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

mr furious

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

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

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

Some General Notes About the Set:

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

Secret Warriors

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

Uhhh… on second thought, maybe not.

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

Alright. Enough moping. Time to get into some…

Top Five HONORABLE MENTIONS:

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

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

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

Will the real Nick Fury please stand up?

Will the real Nick Fury please stand up?

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

Imperial Hydra

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

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

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

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

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

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

Shine bright like a diamond.

Shine bright like a diamond.

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

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

Top Ten Figures of the Set:

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

Need… more… arms… with guns!!”

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

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

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

Ooooookay, that does not look safe...

Ooooookay, this does not look safe…

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

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

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

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

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

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

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

I’m just picturing it in my head now:

"Hulk hate puny pigeons!"

Hulk hate puny pigeons!”

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

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

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

Jane Foster Thor 1

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

Miles Morales

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

Kamala Khan

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

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

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

Peggy Carter

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

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

Fitz and Henry

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Nick Fury Original Sin

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

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

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

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

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

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

Team Ideas – Hurting People… in a Flash!!

the flash

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

Idea

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

Team Name: Adam’s 3rd Place ROC Team

Keyword Theme: None

Roster:

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

Total = 300 Points

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

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

yellow_lantern_reverse_flash_by_zanderyurami-d3f2cxy

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

Team Name: KC Flash, the Meta Version

Keyword Theme: Sinestro Corps

Roster:

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

Total = 300 Points

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

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

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

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

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

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

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

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

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

Team Ideas–Special Gen Con Edition!!

Idea

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

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

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

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

MARVEL HEROCLIX CONVENTION EXCLUSIVE RUMBLE:

Wizkids

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

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

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

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

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

Legalese

First up:

Lilandra

Team Name: So Long As My Lilandra Survives

Roster:
1-50: WXM005 Oracle49 Points

51-100: WXM052 Lilandra93 Points

101-150: WKM-013R Gladiator150 Points

151-200: WXM048 Warstar177 Points

201-250: GOTG065 Gladiator250 Points

Total Points Used: 719 out of a possible 750

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

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

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

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

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

 

When are we getting a Miguel Herrera Clix?

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

Team Name: Enormous Green Free Movement Monster!!

Roster:

1-50: FFOA006R Captain America50 Points

51-100: AVAS013B 3-D Man90 Points

101-150: FFOA003 Iron Man150 Points

151-200: AVX003 Thor200 Points

201-250: AAOU104 Hulk250 Points

Total Points Used: 740 out of a possible 750

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

 

Avengers Assemble Top Image

Team Name: Avengers Assemble!!

Roster:

1-50: AAOU015 Nick Fury45 Points

51-100: AAOU009 Hawkeye95 Points

101-150: AAOU005R Thor150 Points

151-200: AAOU008R Hulk200 Points

201-250: AAOU001 Iron Man250 Points

Total Points Used: 740 out of a possible 750

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

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

 

Zombie Villains

Team Name: Z-Virus Will See You Now

Roster:

1-50: FFDP006R Mercy50 Points

51-100: DP064 Electro90 Points

101-150: GOTG066 Red Skull120 Points

151-200: GOTG062 Super Skrull170 Points

201-250: GOTG065 Gladiator 250 Points

Total Points Used: 680 out of a possible 750

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

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

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

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

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

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

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

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

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

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

DC HEROCLIX CONVENTION EXCLUSIVE RUMBLE:

Wizkids

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

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

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

With that said, here we go…

Secret Society of SUpervillains

Team Name: Mind Your Manners

Roster:

1-50: JLTW016 Signalman50 Points

51-100: JLTW032 Dr. Sivana83 Points

101-150: FL047 Zoom150 Points

151-200: FL056 Gorilla Grodd175 Points

201-250: JLTW059 Despero235 Points

Total Points Used: 693 out of a possible 750

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

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

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

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

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

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

 

Sinestro Corps

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

Roster:

1-50: WOL099 Despotellis30 Points

51-100: WOL021 Lyssa Drak91 Points

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

151-200: JLTW049 Sinestro200 Points

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

Total Points Used: 691 out of a possible 750

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

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

Trinity War Sinestro is a Quintessence-blessed behemoth with a wicked Attack Special (DEATH TO THE GUARDIANS: Sinestro can use Pulse Wave. Opposing characters that can use the Quintessence team ability instead can’t use it and modify their combat values by -1.) that can wreck pieces by itself if your opponents were also feeling frisky enough to field some Quintessence-wielders of their own. His Damage Special (FEAR THE SINESTRO CORP: Sinestro can use Perplex, but only to decrease combat values. Until your next turn, a character targeted by this Perplex can’t target Sinestro unless the targeted character or Sinestro are the only characters on their force on the map.) also means that you can essentially make Sinestro immune to an opposing figure of your choice.

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

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

 

Justice League

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

Roster:

1-50: FL046E Harley Quinn50 Points

51-100: JLTW034 Element Woman88 Points

101-150: JLTW051 Batman150 Points

151-200: JLTW052 Wonder Woman200 Points

201-250: JLTW050 Superman250 Points

Total Points Used: 738 out of a possible 750

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

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

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

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

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

 

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

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

 

Call Me (In)… Maybe!! (Or, The Best Call-In Options for the Best Avengers ID Cards!!)

Not what we mean when we say we're going to call in the Avengers...

Not what we mean when we say we’re going to call in the Avengers…

After debuting in Avengers Assemble back in May, the Avengers ID Cards have quickly become ubiquitous in both casual and Meta play (if you’re new to the ID Cards, or just want an elaboration on how they work, see this video from WizKids for more details!). But the debate has already started about which figures should be paired with the more popular ID Cards as the corresponding Sideline figure in Modern Age games.

Now, this sort of choice isn’t a problem if you’re planning on using, say, Protector’s card–you’ve got all of one option.

"Consider yourself protected. See what I did there?"

Consider yourself protected! BooYah! #MarvelBoy! #LiveKreeorDie! #BrandAwareness! #PleaseLikeMe!

But for certain Avengers, you’re choices are much more varied, and will depend on a number of different factors, such as:

–Is it a Modern Age game, or a Golden Age game? Obviously Modern Age games will have a much narrower roster to choose from.

–Are you using the cards by themselves, with the Round Table Resource or are using the cards without the Round Table but with another Resource (with its own advantages and disadvantages that need to be enhanced/accounted for)?

–What are the strengths and weaknesses of the Build that your looking to enhance with ID Cards?

–What are the individual point totals of the figures in your Build? This matters a great deal when calling figures in, obviously, since it’s, y’know, part of the rules.

There’s probably a dozen more things you could ask yourself before making the proper Card choice, but that’s more relevant for Meta Builds. But even for more casual, fun Builds, you still need to put some thought into how your incorporate ID Cards. If you pick the wrong Cards for your Build, usually one of two things will happen:

–They’ll sit on your Sideline, completely unused (which is no fun–and, at best, a waste of Bystander/Horde points…). Or–

–They’ll slow you down, cost you actions, and ultimately get you no closer to winning.

With all of that on our minds, let’s look at the best Avengers ID Cards and see if we can find some unconventional options that might otherwise go overlooked!

Iron Man ID Card

IRON MAN:

InspirationCan use Improved Targeting: Ignores Hindering Terrain. Modify attack value by +1 when making a ranged combat attack.

This is an awesome Inspiration power. If you can’t find another way to get some Stealth-busting on ranged Build, this is just what the doctor ordered. But there is a metric poop-ton of available Iron Men out there, even after the retirement of Iron Man 3, so which piece should you put on your sideline?

Do you want your Call-In Iron Man to… :

Stick around via the Avengers Assemble Trait?: Okay, this one’s easy. Your best Modern Age Iron Man piece is going to be either IIM001A Iron Man, a 300-point monster that features a 12 Attack, 4 Damage w/ Running Shot, Precision Strike, Perplex AND the ability to shoot through BOTH Hindering Terrain or Blocking Terrain; or AVAS050 Iron Man, a 242-point behemoth that sports an 11 Attack Value and 5 Damage with Running Shot, Penetrating/Psychic Blast, Invincible (so he can’t be damaged off the board by something small like Poison), Probability Control, the ability to target through Hindering Terrain AND a Trait that lets him use Defend if you’re sporting some other Avengers (IT’S AN AVENGERS WORLD: Iron Man and adjacent friendly characters with a lower point value and the Avengers keyword can use Defend. If they are named Captain America or Thor, they don’t have to be adjacent or lower point value.). Either way, if you can get the Round Table to this point and call-in either of these figures, you’re probably going to win the game. Handily.

Or do you want him to provide as much defense as he does offense?: So, take a look at the brand-spanking new Age of Ultron Iron Man–AOU017 Iron Man. I’ve already talked about how much I like this piece in Sealed. Well, I like him twice as much as a Call-In piece. I think he’s Meta when used this way. Why?

He may be a close combatant with no Range value, but he does come into play packing Charge, Super Strength and Outwit. And he’s damn easy to call in at only 90 Points–there are many Builds that can meet that threshold with a Secondary Attacker!

More importantly, he increases the efficiency of your Range attacks (or, if an opposing figure is Stealthed, allows you to make the damn attack in the first place!) while making it extremely difficult for your opponent to counter attack your pieces in a meaningful way because of his Trait (THE ORIGINAL INVINCIBLE IRON MAN!: If the first ranged combat attack made during an opponent’s turn doesn’t target Iron Man, modify the attacker’s attack and damage values by -1.). Moreover, since he’s a close combat piece, he’s probably going to Charge and base your opponent’s best pieces anyway. Yup! This piece gives adjacent figures a ranged attack bonus AND THEN gets to Charge in for an attack himself. So many other Call-In figures require all kinds of positioning gymnastics so that your other pieces can benefit from the Inspiration bonus while still letting the Call-In figure make their own attack. Not this Iron Man. You just make your ranged attack first, then send in ol’ Shellhead, cuz his bonus won’t be needed anymore!

For all the reasons we just discussed, I believe that this Iron Man is potentially another Time Walk piece for ranged-based teams when used as a Call-In!

Time Walk

[EDITOR’S NOTE: For those who don’t play Magic: The Gathering, “Time Walk” was an early, massively undercosted card from the game’s first few print runs that allowed you to talk another turn after your current turn. Within a few years, the card was essentially retired from modern tournament play. A new version called “Time Warp” eventually made it’s way into the game–and cost more than twice as much mana to cast. Oops. 

When used in a Heroclix context, a “Time Walk” piece is any figure that can potentially shut down your opponent’s pieces for a turn–or, more specifically, prevent your opponent’s pieces from attacking your own for at least a turn. To go back to a previous example, using Protector as a Call-In piece for a turn immediately gives all friendly pieces adjacent to him an 18 Defense and Probability Control (when they are attacked). Protector himself has Prob as well, so depending on the proximity of the attacker, unless that figure has access to Pulse Wave, he may have to hit an 18 Defense anywhere from two to four times in a row. Even with a 12 Attack, that’s far from a sure thing, which leads to your opponent having to decide whether he wants to risk missing with one or more of his best attackers, or just pass and try again next turn–a true Time Warp. Both of those choices are bad, and if your opponent opts to go ahead with the attack–and thus gain an action token–and still misses, it takes his bad decision and makes it a potential disaster. 

There are many ways to enact the “Time Walk” concept–Chase Rick Jones has a proprietary Trait (GALACTIC BURST OF IMMOBILIZING LIGHT: Once per game, when Rick Jones isn’t on his first click, give Rick Jones a double power action when he is adjacent to an opposing character. Give all opposing characters on the map an action token. For each opposing character you can’t give a token, deal that character 1 unavoidable damage.) that can definitely function as a “Time Walk” if used at the proper (read: most devastating) time.

Felix Faust is basically a “Time Walk” piece on Super Turbo Overdrive, which is a thing I just made up. But the main reason he’s broken is because he gives you the potential to “Time Walk” as a Free Action every turn. Come to think of it, even the original Magic card cost two mana–maybe we should start calling them “Faust” pieces.

Now, having expounded all that, the real fun (I believe–Ninwashui thinks the Meta will go in a different direction) in the current Modern Meta is going to be trying to duplicate Faust’s shutdown effect with pieces that aren’t banned (or gutted by the Watch List, which will almost certainly happen to Faust). I think this will occur with people “chaining” together shutdown pieces via the Call-In ability and other means. It becomes a viable option when you remember that ID Cards by themselves only cost 5 Points, and you probably only need to shut your opponent down for two or three turns in order to put the game out of reach. But more on this concept in a future article! Okay, end of longest EDITOR’S NOTE ever!]

For 5 points and one power action, you really CAN’T afford NOT to bring him along!

Hulk Avengers ID

HULK:

InspirationCan use Charge. Modify attack value by +1 when making a close combat attack.

So this is a little good. But isn’t this just like having half a Hammer? And for just one turn at that? Well, yes. Yes it is. But let me remind you, in Modern Age, Hammers are now bye-bye. And in Golden Age, this bonus would actually stack with the Hammer bonus, so it’s all good. Again, 5 Points is a cheap, cheap price to pay to give a character a move-and-attack ability [EDITOR’S NOTE: That’s not to be confused with the actual ability that’s called “Move and Attack,” natch.] for the turn when it’s most desperately needed and most completely unexpected.

Now, there are, of course, a ton of options out there, so let’s look at the best pieces to fill the different roles you might be looking for.

Do you want your Call-In Hulk to… :

Stick around via the Avengers Assemble Trait?: Once again, you have two reeeeeeeaaaaallly nasty choices. AVAS064 Hulk is an absolute nightmare. A Chase, he costs 325 Points, can Charge 11 squares through just about any terrain in the game (and also Ignores Characters) with a 12 Attack Value with Super Strength and 5 top dial Damage with Battle Fury, so Shape Change will not help your opponent in the least. He also has Giant Reach, so he really has a 13-Square Threat Range–pretty damn good for a close combatant. And if that Chase Hulk is a nightmare, then the main set Age of Ultron Movie Hulk (AAOU008 Hulk) at least a very bad dream, if not an actual night terror [EDITOR’S NOTE: Of 1927?]. At 300 Points, he gives you top dial stats that you would normally only see on a Colossal: 13 Attack, 6 Damage, 19 Defense with Impervious, 9 Movement with Charge,  Super Strength and Traited Battle Fury. That 9 Movement is the only low stat, really, but as a Call-In he has to stay within 5 squares of the figure who called him in, so getting him to the target is something you should have worked out before you called him in.

Smash someone on the head?: Well, pretty much all Hulks do this, but where it gets tricky is the Point Cost Threshold. Right now in Modern Age, you have two Hulk options that cost 100 Points or less (Yup! Just two–I was as surprised as you were!). This matters if you have any inclination to summon him with a Secondary Attacker (which would presumably then let your Primary Attacker Charge into the fray, giving you two big close combat attacks in one turn).

Your first option is, once again, a brand new figure. AOU019 Hulk costs just 80 Points and brings Charge, an 11 Attack with Super Strength and a native 4 Damage into the game for you to smack someone around with. That’s a pretty potent attack to pull out of thin air. His first Trait (THE ORIGINAL INCREDIBLE HULK: If the first close combat attack made during an opponent’s turn doesn’t target Hulk, modify the attacker’s attack and damage values by -1.) also can protect you from close combat retaliations in the same way that Age of Ultron Iron Man we just discussed protects your pieces from ranged reciprocity. Best of all, one of this Hulk’s major weaknesses–his lack of Willpower or Indomitable–doesn’t matter one bit when used as a Call-In figure.

But there is a catch (sort of *): Hulk’s second Trait (WITH EACH NEW DAWN, THE WEAKLING BANNER COMES BACK: At the beginning of your turn, roll a d6 that can’t be rerolled. On a result of 1 – 2, until your next turn modify Hulk’s combat values by -2, he can use Outwit, Perplex and Shape Change and can’t use any other power he possesses. This ability can’t be ignored.) may mean that 1/3 of the time you call him in, Hulk will just stand there and look pretty. And maybe, y’know, Perplex or Outwit something. That’s not nothing, but it’s not a 4-Damage Charge attack, either. Also of note is the fact that this Hulk comes with neither Battle Fury (a calm, rational Hulk? Huh?!) nor Giant Reach, so these are things you’ll have to keep in mind a turn or two prior to actually calling him in so that you can position your pieces accordingly.

Because, as we all know:

IMG_2737

[*EDITOR’S NOTE: Man, it seems like we have more Editor’s Notes per paragraph in this article than any other piece we’ve ever done, doesn’t it? Anyway, Heroclix has some very nebulous “At the beginning of your turn” rules. While you can choose the order in which different effects happen on your turn, you can’t actually STOP any from happening or choose not to activate certain effects unless a game effect says otherwise. So, my interpretation would be that you would still have to roll Hulk’s Trait once he comes into play, since the whole “Call-in Help” ability by definition happens at the beginning of turn phase (when Hulk’s Trait would still be active). Sort of makes sense, right? Well, maybe. Having said all that, I have indeed submitted an inquiry to the WizKids Rules Forum to verify the timing of all this, and I’ll update this space as more information becomes available.]

Your lone 100 Point option is FFOA004R Hulk from the recent Original Avengers Fast Forces. While he doesn’t have any useful Traits (unless you’re playing an army composed of Original Avengers Fast Forces pieces–in which case, great! Go with God.), he does still offer Charge with an 11 Attack and 4 Damage–this time with Battle Fury. That’s not a huge addition for the extra 20 Points, but it’s worth noting that you’ll get what you pay for 100% of the time–this Hulk never reverts to Banner.

So now, you might be saying to yourself, or to me, I guess, through the computer screen, or whatever: “Hey, what if I don’t mind using actions from my Primary Attacker to bring Avengers in to help me! What kind of Hulk can I get for 150 Points?” Unfortunately, the answer is, pretty much nothing that you couldn’t get for 100. That Original Avengers Hulk? Top dial at 150 Points, he adds Flurry and Sidestep. And a lower Attack Value (10) than his cheaper version. And Close Combat Expert, which is useless for Charge and Flurry. Chase Hulk has a 150 Point level that gets you Charge, Quake, Super Strength and 4 Damage with Battle Fury. And another 10 Attack. Finally, Age of Ultron Movie Starter Hulk has a 150 Point dial that nets you… literally everything that 100 Point Original Avenger dial does. Like, almost a carbon copy.

Which is why your better off just using one of the other two I just mentioned.

Cap ID

CAPTAIN AMERICA:

Inspiration: Can use Energy Shield/Deflection. Whenever this character hits an opposing character, add an action to your action total.

This is one of my favorite Inspiration abilities in the game. For some reason, when I’m creating Builds I seem to spend an inordinate amount of time trying to give my pieces Energy Shield/Deflection, so Cap’s card is going to be a welcome addition to my tool kit. The second part of his Inspiration will be an extraordinary boon to Swarm teams, or it might just enable a balanced squad to get that one extra attack off that it needs to take control the game.

Like his Avengers brethren, there are a poop-ton of Caps out there, and he offers a variety of services. Of all the Avengers you can Call-in, Cap is easily the most versatile, so let’s take a look at some of the best Call-In options!

Do you want your Call-In Captain America to… :

Stick around via the Avengers Assemble Trait?: Admittedly Cap isn’t the best Avenger to choose for this Trait; having said that, your best choice is going to be AVAS061 Steve Rogers, or “Nova Cap.” For 250 Points, he Flies, has Sharpshooter, Running Shot and Pulse Wave and he sports a 20 Defense against most ranged attacks, which should help keep him around awhile. Don’t sleep on AVAS049 Captain America, though. For 150 Points, he also has a 20 Defense from most ranged attacks but adds Sidestep, Precision Strike (with a 12 Attack), Close Combat Expert and Empower. Plus, he pretty much turns every other Avenger adjacent to him into an instant leader–and remember, with all of this happening at the beginning of turn, you get to roll all those Leaderships right away! Depending on how many you hit, it’s conceivable that this Cap can be called in and actually save you a clearing turn somewhere down the line.

Pull a mini-Juston Seyfert?: Yup. There’s a Cap that can do that now. Well, at least the free move part. If you have someone free who costs 50 Points or more, you can give them a power action and Call-in FFOA006R Captain America. While he offers a 6 Range, 10 Attack and Precision Strike, the best reason to call this version in is to use his Damage Special (AVENGERS, ASSEMBLE: Give Captain America a power action and choose another friendly character that shares a keyword with him and doesn’t have 2 action tokens. That character is immediately given a move action as a free action with their speed value halved for this action.) to get your heaviest hitter in a better position on the board.

Imagine this scenario:

I should probably mention that in this scenario, the part of you will be played by Purple Man and resident Time Lord himself, David Tennant.

I should probably mention that in this scenario, the part of YOU will be played by our future Purple Man and resident Time Lord himself, David Tennant.

You: “So, you thought you were two squares out of Thor’s Range, eh? Well, this Captain America I’m calling in doesn’t think so. Alright, so I’m going to go ahead and move Thor 5 squares as a free action, and then double Energy Explode for the Alpha Strike on your candy ass.”

Oh, and playing the part of YOUR OPPONENT in the scenario will be this annoyed baby.

Oh, and playing the part of YOUR OPPONENT in the scenario will be this annoyed baby.

Your Opponent: “What? It’s only turn 2! These stupid ID cards are completely broken.”

Tenth Doctor Eyeglasses

You: “Oooo, look, I crit hit! By the way, pretty much the rest of my force has Energy Shield/Deflection now.”

Bored Baby

Your Opponent: “You knowI really hate playing with you.”

Hit two birds with one stone shield?: So, there are two characters you need to hit, but your down to your last character. Just call Steve Rogers. The experienced version of Juston Seyfert Cap (aka FFOA006 Captain America) has an awesome Attack Special (SHIELD RICOCHET: Give Captain America a ranged combat action and his damage value is locked at his printed value until actions resolve. After the ranged combat attack resolves, he may make a second ranged combat attack as a free action.) that will even the playing field real quick as long as you can call someone in for 100 Points. For 125 Points, you can call in CATWS001 Captain America to do the same trick a little better with his Attack Special (I’M PRETTY GOOD WITH THE SHIELD: When Captain America makes a ranged combat attack and hits, after actions resolve, he may make a second ranged attack with a locked damage value of 2 as a free action. When he does, he draws lines of fire and counts range from the hit character’s square.).

Deal some penetrating close combat damage?: In addition to the Traited Leadership tricks (IT’S AN AVENGERS WORLD: Captain America and adjacent friendly characters with a lower point value and the Avengers keyword can use Leadership. If they are named Iron Man or Thor, they don’t have to be adjacent or lower point value.) of the Veteran piece, AVAS049E Captain America can still Charge 4 squares and deal 3 Damage with Exploit Weakness. He only has a 10 Attack, but the Threshold to call him in is just 75 Points.

Try and fling action tokens all over your opponent’s force?: Yup. This is actually a thing, too. 80 Point AAOU003R Captain America has Charge, a 4 Range with the ability to Ignore Hindering Terrain on Movement as well as Targeting, an 11 Attack Value and 3 Damage, but probably what’s most interesting about him is his Damage Special (HIS ENEMIES FEAR HIM: Captain America can use Leadership. When he does and succeeds, he may also either place an action token on a higher point opposing character within range or he may place an action token on each lower point opposing character within range. Placing this action token doesn’t deal pushing damage.).

So, in addition to attacking, he also has a 33% chance to steal an action from one of your opponent’s best pieces (or a bunch of his ‘eep ‘eeps). His Trait (AVENGERS ASSEMBLE!: When Captain America hits one or more characters with an attack and actions resolve, the opposing player chooses: Captain America may modify the damage value of a friendly character by +1 this turn or, all opposing characters modify their attack value by -1 until your next turn.) can also either set your team up for a big turn, or really rain on your opponent’s parade the following turn as well.

Clearly, whether you’re using the Round Table, or just playing Cap’s card by itself, he offers a ton of trickeration options in addition to some close combat damage and tie-up potential. You just have to decide which tool you want in your toolbox!

 

That’s all for today. We’ll be back soon with a look at Thor, Hawkeye and Black Widow Call-In options, as well as a Preview of the second wave of Age of Ultron!

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

 

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

arcade

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

Idea

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

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

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

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

fantomex

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

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

Theme: None

Roster:

AVAS044 Arcade

(w/WOL065P Parallax

WXM042 Fantomex

(w/WOL063P Ophidian

IIMR100C Power Plant (Complete) 

AVASAVID-008 Ronin

Total = 297 Points

Smiling Raccoon Ninwashui

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

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

Black Panther Leap Climb

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

Team Name: Diplomatic Immunity (Team Hypefox)

Keyword Theme: None

Roster:

AVAS044 Arcade

(w/WOL065P Parallax

AOU045 Black Panther

(w/WOL060P Black Hand

IIMR100C Power Plant (Complete) 

AVASAVID-008 Ronin 

FFOAAUID-100 Hank Pym

Total = 300 Points

Drunk puppy Hypefox says...

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

Welcome to Wakanda.

Welcome to Wakanda.

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

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

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

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

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

Team NameLex Luthor, Murderworld Robot? (Team Ninwashui)

Theme: None

Roster: AVAS044 Arcade

(w/WOL065P Parallax

AOU023E She-Hulk 

JLTW033E Lex Luthor 

IIMR100C Power Plant (Complete)

Total = 300 Points

Ninwashui Raccoon Five Fingers

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

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

winter soldier

Team NameYou Are My Mission (Team Hypefox)

Theme: None

Roster: AVAS044 Arcade

(w/WOL065P Parallax

AOU023E She-Hulk 

CATWS008 Winter Soldier 

IIMR100C Power Plant (Complete)

Total = 300 Points

inebriated puppy

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

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

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

The Only Way to Fix a Fixer Upper 2: This Time It’s Personal!! (Or, Two Good Pieces That Become Meta-Worthy With Just One Fix!!)

"The only way to fix a fixer upper... is to give them a way to unleash horror on their opponents from range while ignoring Stealth!"

The only way to fix a fixer upper… is to give them a way to unleash horror from range while ignoring Stealth!”

Welcome back! In this article, we’re going to revisit our “Fixer Upper” gimmick to see if we can’t help some 4 and even 5-star figures become truly Meta-Worthy!

So, some figures are Meta-bait as soon as they show up in a preview on Heroclix.com. You know the ones. You just know it the first time you see them. But other pieces come oh-so-close to that Meta-tier, but they fall just short because they’re missing… something. That last game element that’s keeping them on the wrong side of greatness divide.

Well, today, we’re gonna help two of those lucky pieces become forces to be reckoned with and foes for your foes to fear (try saying THAT five times fast! Oh, you can? Yeah, it’s actually not much of a tongue-twister. Unless you’ve bitten your tongue while chewing gum recently like I have. Sigh… let’s just move on…)!

 

Punisher THunderbolts

1. DP032 Punisher100 PointsUncommon:

The Only Way to Fix a Fixer Upper: We’re gonna give Frank Castle the Thunderbolts ATA!!

Why It’s the Best Fix: For 8 Points, you’ve just effectively given Frank the Avengers Initiative Team Ability (via the Thunderbolts ATA). It allows him to Ignore Hindering Terrain on both movement AND targeting. Just what this 5-star figure needs to take it to the next level!

(Yes, you could instead choose Mystics or a host of other Team Abilities, but 90% of the time, Avengers Initiative will be your best choice, for reasons we’re about to get into!)

So, if you’ve been to the movies in the last two weeks, this first scenario is a lot like the Heroclix version of the plot of Jurassic World:

The Executives at Ingen:

"Our scientists are gonna splice together some superhero DNA to give the Punisher even MORE deadly new abilities!"

Our scientists are gonna splice together some superhero DNA to give the Punisher even MORE deadly new abilities!”

Your Opponent: “Wait a minute. He’s already called “The Punisher.” He’s already an unstoppable killing machine who can’t be controlled and who can’t be reasoned with… and you want to make him MORE dangerous?  …

Probably Not A Good Idea

Because now there’s no hiding from Frank’s wrath anymore. Combined with Punisher’s other powers, particularly his Trait (THE GUILTY MUST BE PUNISHED: Once for all characters with this ability, each time an opposing character hits a friendly character, put a Guilty token on the attacker’s card. When Punisher attacks a character, modify Punisher’s attack value by +1 for each Guilty token on its card, and modify his damage value by +1 for every 2 tokens on its card.) and Attack Special (FRAG GRENADE: Punisher can use Energy Explosion. When he does and targets only one character, damage dealt is penetrating damage.), not to mention his Damage Special (CONCENTRATED FIRE: Punisher can use Ranged Combat Expert as a ranged combat action.), the Punisher instantly becomes the most feared piece on your side.

His one offensive weakness and his main mobility issue (it’s hard to take advantage of his down dial Stealth if skulking in Hindering completely neuters his ability to move) are both solved in one 8-point-costing swoop. Best of all, we can still assign a Resource and/or Entity to him, since we didn’t have to use either to fix his flaws! Check this out:

Team Name: The Difference Between Justice Love & Punishment

Theme: Star Sapphires

Roster:

DP032 Punisher100 Points

(w/ ATA004 Thunderbolts) — 8

(Possessed by WOL068P Predator) — 25

WOL032 Miri Riam85

WOL006 Star Sapphire Recruit45

WOLR106 Power Battery (Star Sapphires) — 2

WOLR306 Star Sapphire Ring8

WOLR206.04 Wall (Violet) — 10

WOLR206.06 Decoy (Violet) — 6

WOLR206.14 Sniper Rifle (Violet) — 6

AVASAVID-002 Hawkeye5

=300 

Sideline:

AVAS002 Hawkeye85

This Build takes that 100 Point Punisher and turns him up to 11!! Punisher was already a damage fountain; now he’s more like a damage volcano–and there’s nowhere for opposing pieces to hide!

Punisher has so many options here it’s scary. Before any of your figures are hit (which would activate his “The Guilty Must Be Punished” Trait), once you put either the Decoy or the Sniper Rifle on Frank, the Punisher gets +1 to all of his combat values except Damage. So his Attack becomes 11 and his Defense is now 18. On top of that, you can choose to modify ANY ONE of his combat values an additional +1, since Predator has higher values in every slot (I’d choose Defense at the beginning of the game). Then, you can choose to give Frank Sidestep, Energy Shield/Deflection or Shape Change. I’d recommend putting the Decoy on Frank, which should free you up to choose ES/D most turns.

So again, before ANY of your figures has taken a hit, you’ve created a Punisher that (we’ll just use my suggested choices for this example) has: 9 Movement (that Ignores Hindering Terrain) with Running Shot; 11 Attack (that Ignores Hindering Terrain on targeting) with Sharpshooter and an improved version of Energy Explosion that deals Penetrating Damage in most circumstances; 20 Defense against ranged attacks (18 Defense against close combat attacks) with Toughness; and 2 native Damage with an improved version of Ranged Combat Expert that allows Frank  to use it in tandem with Running Shot (so you can boost your Damage to 3 or 4 quite easily) and Shape Change!

Oh, I forgot to mention his Range. It’s subpar at 6, but remember the Star Sapphires Emotional Spectrum power (EMOTIONAL SPECTRUM: LOVE: If the Power Battery, attached Power Ring, and Constructs are all the same color, friendly Corps Members modify their range values by +1 for each opposing character within line of fire.). That 6 can become an 8 or 9 very quickly (especially with the Avengers Initiative Team Ability–any Stealthed opposing figures suddenly add to your range value, since they’re now within your line of fire). And if you need to reach out even more, give Mr. Castle the Sniper Rifle instead of the Decoy and watch his Range soar to a 12 or even 13 (the Golden Rule of “Replace, then Modify” should result in you replacing Punisher’s Range Value of 6 with a 10, which you then modify per the Emotional Spectrum Power).

As the game goes on and some of your characters take Damage, Frank’s effectiveness goes up even more. Remember, if any opposing character connects with attacks against any of your characters twice, Frank’s Attack Value modifiers will be maxed out when attacking that piece, so you can start throwing your Predator and RCE modifiers on his Damage Value. What this means is, as long as you can limit Frank to taking 1 Damage or less, at this point Frank turns into a 13 Attack, 5 Penetrating Damage, 20 Defense (from ranged attacks) Monster when Punishing the Guilty. Oh, and he sees through Stealth. And he can hit you from across the map if he wants.

And God help you if you actually have characters adjacent to each other, cuz Frank and his Frag Grenades deal Penetrating EE Damage… basically, you end up with this:

Punisher Kills the Marvel Universe

And if your opponent decides they want a piece of that:

Liam Neeson Good Luck

Next!

Arcade AVAS

2. AVAS044 Arcade70 PointsRare:

The Only Way to Fix a Fixer Upper: All this “Murderworld” shadiness has opened Arcade up to just an insane amount of civil liability, so we’re going to find Arcade a good lawyer! And when someone in the Marvel Universe needs a good lawyer, they Better Call Wal! Jennifer Walters, that is. AAOU023E She-Hulk is gonna take the case!

Why It’s the Best Fix: Arcade sports a split dial; the first part (his “default” dial) is very support-y, featuring Mind Control with a 7 Range, Poison with just a 9 Attack, Mastermind with just a 16 Defense and Perplex with 2 native Damage. All in all, it’s a pretty average dial for the points. Not bad, but nothing to write home over. However, the second part of his split dial features 4 “God Clicks,” especially when you consider his point cost. How do you access those clicks? Via Arcade’s Trait (WELCOME TO MURDERWORLD!: When rolling to determine first player, no player receives a modifier to their roll. When on a map whose name includes “Arcade’s Arena,” at the beginning of the game you may start Arcade on click 7. If you do, Arcade has Power Cosmic team ability, can use Improved Targeting: Ignores Hindering, and other friendly characters have the Robot keyword for the rest of the game.).

The problem is, you really don’t know which Arcade you’re going to get–because Arcade’s Trait disallows modifiers, the Map Choice roll is a straight coin flip. And a 50% chance to field a “God Mode” Arcade is, frankly, not good enough. But, if we could hire some to improve those odds…

Jennifer Walters for the Defense

That’s where Arcade’s representation comes in. She-Hulk’s Trait (FILE FOR CHANGE OF VENUE: If She-Hulk isn’t part of a themed team, the first time this game you wouldn’t win the roll for first player, you may roll again and add +1 to the result.) allows you a second chance at the Map Choice roll (yes, I know it’s technically “the roll to determine first player.” But that’s a mouthful, and much less fun to type than “Map Choice.” So there, verbiage lawyers!).

I’ll spare you the math (mostly because I haven’t been any good at statistics or probability since high school), but if one assumes that both parties are using non-biased dice with no modifiers (again, Arcade’s Trait nullifies that–even, alas, Jennifer’s +1 on the “if necessary” roll), then you ramp your odds up to 75%!! Now that’s a legal strategy I can get behind!

(Okay, if you want to see the math, here’s is the technical jargon on a similar problem where there are only 2 outcomes: flipping coins.)

Assuming you win one of those rolls, Arcade’s Attack Value shoots up to the 11-12 range and he gains Prob, a Special Attack Power (I CONTROL MURDERWORLD. SUCKS TO BE YOU.: Arcade can use Energy Explosion and Precision Strike. If Arcade occupies a player’s starting area, he can draw lines of fire and count range for his attack and damage powers from the square of any friendly character.) and a Special Defense Power (THIS IS MY WORLD, YOU’RE JUST LIVING IN IT. FOR NOW.: Arcade ignores Poison and all but 1 damage dealt to him from an attack. After Arcade is dealt damage from an opposing character, you may place him in any square within any player’s starting area. This power can’t be ignored.) that take him near the border of Primary Attacker territory.

Let’s see what we can Build:

Team Name: Welcome to Murderworld. Sucks to Be You!

Theme: None, but you won’t need one.

Roster:

AVAS044 Arcade70

AAOU023E She-Hulk75

WKM-015 Doop95

FI301 Splitlip20

FIR100C The Book of the Skull30

AVASAVID-002 Hawkeye5

AVASAVID-015 Triathlon5

=300

Sideline:

AVAS013B 3-D Man90

AAOU106 Hawkeye75

So, adding Doop gives Arcade a great, durable friendly fig (he’s got a pretty good Defense Value at 18, but no matter what, he can’t take more than 1 Damage from an opposing attack!) to count range and draw lines of fire from. Also, he can reassign your opponent’s best Relic or Resource, and since he has the X-Men TA, Doop and Arcade can heal each other a click if the need arises.

Splitlip, makes it easier to dish out Hammers, but he can also pop a squat next to Arcade in a Starting Zone and pump Arcade’s Damage up to 3 or 4 (depending on what click Arcade is on). The Hammers themselves take Doop and She-Hulk up to a 12 Attack, and Arcade will start raining fire from across the map with a 14 Attack Value!

Finally, if She-Hulk just isn’t cutting it because your opponent is more vulnerable from range, she can call in Hawkeye for assistance. Conversely, if you need another close combatant, you can have Doop bring in 3-D Man for a massive 13 Attack, 4 Damage smackdown.

 

So there we are! Two great figures that work even better with just a little tweaking. Of course, these Builds are only the tip of iceberg. How would you improve these two pieces? Or better yet, which other Modern Age pieces should we “Fix Up” next?

Sound off in the Comments below, and maybe one of your suggestions will inspire “The Only Way to Fix a Fixer Upper 3!!”

Until next time,

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

Straight, With CHASEr 3!! [Or, 7 Builds for 7 Brothers! (Okay, 6 Brothers and a Sister!)]

Avengers Assemble

Welcome Back!

Today we’re gonna take a special look at the brand-spanking new Avengers Assemble set! Amongst a host of previously Un-Clix’d figures, WizKids gave us seven new Chases featuring future/past/alternate timeline versions of the six most popular Avengers (and one Chase that featured their OG sidekick–but we’ll get to him in a moment) on kickass translucent red bases.

Now, while the Chases are vaguely connected from a thematic standpoint, this is the first group of Chases from a main set that I can remember that do NOT all have a shared mechanic (think Zombies in Deadpool and Guardians, Bringers of the Great Darkness in SLoSH, Entities in WoL, etc.). Which is cool. While I don’t mind Chases that share mechanics, it’s kind of a nice palette cleanser every once in a while to see a set of Chase figures that all play completely differently.

Which leads me right into today’s main topic. Because they all play somewhat differently, we’re going to construct seven 300-Point Builds all based around one of the new Avengers Assemble Chases!

Let’s dive right in with a living legend… who kinda lives up to the legend!

Steve Rogers Nova Corps 2

AVAS061 Steve Rogers250/200 PointsChase:

So, whether he’s played at 250 Points or 200, Steve Rogers hopped up on the Worldmind is gonna be a Primary Attacker. His Trait ( Nova Helmet Targeting Assist: Each turn, one friendly character with the Avengers keyword and another friendly character with the Nova Corps keyword can use Precision Strike, but only when targeting a single character.) is useful, but not exactly the type of thing you usually build an army around. Still, let’s give it a try.

I’m going to play Steve at 200 points so that I can surround him with a little bit of support–specifically, the new Avengers: Age of Ultron Starter Set Hawkeye! Hawkeye is a terrific secondary attacker that Steve can Carry into battle. Clint also offers some top dial Enhancement, so Steve will be shooting for 5 Penetrating Damage on his first click. Together, Steve and Clint come to 275 Points, which leaves 25 Points for a Resource. So our roster will look like this:

Steve Rogers Nova Corps

Team Name: You and I Remember Xandar Very Differently

Roster:

AVAS061E Steve Rogers200 Points

AAOU106 Hawkeye 75

AVXR100 The Phoenix Force12

AVXR101 Cyclops Fragment3

(Assigned to Steve Rogers) — 3

AVXR103 Colossus Fragment3

(Assigned to Hawkeye) — 3

=299

 

Not bad. Playable. Hawkeye can bust any Stealth that you need him to (and unfortunately, Steve will need him to), and his Attack Value is actually higher than Steve’s; you’d probably do well to hit with Clint first, and follow up with Steve for the killshot. With the Precision Strike Steve grants him, Clint’s really only going to be shut down by Shape Change; he’s got an ability to deal with almost every other defensive power in the game. If you can just get the Phoenix Force to its second Click, you suddenly gain two Perplexes (and Hawkeye suddenly has a 19 Defense against ranged attacks), so you’re damage output should be fine from then on.

Still, getting there won’t be easy, and with only two figures, you’ll have little to no margin for error. It will be hard to get in the first attack–especially in such a way that won’t leave you open to a crippling counter-attack.

So, again, this is a decent Build, but I think we can do slightly better defensively than just ES/D. Austin on Dial H for Heroclix noted the potential this particular Chase has for beefing up Police-keyworded rosters, and I completely agree with his assessment! So let’s see what happens when we basically ignore Steve’s Trait (although Steve himself can still use it) and partner him up with a special agent from another universe.

I’m talking, of course, about the Chase Chun-Li D.E.O. Agent!

[EDITOR’S NOTE: Sorry, but please note Critical Missives Build Rule #4: It’s never the Chase Chun-Li.]

"I'm the only Clix in the game that starts with top dial Hypersonic Speed AND an Attack Special that grants Leap/Climb! AND a Team Ability that lets me move 3 spaces and attack with just a Power Action! Guess which two of those powers I won't be using?"

I’m the only Clix in the game that starts with top dial Hypersonic Speed AND an Attack Special that grants Leap/Climb! AND I have a Team Ability that lets me move 3 spaces and attack with the mere cost of a Power Action. Guess which two of those powers I won’t be using!

So let’s try this again:

Nova Steve 3

Team Name: You and I Remember Central City Very Differently

Theme: Police

Roster:

AVAS061E Steve Rogers200 Points

(w/Secret Avengers ATA) — 5

JLTW009 D.E.O. Agent 56

JLTWR102 Rock of Eternity (Complete)28

(Assigned to Steve Rogers)

Rick Jones Avengers ID Card5

= 294

See?! We’ve suddenly given our 200 Point lynchpin Stealth (via D.E.O. Agent’s Trait: SAFETY IN NUMBERS: When D.E.O. Agent is adjacent to a friendly character with the Police keyword or team ability, both characters can use Stealth.)! Plus access to an Attack Value buff via the D.E.O. Agent’s Police TA. Not to mention we made Steve the Champion of the Rock of Eternity!

No matter what Build we came up with, it was always going to live or die with Steve–that’s true of any piece that costs 2/3 of your force allotment (which is also why so many high level players won’t play anything in the Meta right now that’s more expensive than WoL107 Kyle Rayner). So by giving him the Rock and Stealth, you made him that much tougher to kill.

This won’t win a ROC anytime soon, but if your opponent isn’t packing a solid targeting solution for Stealth, he’s in some deep trouble.

"'But Chun-Li,' you say, 'you only have Flurry mid-dial. So isn't it great that your Team Ability grants you some move-and-attack goodness?' You bet it is. It grants me the ability to move 3 squares and attack for 2 damage! Which is not Charge, which is what I'd need to use Flurry as well. But hey, I can still Carry folks. Did I mention I'm 140 Points and I only do 2 damage?"

“‘But Chun-Li,’ you say, ‘don’t sell yourself short. You also have Flurry mid-dial. That’s good, right?‘ You bet it is. Especially since my Team Ability grants me the power to move 3 squares and attack for 2 damage! Which isn’t Charge! Which is what I’d need to enable the use of Flurry with it. But congratulations on pulling me! I’m a Chase! You definitely didn’t waste money irresponsibly in acquiring me.

Uhhh… thanks, Chun-Li. I, uh, I think you’ve made your point. This isn’t really about you–we were just doing a quick bit–

"Oh, hey, speaking of my special power, you know who else ignores Elevated Terrain on movement and can Carry friendly figures?"

Oh, hey, speaking of my Special Attack Power, you know who else ignores Elevated Terrain on movement and can Carry friendly figures?

I don’t–I really don’t think you’re still supposed to be here–

"Oh, hey, you know who else ignores Elevated Terrain on movement and can Carry friendly figures? Any flyer."

Any %$&#!^* flyer.”

Sigh… Chun-Li, what did we say about the swearing?

"$#@& you!"

$#@& you! I’m 140 points and I do 2 damage. $#@& you.

Moving on!

It’s time for some Heavy Metal…

 

Iron Man Extremis Buster

AVAS062 Iron Man — 270 PointsChase:

Now here is your classic Brick Sandwich. 270 Points! Yikes. Okay, well, believe it or not, we still have some options here. Iron Man has a great defensive Trait (ULTRA-DENSE ALLOYS: When Iron an would be dealt damage, roll a d6 that can’t be rerolled. On a result of 1, he can use Invulnerability; on a result of 2, he can use Invincible; on a result of 3 – 4, damage dealt is reduced by 3; on a result of 5 – 6, damage dealt is ignored.) and starts with 8 Movement with Sidestep, 11 Attack with a Special (MAGNETIC CONCUSSION: Iron Man can use Force Blast and Pulse Wave.), 18 Defense with Willpower and 4 native Damage with a pretty awesomely named Special Power (GIVE ME ALL THE CAMERAS: Iron Man can use Outwit and has Improved Targeting: Ignores Hindering, Ignores (and Destroys) Blocking, Ignores Characters.).

So, what are his main deficiencies? Well, he doesn’t fly, so even with Sidestep, he’s gonna have a tough time with mobility. At 270 Points, he leaves almost no room for supporting characters. And while his Defense is a solid 18 with a bunch of dampeners, 18 is still pretty hit-able in today’s game. So, having said all that, I would probably look to play him in a non-Resource environment that still allowed 1 Relic per force.

 

Chase Iron Man AA

Team Name: Stark’s Industrial Forgers

Theme: Stark Industries

Roster:

AVAS062 Iron Man — 270 Points

FIS104 Greithoth’s Hammer — 8

FI301 Splitlip — 20

= 298

Splitlip gives you a bunch of great little support bonuses. First, Iron Man has a 50% chance to pick up Greithoth’s Hammer, which will give him +2 to his Attack Value, Running Shot and Great Size, so Iron Man can ignore most Terrain types. Second, once Iron Man has that Hammer, he can tote Splitlip around and benefit from Splitlip’s top dial Enhancement. And third, they both form a Stark Industries Themed Team, so Splitlip will be able to use a Themed Probability Control on certain occasions.

In an environment without Resources, you should have a decent chance at setting up an Alpha Strike, especially since Iron Man can shoot through walls on his first two clicks.  All in all, I think I like this team sliiiiightly better than the Steve Rogers teams I came up with, but only because there’s a slightly higher damage ceiling with this Build.

 

King Thor Avengers Assemble

AVAS063 King Thor 369/300/200 Points — Chase:

Another Brick, but one with a slightly different skill set and THREE(!) different dial options. The King here doesn’t pack quite enough of a punch to try him as a one-man army, so again, we’re gonna settle on his 200 Point dial (which is still 6 clicks long. That’s a decent amount of life for a THIRD point option). We’ll go full Asgardian here for a lil’ Map help, plus a few Horde tokens to help dish out Hammers.

 

King Thor Chase

Team Name: As-hats

Theme: Asgardian

Roster:

AVAS063R King Thor — 200 Points

FI101R Loki30

FI301 Splitlip — 20

FIR100C Book of the Skull (Complete) — 30

CATWSH001 S.H.I.E.L.D. Support10

CATWSH001 S.H.I.E.L.D. Support10

= 300

Once again, we can have our best ranged attacker sling Splitlip over his shoulder and wreck some face. Or, we can have Loki Carry Splitlip first, drop him off in position, and have King Thor finish his Running Shot right next to the lil’ guy. What? King Thor doesn’t have Running Shot? Well, you have four Hammers to choose from. And once he’s equipped, if positioned next to Splitlip correctly, he’ll have two chances (via his own Prob Control) to fling a Hammer 8 squares for 5 Damage. That’s not half bad. The S.H.I.E.L.D. Support is there to help equip Hammers as quickly as possible AND to heal the King should the need arise.

With just a little bit of guile and cunning, you’ll be able to deal some serious dam–

"I'm sorry, did someone say my name?"

I’m sorry, did someone say my name?”

No!! Nope! I’m not going through this again with any more Street Fighters, you hear me? You’re not even a Chase!

"I don't need a Chase. My Uncommon version will dominate any Clix contest! I have a Special Power that lets me move 3 squares and attack for 2 Penetrating Damage--and I get to put an action token on my opponent!"

I don’t need a Chase. My Uncommon version will dominate any Clix contest! I have a Special Power that lets me move 3 squares and attack for 2 Penetrating Damage–and I get to put an action token on my opponent!

That… actually, that’s not bad. Not really worth interrupting this article for, but, you know, uh… noted. Good for you.

"Or, for 10 points less, my Common version has a Special that lets me Incapacitate fools!"

Or, for 10 points less, my Common version has a Special Power that lets me straight Incapacitate fools!

Wait, what? Your other ability already does that. Why would I ever want to save 10 points so badly that I’d cut into you damage output so severely? That 2 Penetrating damage is definitely worth the extra 10 Points!

"Ha! See, I knew you'd be interested."

Ha! See? I knew you’d be interested.

I… can’t believe I fell for that. Moving. ON!

 

Hulk Last Titan

 

AVAS064 Hulk 325/300/150 Points — Chase:

Okay, remember when I said that King Thor at 300 wasn’t good enough to be a one-man army? Well, meet the guy who is. This is the easiest Build of the article:

Hulk Chase Avengers Assemble

Team NameThe Last Last Titan

Theme: Hulk needs no Theme. Hulk strongest Theme there is!!

Roster:

AVAS064E Hulk — 300 Points

=300

His Trait (THE LAST TITAN: Hulk can use Super Strength and his powers can’t be countered. Hulk begins the game with a Titan token on his card. Once per turn when Hulk damages an opposing character with an attack, place a Titan token on this card.) is awesome; all those times that Ninwashui complained about the fact that the other great Hulks we’ve received this year have no Outwit protection? Yeah, you can forget about that; this guy has total Outwit protection from everyone except, like, Greed with Ophidian and the Omega Drive.

And even if you find yourself sitting across the table from the decked-out orange Sin, you can feel pretty confident in your ability to one-shot the lil’ bastard. On his first click, Hulk can Charge 10 squares (and that DOESN’T include his Giant Reach)–no halving or modifying of his Movement value is required–with a 12 Attack and 5 Damage (or up to 8 with an Ultra-Heavy). He also doesn’t care about Blocking Terrain, other characters, Hindering or Elevated Terrain, either. If you’re on the map, Hulk will find you. And he will obliterate you.

His Defense starts at 18, never falls below 17, and ends with a stupefyingly awesome Special Power (ONLY ONE THERE IS: Hulk can use Invulnerability and, if he has no action tokens, Regeneration. When this click is revealed, stop turning the dial and remove a Titan token from this card. Whenever Hulk would take damage, remove a Titan token from this card instead. Hulk can’t place additional Titan tokens on this card. This power can’t be ignored.).

Now, will there be times when you’re devastating Alpha Strike is ruined when you roll a stinkin’ 3? Sure there will. You have no backup plan with a one-man army. That’s the deal.

But man, you will have some fun with this guy.

"Pssst... you know who else would make a good one-man army?"

Pssst… you know who else would make a good one-man army?

Dammit! We know it’s you, baby Akuma. Go away!

"Ha-Ha!! It's me, Akuma!!"

Ha-Ha!! It’s was me, Akuma, the whole time!!

Yeah, somehow, we guessed that already. And you’re not a one-man army!

"Of course not. I'm just a Rare. But I do have a special power that lets me make 4 close combat attacks in one turn. With no Damage Depletion Modifier."

Of course not. And I’m not a Chase, either. Just a Rare. But I do have a special power that lets me make 4 close combat attacks in one turn. With no Damage Depletion Modifier.

Whaa… ? That can’t be a real power.

"GOSHORYUKEN: Give Akuma a double power action. He can use Flurry as a free action. If he hits at least one character, after actions resolve he can choose a square within 6 squares and be placed in it and then use Flurry again as a free action."

GOSHORYUKEN: Give Akuma a double power action. He can use Flurry as a free action. If he hits at least one character, after actions resolve he can choose a square within 6 squares and be placed in it and then use Flurry again as a free action.

Waitwaitwait! You get to Flurry, zip around the map Kyle Rayner-style, and then Flurry again? And you’re in the same set as that crappy Chun-Li Chase? What’s your point cost? If she’s 140, you have to be, like 220.

"170!"

170!!!”

Who created your set?! Good Lord! It’s like, you would only lose in a Sealed if you actually DID pull a Chase.

"$#@& you."

“To reiterate: $#@& you.”

Hey!! I did not design you, Chun-Li! Don’t yell at me!

That’s it! NO MORE STREET FIGHTERS!! THIS ARTICLE IS ABOUT AVENGERS, DAMMIT!!

[Deeeeeeep breath… ]

 

Okay. Annnnnnd, we’re back.

Black Widow as Thor

AVAS065 Black Widow200 Points — Chase:

So, Natasha, the spy, assassin, and all around master of dirty fighting tricks… has been found worthy to wield Mjolnir? Well, it happened! In an alternate universe, sure, but that’s never stopped a character from earning a Clix before! Let’s break down her dial.

Right off the bat, she has a fantastic Trait. Remember all the hoops we jumped through to give 200 Point Steve Rogers Stealth? And how it’s contingent on Steve lugging around a D.E.O. Agent and, y’know, FINDING COVER? Look what comes with Black Widow: “DARK CLOUDS & DIRTY TRICKS: Black Widow can use Stealth. Give Black Widow a free action and place 2 hindering terrain markers, one in her square and another within range and line of fire. These markers remain on the map until she uses this ability to place markers again.

So, for no additional cost, not only does Natasha have Traited Stealth, BUT SHE MAKES HER OWN HINDERING TERRAIN!! For FREE!!

Looking at her dial, it’s apparent she’s learned a lot from her Asgardian teammate. This is a Thor dial with just a few Black Widow trimmings (like the aforementioned Stealth Trait), most of which don’t show up until the end of her dial. Her Defense Special (WE’RE THE SACRIFICE – WE WILL SAVE THE REST OF THE UNIVERSE: Black Widow can use Combat Reflexes and Toughness. Whenever another friendly character is KO’d by an opposing character, you may heal Black Widow of 2 clicks.) is great, and it coincides with her move from Running Shot to Charge.

I really love Pandora’s Box with Black Widow; any of the Sins you choose to giver her will offer Sidestep (which allows her to better utilize her top dial RCE), and many will even give her ES/D (which gives you a ranged attacker who herself has Invincible and a 19 Defense Value from ranged attacks). Plus, if you can get the Resource Dial to Click #9, she’ll suddenly be able to bust Stealth (and more, depending on which power you get each turn).

We’re also going to stick with an Asgardian Theme for this squad, which will help with Map Choice and offer 3 Themed Team Probs. Since most Asgardians cost quite a bit, we’re gonna have to return to some of the usual suspects to ensure we can get out all the Sins we need to distribute.

Black Widow Chase

Team Name: Strange Clouds

Theme: Asgardian

Roster:

AVAS065 Black Widow — 200 Points

FI101R Loki30

FI301 Splitlip — 20

FIB003 Damaged Warbot10

JLTWR101 Pandora’s Box (Complete) — 40

= 300

Widow Carries Splitlip (once again, for Enhancement), Loki Carries the Damaged Warbot, and all of them can benefit from Pandora’s Box. Patience is your friend here (and Widow’s Stealth will help with that). Pick your spots to attack carefully, and don’t be afraid to move for board control or for future positioning; your pieces are only going to get better as the game goes on, so stretching things out to give yourself more time to distribute Sins is in your best interest.

"Did someone mention strange clouds?"

Did someone say they want to ‘stretch things out?'”

Nope! I’m not encouraging this. Moving. On.

 

Goliath

AVAS066 Goliath98 PointsChase:

Probably my favorite Chase in the set, Goliath may also be the most versatile CHASEr as well. His Trait seems harmless enough (BACK TO THE BLOND-HAIRED BOWSLINGER NAMED HAWKEYE!: Give Goliath a free action and replace him with any character of equal or less points named Hawkeye on the same click number minus 3, minimum 1.), but it really opens up endless possibilities for how you can use Goliath.

You can start you game by having Goliath Carry out one of your key pieces; then, if your facing, say, some Hypersonic Speedsters, or characters whose offense is based on mobility (especially pieces who have Running Shot or Ranged Combat Expert but DON’T have Sharpshooter), you can stay with Goliath and use Charge with either his native 4 Damage or Quake, if you want to reach out and touch a few opponents at once. Goliath’s Damage Special (GROUND SQUASH: Characters hit by Goliath’s attacks can’t automatically break away and modify their break away rolls by -1 until your next turn.) will all but ensure that anyone he hits (note that he DOESN’T have to actually damage them–just hit them) will be stuck exactly where they are for at least a turn.

Now it’s turn two or turn three… and this is when things REALLY get exciting!! Because Goliath’s Trait can help you customize your team… AFTER THE GAME HAS STARTED!

So, imagine this scenario: Goliath has Carried out your big hitter to some prime real estate where your hitter can attack from next turn. Your opponent, however, decides to TK out his or her ranged beast of a Primary Attacker (say, someone who deals 4 or 5 Damage top dial and has Stealth to prevent retaliatory strikes–oh hey, maybe someone JUST LIKE the Black Widow Chase we just talked about) for an Alpha Strike on Goliath, and all of the sudden Clint is drilled all the way to Click 4. Half his dial is wiped away. Crap. Goliath no longer has Charge, and your Primary Attacker never had a way to see through Stealth. What do you do?

Well, since you thought to include Goliath to begin with, all your really need to do is give him a Free Action, sub in, say, AAOU009 Hawkeye, (who can now suddenly Sidestep–while ignoring Elevated AND Hindering Terrain) and start blasting away. Through Stealth. Oh, and by the way, Hawkeye himself now has Stealth, so your opponent’s big hitter? Yeah, if that piece can’t see through Stealth, your opponent is suddenly in for a world of hurt.

Of course, when you bring Hawkeye in, make sure you bring him in top dial, since his Goliath’s Trait specifies that the replacement character comes in on the same click as Goliath MINUS-3 (in this scenario, 4-3=1). So that big hit your opponent just spent all their resources last turn building up to? Completely wiped away.

With one Free Action, you’ve COMPLETELY changed the makeup of your team–and, in this scenario, you’ve also completely changed the complexion of the game. When used correctly, Goliath can actually devastate your opponent’s strategy WITHOUT EVEN ROLLING AN ATTACK! That’s pretty amazing.

Having said all that, we’re going to keep this Build pretty simple. This is a 300 Point, Modern Age, No Resources team.

Goliath Chase

Team Name: Blonde-Haired, Blue-Eyed & Furious

Theme: Avengers

Roster:

AVAS066 Goliath — 98 Points

AAOU015 Nick Fury — 45

AAOU005R Thor — 150

AVID015 Manifold5

SIDELINE:

AAOU009 Hawkeye

AVAS037 Manifold

= 298

As I stated above, you can get really complicated with a Goliath Build if you want. Here, however, we’re just gonna stick with Goliath (who can change into a ridiculously useful Avengers Age of Ultron Hawkeye) and Thor, with Nick Fury for support. Keep in mind, if you have Thor Carry Nick Fury, your Tertiary Attacker can suddenly do 4 freaking damage! That’ll make your opponent’s head spin!

"Did someone say 'Electrify?'"

Did someone say ‘Electrify?'”

No! Dammit, no one said anything close to that!

Blanka 2

Great. You know your own name. Congratulations.

"At least I'm a Chase."

At least I’m a Chase.”

Yes. You ARE a Chase. You have a perfectly average dial that’s costed just about as one would expect it to be. Which means your perfectly average. Which also means that you’re probably one of the five best clicks in your set, since “perfectly average” is the new “completely broken” when it comes to Street Fighter Clix. There. Are you happy?

Are all of you rude, obnoxious, interrupting jerks from the Street Fighter set happy? Can I finally MOVE THE $#@& ON with my day?

???

Good. At last.

 

"Uh... something something, MIRROR SPIN?"

Uh… something something, MIRROR SPIN?”

I hate my life.

 

Rick Jones

 

AVAS067 Rick Jones75 Points — Chase:

So Rick Jones is kind of support mixed with some Secondary Attacker skills. He continually spawns some pretty decent Bystander Tokens via his Trait (SUMMON THE HEROES I GREW UP READING ABOUT: At the beginning of the game, place a Captain America bystander token (as included with this card) adjacent to Rick Jones. When a bystander token placed by Rick Jones is KO’d, place a bystander token included with this card adjacent to Rick Jones as per the following. This ability can’t be ignored. Bystander Token KO’d: Bystander Token Placed; Captain America: Namor; Namor: Blazing Skull; Blazing Skull: Captain America.), and once per game, his other Trait allows him to immobilize your opponent’s entire team for a whole turn (GALACTIC BURST OF IMMOBILIZING LIGHT: Once per game, when Rick Jones isn’t on his first click, give Rick Jones a double power action when he is adjacent to an opposing character. Give all opposing characters on the map an action token. For each opposing character you can’t give a token, deal that character 1 unavoidable damage.). Keep in mind too that your opponent gets no points for KO’ing any of the Bystander Tokens.

As Hunter Smith from Dial H for Heroclix likes to say, “Sounds fair.”

He’s somewhat hard to hit at range with ES/D down his whole dial, and he has Pen/Psy with a massive 10 Range for his first 3 Clicks. On his second click, he even picks up Perplex.

So again, as with Goliath, you have a single character who can fill multiple roles. Team him with, say, AVAS066 Goliath and AVAS034 Jarvis, add in like 3 ID cards of your choosing, and suddenly you have an extremely versatile team, especially in a Modern Age, No Resources format. Oh, and you still have 87 MORE POINTS!!

Team NameSwiss Army Avengers

Theme: Avengers

Roster:

AVAS067 Rick Jones — 75 Points

AVAS066 Goliath — 98

AVAS034 Jarvis 40

WXM078 Quicksilver — 87

AVID015 ManifoldFIVE 0 (via Jarvis)

AVID0XX Your ChoiceFIVE (via Jarvis)

AVID0XX Your ChoiceFIVE (via Jarvis)

SIDELINE:

AAOU009 Hawkeye

AVAS037 Manifold

Avengers ID Figure of Your Choice

Avengers ID Figure of Your Choice

= 300

Truly, this is a team designed to combat a multitude of threats. Not a hugely favorable damage output, but it should be able to run with most Builds. There’s nothing out there that you shouldn’t be able to bring a piece in to handle.

So, there you go. A whole bunch of Builds and analysis featuring the seven new Avengers Assemble Chases. Plus, random analysis for Golden Age Street Fighter figures that, frankly, no one asked for or wanted. Myself included.

"Speaking of Chases no one wants--"

Speaking of Chases no one wants–

What?! Don’t be so hard on yourself, Cammy! You’ve actually got a pretty good dial. Granted, it’s all close combat, but still, you can easily get your Attack Value to 11 or 12–

"I was talking about Chun-Li's Chase again."

I was talking about Chun-Li’s Chase again.

Oh. Wow. Uh, this is awkward. So, you were just popping in to agree with me?

"Jerk."

Jerk.”

Well, until next time, Stay Safe, and Watch Where You Draw Your Lines of Fire.

"$#@& you and goodbye."

“$#@& you and goodbye.”

 

Team Ideas – As Good As Gold

Idea

The_Flash_(2014_TV_series)_logo

Peyton List

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

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

space invaders

Team Name: Space Invaders

Keyword Theme: None

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

Total = 300 Points

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

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

 

We're back!

It’s Sequel Time!

Team Name: Revenge of the Nerfed 2.0

Keyword Theme: None

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

Total = 300 Points

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

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

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

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

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

Team Ideas!! (Or, The Immortal Super Skrull)

Idea

So it’s been quite a while since I posted a column. It’s been pretty busy in my life. My kids thought it would be funny to start sleeping in alternating shifts and I didn’t get to write earlier in the week because the Arrow and Flash teamed up on CW and it was must see TV [EDITOR’S NOTE: Have you seen S.H.I.E.L.D. lately? They’re about to find Attilan! Maybe! And poor SPOILER REDACTED! Man, next Tuesday can’t come fast enough!]. The days are just packed.

Todays article features two different takes the same idea in both a tactics and non-tactics environment. The idea being to make your team completely un-killable. I’m not a mathematician by trade, but zero points for your opponent should make it a lot easier to beat them on points.

"Zombie Kl'rt you have shown great love for... eating other people. Welcome to the Star Sapphires."

Zombie Kl’rt, you have shown great love for… uh, eating other people. Which, y’know, still counts. As love. I’m not gonna lie, we’re desperate. Welcome to the Star Sapphires!

Team Name: Zombie Super Skrull, Agent of Love

Theme: Z-virus

Roster:

GOTG062 Super Skrull

DP064 Electro

WOLR106 Power Battery (Star Sapphires)

WOLR306 Star Sapphire Ring

WOLR206.04 Wall (Violet)

WOLR206.05 Crossbow (Violet)

WOLR206.09 Nurse (Violet)

Total = 300 Points

How it Works:

This is a team that needs tactics to work. It’s based off an idea I read on the Realms. A guy [EDITOR’S NOTE: Knak12 on the Realms.] preparing for Worlds figured out that any Chase Zombies are effectively immortal when given the Mystics TA. He ended up going in another direction in preparing a Build for Worlds, but I think that was a mistake–his Zombie idea was awesome!Here’s how it works:

All the chase zombies have the same great Trait(ZOMBIE HUNGER: When Super Skrull damages an opposing character, place a Food token on this card if there are less than 5 Food tokens. When Super Skrull would be KO’d by an opponent’s attack, turn to its first KO click, remove all Food tokens from this card, and heal it that many clicks.). Now, the Trait doesn’t specify that the damage you do has to be from an attack to get the Food counter. If an opponent attacks you, he takes an unavoidable damage back via the Star Sapphire Ring-granted Mystics TA. Even if you are KOed in a single hit they will take 1 damage and you’re Zombie will thus resurrect on its last click.

While it’s not foolproof, there really aren’t many ways past this combo. Outwit is useless, but Pulse Wave can be successfully used for the killing blow on a Zombie and not trigger Mystics. This team is also vulnerable to being killed via damage that isn’t from an attack (like Penetrating Poison or Incapacitate-generated pushing damage). Your pieces can also be Captured (so be very careful with that stupid Krampus/Helspont combo team that is the absolute bane of my existence). Scarlet Witch or Iron Monger can interfere with your TA. Finally, Lydea Mallor or Catwoman can interfere with the Resource and ruin your nefarious plans. However, if your opponent didn’t come packing one of those answers, congratulations–it’s almost impossible for you to earn anything less than a tie.

 

Wait 'til you get a load of my little... tree.

“Say hello to my little… tree.”

Team Name: Zombie Super Skrull, Monster Mastermind

Theme: Monster

Roster:

GOTG062 Super Skrull

GOTG051 Groot

Total = 270 Points

How it Works:

This is a No Tactics team that I developed on my own a few months back. It’s only 270 points instead of 300. You could add a 1 click Bizarro to use up the extra points, but I wouldn’t recommend it because that would be something your opponent could actually KO and get points for. Here’s how you play it:  Groot has a Trait that says “REGROW FROM A RESCUED SPRIG: Each time Groot would be KO’d, if he’s adjacent to a friendly character that shares a keyword with him, instead turn him to click #9.” Super Skrull shares the Monster keyword with him. So as long as Groot is next to Super Skrull, he can never be KOed. He can take any amount of damage and survive. Super Skrull can use any defensive power in the game via his “IT’S HARD TO EMULATE FOUR POWERS WITH HALF MY LIMBS” Trait. So he’ll chose Mastermind every turn. If the opponent hits Groot then Groot goes to click 9 (eventually), but he can’t be KOed. If the opponent chooses to focus on Super Skrull then all the damage is Masterminded over to Groot and it’s basically the same as if he was shooting at Groot in the first place.

The resource team I listed above is more powerful on offense, but this team is actually tougher on defense. Penetrating poison, Lydea Mallor, Cat Woman, Scarlet Witch, and Iron Monger don’t bother this team. It’s real enemy is Precision Strike. Try giving Super Skrull Outwit to counter it. There is also a small chance that Groot can be knocked back on click nine and thus KOed when he moves away from Super Skrull. You can stop that by keeping Groot off his last few earthbound clicks so he’ll be a Giant and immune to Knockback.

Beyond that you’ll only need to worry about Pulse Wave and pushing damage. Like I said when I wrote The Unstoppable Force, tell your opponent…

Seinfeld Good Luck

ROC’ing the Meta 2: Electric Boogaloo… PART 2!! (Or, a Look at Where the Meta Might Be Heading!!)

"Hmmm... well, 1 or 2 of these guys might be Meta. Someday... "

“Hmmm… well, 1 or 2 of these guys might be Meta. Someday… “

[To Be Read In Your Best Kiefer Sutherland Voice]

Previously, on Critical Missives:

 

Bill Agent of Aim Soranik Natu Void Tomar Tu Despotellis

–‘Anakin, NO!’

–‘Iron Pharaoh is still a thing, going forward.’

Abin Sur Kyle Raynor ION 2 Shatterstar Helspont

–‘Hail Hydra!

–‘Highfather is a losing strategy.’

ROC  "I;m back?! My dear, I never left!" Krampus 2

This should explain everything.

This should explain everything.

—————————————————————

 

And Now… The Conclusion.”

 

Whew!! Okay! Now that we’re all caught up, let’s look at some figs that ain’t what they used to be when it comes to the ROC, and some figs that people should be looking really closely at that haven’t yet had their day in the sun. Finally, we’ll talk a bit about what we can expect to show up in the Meta now that FLASH has been released!

 

Ain’t What They Used to Be Division:

This is what a good idea poorly executed looks like.

Suuuuure you do, Sweetie…

–DP038 Copycat: Wow. Some idiot was predicting doom and gloom for this ROC season because Copycat would dominate in an environment without Resources and Entities. What’s that? Oh, it was me? And what’s happened (at least so far)? Copycat is nowhere to be seen? Oh. And the lesson, as always? I’m an idiot?

Yup!

So, every now and then, some jackass will Copycat in a ROC now, but they won’t advance even into the Top 8. Why? Well, it’s because of the Construct ability that lets you start with the Nurse on a piece like Abin Sur or Tomar Tu. And Construct pieces are EVERYWHERE! And because of this, if you’re running a Copycat, it’s useless to switch, because your opponent will just put her in a horrible position and then Regenerate (remember, any attachments or effects on the targeted character transfer to Copycat), thus ending the effect. And if you don’t switch, you’ve got 90 Points (basically a third of your force) that’s next to useless. 90 Points that’s so bad that you thought giving it to your opponent for almost ANY qualifying figure they had was a winning strategy.

It doesn’t help her either that the New Mutants Team Base–her best running buddy–is disallowed in the current format.

So yeah, you may run into one or two teams that you can wreck with Copycat, but more often than not you’re cutting your own throat by playing her in this format. I couldn’t have been more mistaken in where I thought this Meta was heading, and I’ve never been happier to be so wrong!

"He's better than me?Wait, doesn't Speed Demon know that I'M supposed to be the Prime?"

He’s better than me? Wait, doesn’t Speed Demon know that I’M supposed to be the Prime?

–DP053B Whizzer: Hell of a dial. Hell of a power set. Hell of a piece! It’s just that Speed Demon does everything Whizzer does, but better. And without taking up that valuable Prime slot that most folks are using for Brother Voodoo, Tomar Tu or Abin Sur.

Just as a refresher for those of you keeping score at home, let’s talk for a minute about the differences between Whizzer and Speed Demon (you can follow along at HCRealms.com):

–Whizzer ignores Elevated, Water and Blocking Terrain (and Characters, but so does Speed Demon); Speed Demon ignores Hindering Terrain. This is pretty much a wash; you’ll certainly encounter more Hindering Terrain than anything else, but the ability to run up walls or through them, or over water in a pinch with Whizzer is pretty cool. ADVANTAGE: EVEN

–Whizzer can make TWO attacks during his Hypersonic movement, but only during his first two clicks. Speed Demon knows the same trick ON HIS LAST FOUR CLICKS. ADVANTAGE: SPEED DEMON.

–Whizzer has Indomitable. Speed Demon doesn’t. ADVANTAGE: WHIZZER

–Speed Demon has the Speed Cyclone Uplift Trait, arguably one of the ten best Traits Wizkids has ever made. Whizzer has no Traits. MASSIVE ADVANTAGE: SPEED DEMON

Whizzer here gets a lil’ closer to his non-Prime brother in a format where keywords don’t matter (Speed Demon’s are waaaay better), but otherwise, save the 10 Points and go with Speed Demon.

FINAL TALLY: Speed Demon wins, 2-1.

And that is why Whizzer is in this category. He was great when the ROC was just starting to roll out, but–especially with almost every team running some sort of Prime secondary figure–Whizzer is just too expensive at the moment, especially since we know how good Speed Demon is now.

"No, I've not seen the Earthen cinema classic 'Basic Instinct.' Why do you ask?"

No, I’ve not seen the Earthen cinema classic ‘Basic Instinct.’ Why do you ask?”

–SLOSH052 Highfather: Actually, I think we discussed him in Part 1! But he’s kind of in the same boat as Copycat for me; if you’re playing a Highfather team, you’re hoping to face one specific kind of team the whole tournament (any Build that revolves around a big bruiser–the more points, the better) that you can basically screw over before the game begins. If you run into a balanced team or really any team with a solid secondary attacker, you’re probably gonna lose. That’s why I think Highfather and Copycat are losing strategies; it’s not that you’ll lose every game, but you have almost no shot to actually win the tournament (or even make a Top 4). And if you’re not playing to win, you’re playing to lose–Ricky Bobby taught us this!

"Bizarro am Meta this season!"

“Bizarro am Meta this season!”

–SLOSH039X Bizarro: Unfortunately, no, Bizarro is not Meta right now. And no, that’s not me saying the reverse of what I actually mean. Bizarro’s still got his un-ignorable Stop Click-y goodness Trait, but without access to Resources, Relics or Entities, he’s a bit more inconsistent in terms of the stats on his dial, and he can’t heal as easily. There’s also been an increase in the number of Meta-Worthy figures who can do damage to him twice in one turn (Speed Demon, Proxima Midnight, etc.).

Now, when Resources, Entities and everything else returns in the second half season, Bizarro will once again be Meta, but until then, he just isn’t going to be a consistent enough performer to structure a team around.

(Having said that, you WILL occasionally see 25 Point Bizarro included in some Builds as a Taxi/Tertiary Attacker. I never loved Bizarro at 25 Points simply because with only 1 Orrazib Token on his card, Bizarro can’t take advantage of his best power–that Traited, un-ignorable Stop Click! But at 25 Points, he’s kinda like a pull on a slot machine–if you roll him onto one of his best clicks, you can do some serious damage for very little Build cost.)

 

Modern Age Figures That Have So Far Been Ignored in the ROC:

 

Speed Demon

DP053A Speed Demon: So far, ROC results indicate that strong ranged-base pieces are at the center of the Meta right now. But Hypersonic Speed came back in a big way this year (more on that later), and as of yet seems really untapped! And of all the great speedsters WizKids released this year, Speed Demon is pound for pound the best of the lot! He’s placed in ROC Top 8’s before, and even in this format, I don’t see why he can’t be dominant again. As always, it’s his awesome 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.) that lets him potentially deal damage twice in one turn (or up to three times a turn down dial!). The fact that his Trait can go off without having to make an attack roll is just awesome, and it’s a great way to deal with potentially problematic figs like Despotellis who have Defense Values that are really tough to reach.

Also, at 110 Points, he can be used as either a Primary Attacker or a Secondary Attacker, depending on which way you want to go with your build.

Captain Marvel Marvel 2

–007B Captain Marvel: So, this was kind of an omission from Part One, since he has shown up on multiple ROC teams, but we’ll talk about him here. Captain Marvel Prime is stupidly, ridiculously good. He was #1 on my GotG Top Ten Review, and he’s only gonna grow in popularity. His usefulness knows almost no bounds; he offers taxi services, Running Shot, 6 Range, Energy Explosion, Pen/Psy and Incapacitate, and if he hits with any of those attacks, the hit character CANNOT ATTACK during the next turn. He also has an 18 Defense with uncounterable Defend and Super Senses, and he adds +1 to the Defense of any non-Kree. Whew!! That’s a ton of stuff for only 82 Points!

His only drawback is his RELATIVELY short Range of 6 and his lack of Indomitable. That’s it. Try teaming him with AVX007 Black Panther and some other supporting folks to grant him Willpower to unleash his full potential!

Maxwell_Dillon_(Earth-2149)

–DP064 Electro: Zombie Chase Electro! Yay! In addition to being fun to play, Zombie Electro here has the potential to deal boatloads of damage. His attack isn’t necessarily consistently high enough to to be a Primary Attacker, but he’s damn dangerous as a secondary attacker. Try teaming him with Meta staples Super-Skrull and Headpool to get the most out of him. Either one will gives Virus tokens to any opposing character they hit, and once that happens, Electro can zap them from any square on the map as long as they’re within his Range–line of fire is no longer required! Also, Zombie Super-Skrull, Zombie Electro and Headpool is 298 Points, so they all fit together!

"I thought I was clear before, but, to reiterate... Y'all mother$@#%&!$ forgot about Dre!"

“I thought I was clear before, but, to reiterate… Y’all mother$@#%&!$ forgot about Dre!”

–IIM040 Shaman: Okay, I’ve been pitching this guy as a Secondary Attacker/Support piece for over a year now, but he is still REALLY good. And his “No Flights” ability can really screw over some Builds, especially on certain maps. We’ll have a Build featuring this guy, Iron Pharaoh and some NEW blood a little bit later!

"Oh man, look at those lines! Maybe coming to San Diego in character was a bad idea!"

“Oh man, look at those lines! Maybe coming to San Diego in character was a bad idea!”

–CATWS Captain America and Black Widow: Get this Duo some TK and Perplex and let them go to work. They have Traited Stealth and can see and move through Hindering themselves. Duo attack plus Precision Strike is nice. Sidestep + Improved Movement: Ignores Characters is also awesome! The best part about these two is that they only cost you 130 Points, which is really low for everything they offer. With the right supporting pieces, they can be straight deadly!

 

And What to Expect From The Flash:

 

Well, I don’t want to step on our Flash Top Ten Reviews coming later this month, but this is a really solid set, and there’s more than a few figures you’re going to have to know if you have hopes of competing in the ROC!

 

Turtle

–FL031 Turtle: I love this figure! His Trait is so flavorful, and I love that his name is Turtle and that he, y’know, helps your team “turtle.” He gives you a Stealthy Outwitter for 50 Points, but the best reason to play him is his Trait (Slowness as a Way of Life: Turtle can use plasticity. when another character moves at least 5 squares and actions resolve, give them an action token. if you can’t, deal them 1 penetrating damage.), which pairs absolutely PERFECTLY with that Iron Pharaoh/Shaman team I mentioned earlier:

Team Name: Slowness as a Way of Death!

Theme: N/A

Roster:

IIM051 Iron Pharaoh110 Points

IIM040 Shaman92

DP020 Weasel27

FI001 Thule Society Priest21

FL031 Turtle50

=300 (Exactly! Yay!)

How to Play: This works like any other Pharaoh team. If you win Map Roll, you want to choose Wundagore Mountain (from AvX) or any other map that is a bear to cross. Hole up in your Starting Area, send out your Falcon, stop anyone else from flying with Shaman and destroy any who would oppose you. And with Turtle’s Trait, the faster they try and get to you, the longer it will actually take.

You’ll have 2 Outwits (IP, Turtle), 1 Perplex (Shaman), Enhancement (Weasel) and the possibility of a Prob Control (Thule Society Priest on his last click). Weasel will also pump up Iron Pharaoh’s Attack by 1 and let him reroll if Iron Pharaoh misses by 1! When the enemy closes in, Shaman makes a decent Secondary Attacker. Alternatively, his Defense Special (GLACIAL WALL: Shaman can use Barrier and Energy Shield/Deflection. When he uses Barrier, the blocking terrain markers can’t be targeted with an attack by characters marked with one or more action tokens.) lets him pump out an improved Barrier. Thule Society Priest can also be used as a tie-up/annoyance piece, especially since he can copy Mystics from Shaman and deal an unavoidable damage to whichever opposing figure has to spend an action killing him.

Now, Flash has also seen the release of Jack Hawksmoor, an Authority character who has a Trait that deals 1 Penetrating Damage to any character still in a Starting Area during Turn 3 or later. To me, though, this is hardly a deterrent to playing a Pharaoh team. Moving Pharaoh (especially with Shaman as a Taxi) and the rest of the team just outside their own starting area in the first couple turns is child’s play, and sometimes it leads to even better positioning for “turtling” (depending on the Map). At the end of the day, all Jack Hawksmoor is really going to stop is Blind Al.

So there ya go! The Slowest Team Ever Devised!! And its main flaw–it’s not a Themed Team–doesn’t matter in the current ROC format because Themed Team rules are not in effect!

–Finally, keep an eye out for FL007 S.T.A.R. Labs Technician (possibly the best pure all around support piece in the game right now!); FL202 Flash (once he gets going, there’s almost no safe place on the map for your opponent!); FL053B Zoom (the Prime; he’s a beast who can use Blades/Claws/Fangs AND either Flurry OR Exploit Weakness WHILE HE’S USING HYPERSONIC SPEED! Yup! Another piece who can attack twice in a turn. AND he’s a Black Lantern!); and FL050 Flash (aka Kingdom Come Flash; once he gets some Speed Force tokens going, he can absolutely END even some of the hardiest figures IN ONE TURN!).

Kingdom Come Flash's KO rate when using his "Who Would Dare Be A Criminal in this City?" special Attack Power.

Kingdom Come Flash’s KO rate when using his “Who Would Dare Be A Criminal in this City?” special Attack Power.

For more specifics on exactly why you need to be ready for these pieces and more, check out our Flash Top Ten Review coming later this month!

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