The Most-Wanted Ghosts of Clix-Mas Future!! (Or,What We Want to See in 2016!!) (Or Or, The 3rd Night of Clix-Mas!!)

[EDITOR’S NOTE: We are unleashing the 12 Nights of Clix-Mas! Tonight is Night 3! If you missed The First Night of Clix-mas, you can catch up right here! Night 2 is here.]

Christmas Future

No, look even farther into your own timeline. Farther still. There? Do you see it? That speck floating on the horizon of a distant future? Yup! That’s the next time they’ll update the Heroclix PAC and rulebook!

Welcome to Night 3 of the 12 Nights of Clix-Mas!!

Tonight I’m gonna take a look at which sets we know are coming in the first half of 2016 and what I hope we’ll get when they arrive!

FEBRUARY 2016:

Worlds Finest

World’s Finest:

–We already know we’re getting in the Lex Luthor/Joker Duo Figure a cooler piece than anything I could have suggested. Having said that, I have to say I’m not overly excited for the known Sub-Themes: Metal Men, Doom Patrol and, uh, magical characters.

I know there are a few Metal Men fans out there, but those characters don’t really move the needle much for me. If we’re getting New 52 Doom Patrol (which we almost have to assume we are, right?), those will be more figs I don’t have to collect. And we pretty much got every DC magic-user I’d ever want in Trinity War. Zatanna and John Constantine are great characters, but I doubt WizKids will think they’re popular enough to warrant inclusion here so soon after their last appearances. That usually only happens for the main Justice League characters (really just the Trinity) and, like, Lex Luthor.

[EDITOR’S NOTE: Tell that to Bizarro and Felix Faust, who seem to be showing up in every DC set lately… ]

–I would have also wanted another Resource at some point in the upcoming year, and now we know we’ll be getting the Justice League Teleporter as a case incentive (not unlike the 2 Resources that debuted with Trinity War earlier this year) AND that it will utilize all the Justice League ID Cards that will come in this set.

Getting another Round Table-style Resource so soon after getting, y’know, the Round Table, is kind of odd; at the same time, you knew this was coming at some point, and I’ve actually found the ID Cards to be kind of fun.

–I really enjoyed the Super Rare Kingdom Come Flash update from Flash last year, and I’d love more updated Kingdom Come figures here. While we don’t know what the six Chases will be, I’d be surprised if they did a full KC Chase run.

Still, I’ve heard rumors of a possible Bat Sentry update, which would be welcome news. Perhaps WizKids could even give us just one KC piece a set, in the way that they’ve been trickling out Squadron Supreme Primes in every Marvel set for the last three years.

batman-v-superman-dawn-of-justice

Batman V. Superman: Dawn of Justice (Movie Tie-In Set):

–So we’re finally getting a DC Movie set with actual Chases and Target Exclusives and the whole nine yards? This actually has me pretty geeked!

–We actually know a good deal already about who will be in this set based upon what we know from the movie news that’s already leaked AND the roster list for the Starter Set! That roster includes:

Batman (sure). Superman (obviously). Wonder Woman (well, she was all over the trailer, so that’s to be expected). Lex Luthor (ditto). Mercy Graves (?! We knew she’d be in the movie, but we weren’t even sure if they’d be doing a version of her with powers.) Annnnd… Aquaman? Apparently Jason Momoa is in more of this movie than we thought.

–Bats, Supes and Wonder Woman should all have Common versions in the main set. Lex and Mercy could be Commons or Rares. I’m guessing Aquaman will be a Rare. Doomsday’s been spoiled now, so he could be a Rare or a Chase. I wouldn’t be surprised if we got a Bats/Supes Duo as a Chase as well. We shall see in… good Lord, in like two months, right? Man this is coming up quick!

MARCH 2016:

Turtles

Teenage Mutant Ninja Turtles (Set 1): 

–I’ve already gotten my big want for this set: that it would be Modern Age legal! Beyond that, I was always more a fan of the cartoons growing up, so as long as we get the Turtles, April, Shredder, Bebop and Rocksteady, I’ll be a pretty happy camper.

APRIL 2016: 

Civil War

Captain America: Civil War Movie Set: 

–My biggest want from this set would be a MCU Black Panther piece (I love the character, so I’m excited for his MCU debut), and since we know he’s in the Starter, we know he’ll also be in the set!

–Even more so than Dawn of Justice, this set has no shortage of figure possibilities. We know Cap, Iron Man, Black Panther, Black Widow, Hawkeye, War Machine, Scarlet Witch, Vision, Falcon and the Winter Soldier will all show up, and all (except maybe Vision?) are pretty safe bets to get at least one figure in the 18-figure main set. So if everyone we just mentioned gets a slot, that’s ten figures right there. We also know Ant-Man and Spider-Man will both show up, and General Thunderbolt Ross is back for the first time since The Incredible Hulk (and may or may not turn into Red Hulk–my money’s on “not,” but whatever).  Brock Rumlow is also back, this time as the villainous Crossbones, so he’s a good be to be Clix’d again, too.

–Having said all that, I think a MCU-debuting Spidey would make for an awesome Chase; I just don’t think we’ll get it. May not even get a Spidey at all (although I’d be pretty bummed if we didn’t get a Scott Lang Ant-Man as well, since Wizkids sat that movie out). I’m betting the Chases will be (yet another) Iron Man/War Machine and Captain America and the Winter Soldier Duo figs. Which I’d be fine with, but would seem like a lost opportunity to blow our minds with Spidey or Ant-Man.

MAY 2016:

Civil War comics

Civil War SLOP:

–Introducing Battle Royals into a SLOP event could either be really fun (if implemented correctly) or really muddled (if implemented incorrectly). The sculpts we’ve seen so far look cool, and I’m interested to see exactly how the Bounty Card system will work. Doesn’t seem like there will be any Chases, which I find a bit disappointing but I know others would prefer, and the set overall seems a bit small, so I’m very interested to see the roster for this release. And the Grand Prize, which still isn’t clear.

"Finally... the X-Men have come BACK... to HeeerrroooClix!"

Finally… the X-Men have come BACK… to HeeerrroooClix!

Uncanny X-Men:

–Wolverine and the X-Men and Deadpool were both so good, I don’t know what I want from this set!

–It would be great to get some of the classic characters in their iconic 80’s uniforms again, and Chases based on a classic event like “Fatal Attractions” would be great. But I think what EVERYONE seems to be asking for, and what WizKids seemed poise to deliver before the unofficial shutdown on the X-Men license, is an…

Stop teasing us, WizKids...

Stop teasing us, WizKids…

–Age of Apocalypse sub-theme! It’s one of the greatest Marvel storylines that has never been fully exploited in a Clix release.

MISC.:

–And of course we also know we’re getting more cool monthly prize kits featuring:

The Sinister Six; White Lanterns; Gamma Smash! (Red Hulk, She-Hulk & A-Bomb); The Brave & The Bold; Guardians of the Galaxy (Sweet!); and the Injustice League.

What will the last six months of 2016 look like? Well, that will require a lot more speculation… and another Night of Clix-Mas!

See ya tomorrow!

 

Upcoming Games: Clix TV!! (Or, The 2nd Night of Clix-Mas!!)

[EDITOR’S NOTE: We are unleashing the 12 Nights of Clix-Mas! Tonight is Night 2! If you missed The First Night of Clix-mas, you can catch up right here!]

Clix TV

Welcome to Night 2 of the 12 Nights of Clix-Mas!

Another quick local game announcement for SE Michigan Clix’ers…

On Wednesday, December 16th, at Comics & More in Madison Heights, we’ll be playing: Clix TV!

In honor of all the great comics-based TV, we will play a 300 Point, Golden Age game with a $5 Entry Fee.

Prizes will come from the “Arrowette” Monthly OP Kit, although…

IMPORTANT PRIZE NOTE: IF WE GET THE ABOMINABLE SNOWMAN KIT WIZKIDS HOLIDAY KIT IN TIME, WE WILL AWARD PRIZES FROM THAT INSTEAD!!

The Stipulations: Each character on your team must have appeared on a Network, Cable or Streaming LIVE ACTION Television show. Animated appearances don’t count, but the show does not have to currently be on.

As long as piece shares a real name OR a character name (ie, Clark Kent or Superman) with a character from a TV show, that piece is eligible.

Now, if you don’t watch a lot of TV but want some examples, you can build your team from Clix’d characters who have appeared on such shows as:

(DC)

Supergirl (2015: Notable characters include Supergirl, Jimmy Olsen, Hank Henshaw, Lucy Lane, General Lane, Red Tornado, etc.)

Flash (2014-Current: Flash, Firestorm, Jay Garrick, Vibe, Killer Frost, Zoom, Reverse Flash, Hawkman, Hawkgirl, Vandal Savage, Heat Wave, Captain Cold, Golden Glider, Girder, Jesse Quick, Captain Boomerang, Rainbow Raider, Gorilla Grodd, Weather Wizard, Dr. Light, etc.)

Arrow (2012-Current: Green Lantern, Black Canary, Arsenal, Mister Terrific, The Atom, John Constantine, Amanda Waller, Deadshot, Deathstroke, Merlyn, Huntress, Brother Blood, etc.)

Smallville (2001-2011: Clark Kent, Bizarro, Lex Luthor, General Zod, The Martian Manhunter, etc.)

And so on…

(Marvel)

Marvel’s Agents of S.H.I.E.L.D. (2013-Present: Phil Coulson, Melinda May, Agent Ward, Nick Fury, Lady Sif, Agent Fitz, Agent Simmons, Absorbing Man, Skye/Quake, John Garrett, Mockingbird, Deathlok, Victoria Hand, Major Glenn Talbot, Eric Koenig, Mister Hyde, Graviton, Blackout, Blizzard, etc.)

Marvel’s Agent Carter (2014-Present: Peggy Carter, Dum-Dum Dugan, Jarvis, etc.)

Daredevil (2015-Present: Daredevil, Kingpin, etc.)

Jessica Jones (2015-Present: Jessica Jones/Jewel, Luke Cage, The Purple Man, Hellcat, etc.)

You get the idea.

Clarifications:

Ninwashui and some others have brought up certain pieces to inquire whether they’re eligible.

To wit:

Zoom (Black Lantern): Eligible. Remember, the parenthetical information doesn’t actually count when determining whether certain game effects work or don’t work.

Batmobile: Eligible. Vehicles are still characters, so yes, the ol’ Adam West show qualifies the Batmobile.

Thor (any version): Eligible. A live action Thor appeared in The Incredible Hulk Returns, which, while technically a TV Movie, still premiered on network television and was, in fact, a continuation of the Incredible Hulk TV series starring Bill Bixby and Lou Ferrigno.

 

Okay! Hope to see you down at Comics & More for some good ol’ fashioned boob-tube mayhem!

And don’t forget to come back tomorrow night for another Night of Clix-Mas! We’ll be taking a closer look at what sets, intellectual properties and characters YOU want in the upcoming year!

(Actually, it’ll mostly be what I want in the upcoming year, seeing as I’m writing the article!)

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

DC Christmas

So, Christmas is sneaking up on us, and once again, Ninwashui and I are mixing our metaphors, flying high with our training wheels off and jumping into the deep end without a net.

Yup. We’re gonna try doing the whole “Twelve Nights of Clix-Mas” all over again this year. That means that one of us will post an article every day for twelve days straight, with the last one appearing on Christmas day.

This, of course, is assuming that our fingers don’t fall off as we keep typing for 12 straight days.

(To see how it all ended up, here’s the last entry from 2014. It contains links to every article we wrote during the first “Clix-Mas” last year.)

Some articles will be short little rants or observations; a few may be long continuations of some of our popular staple columns; many entries will fall somewhere in-between.

So we’ll see you right back here real soon for the 12 Nights of Clix-Mas!

God help us.

(Every one.)

Until then, Stay Safe, and Watch Where You Draw You lines of fire!

Wonder Woman and the Daily Planet Newsroom!! (Or, a Second Opinion on the Top Ten Figures in Superman/Wonder Woman!!)

"Oh, so you don't think there were enough Superman figures in SLoSH, eh?"

On dates Superman and Wonder Woman can often be seen making large craters in front of some of Metropolis’s finest restaurants.

Some General Notes About the Set:

Morpheus 2

NO ONE IS QUITE SURE EXACTLY HOW TO PLAY THIS GAME AT THE MOMENT?! On this point Hypefox is absolutely correct. When the equip rules came out I told the HeroClix face book group I’m in that this seems like a rule change that would affect  all possession characters. People told me I was nuts. Then a second article came out that same day and confirmed everything I said. We still don’t know if equip applies to all resources. I think it does. Other people argue the other way and the Wizkids rules forum have ignored all questions on the subject. Maybe they will put out a rule book this year so we know how the @#$% to play this game. According to the magic 8 ball on my desk signs point to no, and that’s the most official answer anyone has on the subject.

— Wizkids apparently would rather fill this set with the entire staff of the Daily Planet then give you more than just a little Wonder Woman Content. There have been four different versions of Odin (Father of Thor) in HeroClix. There are still none of Zeus (Father of Wonder Woman). But, hey we got the generic investigative journalist I’m sure everyone has been waiting on. If you want an Ares you’ll still be using the one they published in the 2010 75th Anniversary Set, but if you were waiting on generic newsboys – you are in luck!

–Most of the Wonder Woman side of this set is in the form of Gods and they were all pretty cool. Their Divine Aura trait is both effective and thematic. My only complaint about the Greek Gods is that there aren’t more of them in this set. I would have like to see some legendary Greek heroes and even some Olympus guard generics that have a minion power with Deities.

–Wizkids has been making a big deal about saying they put tons of never before clixed characters into their newest sets, but sometimes remakes would be a good thing. For example, the Apokolips keyword did get a few new entries in Parademon, Brutaal, Steppenwolf, and Brimstone. However, Everyone else you’d normally associate with Apokolips (except Darkseid and Kalibak) has rotated out of Modern. We haven’t had a new version of Desaad since he was first made in 2002!

–Wizkids Collation issues are far worse in this set than we have ever seen before. A guy online posted a picture of two cases he bought were every single pack was duplicated in each case. Other reports have some bricks opening with no Chases and some opening with as many as seven chases. I would have thought it was a hoax but every time we played with this set at the store, we saw duplicate packs amongst  what we opened. I’m a believer.

–There are four versions each of Superman and Wonder Woman in this set and all of them are at least good. The two chases especially are great. The real standout here is the excellent THE ODDS ARE AGAINST ME trait that shows up on 2 versions each of Superman and Wonder Woman. If you have less figures on your team then your opponent, it will give a huge advantage.

Top Five HONORABLE MENTIONS: 

Titano 2

5. SMWWG005R TitanoOf all of the new Colossal pieces Titano is the one that I am most likely to play as more than just a retaliation piece. The major reason for that is his low price of 75 points for 9 clicks that includes a stop click with Colossal Retaliation. It also doesn’t hurt that he also has a great trait, “MONKEY SEE LOIS, MONKEY DO: When a friendly character named Lois Lane moves, after actions resolve Titano can be given a move action as a free action to move up to the same number of squares. When a friendly character named Lois Lane makes an attack targeting an opposing character, after actions resolve Titano can make a close combat attack as a free action.” Metropolis teams will be making a monkey out of opposing teams.

The 90's are back, and they brought their Superman with them. (Artwork by Sassophilaco sassophiliaco.deviantart.com)

4. SMWW041AE Superman Blue He is that 50 point value where you would look for him to be a support figure. For his price you get a great taxi with a trait that protects your team from pulse wave. His 18 defense and energy shield/deflection will mean that your opponent will need to get pretty lucky to hit him from range. His 7 range, running shot, and energy explosion will punish opposing figures that group together.

Krypto

3. SMWW050 Krypto He’s a watch dog for your Kryptonians with his trait , “LOYAL COMPANION: When a friendly character named Superman, Superboy, or Supergirl within 8 squares takes damage from an attack, after actions resolve you may place Krypto in a square adjacent to the attacking character.” Beyond that he’s tiny, has 11 attack, he ignores shape change, and he ignores super senses.

Lois-Erica

Still the best Lois Lane.

2. SMWW047 Lois Lane For 45 points she has outwit, willpower, and the Superman TA. But what make really good is how hard she is to KO. Her special power states, “HUNTING DOWN A LEAD: Opposing characters can’t draw lines of fire to Lois Lane unless they are within 2 squares or she’s adjacent to a friendly character.” On top of that she has a second special power that states, “HE’S HERE WHEN I NEED HIM: Adjacent friendly characters named Superman can use Defend. If this power is revealed when taking damage from an opposing character’s attack, stop turning the dial. If you do, you may place a friendly character named Superman adjacent to Lois Lane.” Taken together those two powers mean you have to get next to Lois to hurt her and if you do hurt her then you’ll find yourself nose-to-nose with Superman. He’ll probably drop a car on you next turn.

lorilemaris_1200_835_81_s

1. SMWW042 Lori LemarisI love characters with Interesting traits that make you want to build a fun team around them. In this case Lori’s Trait, “THE SEA SINGS OF THEM: When Lori Lemaris or a friendly character named Mermaid is KO’d by an opposing character, opposing characters within 5 squares of the KO’d character that are occupying water terrain are each dealt 2 penetrating damage.” She begs to be used on a fully water map and/or with JLTW029 Ocean Master. And nothing says you can’t use multiples of her. Imagine your opponent KOing one of her and then taking 6 penetrating damage back in return.

On top of her great trait that she brings really good stats to the table. 11 starting attack doesn’t happen very often on a piece that is 45 points. In fact the only cheaper character in modern with 11 starting attack is… the mermaid from this set. Add to that triple target mind control (with no feedback damage), willpower, and a 19 defense when she is in water and you’ll really start to wonder why she is only 45 points.

Top Ten Figures in SUPERMAN/WONDER WOMAN:

Superman

10. SMWW049 SupermanSome figures get a lot more millage out of the special powers granted by resources and/or entities. This is one of those figures. With nine clicks of life and 12 starting attack those stats are great for his point value. However the starting sidestep is a bit disappointing. Resources and/or entities can correct that problem. You should also factor in his awesome trait, “THE ODDS ARE AGAINST ME: At the end of your turn, if Superman was given a non-free action this turn and an opposing force has more characters on the map than your force, place an Outnumbered token on this card. Give Superman a free action and remove 2 Outnumbered tokens from this card to make a close or ranged combat attack.” Given the right support this figure can be one of the top figures in the game.

batmanvsuperman-xlarge

Example Team: World’s Finest Dawn of Justice (keyword: Justice League)

  • SMWW049 Superman
  • JLTW051R Batman
  • AVXR100 The Phoenix Force (2 Assigned Characters)
  • Justice League ATA
  • ID Card of your choice
  • Total=300 points

The phoenix force with two assigned characters gives out starting running shot and +1 damage! Add that to Superman’s Sidestep, his range, and Batman’s TK – you’ll be able to make a ranged attack into the opposing starting area starting from your starting area. If your THE ODDS ARE AGAINST ME trait is active, you’ll be able to do absurd things like have Superman move 12 spaces and make a free action close combat attack (with an ultra heavy) while carrying Batman (who can use outwit perplex and Prob to help you)!

General Lane

9. SMWW028 General Lane Most sets have a 50 point uber-support figure and in this set General Lane is it… except that he only costs 40 points. What he brings to the table is a trait that grants the friendly figures Superman Enemy TA, he has the Police TA, enhancement, and leadership that can remove a action token from ANY soldier regardless of point cost. I’d strongly consider putting the general in charge of any team army of soldiers.

This seems excessive...

4th of July Apokolips style.

8.  SMWW019B Brutaal I’m a fan of characters that are immune to outwit and have high attack values. Brutaal is nearly immune to outwit and has highest consistent attack values I have ever seen… assuming you can get to your opponents side of the board. His starting click is super impressive, but with hypersonic and a possible 13 attack on click 2 you shouldn’t be afraid to push him.

Gal-Gadot-Wonder-Woman-Costume

7. SMWW033 Wonder Woman It took a while for me to decide, but I believe Wonder Woman is the best 200 point deity in this set. (sorry SMWW023 Apollo and SMWW037 First Born) All 3 of them have the impressive trait, “DIVINE AURA: Wonder Woman can’t be targeted by opposing Outwit or Probability Control unless the targeting character is more points or has the Deity keyword.” But, there are three reasons why I believe Wonder Woman is the best. She has the Mystics TA, she has the THE ODDS ARE AGAINST ME trait, and she has better keywords.

"No, seriously, any second now, I'm totally gonna fly!"

6. SMWW065E SupermanWith SMWW049 Superman, SMWW019B Brutaal, and now SMWW065E Superman 175 points is the place to be when fielding a Superman (or faux Superman). This Superman shares the same trait as the other two figures, “WAIT, THAT’S NOT SUPERMAN…: If Superman is on your sideline when your opponent’s force is revealed and your force includes a character named Superman or Superboy of an equal or higher point value, you may replace that character with Superman. If you do, Superman begins the game with an action token.” What makes him better than the other 175 point Supermen on this list is his starting hypersonic and his incredible two stop clicks on the end of his dial. It reads, “WINTER PALACE: Superman can use Barrier, Regeneration, and Super Senses. When this click is revealed due to damage from an opponent’s attack, stop turning the dial, and after actions resolve give the attacker an action token. If you can’t, deal that character 1 penetrating damage.” It will be very hard for any solo character to knock this guy out.

Brainiac_Red_Son_001

5. SMWW063P BrainiacOf the two possessors in the set, this one offers better powers (outwit, psychic blast, regeneration), but not as long of a dial. So depending on how long of a dial the character has that you want to possess, SMWW055P Eclipso may be better. However if you do chose to go with Brainiac, his mid dial special white power can be game breaking. It reads, “WORLD IS RUNNING LIKE CLOCKWORK: Once per turn when an opposing character is given a power action, you may immediately remove an action token from Brainiac.” If you chose to possess a character that starts at multiple point levels you may be able to start with this power.

Brimstone DCAU

4. SMWWG003P BrimstoneThis the best of the retaliation attackers because you will ALSO get to retaliate with his penetrating poison after making your attack.  It’s true his retaliation attack area of affect isn’t as large as someone like the Atom, but that just means it will be very easy to not damage your own team in the process. I suggest leaving this guy in your starting area and letting your opponent trigger him.  At 20 points each you can even play multiples of him. You can only use one a turn, but you’ll have multiple “Brimstone Bombs” to throw at an opponent over the course of a game.

Example Team: Apokolips Now! (keyword: Apokolips)

  • SMWW019B Brutaal
  • JLTW206 Parademon
  • SMWWG003P Brimstone
  • SMWWG003P Brimstone
  • SMWWG003P Brimstone
  • SMWWG003P Brimstone
  • Total=300 points

So using this team you can just send in Brutaal in as a distraction and let your opponent hit him. Hopefully you can mastermind all of the damage over to your Parademon. That first attack will start an unfortunate chain of events (for your opponent). On your turn your first Brimstone launches out of your starting area. It lands and immediately does an attack and then gets to do penetrating poison against any of opponents pieces that it’s touching. Your opponent might not realize that this will keep happening every time his attacks hit (including attacking a brimstone) until you run out of Brimstones or your opponent runs out of friendly figures. Probably that second one.

Red Son Wonder Woman

3. SMWW066 Wonder WomanAt 165 points this version of Wonder Woman is just really efficient for her points. Her 19 starting defense is really unusual for primary  attackers under 200 points and her opening powers of hypersonic speed, super strength, and invincible are perfect. She never dips below a 10 attack value, her dial is 9 clicks long and, and she has a stop click with regeneration. Even when damaged, she very dangerous on every click. On top of all that she has the trait that protects her team, “COMMUNISM IS SOCIAL JUSTICE: When a friendly character with a lower point value than Wonder Woman is targeted with an attack, modify the attacker’s attack and damage values by -1.

artemisa

2. SMWW025 ArtemisJust like 175 points seems to be the sweet spot for Supermen, 125 points is the sweet spot for amazons. Artemis is my favorite because ever since the days of SI008B Ms. Marvel, I’ve had a real appreciation for flying, stealthy, close combat pieces.  Artemis starts with Stealth, Flight, charge, indomitable, invulnerability and willpower. She has great attack values that remind me a lot of Brutaal, a dial that’s effective for all 8 clicks, and the and the Divine Aura Trait shared by all the deity. But what really puts her over the top is her special power, “I LOVE A CHALLENGE: When Artemis attacks only the highest point opposing character, modify her attack and damage values by +1 for the attack, and the damage dealt is penetrating damage.” She is definitely the best character in this set unless Wizkids choses to create a figure that disrupts the basic rules of the game. But they’d never do that…

MrMxyzptlk

1. SMWW060 Mr. MxyzptlkSo Wizkids created a figure that messes with one of the most basic rules of the game. Now instead of you rolling your dice, your opponent essentially chooses if he likes what you rolled and if not he changes it. It’s not like Probability Control, you don’t get to try again and range is not a factor. He changes it and now that is what you’ve rolled. His trait reads, “MESSING AROUND WITH THE ODDS: At the beginning of the game, roll a d6 that can’t be rerolled and place the rolled result on this card. Give Mr. Mxyzptlk a power action if there is no d6 on this card, roll a d6 that can’t be rerolled and place the rolled result on this card. Whenever any dice that can be rerolled are rolled (including as part of a 2d6 roll), you may remove the d6 from this card and replace one of those die results with the rolled result from the d6 removed from this card.” There are so many times that anything Mr. Mxyzptlk rolls can be used, you don’t really realize it until you play against him. If he has a 1 showing then your opponent should expect to be the victim of a critical miss soon. 6 means that a critical hit for your team is coming. With a 5 he could guarantee you make a super senses roll. With a 4 he can guarantee that your opponent misses his super senses roll. A 3 can guarantee your opponent can’t break away. A 2 almost guarantees your opponent’s best attacker will miss next turn. And there are tons of other uses for his messing with the odds trait . If your opponent is using blades/claws/fangs or regeneration then they are at his mercy. So far I have not played a game against him without him turning one of my rolls that would have hit into a critical miss. That’s a huge swing in any game. And that’s why he’s the best figure in this set.

Wait… That’s Not Superman!! Actually, It’s More Like 16 of Them… (Or, a Top Ten Set Review for Superman/Wonder Woman!!)

Oh, so you didn’t think there were enough versions of Superman in SLoSH, eh?

Oooooh, it’s good to be back. Today, we’re going to dive into the just released Superman/Wonder Woman DC Heroclix set! We haven’t seen much from the DC side of things in a little while (even for a huge Avengers fan like myself, this summer featured perhaps a bit too much face time for the ever-assembling heroes), but that’s about to change as the first of two straight DC-focused sets has just dropped!

Before we get into the individual pieces, though, let’s discuss…

Some Notes About the Set

Some General Notes About the Set:

–While there are some individual standout pieces (who we’ll obviously get to in a moment), Superman/Wonder Woman is definitely a step backwards in terms of overall power level. Not that this really comes as a big surprise–I think WizKids has been deliberately doing this for a while now, starting all the way back in May with Avengers Assemble. It seems like WizKids has been making a concentrated effort to dial back the game’s Power Creep, and with that in mind, Avengers Assemble featured a ton of 9 and 10 Attack Values, as did the Limited Edition Age of Ultron Organized Play set that proceeded it this summer.

(Nick Fury, Agent of S.H.I.E.L.D. was the outlier–that set was absolutely LOADED with Meta power pieces. Holy $#!t was that a dynamic set.)

Superman/Wonder Woman goes about containing Power Creep in a different way, I think. You see Attack Values of 10 or 11 quite often, and many pieces start with 4 or even 5 Damage top dial (I mean, it’s called Superman/Wonder Woman, so you’d expect some decent Damage Values). But if you look closely, many of the best pieces have simple Standard Power sets on their first click, and don’t get any elaborate, gamechanging Special Powers until Click 2 or Click 3.

[EDITOR’S NOTE: Less Special Powers on Common & Uncommon pieces is another conscious design decision by WizKids, and it’s something we should see more of going forward–but they’re doing that to sort of clean the game up a little bit and make it less complicated, not so much as a counter to Power Creep.]

Let’s do a quick case study with NFAOS056 Nick Fury (a Super Rare from the last set) and SMWW064 Green Light (a brand new Red Son Chase from Superman/Wonder Woman).

Nick Fury SR

Nick Fury’s got great stats for his cost (120 Points), every sort of Improved Targeting you could realistically expect and an absolutely killer Trait. Beyond that, his Special Damage Power (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.) appears right there on his top Click. Fury is already a Meta staple and will stay that way until he rotates out in two years (assuming WizKids doesn’t find a way to nerf him between now and then).

Green Light

Green Light has decent stats for his cost (90 Points) and a somewhat useless Trait unless you are planning on putting together the swarm team to end all swarm teams, but he’s also been blessed with an unbelievably powerful Special Attack Power (Box Within A Box Within An Infinite Number Of Boxes: Green Light can use Barrier. When he does, instead of placing markers normally, you may choose a single base opposing character within range and line of fire and place a blocking terrain marker in each unoccupied square adjacent to the character. That character gains earthbound/neutralized until your next turn. At the beginning of your next turn before removing the markers, give the chosen character an action token if it’s adjacent to at least three of these markers.).

That’s a power that could quickly eat someone’s lunch; it’s a power that’s so useful that apparently WizKids had to make sure that you can’t access it until Green Light’s 3rd Click. Keep in mind, Green Light has a 17 Defense with just Toughness top dial, so it’s not impossible for someone to hit him so hard that never really gets a chance to use it.

This is a common theme throughout this expansion. If you look at a character’s card from this set and see an awesome Special Power, I’ll guarantee that that character doesn’t get to use said power until they’re at least halfway to being KO’d.

–In that same vein, there’s a lot of great Common dials in Superman/Wonder Woman that look great when examined as a whole, but when you look at that starting Click, they give you kind of a sick feeling in your stomach. What?! Common Superman has an 11 Attack with Super Strength, 18 Defense with Invincible and the JSA Team Ability and 4 native Damage top dial?! AND he has 8 clicks for just 100 Points?! Sign me up!!

Well… he also just has Leap/Climb for Movement (doesn’t even have the Wing Symbol) and no Willpower of any kind. He also doesn’t have the Justice League keyword, either, so he’s not the easiest guy to throw in a Build.

It seems like some of the recent rules overhauls are trending towards making it very difficult to play both an Entity and a Resource Attachment on one character (although your guess is as good as ours at this point as to what WizKids really intends to do there), so fixing things like “no move-and-attack top dial” are going to be a little more difficult going forward.

–Or not. Did I mention that NO ONE IS QUITE SURE EXACTLY HOW TO PLAY THIS GAME AT THE MOMENT?! I actually tried explicitly asking whether Entities and Resource Attachments could be used by the same character at the same time on the WizKids Event System Rules Forum, and instead of posting an answer, their rules folks just e-mailed this:

Morpheus 2

Seriously, someone might want to get on that.

–From an aesthetic point of view, the sculpts are more subtle in this set. It doesn’t have the abundance of translucent flash that, say, Flash had, but the articulation is phenomenal. It seems like WizKids gets better every set at depicting motion–just look at Krypto’s lil’ cape if you don’t believe me!

Alright! Enough notations. Let’s get into the…

Top Five HONORABLE MENTIONS: 

This seems excessive...

The fire seems excessive…

5. SMWW019B BrutaalUncommon Prime175 Points: Very much a “does what it says on the box” sort of figure. His top Click is absolutely murderous (Running Shot, Pen/Psy, Invincible AND Shape Change), but he only has conditional Willpower via a Trait (basically, you have to be on your opponent’s side of the map–not always easy, but hardly impossible). His Attack Value also stays consistently high throughout his entire dial (once the game gets going, it’s not hard to keep him at a 12 Attack unless your playing against Nighthawk Prime), and his third Trait makes him really tough to Outwit (SPAWN OF APOKOLIPS: Brutaal can use Super Strength. Opposing characters can’t target him with Outwit unless it is granted by the Superman Enemy team ability.).

The only thing I really don’t like here is that even at 175 Points, Brutaal is REALLY top-heavy; pushing him to Click 2 is fine, and Click 3 is still misery for your opponent, but if Brutaal ends up on anything after that, his effectiveness goes way down unless you are very close to your quarry–there is a HARD transition from heavy ranged hitter to close combat beatstick when you get to Click 4. There’s things you can do to compensate for this when building your team of course, but it’s something you will have to be mindful of as you’re playing him. Having said that, his nigh-unOutwittable top dial Invincible should help keep him in that first-3-Clicks-sweet spot long enough to put a serious hurt on whoever you’re playing.

Yes, occasionally Green Lanterns sneeze, and no, it's not pretty...

Yes, occasionally Green Lanterns sneeze in space, and no, it’s not pretty…

4. SMWW035 Green LanternRare180 Points: His dial is actually somewhat similar to Brutaal’s, except Green Lantern turns into more of a gunner down dial. His main advantage over pieces like Brutaal is that he can resurrect himself via his awesomely-named Trait (THE GREEN WILL NOT LET ME DIE: The first time each game that Green Lantern would be KO’d, instead turn him to click #5, then for the rest of the game when Green Lantern clears action tokens, you may heal him 1 click. This ability can’t be ignored.).

Lana Lang

3. SMWW029 Lana LangUncommon50 Points: Lana makes this list just for her sheer value. You get three Clicks of support-y powers like Empower and her Special Attack (THE WORLD NEEDS TO KNOW: ALL THE SHOCKING DETAILS… FULL COVERAGE AT 8: At the beginning of your turn, you may choose an opposing character within 4 squares and line of fire. Until your next turn, that character’s combat values can’t be increased or replaced with a value higher than its printed values.) THAT IS EVEN BETTER THAN NIGHTHAWK PRIME’S TRAIT*, since it also stops replacement values!!

(*This statement assumes that Lana Lang starts her turn within four squares of the opposing character you wish to shut down. Oh, and it also assumes the targeted character doesn’t have Stealth, and isn’t hiding behind another character, or a wall, or is sitting on a different elevation, since Lana needs line of sight, and–oh, wait a minute. Lana can only do this to one opposing character, whereas Nighthawk stops your opponent’s entire force from increasing stats… SIGH. Okay, I guess it’s not nearly as good as Nighthawk Prime’s Trait. But it’s still pretty damn useful.)

So that’s a decent amount of supporting abilities–maybe not entirely enough to justify her 50 Points, but not bad. But then, if she takes just three damage (whether through pushing damage or just absorbing enemy attacks, which would be even better), she morphs into a pretty good tertiary attacker with Wing Symbol, Charge, B/C/F, Super Senses and Toughness, which she keeps FOR FOUR MORE CLICKS!! That’s right, you get 7 quality Clicks for the low, low cost of 50 Points! It’s like they pulled a dial from Hypertime into the future, made it more useful but kept the point cost the same.

"Yep. Just out here in deep space... posing."

Yep. Just out here in deep space… posing.

2. SMWW013B Captain AtomCommon Prime130 Points: The good Captain here offers a top Click that is almost identical to Brutaal’s (the Movement Value and Damage Value for Captain Atom is 1 less) first Click, except that Captain Atom adds in Indomitable and he costs 45 Points less!! Brutaal does have some built-in Outwit protection, but not 45 Points worth. I mean, before you get too wrapped up in the fact that Brutaal does 1 more Damage than Captain Atom, remember that you could actually play, say, Captain Atom and Fast Forces Fitz (who brings lil’ H.E.N.R.Y. with him) for just about the same amount of points!

Clark Kent

1. SMWW026 Clark KentUncommon55 Points: One of my favorite pieces from the set. Clark has a pretty good Reporter Trait (THE WORLD NEEDS TO KNOW: YOUR PLANS: At the beginning of your turn, you may choose an opposing character within 4 squares and line of fire. Until your next turn, that character can’t be given power actions.)–and remember, he has the Superman Team Ability so he can see through Stealth–he starts with Stealth and Prob and, on his back half, has the ability to summon a Superman Token with Hypersonic Speed and Super Strength.

WizKids has done an awesome job designing these “Token Creator” pieces, and I hope this is a sub-theme they continue in the future!!

Okay! That’s a solid group of honorable mentions, which can only mean that it’s time to start counting down the…

Top Ten Twelve Figures in SUPERMAN/WONDER WOMAN:

So, while there isn’t necessarily as many Meta pieces in this set as there were in Nick Fury, Agent of S.H.I.E.L.D., there are twelve more figures worth spotlighting. And hell, it seems like I can never just narrow it down to ten anyway. So like Tony Stark likes to say… here goes nuthin’!

[EDITOR’S NOTE: Wrong universe, moron.]

Concept art from Peter Jackson’s studio-thwarted ‘King Kong 2: Electric Bugaloo.'”

12. SMWWG005R TitanoSuper Booster75 Points: On a different character, Leap/Climb and Close Combat Expert would be a pretty sub-standard power mix. But with the new Giant Reach rules established just a few days ago by WizKids in their DesignInsight column, Titano here now has the ability to make a close combat attack from 3 squares away. Which means he can activate Close Combat Expert from three squares away. Suddenly your 75-Point investment essentially has the equivalent of the ability to Charge 4 Squares with a 10 Attack and 3 Damage AND activate CCE on top of it.

But we’re not done. Throw Lois Lane on your team (she’s only 45 Points, shares the Metropolis keyword with Titano, brings a Stealth-busting Outwit, a 6 native Movement Value, is REALLY tough to target at range AND has a Stop Click if you’re also playing a Superman) and suddenly, because of Titano’s first Trait (MONKEY SEE LOIS, MONKEY DO: When a friendly character named Lois Lane moves, after actions resolve Titano can be given a move action as a free action to move up to the same number of squares. When a friendly character named Lois Lane makes an attack targeting an opposing character, after actions resolve Titano can make a close combat attack as a free action.), you have a Colossal Robot Gorilla who can cover up to 9 Squares in a turn and STILL activate Close Combat Expert!!

Let’s see what this looks like as a Build:

Titano 2

Team Name: Metropo-lease Put Me Down!!

Theme: Metropolis

Map Choice Preference: Nothing specific, although the easier it is for Lois to actually move around on her own–remember, she can’t have lines of fire drawn to her by opposing characters unless they’re within 2 Squares or she’s adjacent to a friendly character, so you don’t have to worry about ranged attacks picking her off–the easier it will be for Titano to move and attack.

Roster:

SMWWG005R Titano – 75 Points

SMWW047 Lois Lane 45

SMWW049 Superman 175

=295 Points

What This Build Does: In a no-Resource environment, this should be a pretty competitive Build. You can actually split Lois and Superman up and be fairly confidant nothing will happen to Lois. Just make sure that when Lois grants Titano a free movement, DO NOT finish Titano’s move action with him adjacent to Lois if you can help it. Other than that, feel free to move Lois up, Outwit any bothersome dampeners on opposing figures and then bring the boom with Titano, all in the same turn.

The SR Superman from the same set is a close combat beast with one problem (well, one main problem, at least. There are several others that combined to keep him off of this list.)–he only has Sidestep for move and attack on his top Click. After you split him off just a bit from Titano and Lois, if your opponent choses to come after Supes, no problem–he possesses  a long dial, great stats and the “Odds Are Against Me” running Trait that lets him build up tokens he can cash in for free attacks. Plus, as we stated, Lois and Titano can cross a map in a hurry.

If they come after Lois first, assuming they can even get close enough to hit her, her dial ends on a Stop Click that lets you physically place Superman in any adjacent Square AND lets that Superman use Defend.

As far as Lois goes, she just barely missed the cut on my list, particularly since this was the only Build I really liked her for. I know, the same could be said about Titano–they kind of need each other–but Titano’s really doing the heavy lifting here between the two of them, and his Stop Click (COLOSSAL INDIFFERENCE: Titano can use Toughness. If Titano began the game on the 20-point starting line, he can’t attack smaller characters except via Colossal Retaliation. When this power is revealed due to damage taken from an opposing character’s attack, stop turning the dial. This power can’t be countered or ignored.) can’t be countered or Ignored AND his Attack Special grants you at least one last smackdown (COLOSSAL RETALIATION: TWO-FIST PUNCH: Give Titano a free action if no other Colossal Retaliation power has been activated this turn and choose an opposing character that attacked Titano or damaged a friendly character since your last turn. Place Titano such that he can make a close combat attack targeting the chosen character, then make two separate close combat attacks targeting the chosen character each with an area of effect that includes all other characters within 2 squares of the target. Hit characters are each dealt 3 damage instead of normal damage.).

(Btw, if you actually have Chase Red Son Superman, go ahead and disregard everything I said about the SR Superman and just use him.)

I can NOT believe our Tommy Guns are not taking down this gigantic tank!

11. SMWWG006P War WheelSuper Booster15 Points: War Wheel is here because it has my favorite Colossal Retaliation power, which just happens to be it’s only Trait: (COLOSSAL RETALIATION: CRUSH WITH GIANT SPIKES: Give War Wheel a power action if no other Colossal Retaliation power has been activated this turn and choose an opposing character that attacked War Wheel or damaged a friendly character since your last turn and occupies the same row or column as War Wheel. Place War Wheel in any 4 squares in the same rows or columns that contain both all of War Wheel and the chosen character. Make a close combat attack whose area of effect is all characters in those rows or columns between where War Wheel began this action and the squares it currently occupies. Hit characters are each dealt 2 penetrating damage instead of normal damage.) It’s also here because it costs just 15 Points. 15 freaking Points!! But beyond the Trait, hell, just try finding a Bystander Pog with Indomitable and a 10 Attack Value for 15 Points. Now find one with Sidestep, Toughness, 3 Damage and a 7 Range!! Go ahead, find one. I’ll wait.

[EDITOR’S NOTE: Actually, I will not wait. We’re like 2500 words in and still have a lot of ground to cover. On to Blazing Atomic Skull!]

Atomic Skull

10. SMWW054 Atomic SkullSuper Rare150 Points: For 150 Points, you kind of get exactly the sort of stats and power mix you might expect. Running Shot with a mediocre Range (6). 11 Attack, which is fine, but nothing you haven’t seen before. 18 Defense with a dampener. Pretty standard. 4 Damage top dial is nice, but certainly not unheard of. Then you read his one Special Power, which sits in his Attack slot for his first four Clicks (IONIZING RADIATION: Atomic Skull can use Energy Explosion, Poison, and deals penetrating damage.). Wow! He’s the first character I can think of that deals Penetrating Damage with no ifs, ands or buts.

You want to give him a Bulldozer Construct and have him blow someone with Impervious off a rooftop? All of his Knockback damage is penetrating. That vanilla Poison his Special grants him? He might as well be a Red Lantern, cuz that’s all Penetrating damage. Any attack or effect you can think of with him deals Penetrating damage, which basically means he doesn’t have to be afraid of anyone.

Krypto

9. SMWW050 KryptoSuper Rare50 Points: Possibly the most efficient character in the set for his cost (#2 on this list might have an argument, but we’ll see). Need to bust some opposing Stealth? Krypto has the Superman Ally. Super Senses? He comes packing Precision Strike. Shape Change? His Special Damage power sniffs that out (KRYPTONIAN NOSE: Krypto ignores opposing character’s Shape Change.).

His Trait (LOYAL COMPANION: When a friendly character named Superman, Superboy, or Supergirl within 8 squares takes damage from an attack, after actions resolve you may place Krypto in a square adjacent to the attacking character.) is mildly helpful depending on whether or not you’re building a literal Super-team around him, but his Movement Special (SIC ‘EM, BOY!: Krypto can use Charge and Plasticity.) not only allows him to go on the attack when you need him to, but it also adds Hypersonic Speed to the list of opposing abilities that Krypto takes a bite out of.

No, I’m not ‘Apokolips Bane!’ I’m Brimstone, dammit!

8. SMWWG003R Brimstone Super Booster75 Points: 7 Clicks, Sidestep, 6 Range with an incredible top dial Pulse Wave Special Attack Power (THROWING FIREBALLS: Brimstone can use Pulse Wave. When he does you may choose an unoccupied square within 6 squares and line of fire and he can use Pulse Wave as if he occupied that square.), Penetrating Poison and the obligatory Colossal Retaliation and Indifference powers.

The Pulse Wave is what earns him this spot though; we’ve seen similar versions of this sort of Pulse Wave before (the GOTG Movie Starter comes to mind), but it’s always been limited in some way (usually it’s only usable once per game). The fact that he can do it every turn puts him at #8.

The least

The least “creeper-ish” image of Vartox. Yes, I said the least.

8.  SMWW052E Vartox Super Rare150 Points: This is where the Meta-relevant pieces really start. At 150 Points, Varty gives you Hypersonic Speed, Probability Control and the chance to do a boatload of damage (7) with his Super Strength. His Trait (THE REST OF THE HYPER-POWERS: Give Vartox a free action and choose a standard speed, attack, or defense power that you didn’t choose during your last turn. Until your next turn Vartox can use that power instead of the power in that slot on his dial.) also gives him a wide amount of sneaky versatility. Oh, your opponent just got three damage through on him and thinks he doesn’t have to worry about Hypersonic Speed anymore? Sorry, Vartox can get it back whenever he wants. And so on.

He’s not Zombie Super Skrull, but he’s not far off either, and he saves you 20 Points in your Build, which could be the difference in a Meta-Build between playing a Resource and not playing a Resource. If you can manage to keep him top dial, he will be a nightmare for your opponent.

No, seriously, any second now, I’m totally gonna fly!

6. SMWW065E SupermanChase175 Points: Hypersonic Speed, 11 Attack with Super Strength, 18 Defense with Impervious and 4 Damage top dial. His Trait (CRIMINALS BECOME “SUPERMAN ROBOTS”: When Superman hits an opposing character with a close combat attack, put a Lobotomy token on its card. Give Superman a power action and remove any number of his Lobotomy tokens to have Superman use Mind Control as a free action targeting those characters that had at least 1 token removed, regardless of range or line of fire.) lets him Mind Control characters he’s hit FOR FREE and, if none of that works, he has TWO Stop Click Specials (WINTER PALACE: Superman can use Barrier, Regeneration, and Super Senses. When this click is revealed due to damage from an opponent’s attack, stop turning the dial, and after actions resolve give the attacker an action token. If you can’t, deal that character 1 penetrating damage.) that actually token the attacker that hit you, which should give you time to actually USE your Regeneration.

Unless your opponent is able to finish Supes off with Pulse Wave, the Red Son is almost impossible to kill.

First Born

5. SMWW037 First BornRare200 Points: So all article we’ve been talking about all the great changes WizKids made to Giant and Colossal characters, and the fact that First Born is Giant-Sized helps him out immensely. He doesn’t fly, but he’ll still have no problem with elevation.

He Charges up to 6 Squares on his first Click, and his Giant Reach gives him the ability to cover two more. He starts with 4 Damage and both Super Strength AND Exploit Weakness, so now he has a Threat Range of 8 Squares and up to 7 Penetrating Damage (assuming he picks up an Ultra-Heavy on the way).

First Born is also the beneficiary of the Divine Aura running Trait (DIVINE AURA: First Born can’t be targeted by Outwit or Probability Control from opposing characters unless the targeting character has a higher point value or has the Deity keyword.) that many of the Deity-keyworded figures in this have, which means that unless your opponent built their team around NFAOS050 Thor (the only Meta-worthy Deity piece I can think of at the moment, although I’m sure I’m forgetting a few) AND found a way to give her Outwit, First Born’s powers aren’t going anywhere (trust me, your opponent isn’t crazy enough to play a piece that costs more than 200 Points, unless he’s going with a Team Base or something, so the first clause of First Born’s Trait isn’t really gonna matter most of the time). And with two Clicks of Invincible right at the top, First Born can soak up Damage like nobody’s business.

His second Trait (SCION OF HATE: All characters within 3 squares can use Battle Fury. Friendly characters adjacent to First Born modify their attack values by +1.) is interesting as well. He becomes even MORE intriguing when you play him with a Resource like, oh, I dunno, the Indigo Power Battery. If you give First Born the Indigo Wall Construct, depending on what Map your using, you can make it almost impossible for First Born to be shot at from range. Which makes it that much more likely that the 8-Square, 7 Penetrating Damage Charge I mentioned earlier might just be an Alpha Strike. It’ll be like playing Ghost Rider  in the Meta of mid-2013 all over again, only First Born might even be BETTER.

Eclipso

4. SMWW055P EclipsoSuper Rare25 Points: Even with the new Equip rules and all the chaos that has caused, Possession is still a Meta-worthy enhancement. And of the two Possessors in the set (Red Son Brainiac also Possesses), Eclipso is the best.

Right off the bat you have access to Stealth, Precision Strike, Impervious or Shape Change. Those are all great powers. Eclipso’s stats are also pretty good, as you might expect, since you’re gaining access to a 250 Point dial. Down dial, turning onto some Pen/Psy or Probability Control could be the difference in a game that’s running long.

Red Son Wonder Woman

3. SMWW066 Wonder Woman Chase165 Points: Quite simply, Chase Red Son Wonder Woman is Point-for-Point the best Primary Attacker in the set. For only 165 Points you get Hypersonic Speed, Super Strength, a 19 freaking Defense Value with Invincible and she deals at least 4 Damage when she hits.

She also has a Stop Click and a Trait (COMMUNISM IS SOCIAL JUSTICE: When a friendly character with a lower point value than Wonder Woman is targeted with an attack, modify the attacker’s attack and damage values by -1.) that’ll do wonders in terms of keeping supporting characters alive.

A brutally efficient package.

The 90's are back, and they brought their Superman with them. (Artwork by Sassophilaco sassophiliaco.deviantart.com)

The 90’s are back, and they brought their Superman with them. (Artwork by Sassophilaco sassophiliaco.deviantart.com)

2. SMWW041AE Superman BlueRare 50 Points: Oh boy, do I love me some 50 Point Taxi/Supporting Characters. Supes Blue is definitely that, but he has Secondary Attacker power sets and stats, too. He also can protect anyone he Carries from Pulse Wave, which is not nothing in the Meta.

While your opponent will need a 20 to hit him from range top dial, Supes Blue can always be pushed onto his second Click, where he has Hypersonic Speed, 3 Damage and Perplex!

He very much reminds me of a slightly more expensive Fear Itself Loki. Sometimes, big things come in small (mostly white and blue) packages, and this 50-Pointer is a gem.

Oh look–you missed another roll! Guess I’m only giving out Tricks this year, which is a Treat. For me.

1. SMWW060 Mr. MxyzptlkSuper Rare70 Points: I know. You thought WizKids learned their lesson about making pieces that offer ridiculous levels of board control for under 100 Points. Well… they didn’t.

Mxy here is not as broken as Felix Faust was this summer, but that doesn’t exactly mean he’s fair, either. His ridiculously useful Trait (MESSING AROUND WITH THE ODDS: At the beginning of the game, roll a d6 that can’t be rerolled and place the rolled result on this card. Give Mr. Mxyzptlk a power action if there is no d6 on this card, roll a d6 that can’t be rerolled and place the rolled result on this card. Whenever any dice that can be rerolled are rolled (including as part of a 2d6 roll), you may remove the d6 from this card and replace one of those die results with the rolled result from the d6 removed from this card.) essentially means that every d6 or 2d6 roll goes through you. I cannot emphasize how much paralyzing stress this puts on your opponent’s decision making, particularly if you’re sitting on a 1, 5 or 6.

With a 5 or 6 showing, anyone on your team with either Shape Change or Super Senses has a backup d6 roll that will automatically allow that ability to succeed. Need to really hit that Leadership this turn? You’re golden. Roll a six and a one and just miss? Sub in that 6 sitting on Mxy’s card and all of the sudden you have a Critical Hit.

Conversely, your opponent will be DEATHLY afraid of attacking anyone if you have a 1 showing. Normally, you would have about a 1 in 36 chance (roughly 2.78%) of rolling a Critical Miss. But if you are able to change either of the d6 rolls to a 1 with Mxy, suddenly those odds shoot up dramatically (each d6 your opponent rolls has roughly a 16.6% chance of ending up on 1),

And these are just the most basic and obvious uses. Even a 3 or a 4 can be gamechanging if it guarantees your opponent misses that Super Senses roll or subs in for a 1 to make sure you hit with an attack. There’s really a bunch of sneaky plays you can make with this guy–and we haven’t even talked about his 18 Defense with Super Senses, his Quintessence Team Ability or any of his 3 Specials, including his Pulse Wave Special Attack Power on Click 2 that allows you to completely incapacitate any opposing characters you hit while avoiding giving any damage or tokens to your own folks.

This is the best figure in the set, and it’s not close.

 

Agree? Disagree? Post your opinion by leaving a comment, and let us know which pieces are in your Top Ten!

Back to the Future… Imperfect!!

Oh boy. Here we go again...

Oh boy. Here we go again…

So, yesterday was “Back to the Future Day,” and, perhaps in keeping with that spirit, WizKids seems determined to revisit certain Clix mechanics that have caused problems in the past and streamline them for the future. According to some, however, their fixes have actually exacerbated those issues and made the future Meta much more cloudy.

WizKids published two articles yesterday. The first one was a continuation of their popular “Design Insight” pieces that unveiled the new Eclipso and–perhaps more importantly–debuted the new “Possession” mechanic rules. Just as vehicles got a streamlining of their rules with the release of Nick Fury, Agent of S.H.I.E.L.D., so too did this mechanic with the (pre)-release of Superman/Wonder Woman.

Among the key passages from the article:

Equip” will be a new term going forward to indicate when and how a character can be assigned a game element.  A character with such a game element on their card will be “equipped” by that game element. Once equipped, the equipped character can use the effects as described on the item’s card.  Most importantly, by default, a character can only be equipped with one item at a time (unless a specific game effect says otherwise).  During force construction, a character can’t be equipped with more than one game element. During the game, if a character is equipped with a second item, the previously equipped item will be KO’d and scored for your opponent if appropriate.

The reason for this change in wording to what we have seen on previously released figures with similar mechanics is that the new term “Equip” will serve as a key term to describe this particular game mechanic without having to write out the underlying rules for it on each character’s character card.  The “Equip” term, it’s restrictions and game effects will be included in the next HeroClix rulebook—but for now, we have included explanatory text on special powers/traits that utilize this mechanic in parenthesis:

To equip, place this on the standard character’s card. The character can use its effects. If the character is KO’d or equipped again, KO the previously equipped game element.”

Okay! And what constitutes an equippable “game element,” you might ask? Good question. The closest the article came to defining that is this passage:

In general, a game element that is equipped to another character is still whatever the game element normally is (Relic, Resource Attachment, Special Object, etc.).”

Hmmm… so, like, does that mean that Resource Attachments (like, say, the Green Crossbow?) are now considered “game elements” that must be equipped? Because if so, that also means that Entities can no longer be used with Resources. This would be a potentially HUUUGE change–particularly in the Meta–that seems to have just kind of quietly been slipped into the game by WizKids.

Or has it?

Since this is 2015 and we have the internet which allows us to look up everything ever in seconds, Ninwashui ventured onto Facebook to find a clear and concise answer as to whether or not things like Entities can still work in conjunction with a Resource like, say, the Green Power Battery.

Actually photo of Ninwashui venturing into the Internet...

Actually photo of Ninwashui venturing into the Internet…

[EDITOR’S NOTE: Yes, I know WizKids calls it the “Power Battery (Green Lantern Corps)” or whatever, but that’s a mouthful. It’s the freaking Green Power Battery.]

Basically, responders to Ninwashui’s post quickly divided into two camps:

FIRST CAMP: As summarized by user David Newsom: “Guys, a game element must have the Equip mechanic, or Equip rules written on it to fall under this [new ruling]. You’ll still be able to have multiple constructs. They are not equipment.

SECOND CAMP: As summarized by Ninwashui: “Well I think now it’s an Entity or a resource attachment, not both.

The First Camp is basically contending that WizKids would not slip a potentially huge, Entity-nerfing ruling into a Design Insight article like that released today, or, if they did choose to do it like that, they would put it right at the top, in bold, so there would be no confusion. At the very least, if they intended for previously released Resources and their attachments to not work with Entities, they would have issued Errata for those Resources that changed their “Assign” verbage to “Equip,” in the same way that the article mentioned the forthcoming Entity Errata (which, as it turns out, was the subject of the second article WizKids released yesterday).

The Second Camp points to what was actually written in the article and has extrapolated what little clarity is there and come to the conclusion that Resource Attachments are now supposed to be Equipped. In a roundabout way, they feel, this passage–

“In general, a game element that is equipped to another character is still whatever the game element normally is (Relic, Resource Attachment, Special Object, etc.).”

–establishes that Resource Attachments are in fact an equippable game element in addition to being, well, Resource Attachments. And if Resource Attachments are equippable, than they can’t be used in conjunction with another equippable game element such as a Possessor (as equipping a second game element to a character would KO the first equipped game element unless there is specific card text saying otherwise).

Submissions to the Rules Forum have been made regarding this quandary, and I will update this post if the Powers That Be ever respond, but at the moment, we’re pretty much on our own.

Much more to come on this later this week…

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…

Team Ideas–Special Gen Con Edition!!

Idea

Okay! Annnnnd, we’re back with a very special Team Ideas column!

Gen Con is coming up, and we’re going to be publishing a series of team-building teams for several of the Gen Con-exclusive WizKids events that were recently announced! While it wasn’t clear for a while if WizKids would even BE at Gen Con, their recent announcements not only confirmed their appearance but also delineated several new game types that players could prepare for.

Many of these games are great because their Build possibilities are nearly endless. Regardless, Ninwashui and I are going to posit several Builds and then choose the one we like best to take to Gen Con!

Today, I’m gonna focus on the Rumbles! We’ll start with the…

MARVEL HEROCLIX CONVENTION EXCLUSIVE RUMBLE:

Wizkids

WizKids Says: “All players bring 5 Marvel Comics HeroClix Modern Age figures with them; one for each of the following point values: 0-50, 51-100, 101-150, 151-200, and 201-250. Players begin the game with only the lowest point value figure on their force. Every 5 minutes after the beginning of the game, players place the next highest point value figure on the map next to one of their figures or in their starting area. Players must play in the complete event in order to get their participation prizes.

What We Assume That Means: So, we’re going to take these Build rules at face value. We’re going to assume this means that you’re not building a FORCE per se, but rather taking 5 individual figures that will be played together with the 5-minute timing caveat. Which means no Themed Team rules (so no Themed Team probs, etc.), no Relics and no Resources. Also, only your 0-50 Point character will actually BEGIN THE GAME on the map, so characters with effects that go off at the beginning of the game (Chase Rick Jones and his supporting POG’s, for example) are going to be neutered some.

Also, while I see nothing in here disallowing Colossals (provided you play them at an eligible point level), I’m also going to assume that Team Bases are disallowed, since it seems that you add team members to the base during Force Construction and, again, you’re not constructing a Force here. And if you can’t add team members to your team base, then you have ZERO team members, and it’s pretty much automatically removed from the map (unless an effect specifies otherwise, team bases MUST have a minimum of three team members attached to it at all times). Further–and this is where the wording gets a little murky–team bases are (at least originally–I know there’s been some wording updates) defined thusly: “Characters with the new Team combat icon symbol are Teams.  A Team has locations on it where figures from corresponding SwitchClix bases can be placed.  Each such character is called a team member.” So, if we parse through WizKids’s wording there, even they seem to define Team Bases as “Teams” and individual team members as “figures.” And, going back to the original game posting, only “figures” are allowed, which means Team Bases should be ineligible. Right?

(Honestly, there are so many interpretations of Team Base rules out there, it’s hard to figure out what’s legit and what’s not–so we’re going to operate on the premise that they are not allowed for this game)

Okay! With all that legalese disseminated, let’s look at some Builds!!

Legalese

First up:

Lilandra

Team Name: So Long As My Lilandra Survives

Roster:
1-50: WXM005 Oracle49 Points

51-100: WXM052 Lilandra93 Points

101-150: WKM-013R Gladiator150 Points

151-200: WXM048 Warstar177 Points

201-250: GOTG065 Gladiator250 Points

Total Points Used: 719 out of a possible 750

How It Works: This is a pretty fun Build. You’re basically playing a “Best-of” Shi’ar team. But wait, you say, you just wrote a billion words on why Themed Teams don’t matter for this game. Yup. They don’t. You won’t get any Themed Team probs for fielding an all-Shi’ar squad. But what you will get is +1 to both Attack and Damage to every character on this team that stays within 8 squares of Lilandra, thanks to her Trait (DEFEND ME, SHI’AR WARRIORS!: Other friendly characters with the Shi’ar keyword and within 8 squares modify their attack values +1. Other friendly characters with the Imperial Guard keyword and within 8 squares modify their damage values +1.). That’s like 8 free Perplexes a turn.

Oracle, you’re starting character, offers Probability Control and Barrier, which you may need early on to keep Lilandra unharmed when she shows up after five minutes. You’re basically playing a keepaway game for the first ten minutes of the match, until Rookie Gladiator shows up. For those who haven’t seen this particular Gladiator, he heats up in a hurry. Provided that he hits the board within 8 squares of Lilandra (probable, since you can bring him in adjacent to her), you’re looking at a character who has Hypersonic Speed, a 13 Attack, 18 Defense with Invincible and 6 freaking Damage. He can start one-shotting your opponent’s characters IMMEDIATELY upon arrival.

Warstar and B’Nee are also capable of ruining your opponent’s day very quickly. Warstar can essentially Charge about 8 squares with his B’Nee shenanigans, and if he ends up attacking from within  8 squares of Lilandra, he’ll be rocking a 12 Attack and 5 Damage (and that’s if you DON’T use his Super Strength). He features an 18 Defense with Invincible, and if he still has B’Nee attached, his powers can’t be countered. All of which means he’ll be extremely tough to retaliate against. And, if your opponent does try to focus fire on Warstar, he gets Pulse Wave down dial, so he really only gets MORE dangerous.

Finally, Zombie Chase Gladiator from Guardians of the Galaxy is a great 250 Point option. Again, if you can keep Lilandra alive, you’re looking at a character that can come in with a Running Shot Pulse Wave that features a 12 Attack and 6 Damage!

Despite the fact that Themed Teams don’t matter in this sort of Build, it’s so synergistic that you’ll have a significant advantage over many of your opponents when it comes to buffs. Just remember to keep Lilandra as far back as possible while still allowing for her influence to reach the rest of your team. She is the key to your success.

 

When are we getting a Miguel Herrera Clix?

Actually, Miguel Herrera will not be appearing in this Build. But I think we’ve proved that we love this meme so much that we’ll run it for no reason whatsoever.

Team Name: Enormous Green Free Movement Monster!!

Roster:

1-50: FFOA006R Captain America50 Points

51-100: AVAS013B 3-D Man90 Points

101-150: FFOA003 Iron Man150 Points

151-200: AVX003 Thor200 Points

201-250: AAOU104 Hulk250 Points

Total Points Used: 740 out of a possible 750

How It Works: This one is pretty straight-forward. You’re using your first character, Cap, to give free movement to your other characters via his top dial Damage Special (AVENGERS, ASSEMBLE: Give Captain America a power action and choose another friendly character that shares a keyword with him and doesn’t have 2 action tokens. That character is immediately given a move action as a free action with their speed value halved for this action.). This should give you a leg up on board control, and given the firepower of your next four figures, you should be able to Alpha Strike your opponent’s pieces into oblivion.

 

Avengers Assemble Top Image

Team Name: Avengers Assemble!!

Roster:

1-50: AAOU015 Nick Fury45 Points

51-100: AAOU009 Hawkeye95 Points

101-150: AAOU005R Thor150 Points

151-200: AAOU008R Hulk200 Points

201-250: AAOU001 Iron Man250 Points

Total Points Used: 740 out of a possible 750

How It Works: Another Build where we’re using our starting piece–in this case, Nick Fury–to make all the pieces that come into play after him more efficient. The Avengers Assemble! Traits are all very good, but they have the possibility of completely ruining your opponent’s day if you’re allowed to pick the effect. That’s just what Fury’s Attack Special (I RECOGNIZE THE COUNCIL HAS MADE A DECISION…: When an opponent makes a choice from an Avengers Assemble! trait, you may roll a d6. On a result of 5 or 6, change the effect to the other option.) does 33% of the time.

Movie Hawkeye (from Age of Ultron) is an absolute beast for his points, and all the other members of the team, like Hawkeye, sport an easily exploitable Avengers Assemble! Trait. Oh, and if your opponent was counting on using any form of Stealth, he’s gonna be pretty pissed when he realizes that your entire team ignores it…

 

Zombie Villains

Team Name: Z-Virus Will See You Now

Roster:

1-50: FFDP006R Mercy50 Points

51-100: DP064 Electro90 Points

101-150: GOTG066 Red Skull120 Points

151-200: GOTG062 Super Skrull170 Points

201-250: GOTG065 Gladiator 250 Points

Total Points Used: 680 out of a possible 750

How It Works: Zombies, zombies everywhere! We’re running four Zombies with a rookie Mercy for support. She brings Flying, Phasing/Teleport, Telekinesis AND Probability Control, which are all things the Zombie pieces usually need.

Electro is, well, lightning in a bottle. He is straight offense and great at dishing out damage to multiple parties at once.

Red Skull is actually a slightly overcosted support-y type piece who also offers a decent amount of Penetrating close combat damage. But his Special Leadership Power (THE UBER-SCHEUSAL RACE: Red Skull can use Leadership as if he were 300 points. If he removes a token from a friendly character with the Hydra or Z-Virus keyword, modify that character’s combat values by +1 until your next turn.) is really useful for your final two hitters, and his third Trait (COLONEL AMERICA’S BRAINS WERE SO DELICIOUS…: When Red Skull uses Zombie Infection to add an opposing character to your force, Red Skull can use any standard powers that character possesses while it is on the map.) actually has the potential to make the Skull a very dangerous piece indeed.

Super Skrull is one of the most dominant tournament pieces in Modern right now, so he needs little explanation. And we just discussed Gladiator in the first entry.

Zombies as a group have decent values, but their true power lies in their ability to corrupt your opponent’s forces onto your side. Even if the early rolls don’t go your way, keep an open mind, because all it takes is one quick KO of any of your opponent’s pieces to turn the tide of the game to your favor in a hurry. Plus, their Zombie healing Trait means you don’t have to pack a dedicated healer. Having said that, Mercy might be able to help with that in a pinch, even though that’s not really her role on this team.

Incidentally, if you wanted to change the feel of this Build a little bit, you could substitute Zombie Magneto (13o Points) for Zombie Red Skull and/or Zombie Galactus for Super Skrull. Just keep in mind that Zombie Galactus doesn’t actually HAVE the Z-Virus keyword, so he doesn’t work with the other three Zombie characters in terms of building up Infection tokens and such.

So, personally, I would stick with Zombie Super Skrull since he’s, y’know, pretty good.

"Oh, so you're telling me Super Skrull is a good piece?"

Oh, so you’re telling me Super Skrull is a good piece?

So those are four possibilities for the Marvel Rumble (again, there are almost LIMITLESS combinations); now let’s take a look at the…

DC HEROCLIX CONVENTION EXCLUSIVE RUMBLE:

Wizkids

WizKids Says: “All players bring 5 DC Comics HeroClix Modern Age figures with them; one for each of the following point values: 0-50, 51-100, 101-150, 151-200, and 201-250. Players begin the game with only the lowest point value figure on their force. Every 5 minutes after the beginning of the game, players place the next highest point value figure on the map next to one of their figures or in their starting area. Players must play in the complete event in order to get their participation prizes.

What We Assume That Means: Pretty much the same as we noted above, with the Marvel version. This game works exactly the same, only with DC characters.

Look, the easy way to go with the DC Rumble is to just field, like, three or four Bizarros and a Felix Faust. We’re not doing that here. We’re gonna try and be a little more creative. Having said that, don’t be surprised if you run into more than a few copies of those two characters.

With that said, here we go…

Secret Society of SUpervillains

Team Name: Mind Your Manners

Roster:

1-50: JLTW016 Signalman50 Points

51-100: JLTW032 Dr. Sivana83 Points

101-150: FL047 Zoom150 Points

151-200: FL056 Gorilla Grodd175 Points

201-250: JLTW059 Despero235 Points

Total Points Used: 693 out of a possible 750

How It Works: This team checks in closer to the “fun” side of the fun/competitive Heroclix Build Venn Diagram, but that doesn’t mean you can’t win with it. Signalman (yes, that Signalman) takes to the map first, and he’s there solely to help enable Mind Control shenanigans. His sole Trait (SYMBOLS AND SIGNS CONTROL OUR LIVES: At the beginning of the game, choose a combat symbol other than “boot symbol”, “fist symbol”, “shield symbol”, or “starburst symbol”. When an opposing character with the chosen symbol is targeted by Mind Control, modify that character’s defense value by -1 or, if Signalman is the attacker, by -2.) basically acts as a walking Perplex for any Mind Control attack you choose to launch at an opposing figure.

Your second piece to drop will be Dr. Sivana (yes, that Dr. Sivana), who offers an awesome Outwit Damage Special (EYE SEE YOUR MAGIC: Dr. Sivana can use Outwit. Dr. Sivana may activate Outwit with a power action and when he does, the countered power or ability is also countered on all opposing characters within 8 squares of Dr. Sivana that share a keyword with the target.) and protects everyone on the team from any possibility of Mystics damage with his only Trait (MAGIC AVOIDANCE: Friendly characters with the Secret Society of Super Villains keyword ignore the Mystics team ability.). He also offers down dial Mind Control, so he can eventually take advantage of Signalman’s Trait if Signalman is still around by that point.

[EDITOR’S NOTE: Once again, everyone and their mother will probably play Felix Faust in this slot; he is unquestionably a better choice, given that he’s the most broken character in the game–even more so when teamed with his Secret Society of Super Villains teammate Zoom and his multiple Probs. Well, we’re not going to be those people. Screw Felix Faust!!]

Zoom is, simply put, a pain in the backside to deal with. He gives you a great Hypersonic attacker who also offers some solid support.

Grodd is your first heavy hitter. Signalman’s Trait actually means that Grodd effectively has a 12 Attack for Mind Control, and if he hits with that, after actions resolve, he can use Penetrating/Psychic Blast as a Free Action AND takes no damage from Mind Control! He also has a 50% chance to be untargetable when he’s targeted with Mind Control, Outwit, Penetrating/Psychic Blast, or Perplex.

Finally, Despero’s Trait (PSYCHIC JUGGERNAUT: Despero can’t be the target of Incapacitate, Mind Control, Outwit, or Penetrating/Psychic Blast by characters of a lower point value.) also makes him hard to pin down with a plethora of attacks, and he packs a huge wallop on his own.

 

Sinestro Corps

Team Name: The Pieces You Have Come to Fear the Most

Roster:

1-50: WOL099 Despotellis30 Points

51-100: WOL021 Lyssa Drak91 Points

101-150: FLo53B Zoom (Black Lantern) — 120 Points

151-200: JLTW049 Sinestro200 Points

201-250: WOL041 Parallax (Hal Jordan) — 250 Points 

Total Points Used: 691 out of a possible 750

How It Works: When you choose Despotellis, you’re basically punting on first down with your first character, but in a way, so is your opponent. Look, it’s not impossible that your opponent will field someone at 50 Points who can hit Despotellis and his 20 Defense top dial (Bizarro at 50 Points with some dice luck would have a fighting chance), but it’s unlikely. Then Lyssa Drak comes in, and you suddenly have not just a Sidestepping Taxi for Despotellis but also a Barrier-laying supporting piece that can Prob opposing attacks from anywhere on the map (since she shares a keyword with everyone on this team!) thanks to her Trait (BOOK OF PARALLAX/BOOK OF THE BLACK: Lyssa Drak can use Probability Control regardless of range and line of fire, but can only target opposing characters with it, and only when they attack a character with a keyword she possesses.).

Black Lantern Zoom comes in with instant mobility, and given that your opponent will almost certainly have two lower costed figures still on the board, he’ll have plenty of fodder to pick off. Even if Zoom takes 3-4 Damage right from jumpstreet, he’s still amazing. His Damage Special (DEATH: WILL MAKE YOU BETTER: Zoom can use Steal Energy. When an opposing character is KO’d, heal Zoom of 1 damage and place a Speed token on this card.) makes it super easy to not only heal but to also build Speed Force tokens in a hurry. Heck, on click 3, it’s quite possible for him to nail your opponent’s 1-50 slot character for 3 damage and heal all the way to top dial (if the 3 damage KO’s that figure). Even though he’s under the points threshold for his slot, he works beautifully with the rest of this team (and Lyssa can Prob any attack aimed at him from anywhere on the board!!).

Trinity War Sinestro is a Quintessence-blessed behemoth with a wicked Attack Special (DEATH TO THE GUARDIANS: Sinestro can use Pulse Wave. Opposing characters that can use the Quintessence team ability instead can’t use it and modify their combat values by -1.) that can wreck pieces by itself if your opponents were also feeling frisky enough to field some Quintessence-wielders of their own. His Damage Special (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.) also means that you can essentially make Sinestro immune to an opposing figure of your choice.

Imagine that Black Lantern Zoom has done his job and eliminated one or even two of your opponents lower-point characters. Well, if Sinestro Perplexes down ANY combat value on their 151-200 slot big’gun, your opponent will be left with only one character who can even target Sinestro. And this scenario becomes even more dire for them if Despotellis is still around Poisoning his best guys.

Finally, Hal Jordan Parallax is just sick and wrong. Running Shot, Pulse Wave and Probability Control with a 12 Attack Value and 5 top dial damage? Again, he could start one-shotting folks as soon as he hits the board!

 

Justice League

Team Name: Justice… Like Lightning!! (Wait a minute, that’s a Marvel tagline!! Oh Hell No!)

Roster:

1-50: FL046E Harley Quinn50 Points

51-100: JLTW034 Element Woman88 Points

101-150: JLTW051 Batman150 Points

151-200: JLTW052 Wonder Woman200 Points

201-250: JLTW050 Superman250 Points

Total Points Used: 738 out of a possible 750

How It Works: Harley is really just there to start the game and see if she can stick around to really make dealing with the Trinity even that much harder. Element Woman is a little undercosted for her slot, but man, pick a supporting power, and she’s got it. No really, that’s her Trait–pick a supporting power: ELEMENTAL ARTISTE: At the beginning of your turn, choose one: Earth, Fire, or Ice. Element Woman can use the associated powers until your next turn.

Earth Barrier and Impervious
Fire Energy Explosion and Penetrating/Psychic Blast
Ice Incapacitate and Perplex

Batman is an absolute stud who will be public enemy number one as soon as he hits the board. Not only are his stats fantastic for his points, but his Trait (A NEW KIND OF JUSTICE LEAGUE: Adjacent friendly characters with a lower point value and the Justice League keyword can use the Batman Ally team ability. Friendly characters named Superman or Wonder Woman don’t have to be adjacent or a lower point value.) also makes dealing with what’s coming an absolute nightmare.

Wonder Woman’s Trait (A NEW KIND OF JUSTICE LEAGUE: Adjacent friendly characters with a lower point value and the Justice League keyword can use Support. Friendly characters named Batman or Superman don’t have to be adjacent or a lower point value.) gives Bats and Supes Support, and she can shut down opposing supporting pieces with one hit with her second Trait (LASSO OF TRUTH: Adjacent opposing characters that have been hit by Wonder Woman since the beginning of your last turn can’t use Outwit, Perplex, or Probability Control.). And that’s assuming that her 4 top dial damage didn’t straight up KO said figure.

Finally, Superman is everything you want in your 250 point-slot selection. 12 Attack, 19 Defense and 5 Damage top dial to go along with his starting Hypersonic Speed and Invincible. His Trait (A NEW KIND OF JUSTICE LEAGUE: Adjacent friendly characters with a lower point value and the Justice League keyword can use the Superman Ally team ability. Friendly characters named Batman or Wonder Woman don’t have to be adjacent or a lower point value.) gives Bats the ability to see through Stealth and move through Hindering (really the only thing that Batman is missing!). If your opponent hasn’t taken out at least one of your other two Trinity pieces by the time Supes hits the board, it’s probably goodnight Gracie.

 

Well, what do you think? Which Marvel and DC Builds are your favorites? Which ones should I take to Gen Con? Sound off in the comments below!

Check back soon for more Gen Con Builds, and until next time, Stay Safe, and Watch Where You Draw Your Lines of Fire!

 

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!

Heat Check: Wordplay!! (Or, The Top Ten Named Keywords in Modern Age… Right Now!! PART TWO!!)

Kingdom Come Roundtable

 

Hello again! We’re back for Part 2 of our countdown of the best 10 Named Keywords in Modern Age… RIGHT NOW!!

[EDITOR’S NOTE: If you missed numbers 10-6 and want to catch up, click here!]

 

Lego Thunderbolts

5. Thunderbolts

We Are Legion!: 32 pieces with 37 different dials (Man-Thing alone has 3!).

Uncle Sam Wants You!: None that I am aware of.

Also Known As: Yup. And, just like the Heroes for Hire ATA, it costs 8 points per character and it’s pretty awesome. Basically, at the beginning of the game, you choose any other Marvel TA (that’s not an ATA, Wild Card TA or an uncopyable TA), and everyone with the Thunderbolts keyword on your team gets that Team Ability. In most cases, this means that you’re choosing Mystics or Avengers Initiative, but you don’t have to decide until the game begins, which means you can scope out your opponent’s team and choose the TA that will be most helpful.

Is your opponent playing some short-dialed pieces that hit hard? Choose Mystics. Are you playing against a Batman Family theme team? Choose Avengers TA. Are you playing a Punisher or Deadpool-led ranged attacking team? Maybe Hydra or S.H.I.E.L.D. will do the trick. Do you want everyone on your team to have Phasing/Teleport? Well… you can’t. Cuz Serpent Society is no longer an official Team Ability–like Morlocks, it is now an ATA and, thusly, sadly ineligible to be copied. All of which just goes to prove my theory: Germans love David Hasselhoff WizKids hates the Serpent Society!

Working Together!: No team base, although, oddly, several of their pieces (Red Hulk, Deadpool) fit on the Avengers Team Base.

Prime Time!! Prime Time!!: None.

Straight, With Chaser: None.

Shadow of the Colossus: None (Sheessh! How ’bout some more Thunderbolts love, WizKids? We need a Colossal Atlas! Well, not really… ).

Micro Machines: A lot of great pieces under 100 Points, but only 1 dial that qualifies for this: Fast Forces Rookie Mercy, who clocks in at an even 50 Points.

Who Let You In?!: Has to be Kuurth, from Fear Itself. Sure the Juggernaut was a member of the Thunderbolts, but I don’t remember too much Thunderboltin’ around by ol’ Juggs when he was the thrall of the Serpent! Weird that this version of Juggernaut would have the Thunderbolts keyword.

Why Thunderbolts Is #5: Cuz I like them just a tiny bit better than Heroes for Hire, a group with which they share a good many key members. But after the HfH ATA nerf, you’re usually better off playing most of these pieces as Thunderbolts. Plus, you gain access to some Meta pieces like Bullseye, who’s tough to play on a Modern Age Themed Team any other way now that Entities have been nerfed (unless you want to team him with Convention Exclusive Moonstone, M10 Green Goblin or–nope, that’s it. Those are ALL your Modern Age Dark Avengers choices.).

Having played some of these pieces recently, both the Fast Forces and main set version of Elektra that we got in Deadpool were great, and Venom and Deadpool himself have their uses, but holy gawd is the main set Punisher good. Just playing him for 100 Points is a good move, but playing him on a Themed Team that allows you to give him Avengers Initiative for 8 measly point turns him into an absolutely remorseless killing machine.

Which, I suppose, is comic accurate.

Must Have Pieces: Speed Demon, Bullseye, Deadpool Fast Forces Mercy, Deadpool Main Set Punisher–hell, pretty much all of the Deadpool set.

 

Lego X-Men

4. X-Men

We Are Legion!: Whoa! 110 figures with over 134 dials between them!! Holy Schnikes, That’s even more than the Avengers.

Uncle Sam Wants You!: No recruiter, although with a roster list that long, they don’t need one.

Also Known As: Until very recently, none. Now? 3 different ones from which to choose: X-Men: Gold, X-Men: Blue & X-Men (Utopia). They’re all kind of utilitarian (they all kind of revolve around positioning and or Leadership), and each one seems to work much better if you have some version of Cyclops on your team. If you want to play a non-Cyclops X-Men Themed Team, maybe don’t worry so much about the ATA’s…

Working Together!: Wow. Not 1 Team Base… not 2… how about 3 FREAKING TEAM BASES!! Good Lord! And if New Mutants wasn’t a keyword in and of itself, they’d have 4!

Prime Time!! Prime Time!!: Yup! 2. I bet you remember good ol’ Vampire Jubilee from Wolverine and the X-Men; what you may have forgotten is that the Magneto Prime from that very same set (the Rare Prime) ALSO has the X-Men keyword.

Straight, With Chaser: 6. The Phoenix Five Chases from WXM and… Skrull Wolverine from M10!! In larger point games, the Phoenix Five start to get really broken really quickly. In 300 Point games, Rookie Magik is probably your best bet at 150 Points.

Shadow of the Colossus: Dark Phoenix Cyclops, the Grand Prize from AVX! He can be played at 3 different point levels; his 300 Point level is okay, but his 750 Point level and 1000 Point level are especially deadly.

Micro Machines: Four different members are 50 Points or less, including Prime Jubilee and Moira MacTaggert, one of the best healers in the game!

Who Let You In?!: Pretty solid roster, actually, but I’m gonna go with Husk. While she was certainly part of the official X-Men roster for awhile, she always took a back seat to her brother (Cannonball) in terms of notoriety, and her powers were just plain weird (she basically has the power to shed dead skin like a snake, which, um, allows her to, uh, do stuff). You could almost tell that the writers didn’t know what to do with her either, since they eventually just had her go crazy and, then, when she finally got better, they just had her go away.

Why X-Men Is #4: Because, right now, they have pretty much the largest roster in the game. You can go so many different ways with them and still be competitive. Plus, with so many versions, you can probably play your favorite roster and still be squarely in the Modern Age.

People always talk about the great Avengers pieces we got in AVX, but the X-Men did just as well! And Banshee (my #1 Figure from Deadpool) is ridiculously good for his points.

Must Have Pieces: Banshee is a Meta stud, Prime Jubilee, Gambit can fuel some shenanigans, AVX Cyclops, AVX Magneto, Dark Phoenix, Dark Phoenix Cyclops, DoFP Moira MacTaggert.

 

Lego SHIELD

3. S.H.I.E.L.D.

We Are Legion!: 47 pieces with 51 different dials. This is a sneaky big roster!

Uncle Sam Wants You!: Yes, of a sort. G.W. Bridge will add any character of 150 Points or less to an already existing force of five, provided that the first five characters all share a keyword. In 300 Point games, that’s pretty much gonna be either Soldier or S.H.I.E.L.D., but this Trait starts to get real interesting in larger point games.

Also Known As: Yup! It extends the minimum Range of Outwit, Perplex and Probability Control for just 3 Points per character. It’s incredibly useful, since S.H.I.E.L.D. characters almost always have at least one of those abilities.

Working Together!: No team base.

Prime Time!! Prime Time!!: You betcha! Remember Brother Voodoo? Yup. He’s also got the S.H.I.E.L.D. keyword. Along with Deathlok Prime (heavy hitter from range) and War Machine Prime (heavy hitter from, well, everywhere).

Straight, With Chaser: 2 Chases. The aforementioned Captain America and Black Widow Chase from CATWS, and the, uh, also aforementioned Captain America Skrull Chase from M10.

Shadow of the Colossus: Currently none, but if and when WizKids ever wises up and creates an actual Helicarrier vehicle piece…

Micro Machines: 4. A S.H.I.E.L.D. Soldier. 2 different Agents and Ultimate Spider-Man (Miles Morales) from ASM.

Who Let You In?!: As much as I love the character, since when is Sleepwalker an agent of S.H.I.E.L.D.?

Why S.H.I.E.L.D. Is #3: Because S.H.I.E.L.D. teams are some of the most effective teams out there, and they cater to a bunch of different play styles. From big bruisers like Iron Man 001 to War Machine Prime, to smaller, tricky pieces like Brother Voodoo and Agent Sitwell.

Speaking of the agents themselves, each one brings a different set of skills to your team. Sitwell offers a Power Action group Perplex and Sidestep to adjacent characters; Agent 13 can cancel any defensive powers used by adjacent opposing characters; Black Widow can steal opposing Themed Team Probs; Nick Fury can steal the placement of opposing objects; Maria Hill can Outwit opposing characters from across the board (under certain circumstances). And so on.

Beyond the fact that many of these figures are not only fun to play but also tourney tested, you’ll find some of the more unique powers in the game belong to pieces with the S.H.I.E.L.D. keyword.

Must Have Pieces: Brother Voodoo, Captain America and Black Widow, Agent Sitwell, Agent 13, M10 Iron Man, Living Mummy.

 

Lego Justice League

2. Justice League

We Are Legion!: 80 separate characters with 111 different dials!

Uncle Sam Wants You!: No recruiter.

Also Known As: 4 separate ATA’s, although Justice League Dark is kinda obsolete (and was only “okay” to begin with).

“Justice League” is actually kind of sneaky good; for a measly 1 Point per character, it pumps up member defenses by +1 whenever they’re attacked by a character with the Wing, Sharpshooter, Indomitable or Giant combat symbols (just think about how many Meta pieces have one of those symbols for a second–almost all of them will have either Wing or Indomitable).

Working Together!: Yup! It was the original OP Team Base that dominated the tourney scene. It’s a bit obsolete now, but really only because we’re just coming off of a ROC season that banned Team Bases.

Prime Time!! Prime Time!!: 2. Dark Flash and The Caped Crusader. Dark Flash is perfectly respectable for his points; The Caped Crusader has seen some tourney play.

Straight, With Chaser: While there is a metric poop-ton of Super Rares on the roster, there isn’t actually a Chase piece.

Shadow of the Colossus: Believe it or not, none (The Bug is a “Giant” figure and Wonder Woman’s Invisible Jet–a FREAKING JET, mind you–is considered to be normal-sized.

Micro Machines: 4. Crime Syndicate Fast Forces Atomica, Oracle, Rookie Batgirl… and Autopilot Invisible Jet. By the way… 50 Point Autopilot Invisible Jet HAS 10 CLICKS!! Sure, you say, but it’s just a glorified taxi. Uh, Invisible Jet has Pulse Wave on its last 4 Clicks (Range is 6) and a 10 Attack Value on its last 4! Whaaa… ? For 50 Points? How has this not been used more?

Who Let You In?!: I gotta be honest, I never really “got” Geo-Force. I know he has a 35 year history at this point, but I’ve never thought to myself, “Man, I really want to build a Justice League team from the Ge0-Force era!” I mean, even among his fans, he’s thought of more as an Outsider, no?

Why Justice League Is #2: Because there is elite-level quality all up and down their roster. Yeah, most of that quality is named Superman, Batman, or Wonder Woman, but so what? Each of those characters has no less than 3 awesome versions in Modern right now (actually, those Tab-App figures weren’t bad either–maybe that should be 4 awesome versions!).

Justice League: Trinity War alone added a 5-star Batman and a 5-star Superman. With the addition of Ultra-Heavy objects to the game, Trinity War Veteran Superman can Hypersonic 12 spaces across the board and potentially deal 8 freaking damage! And he’s backed up by a 19 Impervious. A dial like this probably would have cost 300-350 Points as recently as two years ago, but somehow WizKids thinks he’s fair at 250. I’m not saying Supes will destroy the tourney scene (figures who cost more than 200 Points and are not named “Sentry and Void” tend not to do so well at tournaments), but even with his high cost he is a VALUE for his points. Batman is probably even better (we’ll talk more in depth about both these pieces in our JL:TW Top Ten Set review).

But beyond the Trinity, Justice League has access to really special pieces like JL:TW Lex Luthor, that Team Base, and much more. Big point games simply allow you to use your pieces at full strength, but even in 300 Point games, this keyword is very competitive.

Must Have Pieces: Team Base, JL:TW Batman, JL:TW Superman, Fast Forces Atomica, JL:TW Lex Luthor, Elongated Man and The Flash from Flash.

 

Lego Green Lantern Corps

1. Green Lantern Corps

We Are Legion!: 32 different characters featuring 36 different dials.

Uncle Sam Wants You!: Yup–Ion is a Possessor, so you can induct any Modern Age character you want into the Corps (I’d suggest Speed Demon, but then I always suggest Speed Demon for everything).

Also Known As: 1 ATA, The Green Lantern Honor Guard. At 5 Points per member, it’s actually a pretty expensive and very situational +1 buff to Attack Value.

Working Together!: No Team Base. This could change in the future, as I’m sure fans will clamor for it, but that’s assuming that WizKids even makes Team Bases in the future.

Prime Time!! Prime Time!!: Oh, they’ve got Primes. 4 to be exact. Laira Prime was one of the key pieces on the 2014 World Championship winning team, and she’s maybe the THIRD best prime with the keyword. Abin Sur and Tomar Tu are both better; regardless, all FOUR GLC Primes can use the extremely awesome “CONSTRUCT” Trait.

Straight, With Chaser: Ion is the lone Chase, but during his peak, he was going for over $200–he’s that good. As a Possessor, that is.

Shadow of the Colossus: None.

Micro Machines: 2 besides Ion when used as a Possessor. Green Lantern Recruit is pretty good; Abin Sur Prime is probably the best 50 Piece in Modern (although that’s deceiving, since you need to add another 8-10 Points for his Construct Trait).

Who Let You In?!: It’s not that they shouldn’t have made Simon Baz; his WOL LE was great! I just don’t need another, frankly inferior Simon Baz just two sets later.

Why Green Lantern Corps Has to Be #1: Because no other keyword has put more pieces in more high level tournament Top 8’s (ROC, World Championship, etc.). LE Kyle Rayner is almost silly he’s so good. All the WOL Primes are great; Abin Sur and Tomar Tu are ridiculously effective for their points.

The fact that the CONSTRUCT Trait is so good is really what powers their success, especially in ROC tourneys. And they have no less than 11 different pieces that can use that Trait!

Even in tournaments where Resources are allowed, the Green Power Battery interacts so well with their keyword that almost any GLC figure will be able to punch above its weight with ease. If you’re rolling into a major tournament, you better have a plan for dealing with the Corps!

Must Have Pieces: Ion, LE Kyle Rayner, Abin Sur, Tomar Tu, Laira, Parallax (Hal Jordan).

 

JUST MISSED THE CUT: Justice League of America (too top heavy–lots of quality from the best pieces, but that quality thins out pretty quickly); Justice League Dark (John Constantine is awesome, and the pieces all have synergy with each other, but the roster is simply too thin right now. There’s really only a few different ways to go if you want to be even mildly competitive. Now, if you just want to play some cool figures and have a lot of fun, they’re aces!); Kree (just missed out–again, a lot of synergy, and it’s overflowing with really good Ronan pieces from the GotG Movie Set).

 

So, there ya go! Those are your Top 10 Named Keywords in Modern Age… RIGHT NOW!! Agree? Disagree? Sound off in the Comments below!

And look for our Justice League: Top 10 Set Review and Second Opinion articles coming later this month!