God Packs & Monsters!! (Or, a Top Ten Set Review of World’s Finest!!)

 

WF 1

Whoops! Not these two… they’re the Con Exclusive.

Hello once more, and welcome to our first Top Ten Set Review for the newest DC Heroclix expansion, World’s Finest!

I’ll be going first today, with Ninwashui trailing not far behind with his own Second Opinion.

Before we begin, a word of warning:

This piece is long. Seriously. Like Bill Simmons long. This might be the longest article we’ve ever published [EDITOR’S NOTE: Incidentally, Ninwashui has no hope of matching my word count, but his inadequacies as a Heroclix dial evaluator when compared to me are not important right now–this is about the figures.]. I really should have split it in two. Remember that “Let’s Be Lanterns” series that we published a year and a half ago? In three parts?

Yeah, I think this is longer than all three of those. Combined.

So sit back, grab a cold drink (probably not in that order) and enjoy the feast that is to come.

Cuz we’re starting right now with some…

Notes

NOTES ABOUT THE SET:

–I think I say something positive about the sculpts almost every set, but this time… I’m gonna do it again. The articulation on some of these sculpts is astounding! The faces in particular. As recently as three years ago, character’s faces always ended up as blurry blobs; now you can often tell who a character is on their facial features alone. Bravo, WizKids! Bravo!

–Now for some bad news. This is probably the most top heavy set Wizkids has ever produced. Almost all the firepower is in the Rare, Super Rare, Chase and LE slots. Which means you’ll often be pulling–at most–one good figure per pack. Ninwashui will come on here later with his Second Opinion and try to sell you on the “Shifting Focus”-Traited Batman or Superman figs. They’re fun for a house game where the build is, like, 200 Points; beyond that, they’re really not very good.

I mean, seriously, let’s take a brief look at the hot mess that is some of the Common slot figs (I say some cuz I don’t want to step on the Worst Figures bonus segment that ends this article):

Hot Mess Express

Thank you to whoever came up with this meme. Perfect introduction for this segment!

Robotman

Robotman (130 Points): Completely generic dial, although his stats aren’t terrible for the points (I actually think there’s a tiny bit of value in his 50 Point dial). At least you’ll need him for a Doom Patrol Theme; that’s the main reason to collect him, I suppose.

Iron

Well… get used to it, Iron.

Iron (50 Points): 50 Points buys you four Clicks of a slow close combatant with no Willpower. If you play a better member of the Metal Men with him, he’ll gain Sidestep and every once in a blue moon he’ll deal one more damage with a successful object attack. Considering the cheapest Metal Man (or Metal Woman) is 25 Points, you’d probably be better off just Possessing him with, well, any Possessor, really. But then you’ll ask yourself: “Why am I wasting a Possessor on such a loser dial?”

Let’s be honest: the only reason to own Iron is if you’ve managed to pull an Alloy (you’ll want Iron for your Sideline).

Tin

Tin (50 Points): To be clear:  you are paying 50 Points for Perplex. His 9 Attack and 2 Damage with a 4 Range are not awful for his cost, but you’re really playing him for that Perplex. These are pretty average values and powers for his point level, but “average” makes him among the best Commons in the set. Now, here’s where things get interesting.

If you play two copies of Tin together, suddenly they each get Sidestep and can use their Perplexes to modify any combat value (except Damage) by +2 instead. That Sidestep combined with their top dial Willpower means they should be able to scoot around the map as a mobile Perplex-unit that’s always there when you need them. So, in conclusion, while one Tin on his own is average, two Tins played together are actually (gasp!) kinda good!

Beware the Creeper

No, seriously, beware the Creeper. He’ll really sink your–wait, that’s not even the RIGHT Creeper! Dammit! Let’s get it together, people!)

Creeper (75 Points): I have played him like three times now in Sealed Tourneys. He’s just not good. The problem is he really seems like he SHOULD be, and he sucks you into playing him every time. He has a ton of powers. He has the always useful Outsiders TA. But even with Traited Sidestep and Stealth, he just doesn’t seem to be able to get to his target unscathed. And that’s a major problem when he has no Willpower, no dampeners, only does 2 Damage after his top Click and has only 5 Clicks of life. I think he’d be okay in Modern Age Constructed when played by someone with a specific plan of attack for him, but in a Meta where a piece like Nick Fury will see him coming from across the board, he’s almost less than useless.

And on and on… I think you get the idea. Are the Witch and Warlock playable? Absolutely. Is Booster Gold good? Sure. Blue Beetle is downright… well, he’s decent when played with Booster, which limits your options a bit, but whatever. Still not gonna be Top Ten worthy. Even Poison Ivy Prime, while solid, was nowhere near my Top Ten.

I can’t remember the last time I did a Set Review and no Common showed up in the Top Ten or even as an Honorable Mention slot. Well, that day is here.

Design Insight

–And as we noted last set, I guess Wizkids has sort of hinted that this situation was coming with their recent DesignInsight articles that stated their interest in simplifying the Common and Uncommon character mechanics and saving the more ambitious designs for Rare figures or above. But “simple” doesn’t have to mean “underpowered” or downright “useless.”

Just last set we had Common figures like Hat, who has only 5 Clicks, no Special Powers and exactly one, two-sentence long Trait. And he currently has a 5-Star rating on HCRealms.com. He’s also got the Justice League Elite and Mystical keywords, which means he’s a piece people will look for if they want to create an Elite Build or if they need an effective piece to round out a Mystical squad. In other words, it’s not a bad day if he shows up in the back you just bought.

I get that from a design standpoint not every figure is going to be a home run–you actually want to have certain pieces be stronger in certain situations than others. That’s what makes for a healthy game environment. I just think the rarity distribution for those pieces was significantly off for this set, and I’d invite anyone who disagrees with that conclusion to compare the effectiveness of the Commons from Superman/Wonder Woman to the Commons from World’s Finest. It’s really not even close.

–Has the community decided on a shorthand name for the Chases’ Rookie Levels? I prefer “Tower Click,” and that’s the term I’ll use here [EDITOR’S NOTE: Oh-ho, just wait until you’re done with this review. “Tower Click?”–you’ll be sick of it, you’re going to hear it so much! Yup, those Chases are gonna show up a BUNCH! Sorry, I didn’t design them–don’t blame me for these guys clogging up your Meta and emptying your bank account. Wizkids did it.], but I’ve also heard “Sentry Mode” and “Turret Mode/Click,” so your mileage may vary.

WF 2

–Lastly… ugh. This is an ugly set for Sealed. If I handed you two packs and guaranteed you a Super Rare and a Rare, you could pull something like World’s Finest and Mary Marvel in those slots (you’re probably going to win), or Platinum and Mercury (thanks for playing!).

I know some folks weren’t happy with Nick Fury Sealed (“Wow! I got a 65 Point Nick Fury, Jr., and a whole bunch of 50 Point S.H.I.E.L.D. Agents. And you got Super Rare Jane Foster Thor, who can kill everybody on my side with about two ranged attacks. Through Hindering Terrain. Or Elevated Terrain. Or other characters. Good Lord…“), but I’ve found this World’s Finest Sealed Environment to be much, much worse. If you are running a Sealed, make it a 300 Point Build. Anything higher just increases the imbalance towards Tentpoles. Trust me, I learned this the hard way…

Okay! Enough notes. No more paperwork. Let’s talk about…

5 HONORABLE MENTIONS!!

Toymaster

5. WF036 Toymaster — Rare — 30 Points: Juston Seyfert and Ragnarok just found a new running buddy! He has an Attack Special [UPGRADE YOUR STUFF: UNIQUE MODIFIER – Modify the attack value of adjacent friendly characters by +1. If that character has the Armor or Robot keyword, also modify their defense value by +1. (UNIQUE MODIFIER – Characters can only be modified by one effect of this name.)] AND a Damage Special (I’M BETTER WITH ROBOTS: Toymaster can use Support. When he does, increase the d6 result by 1 if the target has the Robot or Armor keyword and decrease it by 1 otherwise.) that can supe up your robotic Tentpole immensely.

Toymaster isn’t much different from some Common generics like Witch, except that he adds that defense buff and an advanced healing component as well–provided that his target has the “Robot” or “Armor” keyword. Plus, with Willpower, Stealth and the ability to move through Hindering (via his Batman Ally & Superman Ally TA’s), he’s a much more nimble supporting piece than the generics. And his keywords rock. Finally, a guy who enhances Robots AND has the “Robot” keyword!

FUN BUILD FACTS: If you really feel like being sneaky but don’t care so much about Theme, equip him with Ion for another 25 Points and watch him Outwit opposing characters through Stealth with his Supes TA. With Ion, you can also choose to give him Impervious, Phasing/Teleport OR Telekinesis as needed.

What you’ve then essentially done is taken the best of the 50 Point Starter Set Toymaster and added it to the Main set version (plus a whole lot extra) for just 5 Points more. Hell, TK was the main reason to play the Starter version anyway. And the Starter version’s limited Wildcard ability frankly sucks compared to the Main set’s already included Batman Ally and Superman Ally TA’s.

CRITICAL MISSIVES ARMY BUILD AXIOM #13: Possessors are, y’know, pretty #@^$ing good. That is all. 

Mallah

4. WF052 Monsieur Mallah150 PointsSuper Rare: This is a true Switchblade Clix that can do just about anything, since between Mallah and the detachable Brain, these pieces have just about all the powers in the game.

If you’re worried about getting out-actioned, choose to take the Brain off at the beginning of your turn and have the lil guy (thing?) go to town with his 8 Range, 2 Damage, Pen/Psy and Outwit.

On the other hand, if you’re up for some tentpole on tentpole violence, keep Brain attached, have Mallah launch a nice 3 or 4 (depending on how you want to use your Perplex) damage Pen/Psy/Energy Explosion attack of his own, and then try and use his Leadership Special next turn to remove an action token from himself.

There’s too much power and game-changing support in this set for Mallah to crack my Top Ten, but he has to be mentioned.

Elasti-Girl

3. WF035E Elasti-Girl50 Points — Rare: By far the best of the Doom Patrol pieces in this set [EDITOR’S NOTE: Not that I’m a huge fan of either the New 52 or the Doom Patrol, but for the love of all that’s holy, why didn’t Element Woman from Trinity War have the “Doom Patrol” keyword? It’s not new. If you were a fan and wanted to put together a New 52 Doom Patrol from, say, their appearance in Justice League #30, all the pieces have basically been made, but now you’re actually breaking Theme to put them together. Sigh… ], Rita Farr has a great Veteran dial, but her Experienced dial is even more intriguing.

Her second Trait (PROTOPLASMIC PHYSIOLOGY: At the beginning of your turn, you may choose tiny symbol, giant symbol, or colossal symbol. If you do, Elasti-Girl has the chosen symbol until she chooses again. If she chooses tiny symbol, modify her combat values by -1. If she chooses colossal symbol, modify her combat values by +1.) means that she can either Carry or be Carried right off the bat, so it’s tough to envision mobility issues for any team that uses her as a Tertiary Attacker or Supporting piece.

She has Charge and the ability to deal up to 4 Damage on her top click, and while she has no dampeners, she does sport the ever popular Shape Change/Super Senses combo on top of her 18 Defense (when Colossal).

Down dial she turns into a really good tie-up piece with Plasticity and Perplex. This is a very versatile dial that offers a ton of value for just 50 Points.

Worlds Finest 75 Point

Honestly, though, Clark, we really could have shaken hands on the ground. You did not need to fly us up here.

2. WF060R World’s Finest75 PointsSuper Rare: Stats are pretty good for a 75-Point piece. Duo Attack. 4 Damage to start. Charge the whole dial, Super Strength the whole dial, Toughness, Combat Reflexes and CCE the whole dial. And–oh yeah–none of their powers can be countered. What’s not to love?

They have 3 Clicks. One strike from a piece that does 4 or more damage KO’s them instantly.

But–BUT–that dial isn’t as shallow as it may seem. Remember, this piece has both the Superman Ally AND Batman Ally TA, so your opponent will either need to find a solution for your Stealth or deal with your un-Outwittable Combat Reflexes, which suddenly means they have to hit a 20.

And that’s what it comes down to. You’re making a 75-Point bet that you can get this piece to your opponent’s front line for a huge, 6-Damage Charge before they can snipe it out of the air. If you make it there unscathed, you have a Secondary Attacker that’s giving you A+ Primary Attacker damage output. If you can’t, you may have dug yourself a hole to deep to get out of.

KC Batman

1. WF062R Batman 25 PointsChase: Incidentally, KC Bat’s 150 Point main dial could easily have gone here too (13 Attack with Precision Strike!). But his “Tower Click” is probably where his Meta bread will be buttered.

Like all of his KC brethren (and sistren?), Batman’s Tower Click comes with a mobility hindering Trait (ISOLATED FROM THIS VIOLENT WORLD: Batman begins the game placed at least 6 squares from any starting area and not adjacent to another character. While on click 11, he can’t be moved or placed. When he is the only character on your force or an opposing character critical hits another friendly character, you may turn him to click 6 and he can’t be healed for the remainder of the game.) that requires you to be very precise about where you Place him to start the game (incidentally, more than with any other Tower Chase, Map Choice is important to you if you’re playing this Batman. A nice Elevated ledge of some sort near the center of the battlefield turns him into a nightmare for your opponent).

Then you get to the reason you’re playing him:  his Damage Special (I MONITOR GOTHAM FROM THE BATCAVE: Batman can use Outwit with a range value of 10. Opposing characters 4 or more squares from him can’t draw lines of fire to him.).

Yup. You get a nigh-untargetable 10-Range Outwitter for just 25 Points who’s Defense bumps up to a 20 against close combat attacks. And who can also turn into a Secondary Attacker if he ends up as the last piece on your force (or if your opponent hits a Crit).

And because he’s a KC piece, ol’ Bruce here has no problem Outwitting the sin out of any of the other KC Chase main dials.

[EDITOR’S NOTE: I actually love this from a flavor standpoint too, as it makes Bats the one piece every other KC figure is vulnerable too. Lots of parallels to the actual Kingdom Come story. Well done, Wizkids!]

AND NOW, WITHOUT FURTHER ADO, ON TO…

THE TOP TEN FOURTEEN FIGURES IN WORLD’S FINEST!!

Yikes. After 5 Honorable Mentions, there’s still 14 more freaking figures worth talking about? Damn, this is a powerful set!

The Wizard

14. WF030 The Wizard — 50 Points — Uncommon: Finally! A non-Rare, non-Super Rare, non-Chase, non-LE piece makes the list! Maybe only because I had to expand it by four whole slots, but still!

The Wizard is a piddly 50 Point support piece who sports no standard powers top dial except Prob (with a 6 Range) but has one of the best survivability Special Powers I’ve ever seen (ILLUSIONS HIDE YOUR TRUE SURROUNDINGS: When The Wizard is occupying hindering terrain or adjacent to blocking terrain, The Wizard can’t be targeted by non-adjacent opposing characters.).

And while he sports a crappy 16 Defense with no kickers for his entire dial, his special Traited Shape Change (POOF!: The Wizard can use Shape Change. When he uses Shape Change and succeeds, you may place him within 4 squares and in the square he previously occupied immediately place a Tiger bystander.) actually makes attacking him a dangerous gamble–especially since he can usually only be attacked up close. Believe me–that Tiger token is no joke (and heaven help you if he hits his Shape Change more than once and you have multiple Tigers floating around the battlefield).

In Sealed, The Wizard’s a monster, taking up waaaaaay too much of your opponent’s time and attention, and I wouldn’t be surprised if he shows up in the Meta. It’s bad enough that your opponent has to jump through so many positioning hoops just to get to The Wizard, and if you can make even one Shape Change role (Blue Battery candidate, perhaps?), you might just change the outcome of the game.

Streaky 2

13. WF100 Streaky — 50 Points — LE: The Prize Kit piece from World’s Finest actually offers the cheapest source of top dial Hypersonic Speed that I’m aware of (excluding Possessor shenanigans such as Possessing a character who has a secondary dial that starts on Click 3 with Ophidian). And with a native top dial damage value of 3, a Defense Value of 18 (with Super Senses and Toughness) plus a Despotellis-like Trait (THIS CAT HAS CLAWS!: When an adjacent opposing character is moved or placed, after actions resolve you may place Streaky adjacent to that character. Streaky does not require opponents to break away.), Streaky is actually one of the best Tertiary Attackers in the Modern Age right now.

Plus, pets with capes are always cool. Just ask Krypto.

Metallo

12. WF055 Metallo — 150 Points — Super Rare: Metallo is another Primary Attacker plucked from Superman’s rogues gallery who offers a ton of versatility. His Trait (RAPIDLY MORPHING FRAME: Give Metallo a free action and choose one: choose a standard attack power, and he can use that power until your next turn -or- modify his combat values by +1 until your next turn.) is borderline bonkers, especially if you choose the second option on his top dial; suddenly he becomes a 9, 12, 19, 5 with Charge, Invincible and Shape Change. Those are big time stats for a 150 Point character.

Down dial he picks up an extremely useful Special Poison Attack Power (YOU’VE EXPOSED MY KRYPTONITE HEART: Metallo can use Poison. When he does, he removes an action token from himself for each opposing character that took damage from his Poison and he deals penetrating damage to characters with the Kryptonian keyword.) that will let him constantly take tokens off if he’s positioned properly.

Beatsticks who can potentially take actions every turn are exceptionally rare, which is why Metallo made this list.

Element Man

11. WF040 Element Man — 100 Points — Rare: For 100 Points, you get Traited Plasticity, Shape Change and Giant Reach to go with his top dial Super Senses, Sidestep and Pick-a-Power Attack Special (A PERIODIC ARSENAL: Give Element Man a free action and choose a standard attack and/or defense power. Element Man can use the chosen powers until your next turn, even if this power is lost. If Element Man chose both attack and a defense power, deal him 1 unavoidable damage at the end of your turn.).

So you get half of the versatility of noted Meta piece Zombie Super Skrull at almost half the price. However, Rex Mason here comes standard with some options that Skrully doesn’t, including the ever-useful SC/SS combo. And Giant Reach isn’t something that Super Skrull can pick anyway.

The cherry on the cake is his Outsiders Team Ability, which will solve a lot of problems before you even go to pick an Attack and/or Defense power.

Zatara

10. WF048 Zatara — 100 Points — Rare: Wow! Like his daughter before him in the Justice League: Trinity War set, Zatara’s dial can be played backwards or forward, which essentially means he can be a support-y piece or a secondary attacker.

But unlike some other pieces that straddle the lines of two Build roles, here’s the kicker: Zatara’s damn good at both roles.

Do you want a…

Secondary Attacker? Great. Play his dial backwards and you get a piece with Running Shot (only a 6 Range, but his Movement is 9, so he ends up with a okay-ish Threat Range of 11), 11 Attack with Pen/Psy, 17 Defense with ES/D to discourage return fire and 3 native Damage with Enhancement, to make follow-up shots with your Primary Attacker that much more deadly.

An early-game Support Piece? Play his dial normally and you’ll have top dial access to Telekinesis AND a Damage Special (THE ORIGINAL MAGICIAN: Zatara can use Perplex and Probability Control. When he uses Perplex, he may modify the chosen value (except damage) by +2 if he targets another friendly character he shares a keyword with.) with improved Perplex!

Either way, in the middle of his dial he gains a game-changing Special that can potentially swing an entire game (SACRIFICE MYSELF TO SAVE THE UNIVERSE… AND ZATANNA: Zatara can use Pulse Wave. When he does, he doesn’t target friendly characters he shares a keyword with and he may choose that his damage value becomes 4 and is locked. If he chose to do so, after actions resolve, KO Zatara.). 4 Damage via a Pulse Wave that DOESN’T target any friendlies? Yes please!

I’ve heard some chatter about whether it’s worth 100 Points to potentially do 4 Damage to one or two opposing characters. Here’s what I would counter with:

A. You don’t have to actually use that ability until you deem it most advantageous to you.

B. If that Click is showing, but you still think you can do more work with Zatara, he also has Regeneration at the same time he has that Special, so you can simply Regenerate him back to his Supporting/Secondary Attacker clicks.

C. Also… you’re technically not sacrificing 100 Points at that point. You’re in the middle of his dial, so your opponent has already whittled away some theoretical points. If anything, this is a way to get EXTRA points out of a damaged character.

D. As we all know, 4 Damage via Pulse Wave is different than 4 Damage from another type of Attack. Remember, Pulse Wave ignores virtually every game effect! Invincible? Nice. You’re still taking four. Super Senses? Pulse Wave don’t care. Oh, you have Shape Change? How nice for you. Take 4. And on and on…

(Incidentally, the one situation you really need to be wary of is your opponent Mind Controlling Zatara when he’s on Clicks 3-5. That is a real danger, and something you have to be extra-mindful of if you see your opponent has access to Mind Control. This is why it’s so important to know your pick-a-power pieces! If your opponent has Zombie Super Skrull, Vartox or Engineer, they have access to Mind Control. If they’re playing Metallo or Element Man, they don’t. Mind Control is a Speed Power, so if the piece can’t pick a Speed Power, you’re good.)

So after all that, the real question is, which character is more versatile: Element Man or Zatara? Let the debate begin!

Harlequin

9. WF053B Harlequin — 90 Points — Super Rare PRIME: I’m convinced she immediately becomes one of the best Secondary Attackers in the 300 Point Meta. She’s also hard as hell to pin down.

Her KC Team Ability basically grants her a second bite of the Super Senses apple, since she already comes equipped with Super Senses. In a Resource environment, giving her the Blue or Red Decoy would not be a bad idea at all (the Blue Lantern and Decoy would basically give her FOUR freaking avoidance rolls if she’s attacked with anything other than Pulse Wave, Precision Strike and Battle Fury; the Red Lantern and Decoy would give her three shots to avoid a normal attack plus Penetrating Poison, which combos awesomely with her top and bottom dial Sidestep).

Her magnificent Trait (MURDEROUS JACK-IN-THE-BOX ON MY BACK: Give Harlequin a free action and place adjacent a Jack-in-the-Box bystander token printed on this card, then immediately give it an action as a free action. After actions resolve, remove that token from the game.) actually gives you a Tertiary Attacker THAT CAN ACT EVERY TURN free of charge. A possible 3-6 extra damage every turn? Yes please.

Finally, her Attack Special that shows up on her last two Clicks (POP! GOES THE WEASEL: Harlequin can use Pulse Wave. When she does, once per game you may choose that her damage value becomes 3 and is locked and she can’t place Jack-in-the-Box tokens for the remainder of this game.) isn’t quite as good as Zatara’s Special Pulse Wave… BUT IT’S STILL A BETTER VERSION OF THE BEST POWER IN THE GAME!

To find all this in a package that costs less than 100 Points is well worth the use of your only Prime slot.

Lex Luthor & Joker

8. WF059 Lex Luthor & Joker — 200 Points — Super Rare: Man, I was torn between this dial and the 75 Point dial. Ultimately, the 75 Point dial didn’t make even my Honorable Mentions, but it was close, and I’m not mad at you if you think that dial is better.

200 Points is a lot to spend on just 7 Clicks of life, but their survivability is increased exponentially by their second Trait (IT’S USUALLY ONE OF US THAT’S BEHIND EVERYTHING: Lex Luthor and Joker can use Mastermind. Lex Luthor and Joker and other friendly characters of 20 points or more can use the Underworld team ability.). Their first Trait (WORLD’S VILEST TEAM: Lex Luthor and Joker’s power and abilities can’t be countered and their combat values can’t be decreased.) means that none of their powers can be Outwitted, either.

Their top dial Specials (Movement and Damage) grant them two separate uses of Sidestep, Perplex and at least one use of Outwit to go with their Duo Attack, Pen/Psy and ES/D.

After their first two ranged-based Clicks, they morph into some pretty lethal close combatants with Charge, B/C/F, Combat Reflexes and Exploit Weakness and their Attack Value balloons up to 12.

Pair these two with the right goons and cannon fodder and they can be the most dangerous piece on the battlefield.

Mxy vs Bat-Mite

Okay, at this point I’ve run so many World’s Finest art pieces that I’m just gonna start running related images that amuse me.

7. WF060 World’s Finest — 300 Points — Super Rare: Uh… wait, didn’t we already cover this? Oh, this is the Veteran dial! Right… okay.

I can’t remember the last time the same figure made a Top Ten Set Review with more than one dial. But World’s Finest deserves it. Why? Because this is probably the best 300 Point One-Man-Army dials that Wizkids has published since Sentroid back in Chaos War.

When evaluating a OMA dial, I like to ask a series of questions:

  1. Does the piece have readily available move-and-attack abilities? If I’m only using one piece, I can’t be wasting turns positioning. This becomes less of an issue as the game goes on and your opponent starts losing pieces, but especially up top there HAS to be really good move-and-attack. World’s Finest has Hypersonic Speed, which is about as good as you can get.
  2. Does the figure have Outwit/Counter protection? All the move-and-attack abilities in the world won’t help you if your opponent can just shut you down with a small supporting piece that sports some Outwit. World’s Finest covers this (and then some) with its first Trait (WORLD’S FINEST TEAM: World’s Finest’s power and abilities can’t be countered and their combat values can’t be decreased.).
  3. Does the figure have a way to reroll out of missed attacks and/or bad situations? Hey, Heroclix is dice game, which means there is just about always going to be an element of random chance. With a One-Man-Army, missed attack rolls are just killer. You might as well have just skipped your turn. Actually that would have been better, because at least then you wouldn’t have had to put an action token on your only figure. World’s Finest has two answers for this. First, they have Duo Attack, so if you choose to activate Duo Attack, you’ll at least have a second attack to fall back on if you miss with your first. But what I really like about this piece is that its second Trait (GOOD DISTRACTION, BRUCE: Once per turn, when World’s Finest misses all targets with an attack and haven’t used the Duo Attack ability this turn, after actions resolve they may make a close or ranged combat attack.) essentially allows you a do-over if you miss while performing non-Duo Attack actions (like, y’know, Hypersonic Speed).
  4. Does the figure have a high Damage output? Basically, are they capable of one-shotting opposing support figures and seriously hurting opposing Primary Attackers? The longer you are out-actioned, the worse your chances of winning become. But if you can eliminate a support figure or even a secondary attacker before Turn 3? Well, you’ve just drastically evened the odds. To do that, though, you need to be able to dish out some serious damage. For a OMA piece, that usually means sporting a native 5 Damage with the ability to enhance that with a penetrating kicker of some sort or a value enhancer (like Super Strength). World’s Finest passes this test with 5 Damage top dial AND Super Strength.
  5. Does the figure have a way to avoid opposing damage reducers and/or counteract opposing attack avoidance abilities? Look, no piece is perfect, but again, if I only have one figure to use each turn, I can’t have successful attack rolls turned into nothing via successful Impervious or Super Senses rolls, just as I can’t get stopped before I get started if my opponent hits a Shape Change or Skrull TA roll (or whatever). World’s Finest… actually doesn’t have a way around this, at least not until some Outwit turns up mid-dial (when it may be too late). No Pen/Psy or Exploit Weakness, no Precision Strike and no Battle Fury.

Okay! So World’s Finest passed 4 out of 5 OMA tests with flying colors, which leads me to the conclusion that it IS in fact a viable One-Man-Army figure. You just have to start the game with the mindset that it might be better to start with a high-probability KO on that supporting piece that only has Toughness versus going head-on against that opposing tentpole that sports Impervious. Remember, World’s Finest has Invincible top dial, not Invuln or Impervious, so even that smaller figure with the 10 Attack and 2 Damage may pose a threat. Whittling down your opponent’s pool of actions will often times be priority number one.

Because if you can narrow the game down to your best piece against his, well… you’re gonna win.

Shazam!

6. WF065 Shazam! — 170 Points — Chase: Man, it would have been so easy to just list nothing but Chases and Primes for this. But Shazam! has a lot going on with his dial that I just love.

First of all, he has the normal KC Chase Trait (WE WILL MAKE THINGS RIGHT AGAIN: Shazam’s combat values can only be modified by powers or abilities from characters with “Kingdom Come team ability symbol”. Shazam’s powers and abilities can only be countered by powers or abilities from characters with “Kingdom Come team ability symbol”.) that makes all of his powers uncounterable to all but, like, two pieces (KC Flash and KC Batman) unless shenanigans are involved.

Secondly, with the change to the KC TA, he basically has the crowdpleasing Shape Change/Super Senses combo IN ADDITION to his nigh-uncounterable top dial Invincible.

On the offensive side of things, he sports a 15 Movement with Hypersonic Speed, 11 Attack with Precision Strike (so he can get through even other Chases’ KC TA), an 18 Defense and 4 native damage. I wish both his Attack and Damage were one tick higher, but with 130 Points still left over for support, those are easy complaints to remedy.

Finally, he also has the Calculator TA, so depending on how you round out the rest of your Build, you can give him the Batman Ally, Superman Ally or Mystics TA (or perhaps all three!).

Very efficient killing machine.

Superman Farming in Peace

5. WF061R Superman — 35 Points — Chase: This is the Chase Supes on his “Tower Click.” It’s pretty simple. He has an 18 Defense with Impervious (thus making him impossible to KO with normal Poison, something the other Towers can’t claim), the Superman Ally TA AND the KC TA.

But what makes him so great is, obviously, his Tower Power (I WANT TO FARM IN PEACE: Superman can use Incapacitate with two targets and an attack value of 12. Hit characters can’t make ranged attacks during their turn.).

That makes him another potential Time Walk piece, where he can basically force your opponent to skip a turn with some well-timed Incapacitates. Even the KC Trait that’s supposed to limit him (ISOLATED FROM THIS VIOLENT WORLD: Superman begins the game placed at least 6 squares from any starting area and not adjacent to another character. While on click 11, he can’t be moved or placed. When he is the only character on your force or an opposing character critical hits another friendly character, you may turn him to click 7 and he can’t be healed for the remainder of the game.) actually ends up being a boon, since you can throw him right into the action in the middle of the Map or on a strategically important piece of high ground.

Hope your opponent has fun taking actions with his best pieces once every three turns.

Mary_Marvel

4. WF041 Mary Marvel — 150 Points — Rare: Hypersonic, Super Strength (with the ability to deal up to 7 Damage with an Ultra-Heavy), Invincible and Prob–there’s not a lot to not like here. The only fly in the ointment is that her Defense Value of 17 is fairly weak for a Primary Attacker. Having said that, her wonderfully flavorful Trait (SUPREMELY UNCORRUPTABLE: Opposing characters of an equal or lower point value can’t target Mary Marvel with Outwit, Perplex, or Probability Control.) offers some very real Outwit protection while her Defense Special (SHAZAM!: The first time this power is revealed due to damage from an opponent’s attack, stop turning the dial. Mary Marvel can use Regeneration. When she does, don’t decrease the result by 2. This power can’t be ignored.) may mean that you have to get through her entire dial again AFTER YOU KO HER THE FIRST TIME!

This is a great piece to Build a Meta team around (and I suspect Ninwashui will agree, since he’s been giddily sending me Mary Marvel teams all weak!).

Darkseid Supergirl

3. WF056 Supergirl200 Points — Super Rare: Choosing between Supergirl and Mary Marvel really came down to splitting hairs, but Kara’s Trait (DARKSEID’S ASSASSIN: When Supergirl hits with an attack, after actions resolve, give each hit character an action token. If one or more hit characters were unable to be given an action token, remove an action token from Supergirl. If one or more hit characters can use the Batman Ally, Justice League, or Superman Ally team ability, heal her 1 click.) is honestly so ridiculous that I gave her the nod.

You know what the best way to avoid a counter-attack is? Pile up action tokens on opposing pieces. Can you imagine her with her cousin’s KC Chase Tower version? If your opponent isn’t careful, they’ll never take a meaningful action!

Beyond her Trait, she has great stats and a long, healthy dial that’s just full of move-and-attack powers!

(Not for nothing, but her 100 Point dial almost made the Top Ten as well–it’s that sick!)

KC Green Lantern

I don’t know much about the artist Sweet-Bread, to whom this image is attributed, but I do know that the guy (or girl) can freaking draw KC Green Lantern–this is awesome!

2. WF064R Green Lantern — 30 Points — Chase: Another Tower Chase. Green Lantern has a couple things going for him that set him apart from all but one of his KC counterparts.

Firstly, his dial sports an 18 Defense with Barrier. Yup. You can plop him down in the middle of the battlefield and watch him throw up Barriers two out of every three turns. Very useful.

Next comes his Damage Special (I PROTECT FROM AFAR: Green Lantern can use Perplex to target friendly character regardless of line of fire.). Homeboy Alan Scott here has a 9 Range, and you’re telling me he doesn’t need to worry about line of fire?! So basically, I can have Perplex and Barrier for the entire game for just 30 freaking points?

And just get a load of his keywords: GREEN LANTERN CORPS, JUSTICE LEAGUE, JUSTICE SOCIETY, Future, Mystical and Politician. Mystical? When’s the last time a Green Lantern sported the Mystical keyword?

And hell, with Politician, you could actually theme him with Nighthawk Prime! I suppose the only better thing than playing one broken piece is playing two together, right?

Sheesh. 9 Range with no line of fire. I could make an argument that Wizkids shouldn’t be giving any character the ability to use a support power on a friendly piece from 9 Squares away without worrying about line of fire. It’s just too damn good of a power! What’s next? A piece that can use Prob across the entire Map? I mean, I know that’s ridiculous, and they would never do that, but you get my point. How much closer to the edge can these designers go?

KC Spectre

“No, Norman McCay, THIS is how you make an entrance. The key today is the same as it has been for a hundred millennia past:  no pants.”

1. WF066R SpectreChase35 Points: Oh good Lord, they made a piece that can Prob the entire freaking map. Are you serious? Sigh…

Okay, okay, let’s start over. Let’s pretend you didn’t just read Green Lantern’s entry and try and put into perspective just how great Spectre is.

So… you’d pay 25 Points to plop, say, Ophidian or Chase Brainiac onto a character to boost one stat by +1 a turn and pick from a range of 3 or 4 powers every turn, right? I mean, we all know that Entities and their ilk are great values, right? Well, how much would you pay for a free Prob every turn for the entire game? Probably even more than 35 Points, right? Let’s break it down.

Ol’ Jim Corrigan here is the last of the “Tower Chases” that we’re gonna talk about today. He also happens to be the very best. First of all, remember how we talked about that “Isolated From Your Violent World” Trait being sort of a pain for KC Batman and most of the other Chases except Green Lantern? Well, meet the other exception. That Trait is actually EXTREMELY beneficial to Spectre–it’s not a hindrance in the least.

It allows you to put him at or near the center of any map, which becomes bonkers when you look at his Tower ability (I SET THIS WORLD ON A DIFFERENT PATH: Spectre can use Probability Control to target a character regardless of line of fire.). Did you read that last part? REGARDLESS OF LINE OF FIRE?! Uh, yes please! Now look at his native Range. No, go look. I’ll sit here and wait.

Yup. It’s a 12. So, REGARDLESS OF WHICH MODERN AGE MAP IS CHOSEN, you can find a nice, comfy spot near the center of the map to plop Spectre down in and relax, secure in the knowledge that he can now see ANY Square on the map. He just needs to be somewhere in your twelfth Row and at least four Columns from each side.

Okay. So we’ve established now that with the right initial placement (and remember, his Trait means he’s completely immobile once you Place him, so choose carefully), Spectre can Prob across the entire Map. That is easily worth 35 Points. But what makes him more valuable is the razor-thin list of options your opponent has to deal with it.

Poison? Sure, if your opponent moves a Poison-enabled character up 12 Squares and waits a turn without you doing a thing to stop it, then yeah, Spectre can be Poisoned to death (Incidentally, this is a risk you take with all the Tower Chases save Superman. Well, mostly save Superman.).

Pulse Wave? Yup. There’s not much that Pulse Wave doesn’t do.

Outwit? Yeah, maybe, if you can get close enough.

Attacking? Up Close? Sure. If you can advance up 12 Squares and hit an 18 Defense twice, congratulations. You just used (and probably left exposed) what was almost certainly your best attacker to take out a 35 Point piece. Now take an Unavoidable Click of Mystics damage.

From Range? Uh… yeah. Go ahead and try that. First, hit a 20 Defense, since Spectre’s rocking an 18 Defense Value with ES/D. Then do it again (Spectre’s Prob).

Now, if that 20 is a problem and you have access to the Outsiders TA, go ahead and use that, although if you’re playing a Modern Age game, that means you’re locked in to playing either Element Man (Good choice! He’s great. You have a fighting chance!), Jade (not a bad piece, but since she’s half your army at a cost of at least 151 Points and undoubtedly your Primary Attacker AND you really have to move her into position first before you can use her TA since you can’t use her TA in the middle of a Running Shot AND thatkindofdefeatsthewholepurpose and why, oh God, why have you forsaken me?!?!) or Creeper (Seriously though, don’t play Creeper. Beware the $#%@ing Creeper. You know why. And if not, go back up and read for content this time).

But whatever–you hit a 20 Defense from Range twice! Bravo! Now, did you do it with Precision Strike? No? Well, Spectre still might not be dead yet and there’s a 33% chance that you wasted all your opening moves to take out a 35-Point character and still failed.

But that’s pessimistic. Let’s say Spectre fails his KC roll. Yay! You did it! You KO’d a 35 Point support piece.

Now take a g-dd–n Click of Unavoidable Mystics damage. Sunova-!!

Soooo… I think I made my point. You’re almost better off just leaving him for last, except then he actually turns into an even harder to kill Secondary Attacker who stills has a 12 freaking Range Value.

And also… dammit, you’re just never better off leaving an opposing Prob’r up and, uh, Probb’ing.

Carlos

No Probb’ing at the table. Not at the table, Carlos.

At least they didn’t give this dial to a Chase-level figure who represents the never-before Clix’d alternate version of a popular character from an iconic storyline.

Sigh… Just take my money, Wizkids. I hate you.

 

BUT WAIT!!

Nightlantern

[EDITOR’S NOTE: Hmmm… all these entries, and not one mention of Nightlantern, the Rare Prime? Surely he’s SOMEWHERE among the top pieces in the set, right? 

Well… yes and no. His dial is actually pretty average for its cost. Decent stats, but he definitely has a glass jaw in terms of how long his dial keeps his best powers. Obviously, his main value is his Trait (EVERY PERSON I KNOW IS AN AMALGAM OF TWO FROM YOUR UNIVERSE?: When building your force, you may pay 25 points and put a standard character on your sideline, called an Amalgam. At the beginning of the game, equip the Amalgam to a standard friendly character (other than Nightlantern) that is higher points than the Amalgam’s highest point value and link it to that character’s dial. For the rest of the game, the Amalgam provides the below effect when equipped: EFFECT: At the beginning of your turn or when when this character is clicked, you may choose a standard power on the equipped dial. This character can use that power until your next turn or clicked.). Just let that sink in for a few, because we’re gonna examine this piece in greater detail… in a future article.

(Hey, no complaining–we’re already wellllll past 7000 words here AND you’ve still got a special bonus after this!)

But because of his unique Trait AND the fact that his usefulness changes DRASTICALLY based on the point value of the game, I’ve decided to make Nightlantern ineligible for the Top Ten and will instead give him his own spotlight in an upcoming piece. 

And yes, this is basically what we did with Rare Bizarro back when SLoSH came out. Sometimes a single piece just needs a whole article.]

 

THE STINGER AFTER THE CREDITS–AKA, BONUS TIME!

Okay. Now that we’ve talked about the best this set has to offer, for a little bonus content, let’s dive headfirst into the worst of the World’s Finest offerings! I give to you, at no extra charge…

THE TWO WORST FIGURES IN WORLD’S FINEST:

Mr. Nobody

Wait, the evil organization I lead is called the ‘Brotherhood of Dada?’ Uh… maybe this isn’t Grant Morrison’s best idea...”

1. Mr. Nobody (55 Points): He’s a mobile (minimum-range) Outwitter top dial; after that first Click, he loses Outwit and gains Prob. He has a weird Special Attack Power that lets you mildly mess with an opposing figure’s dial, but it costs a Power Action AND he has to be up close and personal (remember, he loses Phasing/Teleport after that top Click, so he’s far less mobile at that point). Of course, that’s probably still your best option with him, since you’re really not going to do much damage with his 8 Attack Value and a native Damage Value that quickly goes from 2 to 1. Mid-dial he picks up Steal Energy, but I would argue that the use of that Steal Energy moves him up to a worse Click! His keywords are pretty awful (just “Brotherhood of Evil” and “Politician”), and almost everything he does can be done by other pieces in Modern, and usually for a cheaper cost. If you’re running a Brotherhood of Evil Themed Team with Monsieur Mallah, okay, I get it; two Mr. Nobody’s is your only option (although you’re probably still giving away a ton of points, even with a Resource). But if you want to Theme Monsieur Mallah so bad, why not just run a Secret Society Team? Waaaaay more options.

Occultist

Nope. This–that’s the wrong Occultist. Ooooo, I wish I paid you so I could fire you.

2. Occultist (20 Points): Eh… it’s hard to be too mad about a generic figure that costs only 20 Points. But his (her? it’s?) Movement Special Power (BLOOD MAGIC: When an adjacent friendly character takes damage from an opponent’s attack, put a number of Blood Magic tokens on that friendly character’s card equal to the damage taken. Even if this power is lost, that friendly character may be given a free action to remove one Blood token and use Perplex targeting itself.) is a hell of a long way to go for the chance to maybe, possibly, if the stars all align, use Perplex, like, twice, in a whole game. For the EXACT same cost, you can play either the Witch or the Warlock who offer much more enhancement certainty with their Special Powers and who are both much harder to hit and who both HAVE THE EXACT SAME KEYWORD. Hell, Witch even adds “Monster” to her keyword line.

Blood Magic Meme

Occultist is a classic Sex Panther Piece, which, for those who aren’t familiar, is a term derived from “Anchorman” and refers to any piece with an overly complicated power that, in the end, isn’t as good or consistent as other basic, readily available options.

Okay! There you have it! The Ten Fifteen Nineteen (Hmmm… do I subtract the two worst entries, or… Can I get a ruling on this? Anyone? Aw, crap, my Editor’s fallen asleep. That probably explains why half the images were wrong. Y’know, I should probably wrap this up soon.) Best Figures in World’s Finest.

Whew!

And don’t forget to bring it right back here in a few days when Ninwashui issues his… SECOND OPINION!

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

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

The weirdest class photo ever taken.

The weirdest class photo ever taken.

So this team build article I am doing in direct response to a comment left on my original  Suicide Squad article. Here’s the comment:

Captain Caliber

 I would love to see a 300 and 400 point team with all the new suicide squad figures that have come out.

You know What They Say about the Crazy Ones (keyword: Suicide Squad)

  • WKD15-013 Deadshot
  • FFFL001 Captain Cold
  • FFFL003 Mirror Master
  • FL046E Harley Quinn
  • Total=300 points

This the same team I published in my original Suicide Squad article, but moving the team from 300 to 400 points and adding Deadshot has really taken this team to the next level. Once your team is within approximately 14 squares or less from the opposing team, give Black Mask a Power Action to use his Special Attack Power (VAST FORTUNE: Give Black Mask a power action and all adjacent friendly characters that have the Assassin keyword or share a keyword with him may immediately be given a move action as a free action.) Everyone moves up as a free action (make sure to carry Black Mask), uses the three available Outwits, and takes a ranged combat shot.

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

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

Christmas Future

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

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

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

FEBRUARY 2016:

Worlds Finest

World’s Finest:

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

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

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

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

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

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

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

batman-v-superman-dawn-of-justice

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

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

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

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

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

MARCH 2016:

Turtles

Teenage Mutant Ninja Turtles (Set 1): 

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

APRIL 2016: 

Civil War

Captain America: Civil War Movie Set: 

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

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

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

MAY 2016:

Civil War comics

Civil War SLOP:

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

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

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

Uncanny X-Men:

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

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

Stop teasing us, WizKids...

Stop teasing us, WizKids…

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

MISC.:

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

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

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

See ya tomorrow!

 

Thoroughly Modern (Age) Millie! (Or, The First Night of Clix-Mas 2015!!)

I think this actually happened...

I think this actually happened…

Welcome to the 12 Nights of Clix-Mas, 2015!! We had so much fun with this gimmick last year [EDITOR’S NOTE: I said it was “insane and fun,” not “insanely fun.” There’s a difference!] that we’re going to try it again this year!

For those who missed last year’s festivities, every night for the next 12 nights, we’re gonna post some sort of Heroclix-related content. Might be as little as a couple of funny pictures, or as much as a 4000-word essay on the state of the Meta. Each night will bring something new!

Tonight we’re gonna briefly discuss the recent revelation that the upcoming Teenage Mutant Ninja Turtles set will be Modern Age legal and what this might mean for “OtherClix” sets going forward!

Wizkids Prexy Justin Ziran recently granted the Comic Shenanigans podcast a three part print interview. Part One was released here; Part Two can be found here; as of this writing, we’re still waiting for the publishing of Part Three.

But there was plenty of great stuff to talk about stemming from just the first two parts of the interview. In a follow-up forum on HCRealms.com, Justin Ziran responded to a poster by straight-up declaring TMNT WILL be considered Modern Age, thus immediately making that set relevant to just about everyone who plays Clix.

This is now tournament legal. Art by Mike DeCarlo.

This is now tournament legal. Prolly not gonna get theThemed bonus, though.
Art by Mike DeCarlo.

I for one have been waiting for WizKids to do this for quite some time. There’s no doubt that my excitement for certain side sets (read: LotR) dissipated almost immediately when I found out that none of the pieces were Modern Legal. It’s the main reason I didn’t buy a ton of Pacific Rim, even though I loved most of those pieces.

Assuming TMNT hits, hopefully we can expect this sort of treatment on most if not all “OtherClix” sets going forward. I’ve loved that the Movie Sets (Avenges: Age of Ultron, Guardians of the Galaxy, Man of Steel, etc.) are Modern Age tourney legal, since it gives folks many more options to explore when creating a team. Well, this is taking that concept to the Nth Degree, and I personally believe it will only help the game grow.

What good is it trying to draw in more players with a Movie Tie-In set if once they get hooked on the game THEY CAN’T USE ANY OF THE PIECES THEY JUST GOT?!?!

I hope WizKids won’t be shy now about acquiring some great one-off licenses to augment the main Marvel and DC game. Star Wars? World of Warcraft? Starcraft?  Hell, if Halo-Clix had been Modern Age when they came out, I would have bought a metric poop-ton.

Do you think making all “Otherclix” sets Modern Age in the future is a good idea that will lead to Build versatility in the Meta? Or will it just make things more confusing? Sound off in the Comment Section below!

 

And come right back here tomorrow for Night 2! We’ll be taking a closer look at what sets, intellectual properties and characters YOU want in the upcoming year!

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

 

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

DC Christmas

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

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

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

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

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

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

God help us.

(Every one.)

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

Very Sneaky, WizKids!! (Or, a Brief Reaction to the WizKids Alliance Open House Presentation!!)

NOT the Alliance Open House logo...

NOT the Alliance Open House logo…

Hello again!

We’re still cooking up Straight With CHASEr 4 AND a NFAOS Top Ten Second Opinion for you (along with another wicked teambuilding article from Ninwashui), but while we’re working on that, we had a few thoughts on the WizKids news breaking from the Alliance Open House over the weekend.

If you haven’t seen the video, you can check it out here.

The Highlights:

–We finally got a name for the Superman/Batman set that will follow the Superman/Wonder Woman set being released this fall. It’ll be called “World’s Finest,” and will feature a lot of Supes, a lot of Bats and a “Mystical” sub-theme. The presenter likened this sub-theme to the “Legion of Monsters” sub-them in Amazing Spider-Man, so that could mean the DC equivalent of Zombies, Werewolves and Vampires (and they just did the Justice League Dark sub-theme in Trinity War, so I doubt we’ll see much from that corner of the DCU).

–Next year’s Storyline OP event is not DC-related, as many have speculated, but is instead… Civil War (makes sense, in retrospect). And players will compete in both Scenario Play AND Battle Royals. Nice! Really pumped for this!

–TMNT will be a Gravity-feed set with about 35 pieces. The bigger question is whether or not it will be Golden Age. Lots of folks are hoping it will be Modern, but at this point I’d be extremely surprised if it were.

–And, finally, this:

X-Men photo

It was snuck in (I mean, it was literally SNUCK in!!) on the last slide as the presenter was showing TMNT clicks. He purposefully glossed over it in a way that seemed to say, “No, this isn’t a mistake, and no, you’re not getting ANY more information than this right now!”

Now, the question is, what does this really mean?

On a macro level, does this mean Marvel has permamently lifted the ban on FOX characters (basically, X-Men and Fantastic Four characters), or is this just a temporary window that just affects the X-Men brand?

This is just a guess, but I wouldn’t be shocked if this was either an Age of Apocalypse Gravity Feed meant to coincide with the FOX film this summer, or a 5-figure set with an Age of Apocalypse sub-theme.

We know that WizKids and Marvel certainly don’t mind trolling FOX (they released a Days of Future Past COMIC set at the same time FOX released a movie with that title.), so it’s possible that this is the case once more.

Now, so far, we’ve really only gotten WATX102 Nightcrawler & DP048 Blink in terms of Clix’d characters from the Age of Apocalypse storyline. Both are still Modern Age, but we’ll see if any more pieces from that storyline get added next summer!

Well, that’s all for now, but look for some more articles next week! And don’t forget to check out Heroclix Underground, a wonderful new national site devoted to covering Heroclix from every angle!

Until next time,

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

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

Avengers Assemble Ninwashui Byline

Some General Notes About the Set:

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

Top Five HONORABLE MENTIONS:

Hulk Last Titan

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

Echo_as_Ronin

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

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

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

Avengers Age of Ultron Captain America

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

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

Uh… what?

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

Um, okay. It’s a slanty “Avengers-A.”

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

It’s Ultron’s face.

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

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

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

Hmmm… it’s just…

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

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

Black Widow AVAS

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

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

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

Top Ten Figures of the Set:

Red Wolf AVAS

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

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

Avengers Age of Ultron Iron Man

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

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

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

Charles_Barton_(Earth-616)_0001

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

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

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

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

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

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

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

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

Thor_Odinson_(Ragnarok)_(Earth-12131)

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

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

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

new-avengers-27

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

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

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

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

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

Rick Jones

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

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

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

Loki AVAS

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

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

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

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

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

"Stop trying to hit me AND HIT ME!"

“Stop trying to hit me AND HIT ME!”

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

Theme: Asgardian

Roster:

AVAS046R Loki120 Points

(w/ ATA055 Asgardian) — 5

IIM103 Absorbing Man153

(w/ ATA055 Asgardian) — 5

=283

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

Or…

"AAUGH!! Not the Blue Battery again!"

“AAUGH!! Not the Blue Battery again!”

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

Juston Seyfert AVAS

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

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

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

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

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

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

3D Man AVAS

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

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

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

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

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

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

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

Team Ideas – Test Subjects… of Love!

Idea

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

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

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

Avengers Age of Ultron Baron Strucker

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

Team Name: Test Subjects… of Love!

Keyword Theme: Scientist

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

Total = 300 Points

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

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

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

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

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

He can:

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

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

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

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

Seinfeld Good Luck

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

Idea

Suicide Blonde

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

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

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

Fiddler

Be careful of the B-Sharp…

Team Name: Fiddler’s on the Roof!

Theme: Suicide Squad

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

Total = 299 Points

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

Cheetah

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

Team Name: Crouching Cheetah, Hidden Boomerang

Theme: Suicide Squad

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

Total = 300 Points

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

Black Mask

He has a vast fortune.. and Pliers!

Team Name: Black Puddin’

Theme: Suicide Squad

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

Total = 300 Points

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