resolve you may place him up to 3 squares away from his current square.) is fine, and with the resulting 19 Defense from Range, you should be able to keep him hopping around the Map in advantageous ways.

Since the Willpower provided by Fugitoid’s Indomitable is a “may” decision, you should almost always neglect to use it the first time it comes up so that Fugitoid shifts to its second Click, which has virtually identical stats to Fugi’s top dial, except he then picks up Outwit!

Until then, though, you’re maneuvering a piece that has just a 9 Attack Value, no Range and deals only 2 Damage in the unlikely event that it hits someone. In other words, it will often not be worth taking an offensive action with this piece unless you have no other options.

april-oneil-2

5. FFTMNT2005 April25 PointsFast Forces:

So, if you want to field a TMNT Ally team, you’re gonna need some supporting pieces that enhance your attackers and do so within Theme. Well, if you’re looking for such a piece, April is here to help!

She only has two clicks, and really only one useful ability, her Damage Special (I’VE GOT PIZZA GUYS!: Once per turn, you may choose one of the following: Give April a free action to heal one adjacent character with the TMNT keyword 1 click. -or- Give April a power action to heal all adjacent friendly characters with the TMNT keyword 1 click each.).

She also sports Plasticity and Super Senses, so she has some use as a tie-up piece in a pinch; but her Trait (WE GOTTA SAVE APRIL: When April would be KO’d by an opposing character’s attack, place her on that character’s card instead and place a Rescue token on April’s card. Friendly characters with the TMNT Ally keyword modify their attack value by +1 when targeting a character that has April on its card. If a character with April on its card due to this effect is KO’d, place April into a square it last occupied on click #1. At the end of the game, the opponent scores 25 points for each Rescue Token on April’s card. This ability can’t be ignored.) makes it so that almost anything your opponent does to get rid of April actually plays right into your hands!

Again–your opponent KO’ing April actually makes it easier for you to KO their pieces! And the alternative to that is for your opponent to ignore April, if possible (again, that Plasticity may throw a wrench into those plans), and watch as she constantly heals your ENTIRE TEAM EVERY TURN WITHOUT EVEN ROLLING ANY DICE!!

This is how you make Turtle teams viable!

griddex

4. TMNT2032 Griddex 125 PointsChase:

This is just a good ol’fashioned BEATSTICK who also comes with juuuuust enough trickeration to make executing an 11-Damage Alpha Strike feasible!

His low Movement (with Charge) is made up for by the fact that he has Improved Movement: Ignores Elevation and his Trait (SHRINK TO SAVE YOURSELF!: At the beginning of your turn, you may choose one to last until your next turn. Griddex has Giant Damage Symbol; -or- Griddex has Tiny Damage Symbol but can’t make attacks.), which can be used either offensively or defensively.

Worried Griddex will get sniped on approach? Choose Tiny Size and watch as your opponent tries to hit a 20 Defense Value (or more with Hindering).

Want to pick up an Ultra-Heavy object and Charge your opponent for 11 Damage, but find you’re just one square short? Choose Giant Size and add +1 to your reach!

Remember, the Trait is a “may” power, so if you want to keep him regular size for TK’ing (or whatever), just decline to use the power that turn.

But wait–4 native Damage plus 3 from an Ultra-Heavy is only 7 Damage? How is he dealing 11? His Attack Special (POUND, CRUSH, SMASH: Griddex can use Super Strength. When he makes a close object attack and hits, after actions resolve he may make a close attack targeting the hit character.) is just as ridiculous as Armaggon’s… except Griddex costs 45 Points less!

 

shellectro

3. TMNT2034E Shellectro50 PointsChase:

Shellectro is a really efficient Secondary Attacker who somehow only costs 50 Points. Wing Symbol plus 9 Movement also makes him a pretty good Taxi, too!

Running Shot with a 7 Range, 10 Attack with Pen/Psy, 17 Defense with ES/D AND 3 native Damage with an awesome Captain Marvel-esque Special (COUNTER FORCE BOLT: When Shellectro hits with a range attack, choose one hit opposing character. That character can’t make range attacks until your next turn.)… this is the sort of starting click you only used to see on 70 or 80 Point figures.

TMNT got a huuuuuuge boost this set as a viable keyword (and Shellectro has “Scientist” as well!).

 

Shreds.jpg

2. TMNT2018 Shredder50 Points Uncommon:

So… is 50 Points is all we have to pay for an above average Secondary Attacker nowadays? First Shellectro and now this?

Shredder is a close combat machine with Charge and B/C/F, but what takes him over the top is Defense Special (YOU CANNOT BEAT ME, EVEN FOUR TO ONE: Shredder modifies his defense value by +1 for each opposing character within 3 squares.), which can shoot his Defense Value up to 20 in the right circumstance!

A rabid wombat who you can’t quite hit but has the potential to stab you for 6 damage every turn is a nightmare to deal with. But Shredder has one more (Traited) trick up his sleeve-less armor (THERMITE GRENADE: When Shredder is KO’d from an attack, deal 3 penetrating damage to all characters within 3 squares, and on the same elevation, of the square that he last occupied.).

So, even if you manage to KO him, chances are you had to fatally injure your own characters to do it.

renet-t-2

1.TMNT2029 Renet Tilley55 PointsSuper Rare:

So, when this set was still being revealed, Ninwashui and I had a conversation that went something like this:

HypeFox: Hey, Ninwashui, who’s the best Taxi in Modern right now?

Ninwashui: Uh, Fugitoid? He can Carry four different characters if they know the password (i.e. share a keyword), and he eventually gains Outwit, and–

HypeFox: What if I told you there was someone better. In the same set.

Ninwashui: Well, Shellectro is ridiculous for his points, so an argument could be made–

HypeFox: Nope. Not him either.

So, in a set where the designers had already given us two of the best Taxis ever, the powers that be decided that we needed, arguably, the BEST Taxi ever made.

How did this happen, you might ask? Well, luckily Critical Missives has obtained a transcript of one the design conversations that lead to Renet’s dial:

Lead Designer: “Alright Steve, what do you have for the Turtles 2 super rare slots? We were gonna do another Renet, right?”

Steve: “Yeah. So I was thinking of a good existing template figure for her. How well do you remember that Fast Forces Scarlet Witch from Chaos War? Her Rookie dial, I mean?”

Lead Designer: “You mean the one that could do just about everything you ever need from a supporting piece, but only cost 50 Points? She had a 6 Range, Prob, Perplex, Mystics TA and Barrier. She was a nightmare. She even had Pen/Psy in case you ever wanted to attack with her, which was stupid because she could already control the flow of the game with all of her other powers and abilities. Way under-costed. Let’s not do that again.”

Steve: “Okay, yeah, but what if we took away Barrier, Perplex, the Mystics TA and reduced her Range to 5?”

Lead Designer: “Ehh… I dunno. You always do this. You say you’re gonna take some stuff off the dial, and then right after you do and get the figure approved, you add like five more things to the piece.”

Steve: “No, no, it’s cool. Not even gonna give her a Team Ability.”

Lead Designer: “No Mystics? Well… okay. And no Barrier, right? I guess that would keep her a little bit closer to that 50 Point cost. She’ll still be pretty good though.”

Steve: “Yeah, but not unbalanced.”

Lead Designer: “No, not unbalanced, I guess. Okay. Let’s do it!”

Steve: “… ”

[Types away on his keyboard.]

Lead Designer: “What? Why are you smiling?”

Steve: “Real quick, I just added two more clicks of life to her, so she’s got five clicks now instead of Scarlet Witch’s three.”

Lead Designer: “Wait, what? This is what we JUST talked about!”

Steve: “No, no, it’s fine. Just two bare clicks. Two… bare… ish… clicks.”

Lead Designer: “What did you put on those clicks, Steve?”

Steve: “Nothing! Just, y’know Phasing/Teleport. Like Scarlet Witch had.”

Lead Designer: “Uh-huh. And… ?”

Steve: “And… I bumped her Movement up to 12, added in Sidestep and a special portal-based Carry ability that lets her take four other characters with her wherever she goes.”

Lead Designer: “WhatwhatwhatwhatWHAT? She’s a Taxi now too?”

Steve: “Oh, and to make up for her reduced Range, I gave her a special Prob on her even clicks that lets her Prob rolls from anywhere on the map.”

Lead Designer: “To be clear: you’re saying that since her Range was reduced by 1 measly square, you thought a good balance to that was to let her Prob from anywhere on the board. Thus making her Range pretty much irrelevant.”

Steve: “Yeah. Well that, and, y’know, I gave her Charge and Blades in the middle of her dial for when folks move in close to her.”

Lead Designer: “Who even makes a ‘Prob from across the board power?’ Range and line of fire requirements are the only thing that keep Probability Control from getting out of hand! Do you know how much more she’s gonna have to cost now that you’ve added all these other powers in?”

Steve: “Waaaay ahead of you. Instead of fifty points, how about… fifty-five points?”

Lead Designer: “Get the hell out of my office.”

Steve: “Thanks for the lemonade.”

 

Alright! Agree? Disagree? Feel free to post your comments down below! And come back soon for Ninwashui’s Joker’s Wild Top Ten Review!!

 

 

Let’s Make (Nick Fury’s) America Great Again!! (Or, How I Learned to Stop Worrying and Love the Prob!!)

nick-furys-america

I’m gonna build a wall of Probs, and I’m gonna make Hydra pay for it!!

Hello Again!! I know we’ve been radio silent for a little while, but today we’re back with another brief Team Idea article before we delve into some TMNT 2 Top Ten love!

So it’s not a secret to point out that Nick (Balls of) Fury is, well, really freaking good. We’re not breaking new ground there.

But with so many Call-In teams dominating the Meta, folks have gotten away from Nick in recent months. Well, this is just completely unacceptable to us PATRIOTS who were enjoying the Howling Commando’s time in the (Meta) sun!

[EDITOR’S NOTE: Yes, we are aware of the irony in referring to NFAOS056 Nick Fury as a Howling Commando when it’s one of the only comic-based Nick Fury pieces in the game that DOESN’T have that keyword. Carry on.]

So we came up with a team designed to leverage the temporary, all-in nature of a Call-In team to your advantage. The theory behind this build is to make actually hitting your characters as obnoxious as possible for your opponent. How do we do that? By stacking this team with a bunch of high defense values and evasion abilities and A METRIC TON OF PROBABILITY CONTROL!!

And not just any Probability Control. CHEESY Probability Control. And not just any cheesy Probability Control. We’re talking about the overly processed, double-stuffed, chewy-melty-Taco-Bell-Nachos-Bell-Grande sort of cheese here. We’ve just slathered it all over this roster.

To wit:

cheesy

Team Name: How I Learned to Stop Worrying and Love the Prob!!

Theme: None

Roster:

NFAOS056 Nick Fury          — 120 Points

(w/ JLTWR101B Sloth Relic)  — 4 Points

SMWW060 Mr. Mxyzptlk 70 Points

TMNT2029 Renet Tilley    — 55 Points

(w/ JLTWR101F Wrath Relic) — 4 Points

WF066R Spectre                   — 35 Points

JLTWR101 Pandora’s Box   — 12 Points

Total:                                         300 Points

Builder’s Notes: This team uses Pandora’s Box, so I’ve noted in parenthetical which Sins I would suggest playing on each character–your mileage may vary. And since timing is always crucial when using Pandora, I would start the game with Fury next to Renet Tilley (pretty obvious), give Fury a power action to equip the Sloth Relic and THEN have Renet ‘port everyone to where you want to set up camp.

Pushing Renet onto Click 2 to equip Wrath will give her Willpower, Combat Reflexes and put her on her best Click (the one that lets her Prob from anywhere on the Map).

And you’re off!

But enough about starting moves. Let’s go over this roster in a little more detail, and really dig in to why it can be so frustrating for your opponent, shall we?

Nick Fury Original Sin

Nick Fury is your Primary Attacker, obviously. He sports an 18 Defense, Stealth, Shape Change and a Prob that can be used from 9 Squares away and sees through Elevated and Hindering Terrain and also Characters. So, for someone to take him out or even significantly damage Fury with a Call-In piece, that figure would have to be able to see through Stealth or be placed adjacent to Fury, hope Fury misses his SC roll and then hit an 18 Defense twice.

Except–

Fury’s gonna have the Sloth Relic, so now you’ve got to hit a 19 Defense Value TWICE

Except–

Spectre 2

Tower Defense Mode Spectre is ALSO on this team, and his Damage Special (I SET THIS WORLD ON A DIFFERENT PATH: Spectre can use Probability Control to target a character regardless of line of fire.) along with his 12 Range means that as long as you place him correctly at the start of the game (i.e., somewhere near the middle of the map), he can cover pretty much the entire board with his Prob.

So now you have to hit Nick Fury’s 19 Defense THREE times. Which would start to get silly…

Except–

renet-tilley

Renet Tilley is ALSO on this team, and once you get her to her second Click (which should take you til all of turn 2 to accomplish) she picks up a Damage Special of her own (SCEPTER OF THE SANDS OF TIME: Renet Tilley can use Probability Control regardless of range and line of fire.) that ALSO lets you Prob anyone from ANYWHERE ON THE MAP!

So now you have to hit Nick Fury’s 19 Defense a completely unreasonable FOUR times!!

Except–

MrMxyzptlk

Mr. Mxyzptlk is also on this team, so it is entirely conceivable that even IF you manage to get through Fury’s Stealth, Shape Change and FOUR different Probs to actually hit his 19 Defense, Mr. Mxy can still make it all go away… (stop me if you’ve heard this before… ) FROM ANYWHERE ON THE MAP!!

Now, we haven’t even delved into the fact that if you let Mxy loose on his second Click, he can conceivably tie up your opponent’s entire team with his Special Pulse Wave (ZEROING THE PLAYING FIELD: Mr. Mxyzptlk can use Pulse Wave, but deals no damage when doing so. Instead, give each hit character up to 2 action tokens.).

Or the fact that Renet Tilley is actually a pretty darn good Tertiary Attacker!

But what if my opponent looks at all the odds and decides to attack someone else? Good question!

The Spectre has an 18 Defense with Energy Shield/Deflection and the KC TA, so hitting him (again with all the Probs floating around) isn’t exactly easy. And because of the nature of his special, you can often times tuck him behind some Blocking Terrain that makes him extra hard to get to for your opponent (depending on what Map you end up on, that is).

Mr. Mxyzptlk has a 18 Defense Value with Tiny Size and Super Senses, so he’s no walk in the park either.

And Renet Tilley (once she has the Wrath Relic) is also a 19 Defense no matter how your opponent chooses to attack her (unless they can get close enough for a Pulse Wave, that is).

Now, there are also a few variant versions of this build worth talking about.

First, if you choose to put, say, Greed on Mxyzptlk instead of putting Wrath on Renet Tilley, and then choose Path of the Hunter at the start of the game, you can actually add a FOURTH Prob to your arsenal for roughly 50% of your turns once both Sin Relics are in place. And since Mr. Mxy has a native 9 Range, that’s huge!!

 

But there are probably some of you who think that that’s too much Prob and want to pump up your damage output a tiny bit…

Team Name: Stop Worrying 2: Electric Bugaloo!!

Theme: None

Roster:

NFAOS056 Nick Fury                   — 120 Points

(w/ JLTWR101B Sloth Relic)           — 4 Points

SMWW060 Mr. Mxyzptlk          70 Points

(w/ JLTWR101D Greed Relic)          — 4 Points

TMNT2029 Renet Tilley              — 55 Points

(w/ JLTWR101F Wrath Relic)          — 4 Points

FFNFAOS099 H.E.N.R.Y.            — 15 Points

(w/ JLTWR101G Gluttony Relic)  — 4 Points

JLTWR101 Pandora’s Box            — 12 Points

(w/ remaining 3 Relics)                 — 12 Points

Total:                                         300 Points

This allows you to get all Relics out, although it costs you one Prob. And lil’ H.E.N.R.Y. with Sidestep, Combat Reflexes and a 17 Defense w/ Super Senses (before the CR) can either pump up your Damage Output OR act as a pretty damn reliable tie-up piece!

So while none of these teams are perfect against every Meta build out there (what build really is), you should at least have at least a puncher’s chance in every round!!

Okay, that’s all for today, but we’ll be back soon with a TMNT 2 Top Ten, along with the beginning of our Joker’s Wild coverage!!

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

 

Fast Five: The Five Worst Figures in Uncanny X-Men!!

FAST FIVE

So, we just talked about the 10 best pieces in Uncanny X-Men. But who are the worst?

Yep, we’re giving the cream of the dreck their own article today! Let’s count them down from worst to even worst-ier to most worst-est!

Wolverine Star Trek

Oh wow! So this happened once…

5. UXM006 Wolverine — 50 Points — Common: Uncanny X-Men actually doesn’t have a ton of crap. The Common slots are much better comparatively than, say, World’s Finest.

Having said that, this is not a great Wolverine. The designers tried to shove everything the character can do in the comics into a tiny, 50 Point blended drink of a dial, but it doesn’t quite taste right.

With no Willpower, no top dial reducers and a survival Trait (HEALING FACTOR: When Wolverine clears action tokens, you may heal him 1 click.) that definitely ISN’T the best there is at what it does (at most, it MIGHT go off once or twice in a game for one Click of healing at a time), this version of Logan is entirely dependent on basing someone and praying that the opposition has no way of dealing with his Combat Reflexes (such as Outwit, or, y’know, just sniping him). His 10 Attack Value is fine for his point level, but it’s still nothing to write home about.

Now, I’ve seen some chatter about his last Click, and it is a monster: Flurry with B/C/F, Battle Fury to ignore Shape Change and a 13 Attack Value! Yay!! Except you’ll rarely if ever get to it. And even if you do, that Flurry means that he better already be basing someone, otherwise he’s probably not going to survive long enough to ever use his last Click abilities.

(*Finding a way to give him JLTWS106 Wrath for 8 Points would go a long way towards fixing much of what ails this iteration of Wolverine. But his native dial on its own is not very good.)

Blockbuster

That awkward moment when you think you just made a dramatic entrance by punching through a wall but you suddenly realize that the exertion involved in doing so actually made you crap your pants.

4. UXM010 Blockbuster — 65 Points — Common: 65 Points of slow-moving molasses. He can Charge up to a (measly) three squares on his top dial (only); after that, he’s entirely dependent on the grace of friendly taxis or a TK’er.

By the time he finally gets to someone, the game could be half over. And even if you do drop everything and focus the rest of your team on getting Blockbuster where he needs to go, his 10 Attack Value still has a great chance of missing.

Honestly, I didn’t love that Wolverine we just talked about at 50 Points, but that dial was still clearly better than Blockbuster’s–for 15 LESS points.

Super_Sabre_2

3. UXM032 Super Sabre70 PointsUncommon: At 70 Points, you’re paying Secondary Attacker money for a character who’s more like a Tertiary Attacker. And that first click is just brutal: 10 Attack with Hypersonic Speed, Force Blast, a native 2 Damage and a Defense Value of just 17 with ES/D.

If you can get him down dial (not easy to do without getting him KO’d), he finally picks up some Precision Strike, but that’s about the only power on his dial that will allow you to cut though dampeners.

Basically, if you are choosing to use Super Sabre, you’re already putting yourself at a disadvantage.

Cameron_Hodge_(Earth-616)

2. UXM058 Cameron Hodge200 PointsSuper Rare: He’s got a long(-ish) dial… a couple of survivability Traits (MYSTICAL TELEPATHIC IMMUNITY: Cameron Hodge can’t be targeted by Mind Control or Penetrating/Psychic Blast.)(PHENOMENAL REPAIR RATE AND PHASING MODULE: When Cameron Hodge has two action tokens, he can use Super Senses. At the beginning of your turn, if Cameron Hodge has two action tokens, he can use Regeneration as a free action. ) that actually work… and that’s about it.

Do you want your 200 Point tentpole to start with Stealth top dial? I really don’t, unless the piece also has some sort of Traited Sidestep or something. The middle of his dial is actually somewhat useful, with a limited Charge of up to four squares and an Attack Special Power (IMPALE: Give Cameron Hodge a close action to make a close attack targeting a character within 3 squares and line of fire. Damage dealt from this attack is penetrating and the hit character may be placed in a square within 3 squares and line of fire of Cameron Hodge.) that augments his Threat Range another three squares.

But his limited mobility (his starting Movement Value is 7 and it NEVER goes higher, and since he’s a peanut base he can’t be TK’d) is a real issue, and with only 100 points left to support him, there’s very little you can do about it. The fact that he starts out as a ranged attacker with no move and attack, no Improved Targeting and only a 6 Range isn’t helping his case as a Primary Attacker, either.

If you pull a Cameron and decide to play him at some point, you really have to get comfortable living in the middle of his dial, where his mobility and damage are at their highest. But if I’m paying 200 Points for a piece, I really expect more bang for my theoretical buck.

Phoenix

Okay… gonna use Ranged Combat Expert and, uh, I’ll put everything into Attack. Again.

1. UXM053B Phoenix250 Points — Super Rare PRIME: Yup. To paraphrase Roger Ebert, I hate, hate HATED this version of Phoenix… at least in 300 Point games. In UXM Sealed, she would probably wreck face, just because most of the rest of that set is filled with little 50 Point facehuggers that she can one-shot… if she can see them, that is.

And that’s one of her main problems, especially in 300 Point Constructed. She has no Improved Targeting, so even with a native 9 Range she can be completely defeated by something as simple as basic Stealth on an opposing figure. Even Energy Shield/Deflection poses a big problem for her when she’s on her top dial, since she’s rocking just a 10 Attack.

She does have a Stop Click at the end of her dial, and she has Pulse Wave on her last two clicks along with a 19 Defense. But if you’re playing an opponent with access to Prob and/or Perplex at that point, she’s really quite beatable. Honestly, 60 Point Peggy Carter would actually be a nightmare for this piece to face.

(Yes, I know, every piece has bad matchups, but still…)

The other thing I really dislike about this piece is that her non-Prime version (UXM053A Phoenix) is 140-150 Points of bonkers fun with a dial that’s constantly changing… but you need the Prime version on your sideboard to get the most out of her. So even if you just want to play the better, funner version of this piece, you still need to get really lucky OR shell out about $50 or so just to play the A-side the way you want to. Lame.

[EDITOR’S NOTE: This piece was originally $75-$80 right after the set came out. Most Heroclix figures depreciate a healthy amount after a month or so post-release, but Phoenix Prime has lost almost half of her value on the open market. Looks like the word is out about her dial… ]

But hey–at least her sculpt is pretty cool.

 

 

 

 

 

Dial “M” for Mutant Massacre!! (Or, a Top Ten Set Review of Uncanny X-Men!!)

Morlock Massacre

Hello Again!! Been awhile, hasn’t it? I blame Ninwashui. Doesn’t matter though. Because today I’m back with an overdue look at the best pieces from the recent Uncanny X-Men set!

In fact, let’s just jump right in with…

SOME NOTES ABOUT THE SET!!

–This expansion continues the smaller-point, simplified wording and mechanics trend that started with TMNT (and continues unabated with the Civil War OP set). While you’ll find an occasional beater (UXM053B Phoenix is 250 Points… of something), the majority of this set sits between 60 and 110 Points.

–Also like TMNT, you really have to look hard to find any sort of Improved Targeting. Stealth means a lot more in UXM Sealed than it has in previous sets like World’s Finest or NFAoS. Which is fine. But it also puts a lot of these figures at a possible disadvantage in the Meta…

–Speaking of (well, not the Meta necessarily, but venue play), I wonder if shops will start running what would typically be standard Modern Age events as “TMNT-on” events. By which I mean, there was a definite shift in design and a scaling back of power creep when Turtles was released. TMNT, UXM and Civil War (both the Movie Set and the OP) all seem like birds of a feather in terms of power level, so they’re almost begging to be played without the added complication of, say, KC Chases from World’s Finest or Balls of Fury.

Alright then! Without further ado, let’s get into the…

TOP TEN FIGURES IN UNCANNY X-MEN!!

Sugar Man

9. UXM064 Sugar Man — 120 Points — Chase: Sugar Man is a hard piece to evaluate, because so much of what he does is ethereal text outlined in his monstrously-long-winded Trait (WHAT KIND OF SLAUGHTER DO I FEEL LIKE TODAY?: At the beginning of the game, if Sugar Man was not equipped with any other item during force construction, you may choose two of these three objects as described on this card: Axe, Hammer, Sword. Sugar Man may be equipped with both chosen objects. Sugar Man’s Weapons: When on the map, Sugar Man’s Weapons are considered heavy objects. A character in a square with our holding this object may be given a power action to equip it. If not equipped, this object can only be KO’d in an object attack. A character equipped with one of these objects may use the following effects: Axe Effect: Attack rolls of 10-12 count as critical hits. Hammer Effect: When character hits an opposing character, after actions resolve you may give that character an action token if your attack was 10-12 Sword Effect: Can use Blades/Claws/Fangs).

But his other powers start to get a lot more interesting if he has, say, B/C/F and all of his rolls of 10 or more are Crits. His Stop Click (SHRUNK MYSELF INTO YOUR BOOT: STOP. Sugar Man has Tiny Symbol and can’t be healed. When this click is revealed, place any equipped objects onto the map adjacent to Sugar Man. When an adjacent opposing character moves or is placed, after actions resolve you may place Sugar Man adjacent to that character.) and 8-Click long dial also give him lots of longevity for someone under 150 Points.

As Secondary Attackers go, he’s not elite, but he does offer just enough to make him really interesting if you get lucky with some rolls. If you can get him next to a potential victim and roll two 10’s with Flurry and B/C/F and hit two 6’s, you could deal 14 damage from one attack.

On the other hand, unless you’re packing TK, it’ll be tough to get him where you need him (he’s only got Sidestep top dial), and while his 11 Attack Value is a tick above average, it’s hardly a guarantee that either Flurry attack will hit, and he has no built-in way to counteract Impervious, Super Senses or Shape Change. Which means that even after doing all the work to position him for a big strike, there’s a half-decent chance that you may still end up dealing no damage or missing entirely, even IF you make your Attack Roll.

Nightcrawler

9. UXM002 Nightcrawler50 Points — Common: Kurt Wagner gives you five solid clicks for 50 Points, and if you can get him next to a key opposing piece, he can tie them up with his 18 Defense (with Combat Reflexes) and give them fits with his Precision Strike on offense.

But the reason he’s in the Top Ten is because he can do what almost no other figure in the history of the game can do thanks to his Damage Special (*BAMF*: Give Nightcrawler a power action and place him in any square within line of fire. If that square is within 4 squares of the square he began this action in, he may make a close attack.).

Yup. He can zip across an entire map (if it’s the right map) if he wants to. There’s not another piece I’m aware of yet that can do the same thing.

Sunfire Prime

Yup. Even I’m an Avenger.”

8. UXM043B Sunfire — 120 Points — Rare PRIME: Honestly, all THREE versions of Sunfire from this set (are there that many Shiro Yoshida fans out there? Did we really need three versions of him? Especially since NONE of them have the Big Hero 6 keyword?!) are extremely good.

I decided to spotlight the Prime, who is almost impossible to hit from range (20-21 Defense), essentially has Mystics if you hit him with a close attack and sports Running Shot, Pulse Wave, Poison, Energy Explosion AND a natural 4 Damage top dial. That’s a hell of a lot going on with a figure who is still cheap enough to just be a Secondary Attacker.

And the best part? This iteration has the Avengers keyword, so he fits on a metric poop-ton of different teams.

Scarlet Witch

7. UXM055 Scarlet Witch 75 Points — Super Rare: And now we start a run of Super Rare pieces that are 75 Points and awesome!

Ol’ Wanda here has five clicks of support-y goodness including her Damage Special (WINDS OF MAGICK: Scarlet Witch can use Enhancement and Probability Control.) and a Trait (HEX MAGICK: Give Scarlet Witch a power action to attach the Hex Magic marker to a character within range and line of fire, removing it from anywhere else. If that character is friendly, when that character attacks, a Critical Hit is an attack roll of 10-12. If that character is opposing, when that character attacks, a Critical Miss is an attack roll of 2-4. When Scarlet Witch is KO’d, remove the Hex Magic marker.) that can drive grown men to cry.

Quicksilver!

“Nope, Not what we meant by ‘gun control,’ Pietro.”

6. UXM054 Quicksilver75 Points — Super Rare: We can’t spotlight Wanda and not showcase her brother, right?

His Movement Special (FASTER THAN YOU’LL EVER BE: Quicksilver can use Hypersonic Speed. When he does he can automatically break away and he can use Flurry as a free action instead of the close attack.) makes his somewhat fearsome except that his top damage is only three. However, if you can Perplex that up (or equip him with, like, Proteus), pretty soon you’ll have a guy who can cover most of the board–actually, with his Trait (IT’S LIKE I’M EVERYWHERE AT ONCE: When Quicksilver moves through a square, you may immediately place the Speed Shadow marker in it, removing it from anywhere else. Whenever Quicksilver makes a close attack, he may target characters adjacent to the Speed Shadow marker.), he pretty much CAN cover most of the board–and gets to attack twice with a 12 Attack and 4 Damage.

Another case of a Secondary Attacker who can put up Primary Attacker damage.

Malice Polaris

5. UXM059 Malice — 75 Points — Super Rare: This set seems to be chock full of entities who can possess people [EDITOR’S NOTE: There’s, like, two. That’s hardly a “chock.” Whatever that is.].

This is Malice right after she took control of Polaris, as represented by her Attack Special (STILL FIGURING OUT YOUR POWERS: At the beginning of your turn, roll a d6. Until your next turn, on a result of 3-4: Malice can use Force Blast. 5-6: Malice can use Telekinesis.) and Damage Special (WHAT YOU SEE IS NOT WHAT YOU GET: Malice can use Perplex and Shape Change.).

Those two Specials combined with the rest of her dial make Malice a solid Secondary Attacker for a very reasonable point cost, but she has one last trick up her sleeve. Her Trait (I’M DONE WITH YOU, PRETTY: When Malice would be KO’d, you may equip her to another friendly character. EFFECT: Character can use Perplex and Shape Change.) means that even if your opponent takes Malice out early, well, that’ll only make your Primary Attacker that much better.

Pixie

For what basically amounts to a group of ‘gifted’ high school students, you guys sure seem to encounter and then murder a lot of aliens. I mean, like, a LOT.”

4. UXM056 Pixie — 75 Points — Super Rare: Yeah, she’s only got five clicks of life, but those are five pretty darn efficient clicks! She’s probably one of the best hybrid figures of the last few years, in that she fills three roles for your team for the price of one.

First, she starts with a 12 Movement Value top dial along with a Special Power (TELEPORTATION SPELL: Pixie can use Phasing/Teleport. When she does she may carry characters with “wing movement symbol” and may carry 2 characters. She may carry 4 characters instead if they all have the X-Men keyword.) that makes her a damn fine taxi if you’re not playing an X-Men Themed Team and a RIDICULOUSLY GOOD taxi if you are.

She also is a half-decent supporting piece since she offers Perplex on her first 3 Clicks and her Trait (PIXIE DUST: Pixie can use Smoke Cloud as a free action but places only 1 hindering marker. Characters occupying this hindering marker modify their defense values by -1 in addition to attack values.) can either help shield friendly Stealth-ers OR essentially Perplex down two more values on an opposing piece.

Finally, with a starting 3 Damage and a second Click that offers B/C/F AND Precision Strike, she’s got the Damage Output potential (hell, she might one-shot a piece that has top dial Super Senses!) AND the defensive moxie (Super Senses to evade attacks and the Mystics TA to make it hurt if your opponent does connect) to be an effective Secondary Attacker as well!

 

Kitty Pryde Phased

Winner of the “2016 Han Solo in Carbonite” modeling award…

3. UXM023B Kitty Pryde65 PointsUncommon (PRIME): Okay, so a couple years ago, Ninwashui wrote a piece wherein he made the case that Incapacitate was one of the worst powers in Heroclix. At that time, there were two types of figures with Incapacitate. Either it was a high-cost piece that you’d rather try and deal damage with anyway (so Incap was useless), or it was a low-cost piece that either had a bad Attack Value or a really thin dial so that they died before they were useful.

Well, Prime Kitty Pryde here doesn’t have Incapacitate–but she does have a Special Movement Power (PHASING ATTACK:  Kitty Pryde can use Phasing/Teleport and Stealth. When she uses Phasing/Teleport, after actions resolve she may make a close attack targeting all characters whose square she moved through. Hit characters are given an action token instead of normal damage.) that’s even better than Incap. All for just 65 points.

There’s no better way to get me excited about putting action tokens on my opponent’s pieces than giving me a weapon that potentially puts tokens on ALL my opponent’s figures at once instead!

And if you can find a way to give her Willpower…

Mags Proteus

Pink is the new purple, not the other way around!”

2. UXM057P Proteus35 PointsSuper Rare: It seems like a steep price to pay for an off-the-board +1 bump to all stats, all while risking a click of damage to the bumpee every turn, but in a world where all of the War of Light Entities have gone to pasture, Proteus is poised to become the new hotness.

There’s already a lot of theorycrafting on the best figures to break with his special Possession Trait (BURNING OUT HOST BODIES: EFFECT: Modify the combat values of the equipped character by +1. At the beginning of your turn, roll a d6 that can’t be rerolled 1-2: Deal the equipped character 1 unavoidable damage.); Taskmaster from Civil War OP works like gangbusters, and I tested the Sentry LE from the same set with Proteus just the other day and had positive results. Even Rage from Avengers Assemble seems like fun.

And when you get right down to it, his 35 Point off-the-board cost actually isn’t that steep, for a few reasons. First, of course, that stat-bump is huge. But secondly, consider the fact that his other Trait (HE’S USING ORDINARY PEOPLE LIKE PUPPETS!: When building your force, you may pay 35 points to equip Proteus to a character of 100 points or less. When the equipped character is KO’d, equip this to another friendly character of 100 points or less. If you can’t, place him on click #10 into the square of the last character he was equipped and he can’t be healed.) means he’s the first Possessor in the game who can hop from piece to piece as your army is KO’d AND the fact that he can actually pop onto the battlefield as a 11 Attack, 4 Damage Pulse Wave-r with Prob once he runs out of hosts. Yup! He’s the first Possessor who starts off-the-board but has a way to actually come into the game, so those aren’t just 35 dead points if your Possessed character gets KO’d!!

Even if you hate the X-Men or planned on skipping this set, this is a piece you’re gonna want for your collection going forward.

Iceman 1

So thaaaat’s where that sculpt came from…

 

1. UXM051 Iceman110 PointsSuper Rare: A deceptively deep dial that keeps turning up new ways to terrorize your opponent.

First, since he flies and Ignores Characters on movement, there’s not much on the map that’s gonna impede his mobility.

Second, his first Trait (FROZEN SOLID: When Iceman moves, after actions resolve you may make a close attack targeting a single opposing character whose square he moved through and didn’t target with an attack that action. If you hit, attach the Ice Wall marker to that character, removing it from any other character. As long as the Ice Wall marker is attached, that character can’t be moved, placed, given actions, or targeted with an attack. At the end of the next turn, remove the Ice Wall marker.) basically gives him a shot at two legit attacks each turn. No, he does not come with Willpower or Indomitable, but you’re really not losing out on actions since he can do so much in one turn.

Third, even though ICEMAN doesn’t lose out on actions, that doesn’t mean your opponent won’t. Iceman’s Special Damage Power (ICY FATE: When Iceman hits an opposing character, after actions resolve you may give that character an action token.) means that on top of tagging his targets with damage, he’ll also keep them locked down with tokens–and that’s not counting the other piece he’ll be locking down with “Frozen Solid!”

In a set of smaller, efficient dials, Bobby Drake stands taller than the rest.

 

Well, that’s it for today. Lots of Builds to discuss, but I think we might wrap up our Uncanny X-Men coverage (finally–and less than a month before the next set drops!) with a spotlight on the WORST figures in the set. Keep it tuned right here, as that should drop later this week!

 

Patriotic Captain America!! (Or, Happy Fourth of July!!)

Cap 4th

Too obvious? Probably, but hey, with $400+M in domestic grosses, $1.15+B in worldwide box office and a starring role in this summer’s 4 month long OP series, it’s a Captain America summer–we’re just living in it.

So I’m finally, FINALLY approaching something that could be called “healthy,” which means it’s time to get back to a more regular (or at least more frequent!) posting schedule, after missing most of June.

Next up is a belated Uncanny X-Men Top Ten Set Review, followed by a few thoughts on the Civil War OP figures and some Build articles, all of which should take us right to the doorstep of the Superior Foes of Spider-Man!! I’m really looking forward to that one.

I’d also like to give a big tip of the cap to all the servicemen and women who keep my country safe every day. Thank you, thank you, thank you!

So stay safe, watch where you draw your lines of fire (especially with actual fireworks) and meet us right back here later this week!!

 

Flash Fact #2: SPOILERS (Or, A Brief Intermission About the Flash Season 2 Finale!!)

Flash Zoom Race

So, I swear, I’m hard at work on the Uncanny X-Men Top Ten Set Review (hopefully by the end of next week, but I can’t promise anything… yet!), but today we’re gonna take a break from our regularly scheduled programming and talk about some good ol’ fashioned superhero TV.

Why?

Well, the 2015-2016 TV Season just ended, and there’s a few things that need discussin’!

A year ago, I thought Agents of S.H.I.E.L.D. was pretty consistently solid while The Flash (in its first season after spinning off from Arrow) was kind of cheesy, at least initially. I thought the show really found itself during the back half of that debut season and (like A0S) had a dynamite finale.

Fast forward a year, and both shows have just finished firing off their best seasons. When considering all the great comic-based TV we have these days, Agents of S.H.I.E.L.D. had probably the best episode of the season (that would be its fifth episode, 4,722 Hours), but The Flash turned in an extremely solid run of 23 episodes that didn’t really have any turkeys in the bunch. The finale, in particular, is what I want to write about today.

ELIZABETH HENSTRIDGE

You were great, Agent Simmons, but we’ll talk about your show in a different post. (ABC/Tyler Golden)

At this point, like all other bloggers, I am contractually obligated to note that the rest of this post will SPOIL much of the Second Season finale of The Flash. If you wish to proceed from here and have not seen this episode yet, you have been warned. We’re jumping in:

5…

4…

3…

2…

1…

 

Okay!! Still with me? Good. So, if you made it to the end of the finale, you know that after defeating Zoom, Barry went back in time (again) to the scene of his mother’s death (again) and finally decided to do something about it.

Flash Reverse Flash

In the process of beating up the Reverse Flash, Barry SEEMS to have done some possibly irreparable damage to the Timeline and changed both the past and the future in ways we’ve yet to see. What does it all mean?

Essentially, it seems like we’re headed for “Flashpoint” in Season Three, or at least the Berlanti-verse version of it. The Flash has become the most interesting DC show on television, and the ramifications of this finale are potentially mind-boggling.

WHAT WE KNOW:

-There are four shows in the Berlanti-verse: Arrow, The Flash, Legends of Tomorrow and Supergirl. Of those four, the first two are closely connected and part of the same extended universe; Legends of Tomorrow is primarily populated with DC characters who were previously introduced as supporting characters on either Arrow or The Flash. It is seemingly connected to Arrow and The Flash, although it’s unclear even–or perhaps ESPECIALLY–if time travel on Legends of Tomorrow works the same way that time travel on The Flash works. For this discussion, it’s not really important though.

Supergirl is set on a completely different Earth where there is no Flash and no Arrow; this may be important later. Flash did randomly journey to Supergirl’s Earth during Supergirl’s first season, so the two characters have met at least once.

-All four shows were renewed for the 2016-2017 season.

DC Shows

All four shows will crossover with each other at least once during the season; currently, the big crossover event doesn’t have an exact date (it’s still at least 5-6 months away), but sometime in mid-November would be a good bet.

-The presumed source material for The Flash‘s third season, Flashpoint was a major DC Comics crossover event from 2011 that completely changed the status quo and introduced the “New 52” universe (I’m not a huge fan of the New 52–I liked DC fine enough the way it was, but there are those who really dig it). One of the benefits for DC of remaking their universe was the opportunity to fold in Jim Lee’s recently acquired Wildstorm characters (WildC.A.T.’s, The Authority, etc.). Basically, DC used Flashpoint to incorporate an entire, newly acquired universe in the main DC hierarchy.

This may be important later…

WHY FLASHPOINT CAN’T JUST BE A STRAIGHT ADAPTION:

-So if you’ve made it this far, then you’ve probably either read “Flashpoint” at some point or else you just read the Wikipedia (read: Cliff Notes) version of it.

And you know that there’s an awful lot of folks who play major roles in that story who haven’t been introduced yet… and–(NOT REALLY A) SPOILER ALERT–are not getting introduced into the Berlanti-verse anytime soon.

For Example:

-Batman ain’t coming (he’s being portrayed as a petulant little twerp over on FOX in a show called Gotham). Moreover, there seems to be an edict from DC that Berlanti can’t introduce any of the Trinity characters on his collection of shows. Or at least that’s the rumor.

Its worse than you know

It’s worse than you know.

It usually is

It usually is.

I actually think it’s even worse than that.

I think Berlanti is forbidden from using any of the seven main Justice League folks except the Flash, since he’s already established, and I think if Warner Brothers could find a way to take back Barry Allen, they would, despite the show’s success. Why? Because unlike Marvel, DC wants their TV universe separated from their (theoretically) burgeoning film universe. There’s a few reasons why they prefer things this way, and a host of reasons why this is dumb. But that hasn’t stopped DC and Warner Brothers before, so why should it now?

Even though Batman V Superman was greeted with a critical thumping, it still performed juuuust well enough at the box office to keep DC from completely pulling the plug on this iteration of their movie-verse (we’ll take a page from the internet here and just call it Zach Snyder’s “Murder-verse” for short). And as long as they’re going to continue with that continuity, most of the big-name DC heroes (and even C-list characters like Booster Gold, who now has a Zach Stentz-penned movie in development) will remain completely out of reach for the Berlanti-verse.

-Thomas Wayne (Batman in the Flashpoint universe) ain’t coming (for the very same reasons Batman isn’t);

-Martha Wayne (and her Joker turn) ain’t coming;

-Wonder Woman and all the Amazons? Ain’t coming;

-Aquaman and his Atlantean army? Nope. His profile has gone way up since Smallville. I’m betting he’s off-limits too.

-Booster Gold was mentioned above; he had a big role on the periphery of Flashpoint… and I’m pretty sure he ain’t coming (it would make no sense to cast an actor to play Booster for TV when you’re dead-set on recasting the role for the movie version in a couple years anyway–if everything pans out, that is).

-Cyborg has a movie on the docket. He’s not gonna show up;

-Pick a version of Green Lantern. Who’s your favorite? Hal Jordan? John Stewart? Guy Gardner? Kyle Rayner? Guess what: none of them are coming, despite the fact that any of them would kill on the CW (“Blackest Night” done over the course of a 4-show crossover on the CW? Yes, please! Too bad it will never happen).

-You get the point. Despite all of the those characters making very specific and important appearances throughout “Flashpoint,” I’d bet dollars to donuts that not a single one will show up in the Berlanti-verse next year.

But here’s the surprise twist: you don’t need ANY of them to faithfully adapt “Flashpoint” on The Flash. Not a single one.

WHAT WE THINK WILL HAPPEN:

-When you think about it, Arrow on the CW is really just the story of how Bruce Wayne became Batman–it just doesn’t have Bruce Wayne or Batman in it. But Oliver Queen in Arrow is a rich playboy who suffers the trauma of losing his parents and decides to dedicate his life to stopping crime and saving his city. Oliver Queen would be a perfect stand-in for Bruce Wayne in the Berlanti-verse.

“But won’t Stephen Amell be hella-busy shooting his own show?” you might ask. Yes. Yes he will be. But remember, Bruce Wayne pretty much just showed up at the end of the story, so Amell really only needs to show up for the end of the “Flashpoint” storyline (which may or may not happen during that already-planned November crossover that Amell will be doing anyway).

Besides, the producers may already have a different actor in mind to play Green Arrow on The Flash:

Robert Queen

Me?”

Yes you, Jamey Sheridan. Thomas Wayne was the man in the Batman costume during “Flashpoint,” and similarly, Robert Queen could be the man under the cowl in the new, altered timeline. In fact, I think the producers hinted at this possibility during one of the Earth 2 excursions we witnessed during Season Two, where Robert Queen was unmasked as Green Arrow during a news report.

Bringing back Robert Queen for a few episodes to actually be the Green Arrow would be pretty slick for two reasons: firstly, it would bring back a somewhat under-utilized Berlanti-verse supporting character for an awesome final run. Secondly, it would still maintain the original spirit of Thomas Wayne’s “Flashpoint” storyline.

And best of all, it would allow them to do that final envelope scene from “Flashpoint” where Barry puts the universe back together again (more or less) and then hands an emotional, handwritten letter to Bruce Wayne from his dead father, Thomas. That scene was a beautiful coda to the whole saga and is, frankly, one of the best reasons to try and adapt this particular storyline. Probably THE best reason, actually (“Heart, Humor and Spectacle,” indeed!).

But the only way that final scene lands is if the producers can get Mr. Sheridan to come back and suit up for a few guest-starring roles as Green Arrow on The Flash.

-In “Flashpoint,” Martha Wayne’s grief over losing her son Bruce eventually twists her mind until she becomes a psycho-Joker. Once that’s revealed, she pretty much just falls in a pit of bats and then dies.

If Berlanti’s team wants to bring back Moira Queen and have her do a similar heel turn, that would be fine. Could actually make for a cool sort of one-off “Villain of the Week.”

-No Aquaman and no Wonder Woman is trickier, since their respective nation’s escalating war threatens the whole world and without them, a major source of environmental tension would be gone. But once again, you really don’t need those specific characters–indeed, having them show up out of nowhere at this point would probably be kinda jarring.

What you really need is two large organizations fighting with each other on a scale that could threaten the whole world with how out-of-control their conflict becomes. What about the assassins of Nanda Parbat versus the shadowy intrigue of The Hive? Could one not argue that, if left unchecked by Oliver and his team, both of these organizations would have been on a super-powered collision course by Season Four of Arrow?

-And since we brought it up before, wouldn’t this all have to have a big effect on Arrow, Legends and Supergirl?

Yeah, to really hit home, it probably would. But Arrow could actually pull a fast one and basically start telling their Season 5 story without really acknowledging The Flash but showing subtle differences between the Season 4 status quo and the Season 5 status quo. Then, after the crossover, we find out the differences are because on Arrow, we’ve been watching the post-Flashpoint continuity all along!

Legends is already a time-traveling show and its central characters could show up at some point in November to help Flash put right those things that once went wrong, but they exist outside the normal flow of time to begin with, so, in theory,  they don’t really need to worry so much about the repercussions of “Flashpoint.”

And Supergirl? Well, Supergirl’s universe would suddenly and inexplicably–or perhaps even splicably–find itself on Earth 1 or Earth 2, ready to adventure with our

Flashpoint

CONCLUSION: This is all wild speculation, of course, but isn’t that what makes the internet so damn much fun at the end of the day? Anyway, whether Season Three of the Flash goes even something like what I’ve predicted here, or if it turns out to be completely different, I will be watching the CW this Fall with great interest.

 

And don’t forget to join us next time as we get back into Heroclix with our Uncanny X-Men Top Ten Set Review!

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