Team Ideas – The Lazy Mirror Master

A few weeks ago I happened across an article reviewing the “Lazy Stranger” team that Alex Avila used to win the Ohio state Championship. You can view the original article on hcrealms here.

I don't have a picture of Alex Avila, but this is what I imagine it would feel like to face him in HeroClix.

I don’t have a picture of Alex Avila, but this is what I imagine it would feel like to face him in HeroClix.

Here is the team Alex used:

  • FL063E Phantom Stranger (w/JLTWS102 Sloth)
  • JLTW063 Sloth
  • FI001 Thule Society Priest
  • FI001 Thule Society Priest
  • WOLR102 Power Battery (Red Lantern Corps)
  • WOLR302 Red Lantern Ring
  • WOLR202.02 Axe (Red)
  • WOLR202.13 Stop Sign (Red)
  • WOLR202.11 Bulldozer (Red)

Total=300 Points

After the article user SevenBlueSeven  commented, “An insulting team that is useless to most players. Two chase figures plus a Red Lantern Power Batter[y]? How much $$$ was wasted to make this team? Give us something interesting that a common player can build and play for a LOT less $.” User Tyrant318 stated, “this team isn’t even modern legal” (although it was at the time of States–you gotta love the Internet).

So, taking that feedback into account, my challenge today is to build a team that is built around the Mystics TA and Penetrating Poison like Alex’s Build, but it must use cheaper pieces and it must be Modern legal.

Mirror Master of Earth. You have great rage in your heart. You belong to the Red Lantern Corps.

Mirror Master of Earth. You have great rage in your heart. You belong to the Red Lantern Corps.

That brings us to my version of the team:

  • WKD-027 Felix Faust
  • FL020 Mirror Master (80 points)
  • 3 * FL020 Mirror Master (30 Points)
  • WOLR102 Power Battery (Red Lantern Corps)
  • WOLR302 Red Lantern Ring
  • WOLR202.02 Axe (Red)
  • WOLR202.03 Mallet (Red)
  • WOLR202.10 Boxing Glove (Red)
  • WOLR202.11 Bulldozer (Red)
  • WOLR202.13 Stop Sign (Red)
  • AVASAVID-001 Black Widow
  • AVASAVID-002 Hawkeye

Total=300 points

Cost: Admittedly, WKD-027 Felix Faust is still fairly expensive. At the time of this article you can get one delivered to your door for $24.00 including shipping. He’s come way down in price since he was nerfed by Wizkids and you might be able to find him at an auction for quite a bit less. If you need a lower dollar cost then you can remove Felix and a 30 point Mirror Master for FL054 Abra Kadabra. The Red Lantern battery is approximately $41.00, but I had to include it because you really can’t do Penetrating Poison damage without it. Four copies of Flash uncommon FL020 Mirror Master can probably be found via very easy trades. You can probably bring some tacos to your next local event and find eager takers in a “give me a Mirror Master for a taco” trade. [EDITOR’S NOTE: I’m in.]

Let's take extra care to follow the instructions or you'll be put to sleep, and don't forget Taco Tuesday's coming next week!

Let’s take extra care to follow the instructions or you’ll be put to sleep, and don’t forget Taco Tuesday’s coming next week!

Playing the Team: When playing this team we’ll be following Detroit Pistons Coach Stan Van Grundy’s most famous strategy: We’re going to “form an f-ing wall!” Specifically we will be keeping the four copies of FL020 Mirror Master in front of WKD-027 Felix Faust. Faust has Willpower and no real defensive ability, but he sees right through characters so being behind the rest of your army doesn’t slow him down at all.

The Mirror Masters make particularly strong generic pieces at 30 points a piece. Unlike the 21 point generic FI001 Thule Society Priests used on Alex Avila’s team, they are strong combatants and not just tie up pieces. On defense they have Shape Change, Super Senses, and Themed Team Prob (since this is a Themed Team). On offense they have 10 Attack, Precision Strike, 2 targets, 5 Range and 2 Damage. They also have the awesome combination of SideStep and Penetrating Poison. When you consider all four Mirror Masters have the Carry ability AND that they can be carried themselves, you can do a lot of side stepping before surrounding an opposing character for a ton of automatic Penetrating Poison damage at the start of a turn.

You should also remember that all of the Mirror Masters are Wild Cards that can use Felix Faust’s Mystics TA to give an opposing character 1 Damage every time they are hit. So even when you opponent KOs one to avoid taking more Poison Damage, he’ll still take damage back from Mystics. It reminds me of my Grasshopper Team (which, Tyrant318, is still Modern Age legal).

Felix Faust was recently nerfed by Wizkids and most of his abilities were limited to a range of 7. This could pose a problem, unless you have a very good distraction that would allow you to get Felix Faust near the opposing team untouched. I feel that 4 rage filled Mirror Masters just might garner the majority of your opponents attention.

Once Felix is close enough then the Wizkids nerf is rendered moot. He will be back to the figure who spoiled Nationals this year and your opponent will see why he was the subject of the fastest Watch List nerfing that we have ever had. With powers like GREEN BELL OF UTHOOL: (Give Felix Faust a free action. Until your next turn, opposing characters within 7 squares may only be given move actions. Felix Faust must roll his d20 on his next turn.) AND PROJECT THAUMATON: (Give Felix Faust a free action. Until your next turn, opposing characters within 7 squares may only be given free actions. Felix Faust must roll his d20 on his next turn.) – he should give you total board control. Opponents will just be standing there unable to do anything and taking Penetrating Poison from all of the Mirror Masters (or from Felix if he is close enough).

The last two components of this team are the two ID cards I included in the team list: AVASAVID-001 Black Widow, and AVASAVID-002 Hawkeye. I chose those cards because I knew that AAOU106 Hawkeye and AAOU013 Black Widow were both good Call-In figures in the 80 points or less category.

[AUTHOR’S NOTE: Are they the best ones to use? I honestly don’t know. There isn’t a list anywhere that has all of the available Call-In figures by point cost. Hmmm…

Felix Faust can call in either of these ID card figures because he is 80 points and so can all of your Mirror Masters because their Trait states, “Mirror Master is considered 80 points for all game effects except victory points.” So any member of you team can call in any ID Card character that is 80 points or below!

That’s all for now. I think my next Article will revolve around that list that I mentioned didn’t exist for ID card call in characters…

Mr. Furious Gets Angry!! (Or, A Top Ten Set Review for Nick Fury, Agent of S.H.I.E.L.D.!!)

mr furious

Don’t mess with the volcano my man, ’cause I will go Pompeii on your… butt.

[WRITER’S NOTE: So the set is about Nick Fury and not Mr. Furious, but a guy can dream.]

[EDITOR’S NOTE: You have strange dreams.]

Some General Notes About the Set:

  • There are a lot of good figures in this set. I know it sounds like I say that every time, but seriously, there just aren’t many losers when you factor in their point value.  I listened to the Dial H for HeroClix Podcast today and one of the hosts joked that there are so many good figures in this set that when you do Sealed you don’t really need to think too hard. Just make sure the total point value is near 300 and the actual characters you select don’t matter that much. It will be a good team.
  • The Dial H guys also warned that this set is awful for Battle Royales. I would definitely agree with that. Your whole 5 member team might not add up to 300 points and someone else might start off by pulling the 300 point SR NFAOS006A Hulk. Or you might get a Hulkbuster torso in the rare slot of the pack you just opened.

Secret Warriors

  • I would have liked to have seen more Secret Warriors then just Quake and Druid. Most of this set seems to come from the pages of their series and all of the rest of Team White has rotated out of Modern.
  • [EDITOR’S NOTE: Last I checked, Eden Fesi, aka Manifold, was a very important character in that run and arguably–at least before Agents of S.H.I.E.L.D. blew up Daisy Johnson’s profile–the most recognizable member of Nick’s Caterpillar team, since he graduated to the Avengers when Hickman took that book over. And he was just Clix’d in Avengers Assemble!!]
  • Okay, yeah, I meant besides him.
  • [EDITOR’S NOTE: Sure you did.]
  • Anyway… some of the Invaders are individually powerful, but I don’t see myself ever playing that team. Maybe because they were before my time? It would have been cool to give Spitfire a Trait that shows she is now Blade’s girlfriend. Like +1 to defense when adjacent or something. Missed opportunity.
  • How can Wizkids not have made a “Watcher Eyeball” Special Object for the OP kit? Why would they include a Winter Soldier in that prize kit and not have him be the new “Man on the Wall” version of that character from the final panels of Original Sin? Where are all the villians from the Original Sin series? I want an intelligent “Mindless One” figure! More missed thematic opportunities–and this is coming from someone who really digs this set!
Uhhh... maybe not.

Uhhh… on second thought, maybe not.

  • Continuing that line of thought, everyone knows about the Fantastic Four/X-Men pseudo-ban that Marvel has imposed, so it would have been nice to see Wizkids really properly exploit some of the best Nick Fury stories of the last 6 years. Nick Fury “The Unseen” needs a whole dial–not just a final click. While the Invaders–old and new–are all fine and dandy, this set needed to pull more pieces from “Secret Warriors” and “Original Sin.” I realize we were probably never going to see a new Gorgon (part of his convoluted history involves him being a mutant), but instead of all those Invaders, I would have rather seen: JT James, Alexander, Ares (at this point, he almost HAS to be a Con Exclusive next year, right?), Norman Osborn, Jerry Sledge and, hmmm… oh yeah: Leviathan!! Two or three figures plus some Generics. And I haven’t even gotten to the members of The Great Wheel!! MISSED. OPPORTUNITY!

Alright. Enough moping. Time to get into some…

Top Five HONORABLE MENTIONS:

"Just because we all look the same in these uniforms doesn't mean you can refer to us as 'Generics.'"

Just because we all look the same in these uniforms doesn’t mean you can refer to us as ‘Generics.’

5. NFAOS006A S.H.I.E.L.D. Bodyguard – Here’s a quote from my appraisal of Iron Man’s blue-dial from my Avengers Assemble Top Ten article: “18 Defense with Defend is nothing to sneeze at. It was awesome when they released CT043 Invisible Girl and it’s almost as good now.” That applies double to S.H.I.E.L.D. Bodyguard who, instead of costing 125 points like Iron Man, costs 35 points. That happens to also be two points less than CT043 Invisible Girl and with a much better dial. You’re going to want to push the S.H.I.E.L.D. Bodyguard to Click 2 where he sports his 18 Defend along with Sidestep and Close Combat Expert (a skill he undoubtedly likes to keep handy for close encounters). If you then push him again onto Clicks 3 and 4 he becomes your team’s medic. So he’s at first protecting your team from damage and then he switches gears to heal your team if they get damaged. That’s a lot of usefulness for just 35 points.

Will the real Nick Fury please stand up?

Will the real Nick Fury please stand up?

4. NFAOS001 Nick Fury – Nick Fury for 65 points is just average. 10 Attack, 3 Damage, Stealth, Precision Strike, Toughness and Shape Change, and Indomitable. There are lots of guys like him in this set. However, his 65 point dial is hiding the best S.H.I.E.L.D generic in the set. The 25 point generic dial starts with the same exact first two clicks as the 65 point version, but for 40 points less! Once you pay for the 65 point leader, you can add as many of the 25 point version as you want. With all of those little guys you’ve added it’s a good thing they all have the rally trait which states, “Rally: Whenever Nick Fury hits one or more opposing characters, add one action to your action total this turn.” That means that even if you have ten of this guy on your team you won’t run out of actions as long as your attacks keep hitting. If you decide that you want to be “that guy” for one event and just run a metric poop-ton of generics, you could do worse than fielding one Fury and a bunch of his L.M.D.’s…

Imperial Hydra

3. NFAOS046 Imperial Hydra – I like him because he enhances a lot of other pieces rather than just being a powerful piece himself. The main reason to play this guy is his Trait that states, “TWO HEADS SHALL TAKE THEIR PLACE!: When another friendly character with the Hydra keyword is KO’d and actions resolve, you may give Imperial Hydra an action token. If you do, roll a d6 that can’t be rerolled. 4 – 5: Place a character from outside the game with the Hydra keyword of 40 points or less adjacent to Imperial Hydra. 6: Place up to two characters from outside the game with the Hydra keyword of 40 points or less adjacent to Imperial Hydra.

So keep him in your Starting Area and let him constantly re-spawn  more Hydra units for you all game. If you get even one 40 point Hydra unit out of him then you’ve broken even. He works way better on teams with a lot of Hydra units rather than teams with just a few figures.

"No I will NOT look behind me! You fools think you can outwit Demonicus with the oldest trick in the book?!"

No I will NOT look behind me! You fools think you can outwit Demonicus with the oldest trick in the book?!

2. NFAOS047 Dr. Demonicus – What a cool idea for a figure. He’s a Kaiju summoning mad scientist. “GIANT MONSTER SUMMON!: Give Dr. Demonicus a power action if no friendly bystander token named on this card is on the map. You may choose one you haven’t chosen this game and place it on the map adjacent to him.”

While each of his Bystander Tokens probably isn’t worth 80 points by itself, if you get most of them out over the course of a game then I’d say you definitely got value for his 80 points. Remember to keep the good doctor close to his creations. He has Perplex and the Special Power  “LIFESTONE DEFENSE: Adjacent friendly characters with “colossal damage symbol” modify their defense values by +1.” Those two powers together can raise any of his monster token’s Defense Value to 20 or more!

Shine bright like a diamond.

Shine bright like a diamond.

1. NFAOS041 Radiance – For 65 points you get a character with the S.H.I.E.L.D. keyword that has the Wing Symbol and gives all adjacent S.H.I.E.L.D. pieces Shape Change. There are a lot of good S.H.I.E.L.D. pieces in this set and many that I would argue were great who came out even before this set. Radiance is the best low point Taxi for S.H.I.E.L.D. keyword that is not named AVAS037 Manifold. But, unlike Manifold, her duel target Incapacitate lets her also assist her teammates in battle. She reminds me a lot of one of Hypefox’s favorite pieces, IIM002 Rescue.

[EDITOR’S NOTE: Probably one of my most-played Common pieces.]

Top Ten Figures of the Set:

"Need... more... arms... with guns!!"

Need… more… arms… with guns!!”

10. NFAOS022 Winter Soldier – This Winter Soldier shares a keyword with Steve Rogers and actually lets them make a Themed Team again. That warms my heart. On the other hand, seeing this guy across the table should chill your opponent’s heart.

Now, he doesn’t have opening Running Shot or any sort of native move and attack. Instead, he just sits in Stealth and bides his time. He sports Improved Targeting: Ignores Hindering AND Improved Targeting: Ignores Characters AND he’s rocking a crazy-good Special Damage Power that reads like this: “Deadly Sniper: Winter Soldier can use Outwit and Ranged Combat Expert, both with a locked range value of 10. If he uses both in a turn, he must target the same character.

When you put it all together, he can Outwit right through Stealth from 10 squares away and then attack that same character for up to five damage. To paraphrase my earlier thoughts on the S.H.I.E.L.D. Bodyguard, having Steath and Outwit together on one dial was good all the way back in Infinity Challenge (Why, it’s Infinity Challenge Experienced Black Panther! Hello again, old friend!), and it’s still good now. And when you add Winter Soldier’s Improved Targeting twist, it gets even better.

Ooooookay, that does not look safe...

Ooooookay, this does not look safe…

9. NFAOS061 Avengers Sky-Cycle – Hawkeye has been getting a lot of love lately in HeroClix. He’s got three good-to-great options in Modern (AAOU009 Hawkeye, AVAS002 Hawkeye, and AAOU106 Hawkeye.). He’s got two specialized Revert figures (AVAS066 Goliath, and AVAS052 Ronin). And now he has the best vehicle in this set printed for him.

Of all of the Chases in this set, this is the only vehicle that can actually carry more than just the pilot.  That’s a big thing. It will also let Hawkeye take a huge hit that might otherwise have KO’d him (seriously, this thing has six Clicks of life–with Toughness on the first three!).

But the best part about this vehicle is it’s printed power, “Unbelievable Upside-Down Shot: When Avengers Sky-Cycle makes an attack, you may modify its attack value by +2. If you do and actions resolve, roll a d6 that can’t be rerolled and on a result of 1, place the pilot in an adjacent square, dealing it and all passengers 2 unavoidable damage.” Keep in mind that with the new vehicle rules, the Sky-Cycle will be making attacks with its Pilot’s printed stats. So this power allows almost any Pilot to raise the Sky-Cycle’s Attack Value to a very “Hawkeye-like” 12 or 13 with only a very small chance of catastrophe.

Note to other comic artists: this is how you design and introduce a new look for an established character.

This piece is called “Killing It” by Stuart Immonen. And if it’s not, it should be. 

8NFAOS049 Captain America – The new Falcon as Captain America has a better then expected range of 7 along with Precision Strike, 11 Attack, and 3 Damage. But his defense is where he really shines. He has a Defense Special Power that contain the most standard powers I’ve ever seen combined into one white box. It reads, “How Did I Ever Survive Without a Shield?: Captain America can use Energy Shield/Deflection, Invulnerability, Super Senses, and Willpower.” That’s four standard powers in one! Apparently, Sam is able to use that shield better than Cap ever did (at least in HeroClix).

Being that he’s the artist formerly known as Falcon, this Captain America also gets help from his birds via 3 pigeon tokens and a Redwing token. Redwing’s use is obvious, but the pigeons will need a bit more strategic planning to get the most out of them. Being that they are tiny size I believe that their best use is to be Carried and then dropped into adjacency with opposing figures while your figures stay at least one square back. You opponent will hopefully have to waste an attack on each pigeon token.

I’m just picturing it in my head now:

"Hulk hate puny pigeons!"

Hulk hate puny pigeons!”

[EDITOR’S NOTE: By the way, has there been a better “new look” for an established character in the last ten years than Falcon’s Captain America costume? It’s like they took the best bits of Falcon’s original costume, Cap’s normal suit, and Cap’s “Winter Soldier” movie costume, blended it all together, and somehow the result is even greater than the sum of its substantial parts.

Also, I don’t want to get off on a rant here, but of all the diversity initiatives Marvel has undertaken with their topline, A-list  characters lately (Thor is a woman! Spider-Man is black! Ms. Marvel is a Muslim!), Sam Wilson becoming Cap has always made the most sense to me, story-wise. If anything, Falcon should have been promoted to replace Steve a few years ago when the Winter Soldier ended up taking over as Captain America. Cap and Falcon had been friends and fellow Avengers for years; at the time, Bucky Barnes had only recently gotten his mind right after being brainwashed into becoming a Communist killing machine for decades! Which of those two would YOU choose to inspire millions of Americans and carry on your legacy if you were Cap?

Now don’t get me wrong; while I thought most of these storylines were bad ideas at the time (mostly because they seemed forced and contrived, as if they existed solely to round out some sort of character diversity quota instead of coming about naturally as each character’s story progressed), Marvel’s implementation of these stories has been nearly flawless, especially when you consider how easy it would be to screw these twists up and alienate your core readers.

Jane Foster Thor 1

As much as I didn’t understand replacing Thor with a woman called “Thor” (isn’t Thor Odinson Thor’s actual name, and not a title like “Captain America?” That’s like if everyone started calling the Falcon “Steve” after he took over the mantle of Captain America, which wouldn’t make any sense at all, right? Or am I just completely overthinking this?), the way that story has evolved (especially with the reveal of who this new Thor actually is) has kind of grown on me.

Miles Morales

And while I’m not a huge Ultimate Spider-Man fan, Miles Morales actually seems to work better when he exists in stories WITH Peter Parker interacting with/sort of guiding him. Peter’s traditionally portrayed as just barely having his own life together, so the idea of someone like that mentoring a kid with similar powers like Miles is actually pretty interesting to me, and I look forward to the upcoming post-Secret Wars merging where they will both exist in the same universe.

Kamala Khan

Finally, Ms. Marvel has become a wonderful book about a young girl trying to balance the power and responsibility of being a latent Inhuman with her Muslim faith while still trying to survive life as a normal American high-schooler (and not just in her own book–check out her delightful guest appearance in the second issue of Mark Waid’s wonderful new “S.H.I.E.L.D.” series from a few months ago). Also, her hero worship of Carol Danvers offers a unique window into what Kamala Khan values and plants a very compelling reason as to why she would consciously choose to fight for justice under the name “Ms. Marvel.” In other words, Ms. Marvel might be the most Spider-Man-like character Marvel’s published in a decade.

This is why I always loved that Marvel as a whole is called “The House of Ideas.” I love plenty of DC characters, and there are many wonderful stories in that universe. But I just can’t see DC pulling off something this crazy on paper and actually having it all work.

Alright, with all that said, let’s get back to Ninwashui’s Top Ten already!!]

Peggy Carter

7. NFAOS007B Peggy Carter – Ho-hum. Another set, another VERY good Common Prime. For 60 points, this bargain Batman piece Peggy Carter figure brings a lot to the table. First, her Improved Movement: Ignores Hindering Terrain helps her get to enemy territory and her Trait protects her when she gets there: “Behind Enemy Lines If Peggy Carter is closer to an opponent’s starting area than she is to her own, she can use Stealth and Shape Change.

If your opponent can’t see through Stealth, then she can keeping running between Hindering Terrain patches while she puts her Energy Explosion to work. If the opponent tries to engage her in close combat he faces the wrath of her exceptionally good Damage Special, “Saboteur At the beginning of your turn, choose a standard power or team ability. Opposing characters within 3 squares of Peggy Carter can’t use it until your next turn. ” If your opponent brings his whole team after her… well, she is only 60 points. Your other 240 points of team should be able to flank your opponent and easily take advantage of that.

Fitz and Henry

6. FFNFAOS004 Fitz (and FFNFAOS099 H.E.N.R.Y.)  If you’ve read any of our Top Tens before, you know that whenever I see a character cost exactly 50 points in a Fast Forces set, I tend to pay attention. 50 points is the magical point value for good support characters in HeroClix Fast Forces releases. It’s a trend that started way back with FFCW006R Scarlet Witch and continued on with pieces like FFDP006R Mercy and most recently FFOA006R Captain America. In the long tradition of 50 Point Fast Forces support pieces, Fitz does not disappoint.

Starting on click two, Fitz has Perplex, the Shield TA, Field Team Backup Trait and an extremely mobile Empower/Enhancement effect via Henry. Then he also has the choice to use a power action for Telekenisis or to grant another character an additional Perplex. That’s a ton of support for just 50 points, and that’s why he’s on this list at #6!

So... I'm thinking this is the image they referenced for her sculpt.

So… I’m thinking this is the image they referenced for her sculpt.

5NFAOS050 Thor – For 145 points this may be the best version of Thor ever printed. She has the damage reducers normally associated with Thor, but she also has the Improved Targeting: Ignores Characters, Elevation, and Hindering that seems more like it would be at home on DP036 Bullseye. She starts defensively with Impervious and Shape Change. Offensively, she has Running Shot and Energy Explosion. Once she takes some damage she switches to Super Strength and full move Charge! He dial finishes strong with Pulse Wave and then finally regeneration. She doesn’t have a bad click amongst her eight clicks of life and she gets a bonus against resource users: “If She Be Worthy: Modify Thor’s attack and damage values by +1 when targeting a single character that is assigned a relic or resource with an attack.”  A real steal for the points. 

This is a Primary Attacker that we’ll be seeing in ROC’s and other tournies for the next two years!

"Of course I use a gun! Who am I, Batman?"

Of course I use a gun! Who am I, Batman?

4NFAOS051 Steve Rogers – In HeroClix this is the best director that S.H.I.E.L.D. has ever had. You’ll notice the high Attack Values right away with the opening 12, but the surprising part is how consistent those values are. Only on his final Click does he get as low as a 10 Attack. While his Running Shot, Improved Targeting and dual target Energy Explosion make him look like a solo Primary Attacker, he is just as good at supporting his team. He has Leadership, Enhancement, the ability to grant other pieces Energy Shield/Deflection, and every time he hits with an attack anyone with the S.H.I.E.L.D. keyword can use Probability Control while attacking that turn. 

So you may not have a ton of room left after fielding Steve for 150 Points, but you won’t need it, since he gets the most out of his 40-60 Point S.H.I.E.L.D. running buddies!

"No, I'm not a vampire. I know, I get that a lot. I think it's the cape. And the constant brooding."

I am called Nighthawk. Mostly because it is scarier than ‘Kyle.”

3NFAOS059b Nighthawk (Prime) – Think of how much you enjoy powers like Ranged Combat Expert, Traits that grant stat bonuses, or Resources that give +1 to all stats. For 65 points this guy shuts all of that down and much, much more. His Trait reads, “The People Must Think For Themselves: Friendly characters can’t be targeted by Mind Control. Opposing characters’ combat values can’t be increased unless they are adjacent to Nighthawk.” Offensively this guy is nothing too special, but he shines defensively. He defensive power reads, “President of the United States (of Earth-712): Nighthawk can use Energy Shield/Deflection and Shape Change. When he uses Shape Change, increase the result by +1 for each adjacent friendly character.” It’s kind funny that he gets energy Shield/Deflection himself  because that power is useless on opposing characters. But hey, what good is an unfair advantage if you can’t take advantage of it?

"What do you mean you think I look like a rejected monster from Resident Evil 4?!"

What do you mean you think I look like a rejected monster from Resident Evil 4?!

2NFAOS048 Iron Nail – Hypefox and I played a Sealed game with 2 packs each of this set. He pulled Iron Nail and SR Nighthawk. The truth is that he could have beaten my whole team with just this guy. His powers and stats are about average for a character of his point cost, but his Trait is borderline broken. It reads “Rapid Power Drain At the end of your turn, place a Drain token on the cards of all adjacent opposing characters. Opposing characters modify their combat values by -1 for each Drain token placed by him. An opposing character may be given a power action to remove all Drain tokens from that character’s card.

In our sealed game he just walked Iron Nail next to my Baron Blood prime and that was pretty much all he needed to do to win that match. Baron Blood had a 10 attack that became a 9 and of course he missed that attack roll the following turn. Even if he hit, he would have needed a good Blades/Claws/Fangs roll to even do damage. Iron Nail’s dial is 8 clicks long with damage reducers all the way and it has this Trait the whole dial, obviously. He could easily KO any of the 14 figures I have named so far. Even 300 point SR Hulk in this set would have a good chance of losing to this guy in a 1 on 1 fight. In Sealed he’s an auto play and I bet he’ll see a lot of constructed play as well. Especially when you consider he has the S.H.I.E.L.D. keyword. Which leads me to my next thought: He has the freaking S.H.I.E.L.D. keyword! So you’re not even that limited in what teams you can build around him! Sheeesh.

Nick Fury Original Sin

1NFAOS056 Nick Fury – In the Original Sin storyline it was revealed that Nick Fury was secretly a cosmic assassin (called “The Man on the Wall”) that spent all his free time killing entities that were going to threaten the earth before anyone else even knew about it. If you were a mystical demon overlord, cosmic alien warlord, or a monster from the center of the earth, chances are that Nick and his frankly awesome-beyond-words-Gamma- bullet- sniper- rifle had you in his crosshairs.

They’ve translated this character into HeroClix extremely well. He doesn’t have Running Shot; like the Winter Soldier, Nick will just sit and wait for you to come into his (extremely long) range. When you do, you’re toast He accomplishes this with a Trait and Special Power. His Trait reads “Cosmic Assassin, Guardian of Earth: Nick Fury can use Shape Change. When Nick Fury targets only the highest point opposing character with an attack, modify his attack and damage values by +1 and he deals penetrating damage.

His special power reads, “Watcher’s Eyes to See Secrets: Nick Fury can use Probability Control. Give Nick Fury a free action and choose a power that an opposing character within range and line of fire can use. That character can’t use that power until your next turn.

Because of his Trait, the highest point opposing character is always dealt Penetrating damage on any attack (even close combat). If you are someone like IIM103 Absorbing Man who doesn’t fear Penetrating damage, then Nick Fury will just use his Special Power on you and take away your defense anyway. Think about that for a moment. He would deal Penetrating damage to 1000 point Shuma-Gorath and if Invincible showed up, Nick would just take that power away too. With an 11 Attack likely changing to 12 and Probability Control built in, he is not missing often and with his various Improved Targeting Traits, literally only Blocking Terrain is safe to hide behind. Defensively he has Stealth, Toughness, 18 Defense, Probability Control, and Shape Change! If an opponent wants to try and take Nick out, that’s far from a sure thing.

He reminds me a lot of DP036 Bullseye back when Bullseye and DP102 Bill, Agent of A.I.M. were the Meta team to beat. Nick is far superior to Bullseye for just 10 more points and he should see a bunch of Constructed play. Heck, the Meta might soon be  playing either him or playing a team designed to beat him (whatever that might be). That’s why he’s the best figure in this set.

[EDITOR’S NOTE: We also have a special announcement!! We’re teaming with Heroclix Underground to help provide content for their new venture! Look for versions of this article, a Top Ten Second Opinion and more to show up soon on their site. As for Critical Missives, we’re not going anywhere, and we’ll soon return with “Straight, With CHASEr 4” (where we take a special look at the new vehicles) and the aforementioned Second Opinion on Nick Fury!!]

Team Ideas – Hurting People… in a Flash!!

the flash

He’s already knocked out your team–you just haven’t realized it yet.

Idea

So I was not able top attend the ROC state championship for Michigan, but after it was over I talked to several people that were there. One of those people was Adam Kohl, who finished in third place. I thought his team was very interesting and deserved further analysis. He played:

Team Name: Adam’s 3rd Place ROC Team

Keyword Theme: None

Roster:

  • FL050 The Flash (w/ WOL068P Predator)
  •  WOL099 Despotellis 
  •  WOLR107 Power Battery (Blue Lantern Corps)
  •  WOLR307 Blue Lantern Ring
  •  WOLR207.11 Bulldozer (Blue)
  •  WOLR207.14 Sniper Rifle (Blue)
  •  WOLR207.13 Stop Sign (Blue)
  •  WOLR207.04 Wall (Blue)
  • WOLR207.06 Decoy (Blue)
  • WOLR207.09 Nurse (Blue)

Total = 300 Points

I asked him why he used the pieces he used. He responded, “Predator because it looks cool and gives you Shape Change the whole dial. Blue Battery because it let’s you reroll Shape Change . I’d give Flash Sniper Rifle and Despotellis the wall. Basically I wanted to take non meta or barely meta stuff to the top to prove it could be done.”

He took third place at States with his team and he was trying to play non meta pieces. This got me thinking… what if we took his team and went the other way with it. What if we took KC Flash and went completely Meta with the rest of the team?

yellow_lantern_reverse_flash_by_zanderyurami-d3f2cxy

KC Flash you have shown the ability to cause great fear in the hearts of HeroClix Players. Welcome to the Sinestro Corps.”

Team Name: KC Flash, the Meta Version

Keyword Theme: Sinestro Corps

Roster:

    • FL050 The Flash (w/WOL065P Parallax)
    • WOL099 Despotellis
    • WOLR105 Power Battery (Sinestro Corps)
    • WOLR305 Sinestro Corps Ring
    • WOLR205.11 Bulldozer (Yellow)
    • WOLR205.14 Sniper Rifle (Yellow)
    • WOLR205.13 Stop Sign (Yellow)
    • WOLR205.04 Wall (Yellow)
    • WOLR205.06 Decoy (Yellow)
    • WOLR205.09 Nurse (Yellow)

Total = 300 Points

Now this isn’t a team I’d ever play at my local venue, but in a State Championship the gloves are off. This is a Themed Team, so you’ll get +3 to map roll and WOL099 Despotellis will get to use Themed Team rerolls.

The Yellow Power Battery and WOL065P Parallax are proven winners. They  just won the European Championship teamed up with JLTW050 Superman. The Emotional Spectrum Power states: “Opposing characters modify their attack values by -2 when targeting a friendly Corps Member of a higher point value.” In a 300 point game it’s not very often that you’ll see characters played that are a higher point cost then 195 point FL050 The Flash. When I looked through the lists of the Michigan state ROC Championship, I didn’t see any. So it’s likely that people will be at a -2 to hit when Targeting Flash.

Then you may also consider the fact that the combination of Parallax granting the Sinestro Corps Keyword to Flash and the Yellow Battery grants Flash +1 to all stats (except Damage). The Parallax Entity can grant Flash +1 to Attack or Damage. He can also choose either Impervious or Quintessence and Perplex (opposing figures only).

So if I had played this team at a ROC, I would’ve planned to use the Decoy on Flash to grant Shape Change, Parallax to grant Impervious and the Flash already has Super Senses. Now, the Flash will have 20 Defense (due to the ring) and he has Probability Control printed on his Dial.

So, I took the time and work up the math on a possible situation the Flash might face during a real match. If an opposing character has a 12 attack and tries to attack Flash they will face -2 attack, Shape Change, 20 Defense, Probability Control, Super Senses, and Impervious. If that character has no way to get around any of what I just listed then they have a less then %1 chance of doing damage to Flash. If Despotelis is near by he can also through in a Theme Team Probability Control.

So Flash is pretty well defended. On offense Flash’s 17 move with Hypersonic speed should get him the first strike on anyone not named Adam Strange or Supreme Intelligence. Flash’s attack can go as high as 13 (with Probability Control), but most times I would instead bump his damage up to four. You might have problems with someone who has strong Damage Reducers especially if they also have Mystics. Despotelis  is the best character in the game in situations like that.

I think this “Meta” version of Adam’s team is a real contender. If you can track down the pieces to build it, it could take you all the way in a big tournament.

Having said that, congrats to Adam, and I’d like to thank him for letting me talk about his Build!

And we’ll be back in a few days with a post-Gen Con report, an update on Age of Ultron: Month 3 and, next week… our Nick Fury, Agent of S.H.I.E.L.D. Top Tens!!

Team Ideas – It’s a Cruel, Cruel (Murder) World.

arcade

An early version of “Survivor: The Super Hero Edition.”

Idea

So last week HypeFox came out with his Fixer Upper Article which got me thinking about AVAS044 Arcade. I came up with some additional tech that he didn’t have in his article.

I discovered that Arcade often starts on click 7 [EDITOR’S NOTE: Yeah. Like 50% of the time! Unless you have She-Hulk...] because of his Trait, “WELCOME TO MURDERWORLD!: When rolling to determine first player, no player receives a modifier to their roll. When on a map whose name includes “Arcade’s Arena,” at the beginning of the game you may start Arcade on click 7. If you do, Arcade has Power Cosmic team ability, can use Improved Targeting: Ignores Hindering, and other friendly characters have the Robot keyword for the rest of the game.

Starting on click 7 is extra significant because the Parallax entity on click 7 has a Special Power that states “GRIP OF FEAR: Opposing characters can’t ignore pushing damage.” Just to sum it up, for the additional 25 point investment in Parallax, if you hit your roll for Arcade’s map then your opponent loses all forms of Willpower for almost the entire game–basically as long as Arcade is alive. Green Lantern ring, Power Cosmic, or even Indomitable… none of those work against Arcade/Parallax. Think of how disappointed people were that AAOU005 Thor and SLOSH005B Mon-El didn’t have Indomitable or Willpower. Well, now you’re applying that level of disappointment to your opponent’s entire team.

Since Hypefox and I typically agree on nothing, we both came up with different ways of using this new tech:

fantomex

I mean, don’t I look like an Assassin? Look at these guns! Not my biceps. I mean literally my giant guns.

Team NameWhy Isn’t Fantomex an Assassin? I Seriously Thought He Was an Assassin! (Team Ninwashui)

Theme: None

Roster:

AVAS044 Arcade

(w/WOL065P Parallax

WXM042 Fantomex

(w/WOL063P Ophidian

IIMR100C Power Plant (Complete) 

AVASAVID-008 Ronin

Total = 297 Points

Smiling Raccoon Ninwashui

Smiling Raccoon Ninwashui Says, “I used Fantomex and X-force a lot when they first came out. I haven’t had an opportunity to use him recently, but reading this awesome article by Batarang96 made me remember how much fun I had playing him. He’s 142 points with only a part time damage reducer and no Willpower. However, his ability to target through his E.V.A. token had me launching virtual “drone strikes” repeatedly at my local venue when WATX came out. The fun part about teaming him with Arcade is that if you hit your roll, Arcade can shoot through E.V.A. as well. Sure your opponent will eventually close in on your Starting Area, but you should have significantly damaged his force by then.

Remember, when using the rings from the Power Plant that Arcade can only use the powers printed on his dial when targeting through other friendly members of his force. No Psychic Blast, Incapacitate, Barrier, or Mind Control allowed. Fantomex, however, has no such restrictions.

Black Panther Leap Climb

Yoooouuuu’llllll nevvverrrrr seeeeee meeeee coming. Wait, someone else used that line? But they didn’t pronounce it all weird like that, I bet!

Team Name: Diplomatic Immunity (Team Hypefox)

Keyword Theme: None

Roster:

AVAS044 Arcade

(w/WOL065P Parallax

AOU045 Black Panther

(w/WOL060P Black Hand

IIMR100C Power Plant (Complete) 

AVASAVID-008 Ronin 

FFOAAUID-100 Hank Pym

Total = 300 Points

Drunk puppy Hypefox says...

Drunk Puppy Hypefox says, “With my version, AOU045 Black Panther will be like the falcon for IIM051 Iron Pharaoh (1500 BC), except this falcon has claws… and Combat Reflexes! He’s almost completely invisible when it’s not your turn. His Trait reads, “CLOAKING TECH: Black Panther can use Stealth and Toughness. When it isn’t your turn, lines of fire to him are blocked if he is adjacent to blocking terrain.” Don’t think of him as a jungle cat, think of him as the Predator and Arcade as, like, his laser cannon. 

Welcome to Wakanda.

Welcome to Wakanda.

I used Black Panther recently in Sealed and he is well worth his points. I am confident he will be great in Constructed as well.”

Now, after coming up with those two armies, Hypefox mentioned we should combine together AVAS044 Arcade , WOL065P Parallax, and AOU023E She-Hulk from his article (for reasons he elaborates on in said article). It would be a grand merging of both of our new techs, which could finally bring peace to the Critical Missives realm, bring balance to the Force and usher in a new age of advancement and enlightenment!

So of course we couldn’t agree on those teams either.

That's why there's no Superman in this set.

The LexCorp legal team is the only armor Lex Luthor needs! Hahaha–What? No… I mean, of course I’m still gonna wear the armor that gives me super strength and the power of flight–I was just being metaphorical, you idiot. Also, you’re fired.

Team NameLex Luthor, Murderworld Robot? (Team Ninwashui)

Theme: None

Roster: AVAS044 Arcade

(w/WOL065P Parallax

AOU023E She-Hulk 

JLTW033E Lex Luthor 

IIMR100C Power Plant (Complete)

Total = 300 Points

Ninwashui Raccoon Five Fingers

Friendly Raccoon Ninwashui Says, “Now this time I’m featuring the untouchable Clix on my team. Lex’s Trait says, “RIGHT UNDER THEIR NOSES: Lex Luthor begins the game with a Subterfuge token on his card. When Lex Luthor has a Subterfuge token on his card, opposing characters can only target him if they began the turn adjacent to him. When Lex Luthor targets an opposing character with an attack, remove all Subterfuge tokens from his card.” Fortunately, if Arcade attacks the opposing team through Lex it does not break Lex’s Subterfuge. So Lex can just walk towards the other team while holding an ultra heavy object, use his Outwit and serve as a prism for Arcade’s attacks.

If the other team does decide to base him, they face his Ultra Heavy pimp hand. I’d have She-Hulk trail behind Lex with a heavy object of her own and ready to Charge anyone who tries to base Lex.

winter soldier

Team NameYou Are My Mission (Team Hypefox)

Theme: None

Roster: AVAS044 Arcade

(w/WOL065P Parallax

AOU023E She-Hulk 

CATWS008 Winter Soldier 

IIMR100C Power Plant (Complete)

Total = 300 Points

inebriated puppy

Inebriated Puppy Hypefox Says, I’ve taken our shared combos and combined them with the guy who shot Nick Fury and knocked out Captain America in his own movie. In HeroClix, his Trait will let him teleport across the board and let Arcade get off an attack on anyone immediately after he sets up in his Sniper’s Nests. It reads, “SNIPER’S NEST: Once per game, give Winter Soldier a power action, place three Sniper’s Nest terrain markers on the map, and place Winter Soldier in one of these squares. When he occupies one of these markers, he can use Ranged Combat Expert, lines of fire can’t be drawn to him, and he may not be given actions except power actions to use Ranged Combat Expert. Once per turn, you may place Winter Soldier in the square of a different one of his Sniper’s Nest markers. When an opposing character becomes adjacent to one of these markers, roll a d6 that can’t be rerolled. On a result of 1 or 2, place Winter Soldier in the square of a different one of his Sniper’s Nest markers. On a 3-6, remove the marker and, if Winter Soldier occupies that square, place him in another of his Sniper’s Nest markers if there is one on the map.

Using that power with Arcade, you can do up 5 damage to your opponent’s key figure before they even have a chance to get near your team. Against a lot of teams that should give you a huge edge. Have She-Hulk ready to Charge anyone that tries to base the Winter Soldier at his final nest.

So which team is better? Comment below to let us know. or vote in our handy dandy poll!.

Some Assembly Required (Or, A Second Opinion on the Top Ten Figures in Avengers Assemble)

Avengers Assemble Ninwashui Byline

Some General Notes About the Set:

  • It seems like Attack Values are being subtly lowered by WizKids in this set. There are a lot of 10 Attacks in this set where 11 seemed to be the norm for sets like Flash and Trinity War. Thankfully, they seem to be compensating for this by subtly ramping up the powers. For example, In another set I think AVAS007 Mettle would have just given AVAS006 Hazmat Mastermind and called it a day. Instead, in this set he actually teleports to her side from any distance whenever she is attacked to absorb damage for her. That’s a huge step up in effect.
  • All of the Movie Avengers got both a regular version and an ultra powerful Chase version. Black Widow with Thor’s Hammer. Steve Rogers with a Nova helmet, Tony Stark with… armor so thick it doesn’t move around very well. Some of these ideas were better than others.
  • The new cosmic Avengers from Hickman’s recent 3-year run are in the set, but for the most part their dials underwhelmed me. AVAS041A Starbrand, AVAS043 Abyss, AVAS054 Nightmask, AVAS056 Ex Nihilo, and AVAS036 Captain Universe all have great looking sculpts to go with dials that are so underpowered they will never be played at any real tournament. I mean, obviously not every figure is going to be a tournament piece, but c’mon. “Ooo, watch out! My 190 point Ex Nihilo is going to grow grass around your Ragnarok! It will be angry grass!” Sigh…
  • Not only were the new Cosmic Avengers underpowered for their cost, they were underpowered compared to what they do in the comics. For example, in the comics, Star Brand knocked the Hulk into orbit and almost beat the rest of the Avengers roster combined (including Thor and Hyperion) by himself. In HeroClix Wiz Kids decided that amount of power translated into having a 10 attack and… 3 damage. 3 damage? Really WizKids? Really?

Top Five HONORABLE MENTIONS:

Hulk Last Titan

5. AVAS064E Hulk – He is the best No-Tactics 300 point one-man army in Modern Age. Rivaled possibly only by… himself (AAOU008 Hulk). While I think he would lose against his movie version one-on-one, I think the Hulk in Avengers Assemble would do better in a tournament for two very important reasons. First, his powers can’t be countered. Secondly, his Stop Click can’t be ignored by Pulse Wave. Add to that his Movement Special Power that lets you Charge 10 squares up a mountain while carrying an ultra heavy object, and this Hulk is really good at what every Hulk should be good at… Smashing!

Echo_as_Ronin

4. AVAS010 Echo I love figures with Super Senses and Shape Change. I tend to use those figures to tie up my opponent’s big hitter because no matter its Attack Value, those defenses will always be just as effective.

So I love that Echo has has Super Senses and Traited Combat Reflexes and that in addition to those two powers she can copy a power, like, say, Shape Change, from someone on your team or even an opposing figure. Sure she can copy any Attack or Damage power (even Telekinesis, which is weird for that character), but copying Shape Change gives her a third defensive ability which is just awesome for a character under 100 points. Plus, unlike another recent, cheap defensive powerhouse (JLTW034 Element Woman), she actually has a decent offense. 11 attack (with her own Perplex) and Blades/Claws/Fangs.

I’ll take that all day. Her downside is her lack of Willpower and the fact that while she has Stealth, she doesn’t ignore Hindering Terrain on movement. Both issues can generally be solved by a good taxi. In a No-Tactics environment she’d do well with Chase AVAS065 Black Widow.

Avengers Age of Ultron Captain America

3. FFCA006R Captain America Whenever I see a character cost 50 points, I know my writing partner Hypefox tends to pay attention. How he missed this guy I’ll never know. Didn’t he remember my Trinity War Top Ten Article where he said we’d be including Fast Forces figures in our Top Ten Lists from now on

[EDITOR’S NOTE: Absolutely! But I decided not to use any Fast Forces: Classic Avengers pieces BECAUSE THEY’RE ASSOCIATED WITH AGE OF ULTRON, NOT AVENGERS ASSEMBLE!!]

Uh… what?

[EDITOR’S NOTE: Look at the set symbol for any Avengers Assemble piece.]

Um, okay. It’s a slanty “Avengers-A.”

[EDITOR’S NOTE: Now look at the set symbol for any Age of Ultron SLOP piece.]

It’s Ultron’s face.

[EDITOR’S NOTE: And as we all know, all of the Fast Forces pieces feature the Fast Forces symbols–which looks kind of like a blocky, italicized “6,” plus a smaller version of the set that it’s supplementing.]

Oh crap. So, since the Classic Avengers feature the Fast Forces symbol with an Ultron head in the middle…

[EDITOR’S NOTE: They would be considered a supplement to Age of Ultron, not Avengers Assemble. Which is probably why the Age of Ultron Wave 1 Instructions allowed the use of the Hank Pym ID card from the Classic Avengers pack.]

Hmmm… it’s just…

[EDITOR’S NOTE: Yeah, I know. You’re kind of pot-committed at this point, so you might as well just go with it.]

<Ahem> So, there isn’t too much to say about this version of Cap that isn’t obvious. His special power will let another Avenger move 4 or 5 squares without that figure taking an action and that can just be huge. But the real interesting thing about this guy is that he can do that from any distance. You can leave him in the (relative) safety of your starting area and he is just as effective. If you do want to bring him into battle, for 50 points his Precision Strike will give him a chance to hurt characters well above his point cost.

Black Widow AVAS

2. AVAS001 Black WidowI love figures with Super Senses and Shape Change–did I mention that before? And Natasha’s Shape Change is especially good. It’s Traited so it can’t be Outwitted and if you hit make the roll then she can’t be attacked for the rest of the turn. She could have 5 other figures around her and they will just have to sit and stare at her. Making that roll a few turns in a row could be back breaking to your opponent in terms of lost actions.

Her Damage Value is low for a Primary Attacker, but she makes a great Secondary Attacker on any team. Willpower, Stealth, Improved Movement, Perplex, Precision Strike… everything else you would want besides a high Damage Value. If you can compensate for that, then she will do quite well.

1. AVAS037 Manifold  He is the #1 best way to Carry around groups of Avengers, S.H.I.E.L.D or Hydra keyworded figures. Only a lack of willpower kept him out of my Top Ten. For more on this figure, see this article.

Top Ten Figures of the Set:

Red Wolf AVAS

10. AVAS051 Red WolfWho is this guy? I have to say, I’ve read a lot of comics and I’ve never even heard of him. He has conditional willpower and good defense to go along with both Super Senses and Combat Reflexes. Which is okay as it is.

But then I looked at his offense. In the right circumstances, this guy can deal more close combat damage than any Wolverine I’ve ever seen in HeroClix. Is that a wooden spear he’s holding, or a light saber? He can Flurry for two shots at 3 damage. Then he can drop his pet, Lobo, who can attack with Blades/Claws/Fangs. That’s up to 12 damage without a critical hit or even using his Super Strength… and he’s only 80 points! Did this guy beat up Odin in the comics and I just missed reading that issue?

Avengers Age of Ultron Iron Man

9. AVAS050E Iron Man – Even in today’s game, 18 defense with Defend in nothing to sneeze at. It was good when they released CT043 Invisible Girl and it’s still good now. Add to that fact that any adjacent Avenger also gets Defend and you’ve got two ways to exploit Iron Man’s Trait. He could Carry around pieces with Combat Reflexes or Energy Shield/Deflection–AVAS049E Captain America is a great example of that. Or, he Carry Avengers that have the Tiny combat symbol and have a Defense Value higher than 18 like FFCA002R Wasp.

Beyond his Defend tricks, this Iron Man also packs 4 damage, Hypersonic Speed, Indomitable, Invincible, and Ranged Combat Expert. He could fly in to punch an opposing figure and land one square away while dropping a figure like AVAS010 Echo to tie up the figure he just smashed. Then, the following turn, he can follow up with an Ranged Combat Expert attack for big damage. Always use your Hypersonic Speed to strike and then leave him behind the rest of your team. He doesn’t take a hit very well at the 125 point level.

Something else that lead to his high placement on this list is that at his 125 point level he makes a great ID card call in figure–especially at the end of his dial.

Charles_Barton_(Earth-616)_0001

8. AVAS048 Trick Shot – Compare him to DP036 Bullseye and I think he’ll compare favorably. We all remember how good Bullseye was when the Deadpool set came out. Trick Shot is 6 points cheaper and has much better defensive powers. Instead of Bullseye’s Probability Control, Barney Barton gets Stealth and Shape Change, which means he ends a lot of strikebacks before they begin.

[EDITOR’S NOTE: I’m not sure if “strikebacks” is a word, but I like it.]

But, even better then comparing the two, play them together–they share two named keywords (Dark Avengers and Thunderbolts, the latter of which opens up all kinds of possibilities). Any opposing figure will be full of holes before they even know what’s happening.

3082549-black+swan+from+new+avengers+v3+6

7AVAS045 Black Swan – Probably the coolest new character to be introduced in the last few years. She has also been given one of the coolest dials in her point range.

Her opening movement power states, “HURRY TO EACH THREATENED WORLD: Black Swan can use Phasing/Teleport. When she does, after actions resolve she can make a close combat attack as a free action.” This means she can move up to 10 squares through buildings, mountains, water, or whatever else is in your way and still make an attack by dropping an ultra heavy on someone’s head for 7 damage! When she gets targeted by opposing teams she has Invincible, which eventually turns into Impervious. And remember, her powers can’t be countered thanks to her Power Cosmic Team Ability.

However, the power that has everyone excited about her is “YOU HAVE FAILED TO STOP THE INCURSION: Unless this click is revealed due to taking damage from an opposing character, immediately deal Black Swan 1 unavoidable damage. At the beginning of your turn, if Black Swan is the only character on your force, KO all opposing characters. This power can’t be ignored.” As of yet, no one has thought of a way to get around the formidable restriction on that power and activate it on a less random basis, but people are working on it.

In the mean time, I like to think of it a nice bonus on an already efficient figure. 

Thor_Odinson_(Ragnarok)_(Earth-12131)

6. AVAS053B Ragnarok – Marvel’s Thor/Terminator combo character. For 200 points you get a ranged Primary Attacker with all of the attributes you’d want. 12 attack, 5 damage, Indomitable, Impervious, Shape Change and Running Shot. You get great stats and great powers for a bargain price. Being Outwittable is really his only true weakness.

This best part of his dial isn’t even anything I’ve mentioned above, It’s his keywords. Specifically the “Robot” keyword. They got a huge boost this set (more on that later). Ragnarok may the best character in Modern with that keyword.

Which means you’re going to be seeing him a lot.

new-avengers-27

5. AVAS052 Ronin – This spot on my list was going to be either Ronin or AVAS066 Goliath. I ended up going with Ronin. Here’s why. If either figure needs to make a ranged combat attack, they both will likely turn into AAOU009 Hawkeye. So that’s even, or even a little slanted to Goliath due to the heal when replacing to Hawkeye.

[EDITOR’S NOTE: A “little slanted?!” That’s up to a 3-Click heal!!]

But, If Ronin or Goliath were to be in a close combat battle then I would rather have Ronin (or even Echo), hands down. Another thing to keep in mind is that compared to the Stealthy Ronin, Goliath is a Giant-symbol-ed target when moving across the board.

Ronin brings to the table Charge, Blades/Claws/Fangs and either Exploit Weakness or Flurry depending on what the situation demands. That’s some high powered offense for only 109 points. Later in the dial Ronin also has some nice Outwit. Also, until set retirement later this year he can change into Blade from Amazing Spider-Man and use Regeneration if he has taken too much damage. That’s another option Goliath doesn’t have.

[EDITOR’S NOTE: Okay, that’s a good point.]

Rick Jones

4. AVAS067 Rick Jones – This spot on my list was going to be either Rick Jones or AVAS047 Master Pandemonium. Even though Master Pandemonium was the king of sealed at my local venue, I went with Rick Jones due to his much lower point cost and the fact that Rick doesn’t have to use a power action to resummon his Bystander Tokens when they are destroyed.

What Rick Jones brings to the table for 75 points is 10 range and three bolts (wow!) with Telekinesis, Psychic Blast, Mind Control, Perplex, a 19 Defense from ranged attacks, an 11 Attack Value and a never ending stream of his own personal tie up Bystander Tokens.

If that’s not enough to impress you, he’s a got a unique Trait that states: “GALACTIC BURST OF IMMOBILIZING LIGHT: Once per game, when Rick Jones isn’t on his first click, give Rick Jones a double power action when he is adjacent to an opposing character. Give all opposing characters on the map an action token. For each opposing character you can’t give a token, deal that character 1 unavoidable damage.”

Loki AVAS

3. AVAS046R Loki – 120 points of Asgardian support figure with no Willpower or damage reducers or move-and-attack and a starting damage of two? Why do I like him again?

Because he is awesome. To be more specific, he’s the best defensive character in this set, and sometimes, the best offense is a good defense–especially if that defense makes your opponent waste turns.

His Trait reads, “MASTER OF ILLUSIONS AND TRICKERY: Loki can use Shape Change and succeeds on a result of 4-6. When an opposing character targets Loki with Outwit or Perplex, he can use Shape Change as if he were targeted with an attack. When Loki makes a successful Shape Change roll, he can’t be targeted for the remainder of the turn.” So Loki is just waiting for an excuse to shut down your opponent’s attacks against him this turn. You could try to Outwit his Super Senses or Perplex down his defense, but you’d be stupid to do so. That Perplex or Outwit might shut down your attack before you even declare one!

Offensively his damage is low, but you probably won’t be making many standard attacks. His Mind Control Special Power reads, “TO TRICK MY BROTHER…AND HIS FRIENDS: Loki can use Mind Control. When he does, he isn’t dealt damage from it and, if he targets only a single character, modify Loki’s attack value by +2 and he may target a character that can use Battle Fury.” He has double targets, 8 range, 13 attack (with the bonus) and he can use that to Mind Control pretty much any piece(s) in the game–2 at a time–without taking feedback damage for it! When your opponent only has one piece left on his team, then you can feel free to go and Poison him.

If you are looking for ideas for teams I have two suggestions:

"Stop trying to hit me AND HIT ME!"

“Stop trying to hit me AND HIT ME!”

Team Name: “Try to Hit Me… If You Can.”

Theme: Asgardian

Roster:

AVAS046R Loki120 Points

(w/ ATA055 Asgardian) — 5

IIM103 Absorbing Man153

(w/ ATA055 Asgardian) — 5

=283

Which means you have 17 Points left to add in whatever Bystander tokens or Resource pieces you want. Hammers would be fun. But the funnest part of this Build is watching your opponent’s attacks do absolutely nothing turn after turn.

Or…

"AAUGH!! Not the Blue Battery again!"

“AAUGH!! Not the Blue Battery again!”

You can work him into the old Blue Battery team with Superior Spider-Man (you’d be taking out Captain Marvel and some Constructs). Give Superior Spidey the Decoy and Loki the Net and just have fun with your opponent finally hitting only to have the Blue Emotional Spectrum Power take it away again. I call it my “Charlie Brown and Lucy Kicking the Football” team. Feel free to call your opponent a “Blockhead”. Click here to see more info about using Superior Spider-Man and the blue battery.

Juston Seyfert AVAS

2AVAS020 Juston Seyfert – Okay, so, everyone remembers GG026 Mole Man and what he did for monsters. Well he and his three similar friends DP043 Black Talon, GOTG003 Mantis, and IIM015 Tony Stark all share a similar power. They can all Mind Control certain types of friendly figures and, if they make the Mind Control roll, assign that figure one action.

When WizKids made Juston Seyfert, they made him similar to those other guys except THERE IS NO ROLL REQUIRED AND ZERO CHANCE OF FAILURE!! And the cost to activate–a Power Action for Juston or a Close or Ranged Combat Action for the others–is exactly the same!! That alone makes him better than all of those other guys I mentioned.

At 40 points he is also cheaper, too! Then, just to add insult to injury, they let Justin give any Robot a full move AND a close or ranged combat attack all with one action. That is two actions instead of the one that everyone else ever made like him before gets. That’s not power creep, that’s a power leap!

If you want team ideas go to the HCrealms units section and get a list of every robot in Modern with a point value between 140 and 260. They are now suddenly all tournament viable. All of them. You don’t even have to try and pick a good one. Honestly, sometimes it’s funner if you pick a crappy one–it stings your opponent more when you win.

Wtf?! How in God’s name did I lose to a team featuring Ladytron and Computo?!”

Expect to see Juston on Top 8 army lists until he is retired.

3D Man AVAS

1AVAS013B 3-D Man – For 90 points you get a Hypersonic piece with 9 movement, 11 Attack, 18 Defense, and 3 Damage. Those are pretty good stats for that point level. He’s missing Willpower, but what he does have is the game’s first Perplex that can be used three times! Even the ASMS102 Dr. Octopus Arms Relic only lets you use Perplex twice! The drawback is that he can only target himself and that Outwit ruins his day. The good news is that with his 9 Movement, often times he can strike before your opponent can get within Outwit range.

This gives him some incredible utility. For example, you can increase your Damage by one and Movement by 2 and then suddenly you’ll have a near carbon copy of the 110 point FL037B Dark Flash Prime! Or you could add +1 to Damage and +2 to Attack and land a massive 13 attack 4 damage Hypersonic blow. Or you can do what I would likely do all game and just Perplex his defense to 21… every… single… turn! That’s a 90 point character that can get to a the highest Defense Value that has ever been printed on any HeroClix figure ever. The Spectre, Galactus, and Dr. Manhatten all seem like great company to be in for a 90 point character!

However he uses his Perplex, he is still a great scout for the other 210 points of your team. His trait reads, “SEE A PERSON’S TRUE FORM AND INTENT: Opposing Characters within 6 squares and line of fire can’t use Shape Change or Stealth. Friendly characters within line of fire may modify their defense values by +2 when targeted by Mind Control.” That means that as long as he’s around your whole team will be ignoring opposing Shape Change and Stealth. That would absolutely wreck the defense for a ton of different characters and it’s not even an action, he just has to be standing near the opposing team, just nodding and saying “What’s up?”

Everything I’ve listed above is still not enough to make him my number one figure in the set. What makes him the top figure is that he is also the best ID Card character to call in that is under 100 points. When you summon him for a turn, any figure within 6 spaces of him has their Shape Change and Stealth spoiled by his Trait. Then you get to do a giant 13 attack value 4 damage Hypersonic hit. And after all that any friendly figure next to him when the dust settles gets the Triathlon inspiration which states, “Modify speed value by +1. Modify attack value by +1 when making a close combat attack. Modify defense value by +1 against close combat attacks.”

That is a plethora of effects for a 5 point investment and that’s why he is the best figure in the Avengers Assembled set.

[EDITOR’S NOTE: Alright! We hope you enjoyed this counter look at Avengers Assemble! We’ll have an upcoming local game announcement here in the next couple days, followed by some new articles next week! Thanks for reading.]

Agree? Disagree? Sound off in the Comments section below!

Team Ideas – The Many Faces of Manifold

Avengers commuting to work.

This is how Avengers commute to work.

Idea

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

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

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

Wolverine Agent of Hydra

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

Team Name: The Hand’s Lawnmower Man

Keyword Theme: The Hand

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

Total = 300 Points

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

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

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

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

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

Two words about Hand Ninjas: Killing Machines.

Two words about Hand Ninjas: Killing Machines.

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

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

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

daisy johnson

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

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

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

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

Total = 300 Points

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

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

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

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

Portrait of an Avenger.

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

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

Sound off in the Comments below!

Team Ideas – Test Subjects… of Love!

Idea

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

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

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

Avengers Age of Ultron Baron Strucker

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

Team Name: Test Subjects… of Love!

Keyword Theme: Scientist

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

Total = 300 Points

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

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

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

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

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

He can:

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

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

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

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

Seinfeld Good Luck

Team Ideas – As Good As Gold

Idea

The_Flash_(2014_TV_series)_logo

Peyton List

Peyton List (not the girl from Jessie) plays Golden Glider on the CW’s Flash. I’ll understand if you don’t read the rest of this article and just start searching for more about her on the internet. I can sympathize because I’ve been writing this caption for four hours.

Despite my excellent recommendation in my Flash Top 10, neither I nor Hypefox (my mostly evil almost-twin) have had a chance to try FL025 Golden Glider. Well, this past Wednesday at a constructed tournament at our local venue, Hypefox faced one and all he could talk about afterwards was how she made much of the board impassable to his team. That got me thinking about fun ways to use this piece. (Note: Singing songs from the movie Frozen is completely acceptable while playing Golden Glider. It’s a rule buried deep in the Official Rulebook Appendix under the “Acceptable Singing” section.)

space invaders

Team Name: Space Invaders

Keyword Theme: None

Roster: FL025 Golden Glider, IIM038 Iron Man, IIM038 Iron Man, WOLR302 Red Lantern Ring, WOLR102 Power Battery (Red Lantern Corps), WOLR202.03 Mallet (Red), WOLR202.12 Spotlight (Red)

Total = 300 Points

How it Works: IIM038 Iron Man is completely untouchable at range as long as he’s in Hindering Terrain (or next to Blocking). And two of  IIM038 Iron Man is even better than one. Why? In all of Modern Age, he only has to worry about: DP102 Bill, Agent of A.I.M., GOTG044 Shriek, and 023 Yondu.  Each of the Iron Men will be packing a Red Construct that they like to keep handy for close encounters. FL025 Golden Glider is the best Hindering Terrain producer this side of WOL053 Swamp Thing, but at roughly 1/3 of the price.  Her power is “FROZEN TRAIL: After Golden Glider moves and actions resolve, place up to 6 hindering terrain markers in squares she moved through. When a character occupying or adjacent to one of these markers attempts to move, it must attempt to break away as if the marker was a character that can use Plasticity and is friendly to Golden Glider.” That means her Hindering Terrain markers are really only passable by her own team. Because if the other team comes to you, you can break away and it will likely be the last time the opponent can move that character this game. Of course you could also stay right where you are and let Penetrating Poison do the work for you.

Because of the complete lack of Willpower on this team and the fact that Golden Glider can only create 6 Hindering Terrain tokens a turn this team will be making a slow, ominous advance up the board not unlike the video game Space Invaders. Advance 3 squares, rest, advance 3 squares, rest and repeat. Unlike Space Invaders, your opponent will not be firing at your approaching army. More than likely no attack will be possible. Just make sure to keep Golden Glider behind the Iron Men so that she is protected as well.  If your opponent keeps running from you, don’t worry you will catch up eventually. As you continue to move Golden Glider the opponent’s available space to run will just keep getting smaller and smaller as the game goes on.

 

We're back!

It’s Sequel Time!

Team Name: Revenge of the Nerfed 2.0

Keyword Theme: None

Roster: FL025 Golden Glider, GOTG047BR Thanosi, IIM051 Iron Pharaoh (1500 BC), WOLR104 Power Battery (Indigo Tribe), WOLR304 Indigo Tribe Ring, WOLR204.05 Crossbow (Indigo), WOLR204.01 Net (Indigo), WOLR204.06 Decoy (Indigo)

Total = 300 Points

How it Works: Wait, IIM051 Iron Pharaoh is on this team? Wasn’t he nerfed? Yes he was, but just like with WXM010 Shatterstar, that only makes me more determined. It’s true that after the nerf Iron Pharoah’s Falcon now has trouble catching up to a figure on its own. The new Trait reads, “GOLDEN FALCON, SOARING:When Iron Pharaoh is first placed on the map, place a Falcon special terrain marker in an adjacent square. The Falcon marker moves as if it is a character with the Flight ability. Give Iron Pharaoh a free action to either move this marker up to 3 squares or until the end of the turn, Iron Pharaoh can draw lines of fire and count range (up to 3 squares) from the Falcon marker using Improved Targeting: Ignores Hindering Terrain, Ignores Elevated Terrain, Ignores Outdoor Blocking Terrain, Ignores Characters.” That’s a pretty big nerf (and you can certainly question whether Iron Pharaoh even needed to be nerfed to begin with), but–after copious amounts of testing in my lab–I’ve discovered that Iron Pharaoh’s Falcon will have no problem catching up to the opposing team if they aren’t moving around too much, which would render WizKids’s nerf… moot.

That’s where FL025 Golden Glider and GOTG047BR Thanosi help out. Golden Glider makes Hindering Terrain tokens and Thanosi turns any Hindering Terrain into a veritable wall, but only for the opposing team. His trait reads “BUILT TO TEST MY FOES: KA-ZAR: Opposing characters within range can’t ignore terrain for movement purposes.” That means that if they try to cross Golden Glider’s Hindering Terrain they stop dead and because her Hindering Terrain also acts like “a character that can use Plasticity and is friendly to Golden Glider“, that’s about the worst thing an opponent can do to themselves. All Thanosi has to do is be within his Range of 8 and any Hindering Terrain will stop any move action dead. Telekinesis and a placement power like Shatterstar has are the only ways to get through.

This Build features team members that are generally fairly hardy, so if your opponent wants to TK one character at a time close to you, then that should work out to your advantage. Especially considering that at least part of the opponent’s team will be stuck outside of the fight and because of the Indigo Constructs, everyone on your team has Support. Your opponent can’t even try to shoot you through the Hindering Terrain because of the Indigo Power Battery. It’s Emotional Spectrum Power doesn’t let an opponent hit you from range unless they are within four squares. If you’ve done everything right, they should be stuck in hindering much farther away then that.

The Decoy should be assigned to Golden Glider to keep her safe. The Net is even more effective then normal when assigned to Thanosi, and Iron Pharaoh should get the Crossbow to make sure that the Falcon is super effective.

This team is probably the more evil of the two; either way, have fun trying them out. I know I will!

This Ain’t your Father’s SuperFriends! (Or a Top Ten Set Review for Justice League Trinity War!!)

I’ve heard that this is pretty much what the Burning Man Festival looks like.

Some General Notes About the Set:

  • The Trinity for whom the set was named (Batman, Superman, Wonder Woman) each fielded their most powerful Clix versions ever. For as many times as those three characters have been made, that’s pretty impressive. [EDITOR’S NOTE: I dunno... the Justice League Strategy Game versions of the Trinity are pretty damn good too. That’s a close race. For example, JL:TW Batman can pick any standard Attack or Damage power with his Special Attack Power. JLSG Batman already can just USE almost every dang Standard Power in the game with his Special Attack Power. That’s Energy Explosion, Sidestep, Smoke Cloud, Regeneration and Improved Targeting: Ignores Hindering Terrain. Oh, and he Ignores character when he Sidesteps. And he can go on the JL Team Base. And so on. The point is, both versions of the Trinity are fantastic.]
  • For as impressive as the Trinity were, their counter parts in the CSA were unimpressive. Ultraman is good, Superwoman is ok, and Owlman is just plain “not great”. That all changes in the Fast Forces however, where each of these characters was Clix’d much, much better.
  • This set featured several characters who come with ways of avoiding Outwit without needing the Quintessence TA. These pieces are: Ultraman, The Outsider (Prime), Lex Luthor, Black Adam, and Despero. [EDITOR’S NOTE: What’s The Grid, chopped liver? Granted, his power is situational depending on your opponent, but still!] I love this trend and they need to keep it going. With the amount of Outwit floating around in Modern right now I was starting to think characters with Impervious weren’t really worth playing. If a Defense Power is just going to get Outwitted anyway then you might as well have a cheaper one. These characters and future characters will hopefully start letting us play big point Impervious characters competitively again.
  • Keywords are starting to really matter. [EDITOR’S NOTE: Especially with the Entity keyword nerf!] There are a number of figures in this set that grant benefits to characters with the same keyword, more than I remember in any recent sets. John Constantine grants Stealth to Justice league Dark, Green Lantern gives the Justice League of America Sharpshooter, and Killer Frost protects Secret Society of Super Villain members from Steal Energy. There are many more. This is a nice bonus for a guy like me that usually plays keyword teams.
  • During our local sealed event for this set release a bunch of us had to look up what the CSA team ability did because we all remembered playing it, but it had been so long no one remembered what it actually did. Congrats to Wizkids for making something old fun and new again.
  • The CSA will be a lot better in a Tactics environment than a No Tactics format. Having a bunch of 3 point bystanders to put tokens on for their TA really helps ramp up their power level.
  • For the first time ever there is an Ultra Chase (Prime Chase?!) and you don’t need to own it to play competitively. JLTW069 White Rabbit is an interesting and effective piece, but I doubt she will be on any of the top teams at Nationals this year. Before it was revealed I was worried that the piece would be so uber that people wouldn’t be able to field a tournament competitive team without one. It would make amateurs like myself feel like we are no longer able to compete. When I get a feeling like that I tend to move on to other games. Bravo to Wizkids for making a cool figure, but not a Meta defining figure.
  • The Prime selections in this set weren’t great compared to the last three or four sets. Dr. Light is decent, but not overpowered. The Outsider was just okay (although, like I said, I like the Outwit protection). Freddy Freeman is actually pretty good. Nick Necro I am just not sold on – time will tell. However, the main /fail with the Primes in this set is that none of them were John Constantine with the power of Shazam. That happened in the comics (briefly) and had that figure been made it would likely have been my favorite in this whole set.
What wasn't this a prime?

Why wasn’t this a Prime? Or an Ultra-Chase? Actually, if this was an Ultra-Chase, folks would riot.

 

5 HONORABLE MENTIONS:

 

[EDITOR’S NOTE: For the first time, we are including pieces from the relevant Fast Forces pack as being officially “part” of the set, and thus eligible for inclusion on this Top Ten list. Too many good pieces were falling through the cracks of our coverage because of their distinction as “Fast Forces” figures. Starting today and going forward, we believe this change will remedy that.]

 

ocean_master 

5. JLTW029 Ocean MasterAtlantis Themed Teams are likely still not going to be vying for the top spots at Nationals this year, but because of this figure they are now much closer to being truly relevant. This is the best “Water Terrain-creating” figure ever produced. It will take him a 12 on his role at the start of the game to cover most maps entirely with water (only a 3% chance). However, on some maps the starting areas are in the corners and you can flood those starting at the side. Because maps are longer than they are wide if you can entirely flood a map from the side with an 8 or better on the tidal wave role. (42% chance).

The most likely scenario is that you role a 7 on the tidal wave role. In that case the first 14 rows of the board become water and the remaining 10 rows remain normal. For a lot of characters that’s all you’re going to need. Most characters gaining a bonus from water either just need to start there and can move out (TT015 Aquaman, ASM025 Manphibian, JLTW008 The Trench) or they can shoot from Water Terrain and hit enemies on dry land (JLTW028 Mera, FFLOD004 Black Manta, FI022 Nerkkod). That gives you a lot of options building a team.

For added fun pair him with GOTG047BR Thanosi and both traits together will practically drown the opposing team. [EDITOR’S NOTE: Hmmm… this is dangerously close to being clever.]

Element Woman

4. JLTW034 Element WomanDefensively this may be the strongest character ever printed especially considering her point cost. Shape Change, Super Senses, and Impervious on her first clicks and then Impervious throughout. Because lets face it, you will be choosing Earth 95% of the time. Her lack of offense and Willpower is her downside. You could just use her as a really tough Barrier figure, but if your opponent is just ignoring her then I could see choosing Fire for a turn as a nice surprise. When she really comes into her own is with a Resource. A Hammer or a Green\Black construct could make her really ridiculous.

hawkman

3. JLTW038 Hawkman12 starting Attack is always a good way to get me to notice a figure right away. With dice like mine, high Attack figures are a necessity if I want to be competitive. His full movement Charge that also allows for a post attack Sidestep (although you still need to hit your break-away roll) to activate his Energy Shield/Deflection are really great together. His weakness is that he’s meant to be played more like a speedster than Superman. He doesn’t hit very hard unless he’s standing still, but you are going to want to keep him moving to use his Energy Shield/Deflection.

The Grid

2. JLTW042 The GridThe Grid is just really effective for his point cost. His Outwit\Improved Shape Change combo along with his TA should protect him well against anyone who is can be targeted by Outwit. You could run him up and let an opponent focus on him (and miss) before using his Running Shot/Pulse Wave to retaliate on the following turn. With Probability Control and Outwit he’s competent support as well as a great secondary attacker. Two great tastes in one!

Tim Hunter

1. JLTW055 Tim Hunter – When I pulled this guy at our Sealed tournament I realized two things. The first was that he is completely useless in Sealed. Completely. The second is that this may be my favorite character in the set to try and build a combo team around. Ever since then I’ve been working on ideas. WOL050AE Spectre (Red Lantern) lets him be Untargetable at range. FL045 Etrigan the Demon grants Invincible, Blades/Claws/Fangs, Charge, and Exploit Weakness. JLTW053A John Constantine grants Stealth, Outwit (OR Perplex), and double Probability Control! Again, for emphasis, teaming him with John Constantine gives your side FOUR PROBS a turn!!

I’ve also been pondering how to get him to his 4th click. I’ve thought about having him follow an IM3105 Extremis Mercenary into battle. I’ve also considered using FL063 Phantom Stranger to Mastermind exactly 3 Damage (Phantom Stranger can Mastermind any amount of damage). I think I’ve settled on the easiest method being a White Lantern Battery and letting your opponent do the Damage for you.

My next Team Build article will likely feature him soon.

 

My Top 10 Figures of the Set:

John Constantine

10. JLTW053A John Constantine – If you are running a Justice League Dark team, he is practically a must play. While playing JL Dark he grants Stealth to any adjacent JL Dark friendlies. We’ve only seen that a few times before with FFDP004 Red Hulk, JLTW051 Batman, and BM001 Batman. Beyond that He’s got mystics TA, his choice of Outwit or Perplex, and that neat Special Damage Power that grants Probability Control twice per turn. We’ve only seen someone able to use Probability Control more than once per turn with FL047 Zoom. That’s pretty good company to be in.

An older more mature version of Freddy Freeman.

9. JLTW037B Freddy Freeman – Extremely effective for his points. He’s maybe enough just by himself to make a certain keyword that has largely been unseen at competitive events for ages start showing up again. That keyword is Teen Titans. (Most people forget there was a DC 5 figure pack set between Batman and SLoSH). But the best part about this figure is his ability to effectively heal when hurt. That and yelling Shazam when using Pulse Wave is totally worth it.

Despero

8. JLTW059 DesperoDespero’s stats for his point cost don’t quite measure up to other figures in his point range. However it’s his Trait that makes him great. “PSYCHIC JUGGERNAUT: Despero can’t be the target of Incapacitate, Mind Control, Outwit, or Penetrating/Psychic Blast by characters of a lower point value.”  A giant 200 point character that is likely immune to Outwit and Psychic Blast can be really scary. Invincible and Impervious are really formidable if you can’t find a way to bypass them. At 235 points he also leaves enough room in a 300 point build for a good support piece.

Superman Invincible

7. Superman – For 250 points you get one of the toughest characters ever printed. One click of Invincible, seven clicks of Impervious, and two of Super Senses. 12 Attack, 19 Defense, and 5 Damage to start, plus Hypersonic Speed and Super Strength. He’s also a pseudo support figure with his Leadership Special and the ability to grant his TA to anyone in the Justice League. This is the Superman we’ve always wanted. His weakness is that he’s a 250 point character with absolutely no Outwit protection. Or should I say no protection other than breaking an Ultra Heavy object over an Outwitter’s head for 8 damage using Hypersonic speed. That happened to me in sealed and it turned out that it was all the Outwit protection Superman needed.

power ring

6. JLTW044 Power RingThis is my sneaky pick for the most overlooked character in the set that will be showing up in the Meta later. When you look at him you might think that he’s not a very good attacker for 70 points… and you’d be right. However this guy is really a support piece. Don’t think of him like a 70 point attacker, think of him as a better version of FFDP006R Mercy or WOL007 Blue Lantern Recruit (with a little bit of DP048 Blink and FFFL003 Mirror Master thrown in for good measure) and you’ll start to get the picture of how you can use him most effectively…

martian manhunter

5. Martian Manhunter – At 300 points he can’t stop you from Outwitting his powers – if you can see him at all. Better hope your character with Outwit can see through Stealth. Otherwise it’s going to be a really long game. I faced this guy in sealed with Superwoman and Sea King. After a few turns of him beating on me he decided to just go toe to toe with me to save time. I did get lucky and hit him once, but the game was never in doubt.

Think of it this way – when you target him you need to get past Stealth and he has Hypersonic Speed so close combat attacks are hard to line up. Then 1/3 of the time Shape Change stops your attack. Then you have to try to hit a 19. Even with a 12 attack that’s a 42% miss chance. Then he uses Probability Control and you have to hit that 19 again. Finally, if you get past all of those obstacles then he STILL has a 1 in 3 chance of making you miss with Super Senses. It’s been too long since I took any kind of college math for me to add that all up, but I’d say the chances of the average figure doing damage to him is extremely low.

Owlman

4. FFJLTW002 Owlman (Fast Forces) – Fast Forces FFJLTW001 Ultraman, FFJLTW003 Superwoman, and FFJLTW006 Deathstorm are all very good figures, but this easily the best of the Fast Forces CSA bunch. His dial is top notch. INTO THE SHADOWS is pretty effective on the right map and ALL CRIME PROFITS ME IN THE END grants him Mastermind. I love Mastermind on figures that I actually want to keep healthy, and I don’t like it on figures like FL034 Amanda Waller or SLOSH050 Toyman. I’m not sure which dial (Point level) I like best, but his 100 Point version makes a very effective support character with Probability Control, Empower, Enhancement, and Outwit.

Just like JLTW055 Tim Hunter, this guy brings a lot of good ideas to mind for fun team building. I’ve finally found a good way to play a lot of my favorite characters from the Batman Arkham Orgins set. Or, he can be the head of a Gotham City Police team like DKR100 Batman used to do. He can even combine everything into one team like TDW015 Duhg. Do WXM023B Cerise and BMAO021 Bane make good team mates on a Gotham City Underworld team? You can find out. My Recommendation is to try FFJLTW002E Owlman, FL046E Harley Quinn, and JLTW051 Batman. That Gotham Underworld Themed Team can pump Batman up to 6 Damage with a 12 Attack and have one or two uses of Probability Control in case Batman does miss.

Sinestro

3. JLTW049 SinestroIf you field a team with JLTW049 Sinestro on it then any character you face with the Quintessence team ability is at an incredible disadvantage. Even without that coming into play, Sinestro is well worth his points. He starts with Running Shot and Pulse Wave which is great on offense. But his best power may be his Special Damage Power which reads “FEAR THE SINESTRO CORP: Sinestro can use Perplex, but only to decrease combat values. Until your next turn, a character targeted by this Perplex can’t target Sinestro unless the targeted character or Sinestro are the only characters on their force on the map.” That means you can keep your opponent’s best figure from targeting Sinestro until you’ve wiped out the rest of his team. As an added bonus he has Injustice League, Legion of Doom, Ruler, and Sinestro Corps keywords so there are tons of good characters that share a keyword with him. And the Parallax Entity can make any character over 25 points share a keyword with Sinestro.

For added fun play him with JLTW033E Lex Luthor. Whomever you target with Perplex will literally just have to sit there while Sinestro tears their team apart.

Gold Swimming Pool

Technically this is Wiz Kids profits from selling HeroClix as opposed to Greed the character, but you get the idea.

2. JLTW065 GreedHypeFox has been talking up this guy ever since the set came out. [EDITOR’S NOTE: Actually, I’ve been talking him up since he showed up on the Units page a couple of days before JL: TW was even released. So there!] He has the two best TAs in the game and one of the coolest Mind Control powers I’ve ever seen  (Try to Mind Control someone with Running Shot so they can take a shot and end their movement next to you!) But the real reason that he is the best of the 7 deadly sins is that similar to SLOSH047B Black Witch he can provide Relics for your team in a No Resource environment and he’s half the cost of SLOSH047B Black Witch. I’d recommend AVXS103 Fragment – Colossus (for Poison, Flight, and Invulnerability), JLTWR101A Envy (for Sidestep, Energy Shield/Deflection, and Attack Value replacement), or FIS102 Mokk’s Hammer (for Running Shot, Plasticity, and +2 attack), or FIS107 Angrir’s Hammer (for Steal Energy, Toughness, Regeneration, and +2 attack). Additionally, he provides the JLTWS104 Greed relic to someone else on your team and you can still play a Resource! That brings him up to a total of 83 points and even considering his short dial, you’re still getting an incredible deal.

I'm not even in this set, but I'm still in this article. Why? Because... I'm Batman!!!

I’m the best figure ever. Why? Because… I’m Batman!!!

1. JLTW051 BatmanThis is the best version of Batman ever created. Considering how many good version of Batman there are, that’s really saying something. He is the only character I am aware of that can have all the best support powers at once without outside help (Outwit, Perplex, Probability Control, and Telekenesis). At 150 points he’s a competent primary attacker with support capabilities and at 85 points he’s the best support character ever printed. During close combat situations he can choose Pulse Wave and Shape Change or Blades and Exploit weakness if other characters are around. He can even throw in Steal Energy if necessary. In ranged combat he has Running Shot and he can choose Pulse Wave, Ranged Combat Expert, or Close Combat expert. Add to all that the fact that he can use support with a 12 printed attack and Probability Control which likely makes him the best healer ever in addition to everything else. He doesn’t give you quite an many options as FL060 Engineer or GOTG062 Super Skrull, but his already existing abilities and great stat values make him equal or exceed those characters. All of this together makes him the best character in the set.

 

Agree? Disagree? Sound off in the Comments section below!

Team Ideas – It’s Not Suicide to Play the Squad

Idea

Suicide Blonde

Opps… I’ll have to cancel the INXS reunion I planned. Apparently they have nothing to do with the Suicide Squad.

So during my Flash Review I pointed out that Amanda Waller was one of the worst pieces in the set. My reasoning was that even though she can add a nice figure to the Suicide Squad, there really weren’t many reasons to actually play the other figures in Suicide Squad. They were okay, but not great. Add to this the fact that Amanda is about 40 points of offense in a 60 point body and I was just not seeing a good way to use the Suicide Squad in Modern Age games.

However, I like a challenge. So I’ve created 3 teams that actually seem to work with the Suicide Squad in a Modern Age,  No-Tactics environment.

Fiddler

Be careful of the B-Sharp…

Team Name: Fiddler’s on the Roof!

Theme: Suicide Squad

Roster: FFFL001 Captain Cold FFFL003 Mirror Master FL012 Captain Boomerang FL029 Fiddler

Total = 299 Points

How it Works: I’ve gotten around that whole Amanda Waller not being that good problem by omitting her completely. Problem solved. Instead the leader of this team is the Fiddler. Fiddler has no defensive ability on his whole dial (not even Shape Change) and he’s still a great piece. What he has in his defense slot instead of a reducer is a Special called “SONIC FORCE BUBBLE: Fiddler can use Defend. Adjacent friendly Characters with a lower point value modify their defense values by +1.” What that means is that Captain Cold, Mirror Master, and Captain Boomerang will be sporting a 19 Defense in addition to the defensive abilities they already have. Plus Fiddler and Mirror Master both have Probability Control for added headaches for your opponent. With no defense himself and the ability to ignore other figures for targeting, Fiddler is at home hiding behind of your other figures. Make sure to remember that Fiddler ignores elevation. Have fun blasting an opponent straight through a mountain if the situation presents itself.

Cheetah

So she’s like not wearing any clothes. You guys see that too right?

Team Name: Crouching Cheetah, Hidden Boomerang

Theme: Suicide Squad

Roster: FFFL003 Mirror Master FL034 Amanda Waller FFFL002 Captain Boomerang SLOSH017B Cheetah

Total = 300 Points

How it Works: Cheetah’s movement power states “POUNCE MY PREY: Cheetah can use Leap/Climb. When Cheetah resolves a move action, you may give her a close combat action as a free action.” That means that she should be garnering the majority of opponent’s attention. Then maybe they won’t notice that FFFL002 Captain Boomerang packs triple target energy explosion on to a dial that only costs 75 points. That will be the last time your opponent ignores that character. Mirror Master is transportation and support. Waller is just sort of support, but you need her to make the team possible.

Black Mask

He has a vast fortune.. and Pliers!

Team Name: Black Puddin’

Theme: Suicide Squad

Roster: FL034 Amanda Waller FL046 Harley Quinn FFFL003 Mirror Master BMAO015 Black Mask

Total = 300 Points

How it Works: Unlike the other teams I’ve mentioned above Mirror Master and Amanda Waller are actually primary attackers on this quirky team. Once your team is within approximately 14 squares or less from the opposing team, give Black Mask a Power Action to use his Special Attack Power (VAST FORTUNE: Give Black Mask a power action and all adjacent friendly characters that have the Assassin keyword or share a keyword with him may immediately be given a move action as a free action.) Everyone moves up as a free action (make sure to carry Black Mask), uses the three available Outwits, and takes a ranged combat shot. If you make Mirror Master Harley’s Puddin’ then he can get up to 4 damage with her Petplex. If you can Outwit the opposing defense, that’s going to hurt.