Modern Is the New Silver!! (Or, The Best Replacement Figures for Recently Retired Meta Staples!!)

For some pieces, it's just time to retire...

For some pieces, it’s just time to retire…

So, WizKids announced recently that they will be rotating (read: RETIRING) a whole chunk of recent sets from being Modern Age eligible. Why? For starters, they do it to promote the idea that we who play Heroclix need to keep buying new Clix products to compete in Modern Age games (although getting us to buy new Clix hasn’t been much of an issue so far, I’d wager…), and two, they need to keep new pieces away from unintended and possibly Meta-breaking interactions with older figures. Okay, there’s waaaay more reasons than that, but those are two big ones. Two other reasons, however, are a little bit more subtle.

Before we get into the meat of this article (the figure comparisons), we need some context, so we’re going to look at game design for just a few paragraphs here. Now, every time a game like Heroclix releases new products, it evolves just a little bit. And it does so in two interesting ways. First, collectible games of all types–if they stick around long enough–all go through phases where they deal with “Power Creep,” where each successive set release brings with it elements which, on average, are slightly more powerful than those released in the previous set or expansion, which in turn was just a little more powerful than its predecessor, and so on. For example, you can compare almost any Modern Age figure with a similar figure from Infinity Challenge, the first ever set, and see that things have changed drastically. Back then, an Attack Value of 8 was a fairly common top dial stat. Now, 8 AV’s are reserved for the deep end of cheap support figure dials. And so on and so on.

This should explain everything...

This should explain everything.

Power Creep is just a natural by-product of game designers trying new and different things with the intention of making their game better with each release. The very much missed WoW TCG from Cryptozoic was constantly dealing with Power Creep, and at one point they actively made it known that they were consciously lowering the power of Quests (a card type that’s kinda like Lands in Magic) in future sets because that particular card type had crept to absurdly powerful levels at that point in the game’s life cycle.

Sometimes, the opposite can also be true. Occasionally, the designers look back at some of the early cards/figures/whatever and realize that they drastically under costed certain tropes in the past. They may like a certain mechanic or effect of a particular piece, but there not about to reprint it as is, since they now know its effects to cost ratio is to high as is. To solve this, the designers basically create a new version of that element that contains almost the exact same effect yet costs slightly more to play. I call this “Cost Correction.” Magic: The Gathering is constantly doing this.

One of the famous early examples of Cost Correction in gaming was when Magic’s R&D department took a look at many of the staples from the early Alpha/Beta/Unlimited/Revised era as they started preparing a rotating block of “Core” sets from which players could draw familiar cards to combine with the current expansion set inventory to create Type II (read “Modern Age”) decks. The folks in charge of balancing the game quickly decided that a card like Lightning Bolt, for example, was too powerful (3 Red Damage for 1 Red Mana) to stay in the Type II environment, so it was replaced with the Ice Age common Incinerate (3 Damage and the prevention of Regeneration for 1 Red Mana and 1 Colorless Mana) by the time Magic published its “Fifth Edition.”

Great...

This is great…

... but just about as good!

… but this is still pretty damn good!

This was awesome, because it allowed the folks in charge of Magic to fix an under costed staple (quick Red damage dealing) with something that would still effectively to the job for a little more cost. Incinerate was still a great card and was widely adopted. Problem solved (well, until it was deemed that Incinerate was too good, and it was replaced with a different staple, and so it goes).

The savvy tournament players in Magic weren’t just the players who came up with “killer combos” by exploiting certain card interactions; they were actually usually the ones who could spot both the Power Creep cards AND the Cost Correction cards that were still extremely efficient for their cost. See, a lot of times, players can smell Cost Correction pieces a mile away, and they don’t want any part of them. Incinerate wasn’t universally accepted when Fifth Edition rolled around.

Sometimes they’re right; but sometimes, the Cost Correction version of something is still really powerful and should still be used regardless of the cost.

"Back in my day, if you wanted to shoot a bolt o' lightning at a feller, it cost ya just 1 red mana, and if'n ya had a Mana Flare, ya got change!!"

“Back in my day, if you wanted to shoot a bolt o’ lightning at a feller, it cost ya just 1 red mana, and if’n ya had a Mana Flare out, ya got change!!”

Okay! Enough amateur game theory lecture! Let’s apply our discussion to Heroclix! We’re going to be looking at some of the retiring staples and theorize about which–if any–Modern Age piece can take the place of the retiring figure. Then after we review the replacement candidate, we’ll decide if the new figure is better than its forebear (Power Creep), worse (Cost Correction) or about the same (uh… Static?).

SUPERMAN:

"Fly away, Superman. Fly free."

“Fly away, Superman. Fly free.”

SM001R Superman150 PointsCommon: Supes was a Meta staple waaaay back in the Dark Ages of 2011, because his base stats and mix of powers were so great. Flight, 9 Movement with Hypersonic, 11 Attack with Super Strength, 17 Defense with Impervious and 4 Damage with Outwit. One of the all-time great top clicks, especially for a Common 150 piece! Superman Team Ability means he can see through Stealth, too. Bonus! His keywords are quite pedestrian by today’s standards (no JLA?), but there was a time when Scientist teams were a thing!

Replacement Candidate:

IIM001AE Iron Man150 Points – Common: Hmmm, stop me if you’ve heard this one before. Flight, 9 Movement, 11 Attack, 17 Defense and 4 Damage with Outwit! His move-and-attack ability is Running Shot where Supes had Hypersonic; I’ll actually take Iron Man’s Precision Strike over Supes’s Super Strength, but whatever. You’re mileage may vary. Finally, Iron Man has Invuln where Supes has Impervious. But Iron Man can see through Hindering Terrain AND Blocking Terrain; Supes’s X-Ray vision doesn’t work on walls like Tony’s Thermal Imaging Array does, so Mr. Stark can get up to all sorts of see-through shenanigans. Kind of a bummer for Superman. Iron Man also has much better keywords (Avengers, S.H.I.E.L.D., Scientist, Armor and Stark Industries are all great) and he has the S.H.I.E.L.D. TA, so he can help your support guys do damage in a pinch as well. With resources and Entities, Iron Man here gets pretty filthy pretty fast….

 The Verdict: A Static replacement that features just a tiny touch of Power Creep. The Meta has become much more sophisticated since Supes was a major player, but Iron Man 001 is just as good; maybe even a lil’ better!

Pink is the new nuclear fallout.

Pink is the new nuclear fallout.

SM035 Magog172 Points – Rare: A close combat beatstick who turns into a mid-dial mid-range sniper and a back dial healer (how’s that for a powers mix?), Magog left team builders enough points to still be an effective Primary Attacker; his lack of Willpower wasn’t great, but his Trait (EXCESSIVE FORCE: Once per turn, when Magog KO’s an opposing character, after actions resolve Magog may take one action as a free action.) meant that his teams were very tough to out-action, particularly if opposing teams ran several small support figures or Bystander tokens that Magog could snipe in one shot.

Replacement Candidate:

DP057 Tiamat 255 Points – Super Rare: Tiamat cannot be stopped. He cannot be reasoned with. He’s a double-based son of a gun whose extra-action Trait (CHAMPION AND STEED: Once per turn, when an opposing character has taken damage from his attack, give Tiamat any action as a free action. When you do, after action resolve, remove an action token from Tiamat.) is as good as any they’ve ever made. With Power Cosmic, he’s all but impossible to Outwit, too, so the opposition will have to chew through his 4 clicks of Invincible–if they’re able to hit his 18 Defense!

The Verdict: Even with the dramatic increase in cost, there’s still some Power Creep going on with Tiamat. His Trait is just sick. Like Magog though, this is still more of a fringe Meta piece. But he’s a lot of fun to field.

An old movie poster for the 70's exploitation flick "Black Adam... White Lighting!"

An old movie poster for the 70’s exploitation flick “Black Adam… White Lighting!”

SM054E Black Adam – 200 Points – Super Rare: An out and out beast, Black Adam was nigh unstoppable. He had no Range, but he made up for that with a ridiculous Charge Special that let him move up to 10 spaces for a close combat attack, and when he lost that, he gained Hypersonic Speed! Not a bad backup plan! 18 Defense with a Special that lets him reduce 3 damage with his Imperious instead of 2 and an end 0f dial Regeneration that does 1 Penetrating damage to adjacent opposing figures!

Replacement Candidate:

IIM041BE Hyperion – 200 Points – Prime Super Rare: Top dial Hypersonic, same Attack (11) as Black Adam only with Precision Strike, 18 Defense with merely Invuln and 4 Damage instead of Black Adam’s 5. Also his keywords are fine (Avengers is very useful, Squadron Supreme is useless, as the only other Modern Ager with that keyword is also Prime), but Black Adam’s are great. Having said all that, Hyperion has two things going for him that Black Adam doesn’t. Power Cosmic TA and 8 Range! Also, Hyperion picks up almost every good Improved Targeting ability in the game on his second click, which actually makes the Marvel man more versatile than the heavy duty dude who sometimes runs with Captain Marvel.

The Verdict: Again, a fairly Static replacement with a hint of Power Creep. What you lose in top end damage, you more than make up for with the 8 Range and Power Cosmic TA. The Improved Targeting shenanigans are where the Power Creep creeps in.

INCREDIBLE HULK:

Now that... is a creeper 'stache.

Now that… is a creeper ‘stache!

IH102 Major Glenn Talbot33 Points – LE: The good Major here powered up Soldier teams for the last couple of years. His top dial Enhancement for only 33 Points was a bigger deal pre-Fear Itself (Splitlip now gives you top dial Enhancement for a measly 20 #$#@ing points), but even post-FI, if you wanted to play a Soldier Theme Team and you wanted a top dial Enhancer, he was still your best option. The S.H.I.E.L.D. TA he carries also has proven to be quite useful in a pinch, and if you play him on the right team, his Mastermind top dial will keep him around for a while longer than he should.

Replacement Candidate:

DP204 Secret Empire Number 9 35 Points – Common (Gravity Feed): Stop laughing! This robed menace is the real deal, and one of the best figs in the Deadpool Gravity Feed assortment. Everyone so far has focused on the fact that he has the Secret Empire keyword, and how useless that is. Well, they’re right. You can’t do much with that. But look at his SECOND KEYWORD–that’s right, it’s “Soldier!” Which means you have your Soldier Theme Team support figure back–and he can even do some damage of him own if you get into trouble. A 9 Attack isn’t great, but Penetrating/Psychic Blast means that his two damage will get through. And while he has no S.H.I.E.L.D. TA, he does have the Hydra TA, which is almost as useful for ranged attacks.

The Verdict: Even at three more points, I’m still gonna classify SE#9 as a Power Creeper! He just gives you more bang for your buck, and you still have the one keyword you need to keep it Theme!

GALACTIC GUARDIANS:

Noted Detroit Pistons fan Mole Man watching the NBA Draft Lottery last month...

Noted Prince Oberyn Martell fan Mole Man immediately after watching the Trial By Combat scene on his DVR from the fourth season of HBO’s Game of Thrones.

GG026 Mole Man47 Points – Uncommon: Now, you want to talk about a Meta staple? Here is a Meta STAPLE!! Hans Moleman here was the engine that powered the Shuma-Gorath monstrosities that ruled the ROC for awhile at the end of last year and early this year. How important was his souped-up, I-can-Mind-Control-a-friendly-Monster Special Power? So important that everyone’s predicting the end of Shuma as a viable Meta piece, simply because Mole Man’s going Golden Age, which would imply that Mole Man was doing the heavy lifting all along. The fact that he was a top dial Outwitter and had some close combat applications down dial was just icing on the cake.

Replacement Candidate:

DP043 Black Talon 60 Points – Rare: There really wasn’t a replacement candidate until Deadpool was released. Black Talon allows you to Mind Control a friendly character from up to 8 squares away, and he also lets you Mind Control opposing figures that have already been KO’d! Still… his keywords are incongruent with most of the teams with which you’d like to play him. I mean, Masters of Evil is okay, and Mystical has slipped a lil’ bit but is certainly still viable, but that’s it for useful keywords, unless you’re looking to dominate the Meta with a Lethal Legion team. And hey, if you are, good luck to you. Here’s the last guy to try that at a big tournament:

It takes a special kind of crazy to run Lethal Legion at a ROC...

It takes a special kind of crazy to run a Lethal Legion at a ROC…

The Verdict: This is a Cost Correction piece. But it’s a First Generation Cost Correction piece; you could argue that WizKids still is not valuing the ability to Mind Control your own characters highly enough (in one of the early episodes of The Quarry, one high level player who was an early Mole Man/Shuma adopter said that after playtesting those two together with his friends, they all came to the conclusion that the ability to Mind Control friendly characters–even with a keyword restriction–should not appear on pieces less than, like, 100 or 125 Points. Thus, Black Talon is still extremely good and he’s definitely Meta-worthy. He’s just not as balls to the wall insane as Mole Man. Jumping from 47 to 60 may not seem like much, but that 13 Point hike could possibly cost you the space you need for a resource or the exact right support piece. That’s another reason it was so key for Mole Man to be under 50 Points. He left you plenty of room to get creative–or to run a full Booklip, if you didn’t care about Theme. Black Talon, not so much…

 CHAOS WAR:

"Go ahead. Try and look this good in purple. I dare you."

“Go ahead. Try and look this good in purple. I dare you.”

CW039 Hawkeye98 Points – Rare: This is one of the most discussed pieces in the history of Critical Missives (NINWASHUI NOTE: Iron Pharaoh would beg to differ.), but we’re gonna have to talk about him at least one more time! His top dial 12 Attack with an INSANE 9 Range w/ 3 Bolts, Sharpshooter, Wildcard TA (and Thunderbolts keyword, which means that between the two you can give him almost any TA in the game), Stealth and Running Shot and 3 Damage with Leadership. If this dial cost 130 Points, it’d be worth it. He costs 98!! Insane. Great keywords (Thunderbolts, Avengers, and S.H.I.E.L.D. with GLA just thrown in for fun). Just stupidly good.

Replacement Candidate:

DP036 Bullseye110 Points – Rare: Right down to rarity, Bullseye is almost a clone of that silly Hawkeye piece. Running Shot with 8 Range and 3 Bolts, 12 Attack with Precision Strike instead of Sharpshooter, 17 Defense with Combat Reflexes instead of Willpower, 3 Damage with Probability Control instead of Leadership (I’ll take that deal everyday!) and some okay keywords (Thunderbolts, Assassin) mean Bullseye is gonna show up in the Meta SOONER RATHER THAN LATER!! Oh, and his Improved Targeting: The Phone Book makes it really hard to hide from him…

The Verdict: Even with all the goodness on Bullseye’s dial, this is a Cost Correction dial. Just 12 Points more than Hawkeye, but you also lose the Avengers keyword, the Spidey (Wildcard) TA and 1 Range. I think WizKids knows that they undervalued that Hawkeye by a significant amount. Bullseye they only underestimated by a less significant amount. Which, as always, means you should play Bullseye as much as you can.

FAST FORCES: CHAOS WAR:

"Hey! My eyes are up here! What? You pig! You know what? No more mutants! There! I said it. I hope you're happy."

“Hey! My eyes are up here! What? You pig! You know what? No more mutants! There! I said it. I hope you’re happy.”

FFCW006R Scarlet Witch50 Points – Fast Forces (Fixed Rarity): You know what she does; Mystics TA, Pen/Psy, Barrier, Perplex and Prob Control with an 8 Range. With Avengers and Mystical keywords (among others). One of the most used figures in ROC history, I’m sure.

Replacement Candidate:

FFDP006R Mercy50 Points – Fast Forces (Fixed Rarity): 7 Range, Wing Symbol (so she can Carry!) with Phasing, TK, Barrier and Prob top dial with Support on her second click. Her lone keyword (Thunderbolts) is also where she’ll see the most play–on a Thunderbolts team.

The Verdict: Another Cost Correction piece. We won’t see the like of FFCW Scarlet Witch again, methinks. Mercy is missing the Mystics TA AND the Mystical keyword, but she is still very playable. Thunderbolts is probably the keyword that gained the most from this set, so if you’re fielding such a squad, pick up a Mercy for some support in a bottle!

There were also several other figures you could use in this role, but none of them were as good as Mercy (Sister Sercy, I’m looking at you with your 66 Point Cost and your measly lone keyword: Blue Lantern Corps. But hey, at least her name RHYMES with Mercy’s!).

Before we finish, one final note about keywords in general. We’re coming out of an era where Avengers, GCPD and S.H.I.E.L.D. were some of the dominant named keywords, and Mystical, Armor and Monster fueled some of the best generic keyworded teams. Those keywords still offer a lot of options, but Chaos War (an EXTREMELY Avengers-heavy set) rotating out does hurt Avengers teams a little bit. New keywords that have recently become a lot stronger include Thunderbolts, Heroes for Hire and Sinestro Corps. (with Guardians of the Galaxy about to get a double boost from the movie set that just dropped and the upcoming 5-figure booster full set in due in August!). Mystical and Armor are still great generics, but Martial Artist has gotten a big boost between AvX, Days of Future Past and Deadpool, and Cosmic is set to explode with the 4 Entities that have been released in War of Light already (with 4 more to come) and, again, the Guardians of the Galaxy set that’s just around the corner (and the Collector from the GotG Target Exclusive set already offers some intriguing possibilities for Cosmic teams with his unique win condition–but more about that set later this week!)!

"I know it's hard to believe, but all I do is win! If, you know, several specific conditions are met, and I've collected my tokens--y'know what? We'll talk about this later."

“I know it’s hard to believe, but all I do is win! If, you know, several specific conditions are met, and I’ve collected my tokens–y’know what? We’ll talk about this later.”

 

So there ya go! What important retired figures do YOU think WizKids has already published replacements for? Sound of in the Comments section below!

 

The Week When Nothing Ever Happened! (Or, The Weekly Roundup for 06/29/2014!!)

Roundup

Well hello again! Another week has passed in Clix land, and we’re here to catch you up on anything you may have missed!

 

THE WEEKLY ROUNDUP!!

PODCASTS:

Dial H

Dial H for Heroclix just released Episode 51! Not a ton happened this week (as they themselves discuss), but they do talk at length about Nekron’s newly spoiled dials!!

Push to Regen

–Push to Regen is back with Episode 2.5!! They discuss the recent Nationals, work in some War of the Light talk and check in with some listeners!

This is Ultimate Play, b!tches!

–The Quarry’s latest episode is … still Episode 20.


Welcome... to the ROC!

Welcome… to the ROC!

ROC:

-You can catch up with most of the recent ROC upcoming tourney announcements right here!

-There will be some format changes coming to the ROC and also some upcoming prize opportunities! Read the announcement about the upcoming announcement right here!

Preview

No official previews this week, but Nekron’s dial has been spoiled on HCRealms.com (he’s the Black Entity; he seems to have 2 different 300 Point dials, and he is definitely going to be tough to take down at his higher point levels). More interestingly, the Core Hobby (read: Comic Shop Version) Guardians of the Galaxy Movie Set got spoiled as well! The Nova Corps keyword is gonna get a lot of use…

Army of the Week

Army of the Week:

Gonna spotlight Ninwashui’s woulda-been ROC army ‘cuz I love it so much! Check it out right here!

Hooray for Hollllllywooood!!

Hooray for Hollllllywooood!!

–No big Hollywood news to speak of this past week.

Critical Missives:

–Three articles this past week. Two Local Tournament reports (Here and here), and the ROC Build article that we spotlighted in our Army of the Week section!

–Once again… we’re finally on Twitter! You can follow us @criticalmissive to stay up to date on articles (think I’ve got the kinks worked out; it should Tweet the link every time there’s something new to read).

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

Wait–it’s already listing this post!! Huh?! Whaa?! Must be magic!!

We should have another couple articles this week, including a look at some replacement options for some newly retired Meta pieces!

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

Local Tournament Report: War of the Light Month One (06/18/2014 @ Comics And More)!!

DCU Fast Fact: Most Lantern rings found their masters by being discovered at the bottom of a cereal box!

DCU Fast Fact: Most Lantern rings found their masters by being discovered at the bottom of a cereal box! Saint Walker prefers Boo-Berry while Atrocitus is, of course, a Franken-Berry man… alien… thing.

Welcome back!! Outside of Ninwashui’s recap that just hit yesterday, it’s been a little while since we ran a Build column or a Local Tournament Report of any kind (I think Month 4 of AvX!), so we’re going to correct that right here! Why? The War of the Light isn’t just coming any more–it’s here!! As we said, you already got Ninwashui’s take. But here’s what happened from a different perspective–mine!

We played Month One of War of Light at our trusty local venue Comics & More, so you know what that means!! It’s time for a…

Local Tournament Report

LOCAL TOURNAMENT REPORT!!

The Format: Each participant is given 2 boosters of the limited edition War of Light DC Heroclix set. From the figures contained within the two boosters, competitors must make the best 300 Point army they can and compete in 3 Rounds of competitive play.

The Stipulations: No outside Relics or Resources (since this was Month One at this venue, the Power Battery wouldn’t technically be “released” until after the games were done), but if you pulled a Ring, you could play it!

What I Opened: Okay… here’s where things took a turn. Keep a couple things in mind:  first, most venues were only going to open one pack of WoL per person; we just got fortunate enough that we had nearly the perfect number to open 2 packs per person. Again, we were just lucky, since everyone and their mother is trying to get their hands on this set. Having said that, most people opened packs that contained one rare; some opened their packs and discovered that one of them had a Super Rare, which are generally more powerful than most of the rares in this set and, thus, give a slight advantage to the player opening them than if they had just opened two rares. And then there was me. The ten figures I opened were:

COMMONS:

WOL001 Orange Construct35

WOL003 Sinestro Corps Recruit50

WOL007 Blue Lantern Recruit50

WOL015 Arisia75 

WOL017 Boodikka75

Common Options Analysis: Some decent pulls there. The generic recruits in Wave One are all pretty solid for their points; moreover, because they’re generics and thus fewer points than many of the named characters, they’re great for filling in that last 35-50 points you might have left over when building a team in Sealed. That being said…

I didn’t use a one of these.

UNCOMMONS:

WOL023 Mongul165

WOL029 Brother Hymn85

Uncommon Options Analysis: Some really cool Uncommons. Mongul is a good pull because he can be you primary attacker if you don’t pull anything beefier in your Rare/Super Rare/etc. slot. Brother Hymn is flat out one of the best support pieces in the set. Top dial, he flies, has Barrier, Prob with 3 damage (so he can even be a secondary attacker if circumstances demand him to be), a limited Perplex, Enhancement AND he can pump up the Range of adjacent characters! Not bad for 85 Points.

I ended up using Brother Hymn.

RARES:

WOL041 Parallax (Hal Jordan)250

Rare Options Analysis: Now this is more like it! Hal Jordan as Parallax is definitely the sort of heavy hitter that can wipe the floor with opposing figures in this sort of format. His only problem is that he can’t fly (no, this doesn’t make sense on any level, but whatever–if he could fly, he’d probably be close to an even 300 in terms of point cost), but since I pulled a Sinestro Corps Recruit, I had a ready-made taxi whose 5o Point cost would fit beautifully with Parallax’s 250 Point cost. But…

I went another way.

SUPER RARES:

WOL057B Red Lantern Superboy Prime190

Super Rare Analysis: Wow! This is one of those heavy hitting Super Rares I was talking about! Superboy Prime has great top dial stats (he could easily go toe-t0-toe with Parallax, who costs another 60 Points) to combine with an even better power set that featured abilities like Hypersonic Speed, Invincible and Super Strength!

I chose to use Red Lantern Superboy Prime and teamed him with Brother Hymn!

But wait… that’s only 9 figures… and I’m 25 Points shy of 300. Hmmmm…

"Rawr! I mean, hisssss..."

“Rawr! I mean, hisssss…”

CHASES:

WOL063 Ophidian185/25

Chase Analysis: Okay, these are the types of pulls that make people hate you in Sealed. All I can tell you is, it’s not my fault! These were random pulls! Ophidian in particular and the Entities in general are basically like resources when you use their “Entity Possession” Trait. Considering that this is Month One, and peeps aren’t even allowed to use the Green Lantern Power Battery yet, the fact that I was the only one who pulled an Entity means that I’m effectively the only one with a resource.

Sometimes, it is better to be lucky than good.

So, to review, my team was:

This is what dumb, stupid luck looks like.

This is what dumb, stupid luck looks like.

Brother Hymn and Red Lantern Superboy Prime (Possessed by Ophidian).

And now, to the Report!

 

ROUND 1:

VERSUS: Ninwashui!

FACING:

A Rock and a soft (blue) face.

A Rock and a soft (blue) face.

WOL047 Ganthet – 175 Points

WOL019 Bedovian – 115

WOLR305 Sinestro Corps Ring – 4

=294 Points

THE MAP:

Coast City Map

Coast City

FIGHT!

This, unfortunately for my writing partner, ended up being a stomp. Ninwashui pretty much ran into a brick wall. He won Map Roll and not much else.

Ninwashui started by moving up, but he made a couple mistakes with his initial placement of Bedovian; he put him right next to Ganthet (which negated Bedovian’s top dial Movement Special DID THAT ROCK JUST BLINK?: When it isn’t your turn and no other characters are within 2 squares of Bedovian, lines of fire to him are blocked.); and he forgot that Ophidian gave Superboy Prime the ability to gain Sidestep and +1 to his Range or Movement. This really didn’t end up being that big of a deal, since I ended up missing the attack roll, but the extra spaces I saved by being able to use a ranged attack instead of having to run up all the way let me move out Superboy Prime up to some Elevated Terrain after the attack and out of harm’s way (because neither of his figures had any move-and-attack powers top dial).

On his second turn, Ninwashui clears (with no move-and-attack top dial, he doesn’t have many options here), and when my next turn starts, I Perplex up Superboy Prime and go to town on Bedovian, hitting him for 5 damage (3 actual, after Bedovian’s Invuln reducer). Luckily for me, this knocks Bedovian off of his best damage clicks (no more RCE) and on to his Yellow Lantern Perplex down clicks. While this is normally a decent power, I’ve seen what Superboy Prime becomes in his mid-dial (since I now own his figure!) and I am not too worried. Brother Hymn takes a shot at Bedovian to (hopefully) finish him off but misses.

On Ninwa’s turn, he bases Superboy Prime with both of his figures. I clear on my turn, which allows Ninwashui to open fire on Superboy. He uses Ganthet’s Perplex to pump up his own damage, and then uses Ganthet’s Special Attack Power (WITH PAIN, HOPE: Ganthet can use Incapacitate. When he does, after actions resolve, hit characters are each dealt his printed damage value and, until your next turn, each hit character increases its defense value by the number of action tokens it is assigned.) and hits. Superboy Prime takes 3 actual damage and gets an action token (and a corresponding +1 to his Defense). Unfortunately for Ninwashui, he’s about to find out what I already know. On Click 4, Superboy Prime gains a Special Attack Power of his own (RAGE OF A PETULANT CHILD: Superboy Prime can use Poison and deals penetrating damage while using it. Opposing characters can’t counter Superboy Prime’s other powers and abilities or modify his combat values.). So now he has penetrating Poison and both Ninwashui’s figures are based with him. Bedovian now has a base of 3 damage and a Perplex that no longer works on Superboy Prime. Oh, and Click 4 on Ophidian bascially gave back Superboy Prime access to all the powers he lost from his top dial.

Essentially, the rest of the match goes like this for Ninwashui:

Actual footage of Ninwashui attempting to break Ganthet away from Red Lantern Superboy Prime for a Running Shot.

Actual footage of Ninwashui attempting to break Ganthet away from Red Lantern Superboy Prime for a Running Shot during War of the Light Month One.

Within the next two turns, Bedovian is dead and Ganthet is hurting (Poison plus a successful attack), and the game ends soon afterwards (I don’t recall if it was another Superboy Prime attack or just his Poison, but it doesn’t really matter).

DECISION:

VICTORY! 300-0.

Learning

WHAT I LEARNED:

–Red Lantern Superboy Prime is a beast, but his low-ish Defense stats (especially mid-dial) mean that you CAN hit him. Still, his top dial Invincible and mid-dial un-Outwittable Impervious also mean that it’s gonna take A LOT of damage to chew through his 8 Clicks of life, and he’s got a great Regeneration power on his last two clicks. If you pull him, he’s very close to a Must Play. His offensive potential is consistent throughout his entire dial, and he’s great in close (really good mid-dial with that penetrating Poison) or from range. I don’t think he’s Meta, but you can have a ton of fun with him in Constructed.

–Ophidian (and, presumably, the rest of the Entities) are the real deal. The recent results from Nationals at Origins and the ROC’s this month confirm that the Entities are here to stay for the next two(-ish) years in the Meta. I’d expect their price to fall marginally in the next few months as more are opened, but not by much, and once their gone (basically, once War of the Light is over), I wouldn’t be surprised if their price jumps up again. They seem to be opened at an approximate rate of 2 per every 3 bricks, so we’ll see. Keep in mind too, that we don’t know what the Red, Indigo, Violet or Green Entities will do (and we’re presuming that there will be no Black Entity, since that Battery–if memory serves–was powered by the Anti-Monitor, who we already know is going to be a Con-Exclusive Colossal and who does NOT have the “Entity Possession” ability).

ROUND 2:

VERSUS: Dan, a regular at our venue.

FACING:

My, that's a white hot Lantern!

My, that’s a White hot Lantern!

WOL053 Swamp Thing – 150 Points

WOL017 Boodikka – 75

WOL015 Arisia75

=300 Points

THE MAP:

Coast City Map

Coast City (Again)

FIGHT!

Dan won Map Roll and went first. He advanced to the large Elevated Terrain in the center of the map, taking care to stay out of range of any sniping spots from the small Elevated area in front of my starting zone. On my turn, I used Ophidian to increase Superboy Prime’s Range by +1, then upped it again with Brother Hymn. I then Sidestepped Superboy Prime up to the small patch of Elevated Terrain and took a RCE shot (+1 to Attack and +1 to Damage) at White Lantern Swamp Thing. Hit! 5 Damage (4 get through due to Swamp Thing’s Toughness). That leaves Swamp Thing on a problem click for me with a Special Damage power (RESURRECT THE FALLEN: When a friendly character within range and occupying hindering terrain would be KO’d, roll a d6. On a result of 5, instead click them to their last non-KO click, heal them 1 click, and they are now assigned 1 action token. On a result of 6, instead click them to their last non-KO click, heal them 2 clicks, and remove all action tokens they are assigned.) that means I have to be very careful about when I try to take down Swamp Thing’s supporting crew. Swamp Thing’s Trait (RESTORE THE GREEN: Give Swamp Thing a move action, after actions resolve, you may place hindering terrain markers in any clear squares he moved through and he may make a close combat attack targeting one opposing character occupying a hindering terrain marker Swamp Thing just placed. These markers aren’t removed when Swamp Thing is KO’d.) means that Dan can get Hindering Terrain almost anywhere he wants.

Meanwhile, Boodikka and Arisia close on Brother Hymn while I keep Superboy Prime just out of line of fire and take Swamp Thing down to his Stop Click. While I de-token, Dan takes out Brother Hymn and Regenerates Swamp Thing back to click 5. I decide to change tactics and use Hypersonic Speed to take out Arisia (who happened to be standing in Clear Terrain). By pumping up Superboy Prime’s Movement +1 with Ophidian, I’m able to dart around the map and take pot shots at Swamp Thing and Boodikka while usually avoiding a counter-attack. Of course, with my team a figure down, I’m also hard-pressed in terms of actions to do anything but get Swamp Thing to his Stop Click. Finally, I take out Boodikka on the Elevated Terrain in the Center of the map, and Dan meets me there with Swamp (back at Click 5 again, I believe). At this point, Superboy Prime is down a few clicks, and Swamp Thing can Ignore Characters on Movement, so waiting on Superboy’s penetrating Poison clicks won’t do anything.

Finally, I solved Swamp Thing’s stop click by choosing Pulse Wave from Ophidian and getting, well, lucky. I roll two fives for doubles on Pulse Wave, which knocked Swamp Thing off of elevation… AFTER he hit his Stop Click. Game over.

DECISION:

Victory! 300-85 (Though, as you can probably guess from the description above, this was MUCH closer than the score might indicate.)

Learning

WHAT I LEARNED:

–White Lantern Swamp Thing is the Truth! He’s got decent values, but the White Lantern “Life” Stop Click is great, and his special resurrection Damage Power really makes an opponent think about what order they should attack your figures in. Yes, it only has a 33% chance of going off, but that’s just as good as Shape Change or Super Senses, except HE’S GIVING THE POWER TO OTHER FIGURES! Very cool. The fact that he ignores everything on movement and has a TRAITED move-and-attack power means that he’s not just a support piece–he’s a legitimate threat as an attacker. That he can also place Hindering Terrain markers wherever you want on the map offers a ton of possibilities for army building in Constructed as well.

–Let there be no doubt–Ophidian was the difference in this battle. The fact that I could simply pick up a power as useful as Pulse Wave at the drop of a hat was really the difference in the game. If the roles had been reversed, and Swamp Thing had been Possessed by Ophidian, I would have been staring at a loss here.

ROUND 3:

VERSUS: A new player we’ll call A.

FACING:

"Get it? I'm the First Lantern. And I live... IN A LANTERN! Booyah!"

“Get it? I’m the First Lantern. And I live… IN A LIGHT LANTERN! Booyah! Honestly, this stuff writes itself at this point!”

WOL049 First Lantern – 260 Points

WOL001 Orange Lantern Construct – 35

=295 Points

THE MAP:

Coast City Map

Coast City (Again, again)

FIGHT!

For the final round, I faced a brand new player. I didn’t know a lot about the First Lantern, but I did know that A would need some advice during the game, given that it was only the second tourney game he’d ever played (he had a Round 1 bye).

Basically, First Lantern’s top dial Damage Special (DISCOVERED THE EMOTIONAL SPECTRUM FIRST: At the beginning of your turn, choose a color other than white. Until your next turn, any opposing character within range and line of fire can’t use powers of that color.) allowed A to take away my ability to use Hypersonic Speed. I was still able to slightly out-maneuver A’s team with Superboy Prime picking Sidestep from Ophidian and meeting up at the main Elevated Terrain with the patch of Blocking Terrain in the center. Finally, he got off a shot on Brother Hymn because of some careless placement and a failed attack by me, and then he brought in his Orange Lantern Construct on a Charge/Blades/Claws/Fangs, which finished off the good Brother. At this point, I realized that I needed to stop providing advice and start worrying about the fact that A was kicking my butt!

Because he kept choosing Brown (or Gold–however you want to describe the color of Hypersonic Speed and Impervious), he actually had Superboy on the ropes (or specifically, his penetrating Poison clicks). Eventually, I Poisoned the Construct to oblivion, but it wasn’t until I got a hit in on the First Lantern and got him past his Invincible clicks that the Poison actually did anything. Still, the game came down to A’s turn when he still had Superboy’s Impervious negated and 3 Damage showing. Superboy Prime had Shape Change from Ophidian… and hit it. Otherwise, a roll of six or higher would have ended the game.

Unfortunately for A, while I missed several more attacks, I proceeded to hit Shape Change TWICE MORE in the next couple rounds. Finally, a penetrating Poison went off, and the First Lantern was no more.

DECISION:

Victory295-85 (This was the closest game yet, and it was only through-yep!-more dumb luck that I won.)

Learning

–No one deserves to be on the receiving end of three Shape Changes in a row when they have the game basically won, but there it is. Yikes. Still, for just his second tourney game, A played very well.

–First Lantern is a good piece that would be great if he could either fly or if he cost about 200 Points. At 260 points, he’s just a bit expensive for what he does. Still, going forward, as the Build total increases each month, First Lantern will become a better and better piece with the ability to team more and better support figures with him.

–Orange Lantern Construct is a GREAT piece for his points. He’s the cheapest non-Entity piece in Wave One, and he’s well worth including in your force if you can fit him in.

–I just noticed that I haven’t said anything about Brother Hymn, but he was a champ. He’s arguably the BEST support piece in Wave One.

With the Final Round results, I finished first.

THE SPOILS:

He's MINE! AND MINE AND MINE AND MINE!!

He’s MINE! AND MINE AND MINE AND MINE!!

(Although, if we’re being honest, Red Lantern Superboy Prime and freaking Ophidian are a pretty damn good haul on their own!!)

1-2-3-4!! Let’s Have a Light War!! (Or, The Weekly Roundup for 06/22/2014!!)

Roundup

Howdy folks!! Has it been another week already?

My Tigers have been extremely schizophrenic this season (can a person or entity be “extremely” schizophrenic? Or is it one of those things where you’re either schizophrenic or you’re not? Hmmm…), but at least we’ve won our last four games and retaken first place from the Royals. Good Lord, the Royals… even typing the words “retaken first place from the Royals” makes me queasy. How in the blue hell did the Royals ever get themselves into first place in the Central (even if it was just for a few days). For our international readers who don’t follow baseball, this would be like, say, Fulham finding itself in first place midway through the Premier League season last year (of course, Fulham ended up relegated, so hopefully the Royals will find themselves in a similar swoon soon…).

I mean, here is a typical shot of the Royals fan base during a normal season:

Yep. These are Royals fans.

Yep. These are Royals fans.

And here is a typical Royals highlight:

What entering a War of the Light event feels like after you open your two boosters and find that the best figure you pulled is Brother Warth.

What entering a War of the Light event feels like after you open your two boosters and find that the best figure you’ve pulled is Brother Warth.

Opposing players celebrating at home plate while a Royals catcher looks plaintively into the dugout for some sort of clue on what to do next?

Check.

Check.

So you see, these are the Royals I’m used to dealing with. I can’t handle First-place Royals. It’s not natural. It throws off the balance of the universe. The only team the Royals should be looking down at is the Houston Astros, and only because Houston is in year nine of their three-year rebuilding plan. But, the Tigers have once again dethroned KC, at least for the time being, and all is right with the world.

Now then, with work, a friend’s wedding and a few other things requiring my attention this week, I’m a day or two late with my regular wrap-up this week, for which I apologize. But, that does mean that now is the perfect time for….

THE WEEKLY ROUNDUP!!

PODCASTS:

Dial H

Dial H for Heroclix just released Episode 50! What a fantastic achievement! Keep it up, gentlemen! This week they discuss some War of the Light Wave One Sealed Advice!

Push to Regen

Episode 2.4 is still Push to Regen’s most recent podcast. You can also check their Podbean for updates and the first three episodes of Season 2!

This is Ultimate Play, b!tches!

–The Quarry’s latest episode is … still Episode 20, which sees the return of the Round Table!! Also, if you missed the announcement two weeks ago, Hunter Smith has decided that he will be leaving as a regular on the Quarry Round Table episodes; while he didn’t rule out an occasional pop-in, Hunter is done after this month as a continual presence due to nothing other than not enough time.


Welcome... to the ROC!

Welcome… to the ROC!

ROC:

Lot going on with the ROC this week! Let’s dive in!

-You can catch up with most of the recent ROC upcoming tourney announcements right here!

-Due to my schedule, I’ll not be able to attend myself, but local southeastern Michigan venue Gamer’s Gauntlet has a ROC event scheduled for the end of this month. I’ve heard nothing else about this from any other source; check out their website for more details (via the link above). NOTE: If anyone is attending this event and wants to write a Local Tourney Report or even just a Top 8 recap, you can send it in and we’ll publish it. Or, if you want to write it up for your own site/blog/social media outlet, send us a link here or via Twitter (@criticalmissive) so we can spread it around!

-If you missed it three weeks ago, a brief announcement was made that the recent “Watchlist 2: Electric Bugaloo” changes will go into effect, well, immediately.

-Mama, there goes that man again! Patrick Yapjoco has won YET ANOTHER ROC!! And the sun rises in the morning, and the sky is still blue, etc. etc. … Honestly, the thread link to the left is worth checking out just to see who played what. It sounds like one of the funner ROC events just in terms of the varied rosters that folks were fielding. Patrick won with Iron Pharaoh (Possessed by the Parallax Entity), Bullseye (Possessed by the, uh, Utility Belt), Despotellis and Astral Dr. Strange (which’ll rotate out at the end of the month).

We’ve talked (and talked AND TALKED!!) about how great the Pharaoh is, and I don’t think this is the last we’ll see of Bullseye either. But the second place finisher that Patrick beat to win was playing a Captain America and the Winter Soldier fueled S.H.I.E.L.D. Theme Team that featured the AWESOME Cap and Black Widow Duo Figure that we’ve been on about here and here! Cool stuff. I love seeing the various mutations the Meta takes as people really start to find new techniques for winning.

Wizkids

WIZKIDS NEWS:

-Origins has come and gone, which means there is a newly crowned U.S. National Champion! Check the link to see what he played…

-A U.K. Champion was also crowned a short while back!!

-Also, if you were living under a rock last week, or just, y’know, away from the internet (that’ll learn ya for going camping with the family!!), WizKids is rotating sets finally, which should juice the Meta starting July 1st!! Pretty much everything Marvel and DC BEFORE M:10 and DC:10

-A general FYI: a month ago, WizKids announced a monthly New OP kit system!


Preview

Previews:

–No previews of any note this week, although there are now rumors of a Yu-Gi-Oh! resource and storyline event coming up! Whaaa… ? More details as they available…

Army of the Week

Army of the Week:

This week we’re gonna take a break from my ramblings and publish the second place team from Tyler Martin that I was just talking about in the ROC section. Let’s see what he played!

Team Name: Tyler Martin Don’t Have Time For You

Theme: S.H.I.E.L.D. (+3 to Map Roll)

Build Roster:

CATWS017 Captain America and Black Widow – 130 Points

ASM017B Brother Voodoo – 79 

CATWS013 Agent 13 – 55

AVXR100 The Phoenix Force – 12

(with 3 Assigned Characters and 5 Fragments) – 24

(EDITOR’S NOTE: The report lists the Phoenix Force in Tyler’s army as costing 36 points while having 3 Assigned Characters and only one Fragment left on the base, which would only cost 33 Points. So either Tyler’s army was 3 points lighter than reported, or he was using all 5 Frags. For our purposes here today, we’ll say it was the latter, since that gives us a nice even 300 Point army!)

=300

The Captain America and Black Widow Duo is fantastic. At this point and Shard level, the Phoenix Force would be providing them with +1 Defense to start (giving them a 19 Defense value) and Charge, and they already have Sidestep, Stealth and the ability to ignore Hindering on Movement and Targeting with the Avengers Initiative TA!! Brother Voodoo can Phasing/Teleport to almost anywhere on the map to support with his Prob Control, and–by the way–Mind Control someone as a free action when he’s done. Agent 13 can shut down any figure’s defensive powers when she gets to her second click, and using the Phoenix Force with her gives her a Poison that suddenly is penetrating. Her attack isn’t much to writer home about, but with Shape Change and Combat Reflexes, it’s unlikely the figure she’s tying up will hit her either.

All in all, a really solid effort and great design by Tyler!

Hooray for Hollllllywooood!!

Hooray for Hollllllywooood!!

–No big Hollywood news to speak of this past week. More Gotham trailers are rolling in, but really, everyone’s waiting for Guardians of the Galaxy to hit at the beginning of August!)

Critical Missives:

–No new articles this past week (didn’t have time, unfortunately), but you can look for a War of the Light-themed Local Tournament Report tomorrow!!

–In other big news… we’re finally on Twitter! You can follow us @criticalmissive to stay up to date on articles (think I’ve got the kinks worked out; it should Tweet the link every time there’s something new to read).

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

Wait–it’s already listing this post!! Huh?! Whaa?! Must be magic!!

So until the next article (which–just a guess–will release tomorrow, God help me),

Stay Safe, and Watch Your Lines of Fire!

National Origins!! (Or, The Mid-Weekly Roundup for 06/15/2014!!)

Roundup

Hey There!!

No, you haven’t stumbled upon the never-before-seen prequel script for some Nicholas Cage-starring Indiana Jones clone! We’re here to talk about Heroclix!

And the World Cup. Team USA over Ghana? Did not see that coming! Course, I don’t follow soccer/futbol too much outside of the World Cup, so I’d probably be the last guy you’d want to predict these things. Between baseball, football, basketball and hockey, I just never got into it.

"Wait, Delta Force-era Chuck Norris plays soccer? I'm in!"

“Wait, Delta Force-era Chuck Norris plays soccer? I’m in!”

All of which is to say, sorry for the delay; but it looks like this is gonna be a…

MID-WEEKLY ROUNDUP!!

PODCASTS:

Dial H

Dial H for Heroclix just released Episode 49! Lots of great discussion about recent significant tourney winners and runners up, as well as a discussion about the Return of the King pieces that just released.

Also, June’s Best Build Contest is underway; I finally found time to submit (mine’s the Iron Pharaoh/Fantomex/Shaman team; yeah, I basically submitted a version of the same team I’m always on about–sue me. We’ll take a look at a Modern age version of that team in just a little bit).

Push to Regen

Episode 2.4 is still Push to Regen’s most recent podcast. You can also check their Podbean for updates and the first three episodes of Season 2!

This is Ultimate Play, b!tches!

–The Quarry’s latest episode is … still Episode 20, which sees the return of the Round Table!! Also, if you missed the announcement last week, Hunter Smith let it be known on last week’s Dial H For Heroclix Podcast that he unfortunately will be leaving as a regular on the Quarry Round Table episodes; while he didn’t rule out an occasional pop-in, Hunter is done after this month as a continual presence due to nothing other than not enough time.


Welcome... to the ROC!

Welcome… to the ROC!

ROC:

-Catch up with most of the recent ROC upcoming tourney announcements right here!

-Not that I’ll be able to attend, unfortunately, but local venue Gamer’s Gauntlet has a ROC event scheduled for the end of this month. I’ve heard nothing else about this from any other source; check out their website for more details (via the link above).

-If you missed it a couple weeks ago, a brief announcement was made that the recent “Watchlist 2: Electric Bugaloo” changes will go into effect, well, immediately.

-And once again, if you want to know what the most frequently used ROC figures are, check out Ninwashui’s latest article that dropped a couple weeks ago!

Wizkids

WIZKIDS NEWS:

-Origins has come and gone, which means there is a newly crowned U.S. National Champion! Check the link to see what he played…

-A U.K. Champion was also crowned!!

-Also, if you were living under a rock last week, or just, y’know, away from the internet (that’ll learn ya for going camping with the family!!), WizKids is rotating sets finally, which should juice the Meta starting July 1st!! Pretty much everything Marvel and DC BEFORE M:10 and DC:10

-A general FYI: a few weeks ago, WizKids announced a monthly New OP kit system!


Preview

Previews:

–No previews of any note this week, which is fine, since there was a lot else going on!

Army of the Week

Army of the Week:

Okay, like I said before, this week we’re going to revisit an old build and add some new pieces. At the U.S. National Heroclix Championships (see above), Tim Bold piloted a team that featured Iron Pharaoh and Black Talon to a 2nd place finish (similar in concept to Ninwashui’s “Who’s the Boss? Tony is the Boss!” column). Well, I’m going to take that concept and merge it with my old Iron Pharaoh/Shaman concept. Let’s see what it looks like:

Team Name: Lockheed and Loaded

Theme: Mystical (+4 to Map Roll)

Build Roster:

IIM051 Iron Pharaoh – 110 Points

(with the Cyclops Fragment)

IIM0040 Shaman – 92 

DP043 Black Talon- 60

WXM080 Lockheed16

AVXR100 The Phoenix Force – 12

(with the Colossus Fragment still Attached) – 3

1 Assigned Character – 3

=299

So, the strategy here is the same as it is every time with this group, really–delay and conquer. The harder you can make it for your opponent to get to you, the more body blows you can throw at their best pieces with the Pharaoh and the better your chances of success will be. If you win Map Roll, you’re gonna choose something like the Wundagore Mountain (hard to move around without flying or the ability to ignore Elevated Terrain) or K’un Lun maps (lots of blocking terrain to set up impassable Barriers).

When it comes time to attack, Iron Pharaoh will have 1 Outwit (his own), 1 Perplex (Shaman’s), a native 10 Attack and 3 Damage as well as RCE to split however he wants, and a possible +1 to Damage and Attack depending on the keywords of his target, all while seeing through just about everything via his Falcon… and then Black Talon gets to try and Mind Control him to do it all over again. Wash, Rinse and Repeat!

Shaman is your secondary attacker and support piece all in one, and Lockheed is there to provide another figure for Map Roll, to act as a tertiary attacker if your opponent approaches in any sort of Enhance Ball (he has EE) and to fly peeps away four squares if it’s not to your advantage to use “No Flights” for some reason (no, he’s not tiny, so he can Carry… up until Shaman does his thing.). 80% of the time, you’ll probably want to bust it off first turn, but if your opponent is using taxis who don’t depend on the Wing Symbol to Carry, it might behoove you to hold off.

 

Hooray for Hollllllywooood!!

Hooray for Hollllllywooood!!

–No big Hollywood news to speak of this past week.

Critical Missives:

–Another week gone by, another couple big articles by yours truly (a postmortem on the AvX set, now that it’s all finished) and a look at GW Bridge and the various Build possibilities he opens up by Ninwashui (as promised three weeks ago in his Deadpool set review!).

–In other big news… we’re finally on Twitter! You can follow us @criticalmissive to stay up to date on articles (think I’ve got the kinks worked out; it should Tweet the link every time there’s something new to read).

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

Wait–it’s already listing this post!! Huh?! Whaa?! Must be magic!!

So until the next article (which–just a guess–will have something to do with War of the Light),

Stay Safe, and Watch Your Lines of Fire!

 

The AvX Postmortem!! (Or, 4000 Words on Why Cyclops Was Wrong!!)

"Son, unless the category is convoluted character back stories, you gonna lose this one."

“Scott! Unless this conflict is decided by which side has the most convoluted back stories, your X-Men will lose!”

AvX has come and gone, and outside of some Local Tourney Reports and a few article mentions of Scarlet Witch, we really didn’t cover the actual pieces too much. Well, that changes today. Today, we’ll go through the best and the worst pieces and talk about which ones will be relevant in the Meta six months from now and which ones you won’t even pull out to complete a Theme Team. We’ve talked at length before about what the Phoenix Force Resource can do for your squad, so today we’ll focus on the individual characters in this set. Before we begin with the individual spotlights, you should probably be aware that there are (including all the different Team Base Dials) 42 different dials in this set (pretty much every starter fig comes with at least a V and E dial). So it’s actually a bit bigger than most people realize. And with that, we’ll get on to:

 

THE 6 BEST:

"Let's see Elizabeth Olsen pull off this costume!"

“Let’s see Elizabeth Olsen pull off this costume!”

AVX006E Scarlet Witch 100 Points: She’s support in a bottle, with Perplex, Prob and Support all contained in her Damage Special Power. She can virtually eliminate your opponent’s best TA with her Trait (NO MORE MUTANTS: Once per game, give Scarlet Witch a double power action and choose a team ability. Any other character that can use that team ability must roll a d6 that can’t be rerolled and if the result is 1 – 5, that character can’t use the chosen team ability for the rest of the game.), which is one of the coolest Traits in the game in terms of function and flavor. Her Defense Special is also one of the best in the game (MYSTICAL WARDS: Scarlet Witch can use Energy Shield/Deflection. When Scarlet Witch is hit with an attack, the roll is ignored and the attacker must roll again. This new roll can’t be rerolled or ignored.), and she has both the Avengers and the Mystics TA on top of that! With a top dial 3 damage with Precision Strike and 8 Range, she’s that rare support piece that’s actually a useful tertiary attacker too! FFCW006R Scarlet Witch and JL52016R Enchantress both offer similar powers for 50 less points, so there hasn’t been an overwhelming need for this Wanda on the Meta scene yet. But with those pieces retiring and with only FFDP006R Mercy available as a replacement in the same point range (it should be noted that War of the Light is bringing us WOL033 Sister Sercy, who has a similar dial to the pieces I mentioned and costs 66 Points; however, her only keyword is Blue Lantern Corps., which means she’d probably break theme on any Meta team she’s included on, since I don’t see Blue Lantern Corps. as being viable in a tournament environment; Map Choice can become so important at that level, so I don’t think she’ll get used a ton, but I guess we’ll see), I wouldn’t be surprised to see people take another look at this Scarlet Witch, since she fills so many role for such a reasonable cost (and has great keywords; Mercy has Thunderbolts and that’s it. That’s better than just having BLC, but it still narrows your build options). And if you play her with the Phoenix Force, you can give her TK, too (with the Emma Fragment).

Cyclops, right before he turned into Magneto. CYCLOPS WAS WRONG!

Cyclops, right before he turned into Magneto. CYCLOPS WAS WRONG!

 AVX009E Cyclops – 100 Points: He has enough offense (Running Shot and 4 top dial damage with an awesome 8 Range and Improved Targeting: Ignores Blocking Terrain and, when he does, blow up that blocking terrain after actions resolve) to be considered a primary attacker, but you get him at secondary attacker prices! He offers a bit of support as well with Outwit and Leadership; as of Watchlist 2, however, he’s lost some of his luster. His defense at this point level is a mere 17 with Toughness and only 5 clicks of life, so he represents a big risk that was greatly mitigated by firing from the other end of the map when used in conjunction with SLOSH048 Tellus. Now that Tellus’s Link Telepathically Trait (LINK TELEPATHICALLY: Friendly characters within 4 squares can draw lines of fire and count range and squares from the square of any one friendly character within 4 squares of Tellus.) only works with other LoSH keyworded figures, I’d expect that this version of Scott Summers is a little to chewy to stay in the ranks of the Meta.

Buuuuuut, having said that, if Cyclops does stick around the tourney scene, it’ll be because of his good buddy Sean Cassidy. We know DP051 Banshee is going to be a Meta piece, and it just so happens that this particular Cyclops makes an awesome running buddy for him. Banshee is 98 points; unlike Scott Summers’s WXM version (94 Points), Cyke here clocks in at an even 100, which means his Leadership can pull tokens off of Banshee (which is huge, since the lack of Indomitable is one of the only drawbacks to playing Banshee). Banshee’s Police TA will help Cyclops’s 10 Attack; Cyclops’s Outwit can counter (even through Blocking Terrain!) opposing Precision Strike or any other ability your opponent might use to get around Sean’s 18 Defense with Super Senses. And they each have the X-Men TA, so they can each heal the other of one damage if there’s a click you just need them to stay on (like Cyke’s Top Dial–or Banshee’s second click). That’s a fairly formidable pair, there, and you still have 102 points left for more X-Men and Resources. Let’s see what that might look like real quick:

Team Name: Ech0-Disintegration

Theme: X-Men

DP051 Banshee98 Points

(Assigned the Colossus Fragment) – 3

AVX009E Cyclops100

(Assigned the Cyclops Fragment) – 3

WXM204 Shadowcat70

(Assigned the Magik Fragment) – 3

AVXR100 Phoenix Force – 12

3x Assigned Characters – 9

= 298 

As described above, this team is designed for all sorts of synergistic shenanigans between Banshee and Cyclops. If you win Map Roll, you want something with a lot of Elevated, Hindering AND Blocking Terrain. Wundagore Mountain is just one example of a map that should work for you, with a top level of elevation that also has plenty of walls for Cyclops to blow through. There’s several from FEAR ITSELF that will work just fine too. Also, with the Phoenix Force and this setup, Banshee has an 18 Defense with Super Senses and Invuln–not too shabby. If your opponent has any bystander tokens (likely if it’s a Hammer team) or any figure that you think you can pick off early, it’s in your best interest to do so. Once you either roll doubles and hit or KO an opposing character with an attack, the Phoenix dial turns to Click 2, where all of your team would get Force Blast, +1 to their Attack, ES/D AND Perplex!! Shadowcat is simply there to Carry Cyclops if need be and to keep Incapping M10 Iron Man if he ever shows his face–plus she’s a great Outwit source and tie-up piece.

"I assure you, that WAS your card!"

“I assure you, that WAS your card!”

AVX008 Professor X – 150 Points: The main reason I have Xavier on here is his awesome Movement Special (I CAN’T LET YOU DO THIS: Professor X can use Mind Control and is not dealt unavoidable damage from it. Opposing characters within range must be given double power actions instead of power actions.). Giving opposing figs 2 chips instead of one, or just plain preventing them from doing what they want in the first place is a great power. In effect it is similar to Mokk’s main Trait from Fear Itself (ADVANCED PETRIFICATION: Opposing characters with a lower point value within 4 squares of Mokk can’t be given non-free actions if they already have one action token.), except the good Professor here only stops power actions. On the surface, Xavier’s power may not seem quite as good, but the Prof doesn’t care about other characters point cost, if effective out to 8 squares instead of 4… and–oh yeah!–he gives you that stopping power for 90 less points!! And he comes with both the Avengers and X-Men keywords (and can attach to either base!). Lot to like here.

150 Points is too much for a non-Primary attacker in 300 Point Meta games, but if you find yourself in a 400 Point tourney (or more), he’s a strong choice. In AvX months three and four, he showed up quite a bit, and for good reason (or REASONS, as we just discussed above!).

"Mooooooortalllllll Kombat!"

“Mooooooortalllllll Kombat!”

AVX102 Lei-Kung the Thunderer125 Points: His Trait is fine if you’re pairing him with Iron Fist or Shang-Chi (TEACHER & PUPIL: During the beginning of your turn, give Lei-Kung the Thunderer a free action and choose a friendly character within 3 squares, with the Martial Artist keyword, and with a lower point value. The chosen character may modify either their attack or defense value by +1 until your next turn.), but his special Movement and Damage powers are what make him really efficient, giving him Charge, Flurry, Plasticity and a special version of Quake that gives hit characters action tokens.

Let’s take a look at another Flash Build with Lei-Kung!

Team Name: Thunderer Cats!!

Theme: Martial Artist

AVX102 Lei-Kung the Thunderer100 Points

DP047B The Cat81

(w/ Complete Utility Belt) –14

DOFP009 Nightcrawler86

=300 

Martial Artist teams are in a weird spot right now. With the new Theme Team rules, they don’t really have any easy access to Probability Control. They’ve actually got a few pretty decent Taxi options now, however, which used to be an issue. I’ve gone with Nightcrawler because he’s so hard to hit AND can make a Close Combat attack if he carries someone 6 squares or less. The Cat is quite dangerous on his own, but he’s especially deadly with the Belt, and if you keep him close to Lei-Kung, you can pump his Attack to 13 or his Defense to 18, depending on the situation. And then, of course, Lei-Kung himself can come and bring the Thunder (read: action tokens) to break up any of your opponent’s formations. If you can win Map Roll and find a map with enough hiding spots (Hindering Terrain), you’d have a good chance of getting to your opponent before he can get too many shots off at your team. Alternatively, if you wanted to use the Phoenix Force, you could sub in Colleen Wing for The Cat.

"I am the Lord... of this hollowed out rubble!"

“I am the Lord… of this hollowed out rubble!”

AVX014 Magneto200 Points: Again, an awesome Trait (ARE YOU SURE ABOUT THIS, SCOTT?: Magneto can use Energy Shield/Deflection and Telekinesis. During the beginning of your turn, if Magneto has two action tokens, he can use Telekinesis as a free action, but may only use it to place friendly characters.) that makes him so hard to hit with a ranged attack (plop him in Hindering and it’s a 21 to hit for most characters!), especially now that Chaos War Hawkeye is rotating out in 3 weeks. Invincible means that even if you hit him, you’re not doing much damage, and after his top dial 4 damage he stays at 3 for most of the rest of his dial and even picks up Outwit. Rare was the X-Men team I played against during AvX that didn’t feature Magneto. He’s not 300 Points Meta, but in 400 or more, he should get a lot of consideration.

"Wait, is it safe for Thor to channel lightning this close to Iron Man's suit?"

“Wait, is it safe for Thor to channel lightning this close to Iron Man’s suit?”

AVXT001R Avengers200 Points: Their attack value is looooooow (9 to start though, like Spinal Tap’s amps, eventually it goes to 11–I’ll steal the .gif Ninwashui found for his last article to illustrate that).

This is actually what it looks like to turn a Green Lantern ring up to 11...

They have top dial Perplex and Running Shot with 3 Bolts, but otherwise, every power you would want them to have they get down dial. So patience is a key. But the real reason they’re here in the Top 5 Best instead of the Top 5 Worst is because they can get just about EVERY power under the sun via the Asset Dial depending on which Avengers roster you choose to field.

Just look at these Team Base powers:

AVX001 Captain America: This team character can use Combat Reflexes and Defend.

AVX002 Iron Man: This team character can use Perplex. When they do and Black Panther is also attached, you may modify an opposing character’s combat value by -2 instead.

AVX003 Thor: This team character can use Energy Explosion.

AVX004 Spider-Man: This team character can use Super Senses.

AVX005 Wolverine: This team character Blades/Claws/Fangs and Regeneration.

AVX006 Scarlet Witch: This team character can use Probability Control.

AVX007 Black Panther: This team character can use Outwit. When they do and Iron Man is also attached, you may counter a team ability as if it were a power.

AVX008 Professor X: When this team character uses Solo Adventure to place Professor X on the map, he may immediately use Mind Control as a free action.

AVX016 Hope Summers: Give this team character a free action and choose the asset ability of any character that could be attached to the team base but isn’t. This team character can use that asset ability until your next turn.

DP015 Daredevil: This team character ignores opposing characters’ Stealth.

DP019 Deadpool: When this team character is attached, opposing characters can’t use the Avengers or X-Men team abilities.

DP033 Red Hulk: This team character can use Poison. They can use it normally, or damage dealt from it can be penetrating damage. If damage dealt from Poison is penetrating damage, at the end of your turn you must roll the d6 and turn the asset dial that many times clockwise.

That is a WIDE array of choices, and you can put them in whatever order you choose! This team base offers the most customization of any 200 point character in the game! The X-Men Team Base is also good at the same point level; I just prefer the (at least currently) superior variety of the Avengers abilities.

Turbo from Go-Bots, twenty years past his prime and with a heavy drinking problem...

Turbo from Go-Bots, twenty years past his prime and with a heavy drinking problem…

AVX104 Phoenixbuster Iron Man175 Points: People made a lot of noise at first about how “narrow” his Trait was in terms of characters he could actually deal penetrating damage to (HERE GOES NUTHIN’: Phoenixbuster Iron Man’s attacks deal penetrating damage if the target character is assigned a relic or a resource or possesses any of the following: “Giant damage symbol”, “Colossal damage symbol”, the Power Cosmic team ability, the Cosmic or Phoenix Force keyword, or the word Phoenix in its name as a separate word.), but I actually think his Trait is great! First, if you’re playing a ROC event or even a local tourney, unless Relics and Resources are banned, lotsa folks are gonna be playing them, and most (pretty much all of them except the Utility Belt, Penguin and the Bat Cave, although, to be honest, I forgot how the Bat Cave even works since it’s so rarely played…) affect either the entire team or a good portion of it. Second, even if you’re opponent isn’t playing a Relic or Resource, the “Cosmic” keyword is more prevalent then ever, considering we just saw DC Heroclix get a space-based set in SLoSH (11 characters with the Cosmic keyword, including Highfather), they’re about to get another one in War of the Light, and Marvel’s about to get a couple in the Guardians of the Galaxy Movie set along with the Guardians of the Galaxy set proper!

Third… his dial is actually really good! Running Shot with 10 Movement and a 10 Range means he can swing 15 squares in a single attack. That’s pretty damn good. Top dial 11 Attack with Pulse Wave is also pretty nasty. Let’s take a look at what Tony can do for you:

Team Name: Busted Lips

Theme: Armor

AVX104 Phoenixbuster Iron Man175 Points

(w/ Secret Avengers ATA) – 5

FI301 Splitlip20 

IIM015 Tony Stark70

FIB018 Store Clerk3

FIR100 Book of the Skull6

(w/ 7 Hammers) – 21

 =300 (Exactly! Yay!)

So, this is probably a pretty obvious build, but you Hammer up Tony Stark and Phoenixbuster Iron Man as quick as possible with Splitlip’s ability, then you start going to town. Tony Stark should only need a 6 at that point to Mind Control–well, himself, really. Then you try and destroy your opponent’s best figure with a couple doses of Running Shot/Pulse Wave via a 13 Attack (with a Hammer) and 10 Range! Yes, this is a variation on Ninwashui’s Tony Stark/Iron Pharaoh team from a few months ago. And that’s fine, cuz it’s not a bad idea at all, especially with a fig that has a chance to do penetrating damage each time he attacks! Remember, even if his Trait doesn’t help you, PB Iron Man still has Pulse Wave for 4 Clicks and Pen/Psy for his last three–you’ll have chances to get damage through, I promise you.

 

And we're sure she's not talking about the source of her marital problems with Bill?

And we’re sure she’s not talking about the source of her marital problems with Bill?

HONORABLE MENTIONS:

AVX003R Thor100 Points: Great scuplt with a great Trait (CALL THE STORM & TEAR OPEN THE SKY: Thor can use Super Strength. When Thor targets and hits more than 1 opposing character with an attack, targets of the attack are dealt penetrating damage.) that really makes him into a sort of mini-Phoenixbuster Iron Man. For 75 less points.

AVX004 Spider-Man125 Points: Extremely effective for his points, and definitely worth fielding depending on the build. He’d be the best Spidey out there if WizKids hadn’t just released DP060 Superior Spider-Man, who is an absolute beast.

 -AVX007 Black Panther100 Points: A Swiss Army knife of close combat abilities, T’Challa’s Damage Special Power (KING OF WAKANDA: Black Panther can use Empower, Leadership, and Outwit. When he uses Leadership and the result is 6, in addition to the normal effects he may remove an action token from himself.) makes him another “support in a bottle” type of character, only he can deal some melee damage as well. He actually makes a great teammate for the previously discussed AVX006E Scarlet Witch because of his Trait (YOU DON’T GET TO GIVE UP: Once during your turn, another friendly character within 4 squares that shares a keyword with Black Panther can use Willpower.), which allows Wanda to use her “No More Mutants” Trait without taking pushing damage. Wild Card TA, top dial Stealth, the ability to ignore Hindering Terrain and Characters while moving and a bevy of good keywords (Avengers, Illuminati, Scientist, etc.) make him a solid choice for a bunch of different builds. He’s probably the best Panther they’ve ever made, although AV024 Black Panther from Avengers is close.

-AVXG001 Dark Phoenix Cyclops1000 Points: If 1000 Point tourneys were more common, this dial would have made the Top 6. He’s insane for his points (mostly because of his Special Pulse Wave, which can hit multiple characters for up to 5 damage the first time it appears on his dial), but he’ll rarely see play because most venues only do large enough builds for him every 3 months or so. Incidentally, Cyke’s 300 Point dial actually made a Top 16 at a ROC recently, but didn’t go any further because it’s too easy for him to get out-actioned at that point level. Still, all three of his dials are solid, and he’s a rare piece that you need to be aware of in Epic games.

The Sculpted Facepalm.

The Sculpted Facepalm.

THE 4 WORST!!

And finally, a few mentions about the pieces I think should be avoided… AT ALL COSTS!

A visual comparison of IIM001AE Iron Man and AVX002 Iron Man.

A visual comparison of IIM001AE Iron Man and AVX002 Iron Man.

AVX002 Iron Man150 Points: The worst Modern Age Iron Man, this exercise in frustration only saw play in AvX from those desperate souls who fielded him in Month 1 hoping to take advantage of his Trait (ENHANCED REPULSORS: All of Iron Man’s attacks generate knock back.) on a map that featured a mountain in the middle. Which was fine, except that you better hope you win Map Roll and that your opponent decides that it’s a good idea to engage you on the top of said mountain. Even then, you still have to actually hit, which–with a dial that sports only a few 10’s and 9’s for Attack Value–might be fairly difficult. His Damage Special is just annoying (INVENTING ON THE FLY: Once per turn, Iron Man can use Outwit or Perplex.) since it’s an either/or proposition AND it doesn’t appear top dial. Just compare what you get here with what you get with IIM001AE Iron Man for the exact same amount of points. It’s not even close. One final note: His keywords suck (No Stark Industries? Really?!).

"Uh, sure, Illyana, you, uh, you definitely made the list."

“Uh, sure, Illyana, you, uh, you definitely made the list.”

AVX013E Magik75 Points: She looks like she should be really good. She’s got a cool sculpt, 2 Team Abilities (Mystics and X-Men) and a vast array of powers like top dial TK, ES/D and a Special Movement Power that lets her deal penetrating damage to characters with the Mystical keyword. All backed up by her Taxi Trait (TELEPORTATION DISKS: Give Magik a power action and choose an adjacent character. Place Magik in any square within range, place the chosen character in an adjacent square, and roll a d6. On a result of 1-4, the chosen character can’t be given a non-free action until your next turn.). So why is she on this list?

Let’s start with her Trait. It’s basically a very fancy way of saying “I can carry someone 5 squares.” Yes, one third of the time, you might be able to do something after that, and she’s not restricted by any symbols or the size of the base of the chosen character, so her Trait is slightly useful from that regard. But if you’re not playing her with a Colossal or peanut base fig, or having her carry a flier or something like that, then she’s pretty useless as a Taxi service with a route of only 5 squares (Ironically, one of the best figures for her to carry would probably be Phoenixbuster Iron Man, who would then have a 33% chance to make a Running Shot that would cover another 15 squares for a 20 square swing).

Well, what about her Movement Special? All of her attacks deal penetrating damage to other Mystical characters! Okay, that’s fine–certainly a popular keyword. But in this era of Power Creep, somehow Magik got stuck with a bunch of 9’s and 8’s for her Attack Values like she’s straight out of Infinity Challenge or something. Which makes her B/C/F and–to a slightly lesser extent–Pulse Wave almost useless. Ah, but she’s got top dial TK! Lots of people played 75 Point FFCW006 Scarlet Witch just for her top dial TK! Well, that’s not nearly the only reason they played her, but if you’re using Magik’s TK, then her Trait is really useless, isn’t it? Neither is a free action, which means you can only choose one or the other. Which means you’re paying “Taxi” points twice for her.

Basically, for almost everything she does, there are better options. Oh, and if you thought Iron Man’s keywords sucked, you should probably know that he looks like DP101 Deadpool compared to Magik (X-Men, Mystical and–wait, that’s it.)

Build your army around Hope Summers and you'll end up in a corner with your head down too.

Build your army around Hope Summers and you’ll end up in a corner with your head down too.

AVX016 Hope Summers122 Points: Her Trait makes her interesting (POWER MIMIC: Give Hope Summers a free action. Choose a standard power possessed by any character within 4 squares. Hope Summers can use that power until your next turn as if she had a range value of 6.); her point cost makes her almost unusable. For 3 more points, I’ll take Lei-Kung every time. The only reason she’s a must own is because she has the best Asset Dial power for both Team Bases (see above).

Probably more effective than AvX Cable.

Probably more effective than AvX Cable.

AVX101 Cable124 Points: The same issues as his sister, although they both get slightly better when played together (although not nearly better enough to, y’know, ACTUALLY PLAY THEM TOGETHER). If you know you’re gonna play against some Avengers, he’s passable. Now that AvX is over, however, I don’t see him being useful in life.

 

Okay, that’s just about everything I can think to say about AvX! Thanks for checking out the AvX Postmortem! Back Monday for the Weekly Roundup!! Until then, as always, stay safe and watch those lines of fire!

 

 

 

 

 

Team Ideas – The Bridge to S.H.I.E.L.D.

Idea

Among the other competitive pieces to come out in the Deadpool set (detailed here and here), we got a new figure that falls into a category of pieces that I refer to as “recruiters,” DP041 G.W. Bridge. Like TDW015 Duhg and SLOSH201 Cosmic Boy, DP041 G.W. Bridge has the ability to give any character a keyword that they didn’t have before. In a correctly built team, he can give any character the Six Pack, Weapon X, or Solider keywords. Just one problem… those are boring. Reasonable but boring. And they aren’t worth all the hoops you have to jump through to get them. That leaves the S.H.I.E.L.D keyword. That’s more fun.

So what does it take to get that keyword in a 300 point army? Well G.W. himself is 68 points, and the cheapest S.H.I.E.L.D generic, AVM003 Agent of S.H.I.E.L.D., is 19 points. Together the 4 generics required and G.W. are 144. That means I can give the S.H.I.E.L.D keyword to any character 156 points or less. So I can easily create a team like this:

 

Little known fact: this is how Michael Jackson would have looked in another 10 years.

Little known fact: Red Skull’s appearance is actually the result of the world’s worst nose job.

Welcome to S.H.I.E.L.D, Director Skull

DP041 G.W. Bridge

CATWS014 Agent Sitwell

CATWS002 S.H.I.E.L.D. Soldier

AVM003 Agent of S.H.I.E.L.D.

AVM003 Agent of S.H.I.E.L.D.

AVM016 Red Skull

Total = 296 points

 

See that was way more fun than the Six Pack keyword. Let’s try Another one for those of you who saw the latest Captain America Movie:

 

Sometimes his chest TV shows his face, other times it shows Game of Thrones.

My face, now in HD…

Arnim, Head of the I.T. Department

DP041 G.W. Bridge

AVM206 Agent Coulson

AVM003 Agent of S.H.I.E.L.D.

AVM003 Agent of S.H.I.E.L.D.

AVM003 Agent of S.H.I.E.L.D.

DP054 Arnim Zola

Total = 300 points

 

Now I know what you’re thinking, that’s fun but not all that competitive. Is there any way giving someone S.H.I.E.L.D. keyword actually helps you in battle other than giving you a theme team bonus? Just one. It’s this guy: CATWS005 S.H.I.E.L.D. Agent. I’ve tried this guy out in battle and he’s the real deal. Just about any attack aimed at the pieces you care about get redirected to this guy and you lose a 36 point character instead of your 100+ character. Alpha Strike? Just stand there and take it. If they swoop in for a hit on your team that just means they’ll be in a great position for you to hit them next turn. To bump it up a notch the special mastermind power on CATWS005 S.H.I.E.L.D. Agent also works with CATWS106 S.H.I.E.L.D. Agent because they share the same name. That means you would only lose 25 points of your force to an attack instead of 36. Even better.

The downside of having six S.H.I.E.L.D. characters on a team in a 300 point game is that it will take you all of your actions just to move them around, much less make any attacks. S.H.I.E.L.D. keyworded figures aren’t know for flying. What a S.H.I.E.L.D. team really needs is something to carry them. There is no helicarrier in HeroClix (currently), but I thought of the next best thing. Here’s my final (competitive) team:

 

The ring is the mightiest weapon in the universe... and it get's HBO.

The ring is the mightiest weapon in the universe… and it gets HBO.

Hal Jordan, Agent of S.H.I.E.L.D.

DP041 G.W. Bridge

CATWS005 S.H.I.E.L.D. Agent

CATWS005 S.H.I.E.L.D. Agent

CATWS106 S.H.I.E.L.D. Agent

CATWS106 S.H.I.E.L.D. Agent

TT033E Green Lantern

Total = 300 points

 

TT033E Green Lantern is exactly what S.H.I.E.L.D. needs. He can carry your whole team. That means moving all 6 guys in 1 action. He’s a virtual helicarrier. The offense on this guy is great. He’s got 8 range, perplex, and he can choose to gain Close Combat Expert, or Ranged Combat Expert as the situation warrants. Since the rest of his team all has the S.H.I.E.L.D. TA, that will allow him to turn his range up to 11.

This is actually what it looks like to turn a Green Lantern ring up to 11...

This is actually what it looks like to turn a Green Lantern ring up to 11…

DP041 G.W. Bridge is very similar to TT033E Green Lantern offensively as he also can gain Close Combat Expert, or Ranged Combat Expert as needed, but instead of perplex he has outwit. Additionally, they both strikingly similar defensively – which means they both have a lousy defense. That’s their weak point. At least it was until they got to this team. With two CATWS005 S.H.I.E.L.D. Agent, and two CATWS106 S.H.I.E.L.D. Agent, it’s likely the first four times your team takes a hit neither Green Lantern or G.W. Bridge will take any damage at all. They will just be able to sit there and take pot shots with their RCE and willpower while any living S.H.I.E.L.D. Agents enhance their damage with the S.H.I.E.L.D. TA. The other team isn’t going to out range you with all the S.H.I.E.L.D. TA floating around and even if they base you, your damage dealers can get Close Combat Expert and your two CATWS005 S.H.I.E.L.D. Agents have empower! That’s a no win situation for the opponent. The only things you need to fear are Precision Strike, Pulse Wave, and Energy Explosion. You have an outwit to help nullify those powers.

Just like with my Iron Pharaoh team, I feel my Green Lantern S.H.I.E.L.D. team is very capable of competing at an event like the ROC and I haven’t seen anything like it published anywhere. It’s original to me right here and now. It’s designed to win in a no resource allowed tournament and will need to be changed for a tournament where resources are allowed. If you get a chance to play this team at a real tournament, leave a comment here and let me know how you did.

 

 

ROC’ing the Meta… Just like Shuma-Gorath Did!! (Or, A Look at the Top Pieces for ROC Super Qualifiers!!)

Welcome Back!

Can you smell what the Rock is cooking?

Can you smell what the ROCK is cooking?


 

So I’ve continually talked about how the ROC’s are great source of information for the current Meta. Well, on a whim (and somehow finding myself with some rare time to kill) I decided I should tally up all of the Top 4 finishing teams from the entire history of the ROC to see who the Top 10 most popular figures are. Why? Well, if you’re thinking of entering a ROC tourney near you, this might give you an idea of which army you want to build; but even if this doesn’t give you an idea of what to play, it should (perhaps even more importantly) give an idea of what you’ll be facing in the finals if you make the Top 16.

Welcome... to the ROC! (How many ROC puns will I make today? I dunno, but that's prolly not my last).

Welcome… to the ROC! (How many ROC puns will I make today? I dunno, but that’s prolly not my last).

For the record, there are 21 tournament results posted. Four teams from each would be 84 team results to work with, but one tournament only posted the top two teams. All of which means that I’m pulling data from 82 Top 4 teams total.

In the interest of total transparency, the picture below should illuminate the primary methodology I used to determine the following results.

"Me calculating the ROC results for my article. Damn, I'm a handsome beast!"

Showing my work.

Before getting to the actual figures, here are the ranks for the most popular:

Resources

Resources:

1. FIR100C The Book of the Skull
2. NMLR100C Utility Belt
3. IIMR100C Power Plant
4. AVXR100 The Phoenix Force
5. IGR101C Infinity Gauntlet

The Book of the Skull is my favorite Resource, so this pleased me. HypeFox is more of a Phoenix Force or Infinity Gauntlet guy.

Actually, Gen13 came in last in terms of frequency of use, just after the nonexistent Great Lakes Avengers Team Base.

Actually, Gen13 came in last in terms of frequency of use, just after the Great Lakes Avengers Team Base. Which is not a real thing. Better luck next time, Fairchild!

Team Bases:

1. WXMT004 New Mutants
Tied for 2nd. TTT002R Justice League, WXMT001E X-Men: Blue Strike Force, WXMT006 Hellfire Club: Inner Circle

No other team bases have made a Top 4 table, which surprised me. Would have thought Trinity of Sin would have shown up at some point.

Bystander

Bystander Tokens:

1. FIH002 Warbot (Rocket)
2. FIB002 Skadi’s Warbot
3. FIB003 Damaged Warbot
4. FIB005 Super Fan
5. FIB018 Store Clerk

Skadi’s Warbot coming in second is the upset here.

And now without further ado here’s…

ROC

The Top 10 Figures of the ROC.

Tied for 10th place. WXM023B Cerise – Cerise is the only representative from the Wolverine and the Xmen set and one of only 2 primes to make the list. She arguably would have made it even higher on this list except for popularity of the other prime and the fact that they can’t be played together. For 60 points, she’s one of the most efficient Soldier and Police keyworded figs around.

Tied for 10th place. SLOSH008 Phantom Girl – When Phantom Girl phases through opposing characters she gets to target one of them with a close combat action. Every other figure with a similar power gets a close combat attack (like all those characters with hypersonic speed). The fact that she gets a close combat action gives her unique ability to use the bat belt and NMLR106 Handcuffs to handicap opposing figures. From SLOSH039 Bizarro to WKM-G01R Shuma-Gorath, she can wrap them up tight.

Tied for 10th place. IIM051 Iron Pharaoh (1500 BC) – This blog has done plenty to hype this piece (here and here) so it’s inclusion on this list is no surprise. What is surprising is that no other piece from the Invincible Iron Man set made this list.

Tied for 10th place. GG026 Mole Man – How did this make the list? WKM-G01R Shuma-Gorath is the biggest reason. He is set to be retied by July 1 2014 and it seems like WizKids made DP043 Black Talon as his replacement.

9th place. JL52016R Enchantress – The 2nd best way to spend 50 points in modern. She is not only support, but a decent secondary attacker as well. Especially with a resource.

8th place. SLOSH057 Lydea Mallor – The best of the Chases from SLOSH. Lydea is one part Out-of-the-Shadows Batman and one part relic stealing Cat Woman. Her Regen stop click at the end of her dial is just icing on the cake.

7th place. M10A009E Iron Man – If you absolutely know your opponents are playing a resource, then this is their kryptonite. His dial is very efficient for it’s cost, but his trait is the only reason people ever play him.

Tied for 5th and 6th place. SOGV003A GCPD Motorcycle (Autopilot) – This is never played without the GCPD ATA. If you’ve played this without the GCPD ATA, you did it wrong! Combined the cycle and ATA allow to carry two characters regardless of stat symbols 4 squares a turn as a few action. That police motorcycle is a steal for it’s point cost.

Tied for 5th and 6th place. SLOSH039 Bizarro – HypeFox once told that this should be my favorite character in the whole game. I love stop clicks and for this guy every click is a stop click. Depending on point value this is the toughest character ever made.

4th place. FFCW006 Scarlet Witch – She very similar to JL52016R Enchantress, but slightly better. She’s been a popular piece to play when she was first introduced due to her combination of perplex, probability control, and barrier on the same character. She is set to be retied by July 1 2014 and it seems like WizKids made FFDP006R Mercy as her replacement.

3rd place. GG014 Astral Dr. Strange – This is a great way to spend 13 points. The free move definitely puts it over the top. However, a lot of the play this piece has seen lately is with SLOSH048 Tellus. The combo is free move this 13 point figure into range and then have your whole team shoot through it. On your opponent’s turn the only thing in range is this 13 point figure.

2nd place. ASM017B Brother Voodoo – Brother Voodoo is the most popular prime character to date. He’s also my pick for most powerful character (for the points) ever. He’s made the top teams from the very first ROC all the way through the most current one. It seems like a lot of top 4 teams start with Brother Voodoo and fill in the rest from there. Think about this-of the 82 published top 4 ROC teams, this character was on 24 of them (EDITOR’S NOTE: DAAAAAMMMMN)!

1st place. FI301 Splitlip – With 25 total top 4 ROC appearances it’s the most popular figure. How did it get there? Of all of the teams I looked at that used the book of the skulls, all of them included Splitlip. There are a few teams out there that played him without the book, but no one played the book without him. The fact that he’s the cheapest source of enhancement in modern shouldn’t be forgotten either.

So there you go! If you go to a ROC, expect to see some–if not most–of these characters across the board from you.  Thanks for reading.

And keep on ROC'ing! Okay, that was my last pun...

And keep on ROC’ing! Okay, that was my last pun…

 

The Merc and The Meta (Or, A Second Opinion of the Top Ten Figures in Deadpool!!)

"Good Morning!"

“Good Morning!”

So, Ninwashui has chimed in with his Top Ten list for the new Deadpool set, WITH NO REGARD TO MY OWN OPINION!! Obviously, I could not let this besmirchment stand!

Here then, for the DeadPool set, is your…

Second Opinion!!

That's high praise!!

“That’s high praise!!”

 Some General Notes About the Set:

–While there are obviously some powerful individual pieces, I thought that the overall “Power Level” of this set fell slightly below Invincible Iron Man and SL0SH… and that’s OKAY! The fact that we got a ton of weird characters that I never thought I’d see made (Grasshopper? Sweet! Now my GLA team can–wait, there was more than one Grasshopper?), plus some much-needed Modern Age updates to some figures who have been conspicuously absent until now.

–Having said that, I would still agree with Ninwashui’s assessment that this set was more consistent in terms of the usefulness of the characters; I just feel that the previous two sets both had higher ceilings in terms of the power level of their best pieces. Still, since most of the characters were consistently useful, coming up with a Top Ten (and 5 Honorable Mentions) was pretty tough; so tough, in fact, that I was forced to cheat and list a TOP TWELVE!! Even still, there are some good figures in this set that just aren’t gonna get mentioned here, cuz there’s a lot to like.

–After getting to play a couple games with WizKids’s brand new mechanic, I can say that the Word Balloon feature turned out better than I expected. I thought these were all going to be kitschy, trite add-ons that simply granted silly powers that would only be used once in a blue moon, especially after seeing the “I Never Miss With the Sheep Gun” balloon (Man, I’ve had so many theoretical conversations about the impossibly far flung, Rube Goldberg Machine-induced scenarios in which plopping a Sheep token next to an opposing figure will turn the tide of a game, and while it’s early days yet, I think I’ll be okay if that’s the one Balloon I never pull). Boy, was I wrong.

"I was wrong on this one."

“I was wrong–this is awesome.”

First of all, they’ve made it really flavorful and probably avoided themselves future headaches by creating such a small pool of eligible characters (Deadpool Corps. members and Ultimate DeadPool and ThorPool, etc.). Fewer affected characters means there’s a lot less chance to break the game. And then, within that framework, they created some Word Balloons that are good enough to make you WANT to play a DeadPool. “Hammer Time,” “4th Wall? What 4th Wall?,” “My Common Sense is Tingling” and “ ” are all really good, especially when used with DP019A DeadPool, DP019B Evil DeadPool or DP055 DeadPool. In my opinion, those three figs are already all worth their Points to begin with; throw “Hammer Time” on any one of them (for example) and I believe that you’re actually fielding more points than you’re being charged for (remember, Balloons are NOT Resources in and of themselves, so they can be used in tandem with Resources and Relics. And don’t get me started about the “Possessed” ability on the new War of the Light Chases coming this month (Y’know, just when I finish a 4600-word column on Modern Age Chases, WizKids goes ahead and releases these “Entity” Chase pieces that are probably all gonna be Meta in some way–particularly through the aforementioned “Possessed” Trait).

Remember, if there’s one thing that this site has tried to teach ‘Clixers everywhere, it’s Critical Missives Army Build Axiom #1:

CRITICAL MISSIVES ARMY BUILD AXIOM #1: DO NOT PAY “RETAIL” POINT PRICES FOR FIGURES WHEN THERE’S A VALUE-PRICED OPTION AVAILABLE!!

Now, the corollary to that is this: Free Points Are Awesome!!

Again, CRITICAL MISSIVES ARMY BUILD AXIOM COROLLARY #1A: WHEN BUILDING YOUR ARMY, FREE POINTS ARE AWESOME!!

If you accept that the 3 DeadPools from this set that I just mentioned are already worth their points, and if you accept that Resources in general are EXTREMELY under costed, then you would have to conclude that the DeadPool set–and the various Merc With a Mouth Traited characters–offer a LOT of value for opportunistic builders. I’ll get into this a little more in the individual profiles, but you can create some RIDICULOUSLY powerful characters who can get bonuses from 2 or even 3 sources that aren’t really even on the map–or at the very least, sources that your opponent can do little to nothing about.

–No ChampionPool? C’mon!! How will we ever have a complete DeadPool Corps.?!

–Probably the most useful group of Super Rares ever. Cable is probably the only Super Rare you’d be disappointed to pull in Sealed (well, maybe Kingpin, but Kingpin is really useful in Modern), and there’s a TON of awesome SR’s that people will be playing even years from now…

The Chases. Yikes! While the Z-Virus mechanic is cool, Marvel Zombies was never really my hot sauce, so I could kind of take or leave them. I think it’s cool that they’ll have their own Zombie Team Base, but… we don’t get that Team Base until August’s Guardians of the Galaxy set, and with the info that’s been released so far, it seems like that set’s gonna have ANOTHER 8 ZOMBIE CHASES!! Blleeecccch! Enough already! Guardians should have 6 Chases–all 6 of the members of the Cull Obsidian from last year’s Infinity storyline. Those are the Chases everyone wants and expects–and it’s about 99% for sure that it’s not gonna happen. It would have been so simple and so appropriate to do the Black Order figures that I have to wonder if WizKids has gone completely insane (Hunter on Dial H for Heroclix has stated that this has dimmed his enthusiasm for the set so much that he probably won’t even buy his customary Brick of GotG, much less a case–and I can’t say I blame him). Grrrr… but enough about the NEXT Marvel set! I’m here today to talk about the set that’s actually been released!

So let’s start with the…

5 HONORABLE MENTIONS:

"Dude... I'm'a 'bout ready to smash the $#!t out this flag over here."

“I punch flags! Then I paint them black and wear them!”

5. DP025 Flag-Smasher119 Points Uncommon: Okay, my understanding of flags as a concept is that they are generally emblems of some significance that have been made out of some sort of flexible cloth material. So how exactly does one “smash” a flag? Flag-Tearer? Okay. Flag-Ripper? Sounds menacing, unless you mumble it out loud, in which case it comes dangerously close to sounding like “Fart-Ripper.” Regardless, either name seems like it would make more sense than the perplexing “Flag-Smasher.” Although, maybe that’s why he has top dial Perplex? All I know for sure is that Flag-Puncher here has a couple of devastating abilities that get him close to my Top Ten (but not quite in it). First, his Trait (WE SHALL BE ONE PEOPLE, AND I SHALL LEAD: Flag-Smasher can use Leadership. When he does and succeeds, choose a copyable Marvel Team ability. Friendly characters with a lower point value can use that ability until your next turn.) is fantastic! You make your Leadership roll, and all of the sudden all your characters have the Mystics TA. Or Avengers Initiative, or any useful copyable TA you can think of. That’s pretty damn fantastic. And while his starting attack is a 10, he has Running Shot, Pulse Wave and Perplex to go with it, so if your opponent isn’t careful, he could be in for a world of hurt.

Even though Flag-Smasher doesn’t have Willpower, that’s okay as well since pushing him onto his second click gives him a fantastic Movement Special (THE NATIONS OF THE WORLD SHALL CRUMBLE, AND BE ONE: Opposing characters that possess or can use a team ability modify their attack and defense value by -1 unless already modified by this effect.). I mean, if he was nine points less, you could team him with Cul Borson and give most of your opponent’s figs -2 to their Attack!

But that Point total is a problem. I would have loved this character at 90-95 points, or maybe an even hundred. At 119, as great as his abilities happen to be, I think he’s a bit over-costed. If he were 20 Points less, he probably would have made my top 5. Still, his skill set is unique enough to keep him on the Honorable Mentions list.

"Man, if it just had eyeholes, this costume would be perfect!"

“Man, if it just had eyeholes, this costume would be perfect!”

4. DP053B Whizzer120 Points – Super Rare Prime: Obviously has one of the best Improved Movement abilities in the game (he ignores just about everything), especially when he can use Hypersonic Speed his whole dial. Hypersonic Speed + Flurry on his first three clicks is damn good. On his own, he’s a great piece who’s probably worthy of a Top Ten slot. But he’s an Honorable Mention instead for a few different reasons.

First, he’s got the Squadron Supreme keyword, but he still can’t team with Hyperion from IIM because they’re both Primes. That kinda sorta really sucks.

Second, as cool as his Hypersonic Speed + Flurry Special Movement Power is, his defense is predicated on being right next to the character taking a swing at him (since he has Combat Relfexes), which means that it’s almost NOT in your best interest to speed around the board, attack, and then hide. Not the worst thing in the world, and he does have Super Senses as well, but he definitely needs a different play style from how most people play HS characters to be effective.

And finally, Speed Demon’s just got a better Trait for 10 less points, so as far as speedsters go, I’m’a stick with Speed Demon. Which means this is one of the rare instances when the non-Prime actually offers more goodness for less points than the Prime…

"Rawr."

“Now this doesn’t seem safe at all.”

3. DP003 Dogpool 65 Points – Common: Love this lil’ pup. For 65 Points, you can totally nerf Stealth for one of your opponent’s pieces every turn (“BARK” WHAT’D YA FIND BOY? TIMMY IN THE WELL AGAIN?: Dogpool can use Perplex, but only to decrease a defense value. When he uses Perplex, he can use Improved Targeting: Ignores Hindering Terrain and targeted characters can’t use Stealth this turn.). But what’s really neat is that with a 10 Attack and Precision Strke, he can even sneak some damage in on the biggest of foes! And he picks up Blades/Claws/Fangs further down dial–in Sealed, my opponent nailed one of my best figures twice with that. Unfortunately for him, he rolled 1 twice (and that opponent may or may not have been Ninwashui). Still, he more than proved his worth, and that’s even without a full compliment of Word Balloons (I mean, “Hammer Time” on a dog is just fun…).

Now THIS would have made an awesome Duo figure!!

Now THIS would have made an awesome Duo figure!!

2. DP019A DeadPool135 Points – Uncommon: The star of the set, Deadpool at 135 is like a nice blob of clay that you can mold into whatever sort of primary attacker you need him to be. Want to create mass causalities? Throw on “Hammer Time.” Want to make him harder to hurt? Throw on “4th Wall? What 4th Wall?!” or “Quick! Shield Me With Your Bodies!” Or turn him into a Wildcard–the possibilities are nigh endless (okay, there’s only like 12 different Word Balloons or so, so the possibilities definitely have an end), and that’s before you start adding in bonuses from Resources or Possessing Entities. The fact that there are two even crazier versions of DeadPool in this set is the only reason he’s not in the Top Ten.

I'll be honest, this could even be Cobra Commander. YOU try finding Secret Empire Number 9 images!

I’ll be honest, this might be Cobra Commander. YOU try finding Secret Empire Number 9 images!

1. DP204 Secret Empire Number 935 Points – Common: Actually, for once, the comments on HCRealms.com’s Units page explain this fig better than I ever could. A user named MrDgreen: “man, enhance and the Hydra TA, these guys are basically walking relics.” Hydra TA, Enhancement (with a respectable 2 damage), Pyschic Blast and ES/D to prolong their already pretty good 5 clicks of life… Their only drawback is that Soldier is their lone useful keyword (no one is fielding any decent Secret Empire Theme Teams, I promise you).

Alright!! We’re done with the appetizer–here’s the Main Course!

THE TOP TEN TWELVE FIGURES IN DEADPOOL!!

The next character in Sprint's "Framily" commercials.

The next character in Sprint’s “Framily” commercials.

12. DP057 Tiamat – 255 Points – Super Rare: The Beast with Two… bases. Tiamat comes on a peanut base, and he/she/it is a complete badass. 9 Clicks that are all painted, plus 1 ridiculous Trait (CHAMPION AND STEED: Once per turn, when an opposing character has taken damage from his attack, give Tiamat any action as a free action. When you do, after action resolve, remove an action token from Tiamat.). Besides the boatload of points it takes to field Tiamat, the only drawback is that Tiamat can’t account for Hindering or Elevated Terrain when he moves (that’s why we have Hammers though, right?). Close Combat figs are always gonna take a backseat to Ranged-Based figures, but man, this is a Monnnnnnnnster!!

"I have Stop Clicks! Sort of!"

“I have Stop Clicks! Sort of!”

11. DP057A/057B Typhoid Mary/Bloody Mary100 Points – Super Rare: One of the most unique figures WizKids has turned out in a while now, due to her Trait (I’M JUST MARY WALKER, SOAP OPERA ACTRESS/ BLOODY MARY, PSYCHOTIC BUTCHER: Each time a new click is revealed due to damage taken from an opponents attack, roll a d6. On a result of 6 stop turning the dial, and Typhoid Mary ignores all further damage dealt this turn. On a result of 4-5 you may replace her with DP #058b Bloody Mary on the same click number and then deal her the remaining damage minus 1.) and the fact that both bases come together! She’s slightly over-costed given that’s she’s mostly a supporting piece to start, but as she gets down dial she turns into a solid damage dealer as well.

WizKids's sculpts get more and more lifelike each set...

WizKids’s sculpts get more and more lifelike each set…

10. DP050 Wolverine and X-23168 Points – Super Rare: Another Close Combat figure that has been gifted with so many abilities that Ranged-based attackers won’t necessarily have the Alpha Strike advantage on them. Their best powers come from an awesome Trait (SNEAK AND KILL: Wolverine and X-Men can use Sidestep and Stealth. Unhindered lines of fire drawn to Wolverine and X-23 during an opponent’s turn are blocked unless Wolverine and X-23 have 2 action tokens or are adjacent to an opposing character not on its starting click.) that combines with their Special Attack Power (SLICE AND DICE: Wolverine and X-23 can use Blades/Claws/Fangs and Flurry. When using Blades/Claws/Fangs, their minimum d6 result is 3. If they hit a character twice during a turn, they may use Incapacitate as a free action, targeting that character.) to give them the coveted Charge, Flurry and Blades/Claws/Fangs combo. So, to review: Top dial, they can move up to 7 squares in one turn and still attack between their Sidestep and Charge, then they get to attack you twice with Flurry and–if they hit both times (not unreasonable to think they will with that 12 Attack)–they also plop an action token on their target. Easy ways for them to heal once they hit Click 3 means that their 7 Clicks of life will seem like it’s almost double that. I can’t quite say that they’ll be a Meta piece, since their Point cost is fairly high even for a Primary Attacker, but man, if I sat down at a ROC and saw this Duo in my opponent’s starting area, I wouldn’t exactly feel too comfortable either.

 

"Rawr!"

“Rawr!”

9. DP060 Superior Spider-Man160 Points – Super Rare: The most powerful Spidey since ASM’s Spider-Man 2099, Sup Spidey is basically Toyman from SL0SH done right. Depending on which Spider Bots you attach, you can either give him a 50-66.6% to evade all attacks not made by Banshee or someone with Precision Strike (and that’s assuming that they hit his 18 Defense to begin with), or you can double his Outwit and Perplex Range. Either choice makes him really hard to deal with (although I’d go with the Super Senses bonus myself). So hard, in fact, we’re gonna do a quick Flash Build with him!

Team NameA Superior Way to Die!!

Theme: Scientist

DP060 Superior Spider-Man160

(w/ the Secret Avengers ATA) – 5

IIM037 Iron Monger 2.0135

Sideline: Like a bazillion Spider-Bots (both Mark 1 and Mark 2).

=300 (Exactly! Yeah!)

This may be one of the most self-explanatory armies we’ve ever published. Iron Monger 2.0’s Trait (REWIRE YOU FOR EXPLOSIVES: When a friendly character is KO’d by an opponent’s attack, you may deal 1 penetrating damage to each opposing character adjacent to that character.) makes friendly characters (like, say, little disposable Spider-Bots) go boom when your opponent deals damage to them. Superior Spider-Man spits out a Spider-Bot as a free action (depending on your d6 roll) every turn, and if your opponent doesn’t kill them, they can start surrounding his figures and causing serious problems (like jacking up each other’s Attack Value and firing off a bunch of Incaps right in a row. A classic damned if you do, damned if you don’t scenario. It will take a minute to get everything going, so you’d want a map that slows your opponents roll out a little bit (like that crazy Fires of Apokolips map or whatever it was called from the SLoSH kit).

"Wheeeee."

“Wheeeee.”

8. DP055 DeadPool215 Points – Super Rare: Insanity in a box. He comes with the “Hammer Time” Word Balloon, which pumps his attack up to a 13 and lets him mix some Energy Explosion Marshmellows in with his Pulse Wave Lucky Charms. If you play him with a TK’er, he’s devastating on most maps. You’d want to pull him anyway just for his Word Balloon; the fact that he’s one of the best figures in the set is just gravy. 215 is a lot to sink into one figure, but damn! Keep in mind, too, that he has the Asgardian keyword, so Splitlip and the Book of the Skull sits you down at 265 with a Theme Team and 35 Points left to spend in a 300 Point game. He’s even better in Epic Games.

"The H does not stand for Hero, incidentally."

“The H does not stand for Hero, incidentally.”

7. DP103 Wolverine, Agent of Hydra90 Points – LE: This is the engine that Hand swarm teams needed. He’s less than 100 Points and enables the Hydra TA to work for Close Combat attacks as well. Since most Hand characters (even the generics) already have this TA, it basically turns your Hand swarm into a mobile meat grinder. Hook him up with the Hand ATA to make it nearly impossible to target him until its too late. One of the best Wolverines currently in Modern Age (and since there’s roughly 2000, that’s saying something!). He also has one of the best Charge Special Movement Powers in the game (especially considering his point level).

"I am not a Bruce Lee rip-off."

“I am not a Bruce Lee rip-off.”

6. DP047A Shang-Chi90 Points – Rare: Why does this entire set either cost 90, 100 or 110 Points? Weird. Anyway, Shang-Chi is a Close Combat nightmare. If sets were measured in the effectiveness of their Close Combat pieces, Deadpool would be the best set ever released! Shang-Chi is the beneficiary of another near-broken Trait (COUNTER-BLOCK: Each time an opposing character targets and misses Shag-Chi with an attack, put a Counter token on this card. Give Shang-Chi a free action and remove all Counter tokens to make that many close combat attacks with a locked damage value of 2. At the end of your turn, remove all Counter tokens.). Add in some GREAT keywords (Avengers, Martial Artist and HfH, among others), Empower, a couple of Improved Movements (including Elevated), a 12 Attack, and an 18 Defense with Combat Reflexes, and you have the Phone Book of Modern Age Close Combat abilities. His dial should be in the 120-135 Range; in reality, it’s 90. There ya go.

"Yep! I'm back!"

“Yep! Zombie Electro. Again.”

5. DP064 Electro – 90 Points – Chase: And now we start to get into the figs you can build competitive teams around. Check out my column on the most effective Chase pieces in Modern Age from last week for some suggestions on the shenanigans you can get into with Zombie Maxwell Dillon.

The cover to "Black Talon and the Ex-X-Men #1," the least selling X-book of all time.

The cover to “Ex-X-Men #1,” the least selling X-book of all time.

4. DP043 Black Talon60 Points – Rare: They should call him Black Shenanigans, except that sounds like it could be the title of a racist D.W. Griffith propaganda film from the early-1900’s. So scratch that. But the point remains–with his Damage Special Power (CONTROL OF THE MINDLESS UNDEAD: Black Talon can use Mind Control with a range value of 8, and when he does he may target friendly characters. If all of his targets are friendly, a lower point value, and have the Monster keyword, he may use it as if had 3 bolts.) & Trait (POWER OF THE LIVING LOA: When Black Talon uses Mind Control, you may place a KO’d opposing character in an adjacent square on its starting click, and that character becomes the target. After actions resolve, that character is removed from the game.) someone (as Ninwashui always likes to say) is gonna find a way to break him. One of the early episodes of the Quarry featured an interview with a ROC winner (or judge–I can’t remember) who had determined within his playgroup that the ability to Mind Control friendly characters shouldn’t appear on figures less than, like, 110 Points or something. He had all kinds of mathmatical reasoning and whatnot, I’m sure–just like I’m sure that WizKids heard that interview, chuckled, and then said “Oh yeah?” out loud and to no one in particular. Whether you agree with my half-remembered anecdote or not, giving a friendly Mind Control ability to a 60 Point figure is damn near absurd. Never mind the fact that he can also use Mind Control to target opposing characters WHO HAVE ALREADY BEEN KO’D AND THUS REMOVED FROM THE GAME!! I mean, that’s almost an afterthought, and it’s also a near-gamebreaking ability. He will power some ROC Top 16 teams in the near future–count on it.

"The all-new Thunderbolts! Justice... like rainbows?"

“The all-new Thunderbolts! Justice… like rainbows?”

3. DP053A Speed Demon110 Points – Super Rare: Here’s what you need to know: his Trait (SPEED CYCLONE UPLIFT: When Speed Demon moves, after actions resolve, choose an opposing character and roll a d6. If the result is less than the number of distinct squares that Speed Demon moved into or through that are adjacent to that character during the move, you may place that character within line of fire of its square and up to the result away in squares and deal that character half of the result in damage.) is among the most broken currently in Modern and allows him to sneak in a second attack in one turn, except that you don’t even actually make an attack; assuming you can devote six squares out of your 14-square Movement to circle an opposing figure, this will go off on anything less than a roll of 6. Again, this Trait works WHILE HE’S USING HIS HYPERSONIC SPEED and it allows you to place an opposing character where you want him to be, which can really screw up your opponent’s positioning. It’s also probably the best way to go when you need to damage someone without making an attack (to get around the Mystics TA, for example). It’s sick and wrong.

Like his Prime version, the Whizzer, Speed Demon also has an 11 starting Attack with 3 damage. But unlike his Prime version, as Speedy gets down dial he only gets better, picking up a +2 Perplex (on anything but damage) and a Movement Special that keeps HS but adds in a second attack. This means that he’s actually as good–if not BETTER–on click 4 as he is top dial. That’s pretty sick on a 110 Point character. He’s another piece you should be seeing at an ROC soon, given everything that he does and the fact that his insanely good keywords (Among others, HfH, Sinister Syndicate AND Thunderbolts–plenty of options just with those!) make him eligible for a bevy of different armies. Let’s look at a basic Sinister Syndicate Build:

Team Name: Sinister Six-ish

Theme: Sinister Syndicate

DP053A Speed Demon110 Points

(w/ Sinister Twelve ATA) – 4

ASM031B Alyosha Kraven70

(w/ Sinister Twelve ATA) – 4

ASM019 Vulture 61

(w/ Sinister Twelve ATA) – 4

FIB003 Damaged Warbot10

FIB003 Damaged Warbot10

FIR100 The Book of the Skull6

(w/ 7 Hammers attached–all except Greithoth’s) – 21

=300 (Exact-a-mundo again!)

You’ll get +3 to Map Roll and 3 Theme Team Probs. So, with Gulyadkin the Lion’s token, you should have 6 characters at the start of the game, which will hopefully be at least one more than your opponent so that your Sinister Twelve ATA’s go off. Vulture can taxi Alyosha, who can give his pet a free move every turn too, and Speed Demon is, well, Speed Demon, so once you Hammer Up, mobility shouldn’t be an issue. Speed Demon in particular (with a now 12 Attack) should run amok. Not ROC-worthy, because you’re team would be too vulnerable from Range (depending on Map Choice), but this team can dish out a ton of damage!

Gotta love the backwards arm.

Gotta love the backwards arm.

2. DP019B Evil DeadPool100 Points – Uncommon Prime: Just looking at his stats and powers, you’d think his dial was made up of rejected SLoSH Bizarro clicks. But when you look closer, you’ll see an amazing damage dealer whose main flaw–low top dial defense–is easily fixable with a Resource and/or Word Balloon, and his Regeneration Special (WEIRD REGENERATION FROM LEFTOVER PARTS: Evil Deadpool can use Regeneration. Choose an opponent to roll another d6. If the opponent’s roll is higher than your d6 roll, add the two results together and subtract 2. Evil Deadpool is healed of damage equal to this amount instead. Each time Evil Deadpool would heal past his starting click in this way, modify his combat values by +1 for the rest of the game, even if this power is lost.) means that he can survive almost anything that gets thrown at him and actually come back stronger! Put him on a Book of the Skull team, give him “Hammer Time” when he attacks and suddenly you’re opponent is in for a world of hurt–and you still have 170 Points left to support him. Awesome piece!

"Get used to seeing me around, homies."

“Get used to seeing me at every ROC, homies.”

1.DP051 Banshee98 Points – Super Rare: Just stupid for his Points. His Trait (IT’S GOING TO GET A LITTLE LOUD: Opposing characters within 6 squares can’t use Super Senses. Opposing characters within 6 squares can’t use Impervious, Invincible, or Invulnerability but can use Toughness instead. When Banshee hits a character that can’t use a power due to this trait, increase damage dealt to that character by 1.) shuts down just about every good defensive power and in a lot of cases increases Banshee’s damage by one. I talked about how stupid broken he gets the more Resources etc. that you add to him in last week’s Weekly Roundup. At this point, you should either buy one yourself or be prepared to deal with him–a lot.

(One Final Note: Fast Forces: Deadpool is technically it’s own Micro Set; having said that, I should note that the Elektra and the Rookie Mercy figs from that set would have made my Honorable Mention and Top Ten, respectively had then been part of Deadpool proper. In other words, you’re gonna want that Fast Forces…)

Whew!! 4500 words on Deadpool, and there’s still so much we didn’t cover. But I hope this helps–now get out there and dominate!

War of the Light…ened Wallets!! (Or, The Weekly Roundup for 06/01/2014!!)

Roundup

 

Let the games begin!! With many venues running War of the Light Month 1 this week (and some of the pieces ALREADY turning up on eBay–naughty naughty!!), peeps are getting excited for some batteries and rings! Of course, if you don’t pull that Chase or Prime you’re looking for, you’re still in luck! They can be yours for a mere $100+!! Good Lord. This set is going to cause some divorces and bankruptcies. Which is to say, it should be a lot of fun!

Speaking of the opposite of fun, my Tigers–just like that guy you know who dropped out of community college after his third year to, y’know, go “find himself”–suddenly just cannot get there s#!t together.

In the last two weeks:

–Joe Nathan, the closer, decided it was a good idea to blame his rookie third baseman Nick Castellanos for causing Nathan’s billionth blown save of the year because Castellanos dropped what would have been out number 2 in the ninth inning of a game against Oakland. That drop, according to Nathan, is why Nathan went ahead AND SERVED UP A #$%^#($&^#)$^)#^$)#^$in’ meatball on the very first pitch to Josh Donaldson for a walkoff 3-run homerun. Without that drop, by Nathan’s insane reasoning, that homerun never would have happened, because Nathan could have taken a different “approach” to the Donaldson at-bat, and could have “played with him” a little more.” Excuse me? Because of one error, you had to throw every subsequent pitch slow and right down the middle like it’s a glorified batting practice session and not the bottom of the freaking NINTH?!?! Bravo, Joe Nathan. Not only did you fail again, but this time you almost took down your entire team using only your ego! Closers blow saves around the league all the time. You know what most of those Closers do, Joe? They get back at it the next day, and sooner than later people forget about the blown save. Part of being a Closer is not being a slave to your own ego and admitting when you screwed up, neither of which involves laying the blame for a loss on the shoulders of a rookie whose had less than a year to learn third base after being moved from the outfield and whose error DID NOT END THE GAME!! That is weak.

Great job, Joe. Not only did you fail again, but this time you almost took down your entire team using only your ego!

This is what “Fail” looks like.

–Our starters have gone from the best in the league to the flat-out worst. Why? Only God and Pitching Coach Jeff Jones know. Scratch that–if Jones knew, presumably he would FIX IT! And hey, Max Scherzer–let’s stop throwing teammates under the bus as well, eh? How about everyone just chills the #^#@ out? Just for a minute, okay? Geeezzzz…

–Suddenly, if Victor or Miggy doesn’t light it up, our offense can’t hit. Grrrrr…..

Alright!! Enough negativity!! You’re not here to read my Tigers screeds! No, you’re here for…

THE WEEKLY ROUNDUP!!

PODCASTS:

Dial H

Dial H for Heroclix just released Episode 47! It was a little shorter than normal because host Hunter Smith is knee-deep in Wedding prep–in fact, he should be married and off on his Honeymoon as you read this!

Push to Regen

–Push to Regen is still cooking up Episode 2.4!! Check their Podbean for updates and the first three episodes of Season 2!

This is Ultimate Play, b!tches!

The Quarry’s latest episode is … Episode 19, which features interviews with and perspectives from a bunch of different recent ROC winners (the Roundtable has the week off). I listened to most of this ep–some great insight from the recent tourney champs!


Welcome... to the ROC!

Welcome… to the ROC!

ROC:

–Up to date upcoming ROC tourney listings have been released, which you can find right HERE!

–A brief announcement was made that the recent “Watchlist 2: Electric Bugaloo” changes will go into effect, well, immediately.

–What’s been winning at the ROC Super Qualifiers lately? Well, to answer that, I’d have to review every ROC team that made the Top Four and compile all that data into an article that was able to articulate the information in a way that makes sense. And… I’m sure Ninwashui will get right on that.

Wizkids

WIZKIDS NEWS:

–A few weeks ago, WizKids announced a monthly New OP kit system!


Preview

Previews:

–New War of the Light dials went up last week–most notably Kyle Rayner as a White Lantern–but pretty much every Wave 1 dial is up at HCREALMS.com in their Unit section!

–They weren’t officially spoiled, but four of the Light Entity Chases went up on HCREALMS.com as well, and my, are they (very nearly, depending on which figures you choose to put them on! If you choose, say, Banshee, he can become a World Breaker in no time fast! What’s that? He already basically is a Worldbreaker? Uh… well, here’s a quick Build to make my point–in fact we’re going to make this our:

Army of the Week

Army of the Week:

Team Name: It’s Going to Get a Little Loud

Theme: None (Honestly, you probably won’t need it)

DP051 Banshee98 Points

WOL061P Entity – 25

FI301 Splitlip20

FIH005 Navy Seaman8

DP059 Kingpin118

FIR001C The Book of the Skull30

=299

With this army, you’re sacrificing Theme Team Bonuses for the right to essentially use 2 Resources on one character-Banshee. Assuming you select Banshee with the Book and choose Damage Power and Damage Value via the Possessed Trait from Entity (POSSESSED: Click the Possessor’s dial to the same click number as this character and change it during the game in the same way that this character’s dial changes. At the beginning of each of your turns or after this character takes or is healed of damage and actions resolve, you may choose 1 power showing on one Possessor’s dial and 1 combat value on one Possessor’s dial higher than this character’s printed combat value. This character can use that power and modifies that combat value by +1 until your next turn or until it is healed or takes damage. If the Possessor is turned to a KO click, it is removed from the game immediately.), on his top click, Banshee has: the Police and X-Men abilities; 8 Range; Running Shot with a BotS-enhanced 12 Movement; 11 Attack with Penetrating/Psychic Blast and Smoke Cloud; 18 Defense with Super Senses and Barrier; 4 Damage with Probability Control and Perplex. Then, if he chooses to Carry Kingpin with him (Holy God!!), he gets all that (Except he can only move 4 spaces for Running Shot instead of 6) PLUS his Damage goes up to 5 (from Kingpin’s Enhancement) and he also gains Sharpshooter, RCE and freakin’ Precision Strike. Oh, and due to Banshee’s own Trait, from which this army gets its name (IT’S GOING TO GET A LITTLE LOUD: Opposing characters within 6 squares can’t use Super Senses. Opposing characters within 6 squares can’t use Impervious, Invincible, or Invulnerability but can use Toughness instead. When Banshee hits a character that can’t use a power due to this trait, increase damage dealt to that character by 1.), if you’re close enough, your target can’t use Super Senses AND your damage goes to 6. Again, you still have a Perplex floating around.  I mean, that’s borderline psychotic.

And that’s without a Theme Team. One of these Chases may actually make someone like White Phoenix Hope viable–and still be a Theme Team! Who thought we’d see that?!

 

Hooray for Hollllllywooood!!

Hooray for Hollllllywooood!!

–X-Men: Days of Future Past was pretty damn good! Really solid flick, prolly the second best of the entire franchise (after X2: X-Men United). 3 out of 4 Stars, by my reckoning!

Critical Missives:

–Two big articles last week: a gigantic 4600+ word monster on the best Chases in the Meta (not including the upcoming War of the Light Chases, which easily would have made the cut); and our first DeadPool set review (Ninwashui’s)–my version will be coming in the next couple days!

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