Feedback!! (Or, The First Night of Clix-Mas!!)

Christmas Marvel Peanuts

Hello! And welcome to the first NIGHT of Clix-Mas (the gimmick seems a little less stolen if I just change it from the 12 DAYS of Clix-mas to the 12 NIGHTS of Clix-mas! Yay! A Festivus for the rest of us!).

For today’s entry, we’re gonna talk about some direct feedback I received from local venue-goer–and fellow Nekron winner!–Matt, who pointed out that Black Talon wasn’t among the figures I highlighted when we were ROC’ing the Meta a month ago (Part 2 can be found right here).

Matt made his case that the ability to Mind Control friendly figures in general is still a viable strategy in the Meta, even with the retirement rotation of GG Mole Man.

"What?! I'm not legal in Modern Age unless I'm undead? What sense does that make?"

“What?! Retire?! But I’m in the best shape of my life!”

Also, he felt that Black Talon brought a lot to the table beyond that and, thus, was definitely a Meta-worthy fig. And you know what?

He’s not wrong.

I just don’t agree with him.

Insomuch as Black Talon being a difference maker in the current ROC formats (like many pieces, you can rapidly fix a lot of his flaws with an Entity or Resource).

But there’s many who would with Matt–including some very high-level players. Heck, the Dial H for Heroclix crew just listed Black Talon as one of the top Support pieces out there, considering everything he’s capable of.

Let’s take a quick look at him:

"Yessss! The only thing more effective than the original X-Men: actual ex-men! Cuz... cuz they're dead. Get it?  Yeah, that was a long way to go for nothing."

“Yessss! The only thing more effective than the original X-Men: actual ex-men! Cuz… cuz they’re dead. Get it? <Sigh> Yeah, that was a long way to go for nothing.”

–DP043 Black TalonRare — 60 Points

He has five clicks total, but he starts out with Charge and Blades/Claws/Fangs with a 10 Attack, so he can definitely be a Tertiary Attacker or even a fringe-y Secondary Attacker (to use a baseball scouting term). But the best reasons to play him are his Trait (POWER OF THE LIVING LOA: When Black Talon uses Mind Control, you may place a KO’d opposing character in an adjacent square on its starting click, and that character becomes the target. After actions resolve, that character is removed from the game.) and his Special Damage Power (CONTROL OF THE MINDLESS UNDEAD: Black Talon can use Mind Control with a range value of 8, and when he does he may target friendly characters. If all of his targets are friendly, a lower point value, and have the Monster keyword, he may use it as if had 3 bolts.).

Forget that last part of “Control of the Mindless Undead”–you’d almost have to hamstring your Build just to have a chance to get it to go off. No, the reason people play him is for the first part of that power–the ability to target friendly characters with Mind Control (and with a very healthy Range of 8, at that!).

So, the concept behind armies that feature “friendly Mind Control” is to, essentially, cheat the batting order. Basically, you want to play your friendly Mind Control piece with a heavy hitter that you think can break the game if they get to attack more than their fair share during a turn. To continue the baseball metaphor, in other words, you’re trying to fix it so that your Triple Crown-winning All-Star first baseman best attacker(s) will attack bat twice in one inning Round.

Yup! This man is the face of our franchise (and the best hitter on the planet!).

Yup! This man is the face of our franchise (and the best hitter on the planet!).

One of the problems with this strategy is that you can most definitely miss with the Mind Control roll, and suddenly you’ve wasted an action from one of your support pieces AND a potential strike from one of your Heavy Hitters.

Also, specifically in Black Talon’s case, he doesn’t give you ANYTHING in terms of actual supporting powers such as Support, Prob, Perplex or Outwit. Not unless you outfit him with an Entity or a Resource or something.

So you REALLY need to make those Mind Control roles. Which means that you always need to make sure Black Talon is within 8 Squares and can draw a line of fire to your best attacker. And keep in mind, Mole Man IGNORED MIND CONTROL DAMAGE and pumped up his Mind Control rolls by a staggering +3! Black Talon does neither. With only 5 clicks, Mind Control damage can become a problem very quickly.

The Meta (as far as the ROC goes, I mean) has shifted away (for the most part) from this strategy recently because there are now a lot of options to get multiple attacks in one turn with a really good figure who doesn’t have to rely on a dice roll to be able to make that second attack.

Figures like:

–Anyone who can Charge or Hypersonic Speed and Flurry. Best Example: WOL053B Zoom (Black Lantern)

–Any figure who starts with or can get Duo Attack. Best Examples: WOL107 Kyle Rayner or CATWS018 Captain America and Black Widow

–Figures who have other Special Traits or Powers that let them attack or cause damage twice in one turn. Best Examples: GOTG050 Proxima MidnightDP053A Speed Demon, DP053B Whizzer or DP057 Tiamat

–Figures with Penetrating Poison (or even just Poison). Best Examples: Like, every Red Lantern.

What do most of these figures have in common? Yup! You can find most of them being used by high-level players in the latest ROC results. Now, just because serious tournament players are using the heck out of a certain piece doesn’t mean it’s necessarily awesome–sometimes people screw up, even at that level. But it usually means there’s something very efficiently exploitable about a piece.

All of which is to say, Black Talon is good. Great, even, and he IS viable in the Meta–so Matt was right.

However, if you really want to win a tourney like the ROC, leaving yourself flexible options while taking as much risk as possible OUT of your gameplan is key. That’s why I prefer figures with built-in mechanisms for multiple attacks, as opposed to having to roll for it.

"Psssh. I never gotta 'roll' for it. Heh. You know what I mean. See? This guy gets it."

“Psssh. I never gotta ‘roll’ for it. Heh. You know what I mean. See? This guy gets it.”

 

Well, that’s all for Day Night One of the Twelve Days Nights of Clix-Mas!

Join us tomorrow for a special (and long overdue!) Tourney Report!

 

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

 

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

Cap Christmas

Hello again! Just a quick announcement today, and then you’ll see a whole lot more of us–for 12 Days Straight (hopefully!)!!

I hope this holiday season finds you well. And in celebration of all the, well, celebrations, we here at Critical Missives will be running 12 straight days of articles! Yep! Now, every one is not going to be a 4500-word Set Review (although there’ll be 1 or 2 of those, too!), but you’ll hear from us daily through December 25th!

Some of what we have planned includes:

–Flash 10 Top Ten Set Reviews

–A Local Tourney Report on WoL Month 6

–WoL Final Review

–Weekly Roundups!!

 

And much, much more!!

It all starts on December 14th!!

Until then, have a safe and happy holiday season!

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

Idea

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

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

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

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

Team Name: Zombie Super Skrull, Agent of Love

Theme: Z-virus

Roster:

GOTG062 Super Skrull

DP064 Electro

WOLR106 Power Battery (Star Sapphires)

WOLR306 Star Sapphire Ring

WOLR206.04 Wall (Violet)

WOLR206.05 Crossbow (Violet)

WOLR206.09 Nurse (Violet)

Total = 300 Points

How it Works:

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

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

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

 

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

“Say hello to my little… tree.”

Team Name: Zombie Super Skrull, Monster Mastermind

Theme: Monster

Roster:

GOTG062 Super Skrull

GOTG051 Groot

Total = 270 Points

How it Works:

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

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

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

Seinfeld Good Luck

Cutting the Turkey (Or, Happy Thanksgiving!!)

JLA JSA Thanksgiving

To all our American readers, Happy Thanksgiving!

(And for our Canadian readers, I know you already HAD your Thanksgiving in October… but I bet a few of you will make it to the States today or tomorrow for some crazy shopping!)

I hope everyone has a safe and sound holiday with some great food and better company.

Critical Missives will return early next week with a War of Light Month 7 Tourney Report, followed by a couple of Flash Top Ten Reviews (from some preliminary work already done on those, it sounds like Ninwashui and I are going to have some vastly different lists! We’ll see if that holds up…).

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

(And sorry Chicago readers, but Go Lions!)

Say Geronimo! (Or, The Weekly Roundup for 11/23/2014!!)

Roundup

Hello again! It’s been a solid month since we last rounded up everything there is to, y’know, round up! And, given that Thanksgiving is just about here, I figured everyone could use a Turkey Day Roundup!

So what’s been going on this last 30 days? Well, War of Light is finally done (at least at most venues); The Flash has finally released (after just a one week delay); and The Hobbit: The Battle of the Five Armies should finally be out now at a Target or hobby store near you (or be coming very soon–depends on where you live, it seems).

All of which means we have a lot to talk about, so let’s get going with…

THE WEEKLY ROUNDUP!!

 

Microphone

PODCASTS:

Dial H

Dial H for Heroclix is new every week; last week, in Episode 71, they opened up their Meta Toolbox to talk about all the Modern Age resources in the context of the Meta! And as a special Holiday bonus, they’ve ALREADY released Episode 72!

Yours truly was lucky enough to finish in the Top 4 of their Dial Design contest this month; if you want to get in on the action, December’s Dial Design should start around November 30th.

This is Ultimate Play, b!tches!

–As far as I can tell, Episode 27 is still the most recent ep of The Quarry. The ROC tab on HCRealms has a link to upcoming events and vaguely mentions an Episode 28, but damned if I can find it!

"We're a Thing again!"

–Well, just as quickly as they came back, ClixCast seems to have gone away! They have yet to release an October or November ep, but you can catch their August and September offerings right here!

 

Welcome... to the ROC!

–You can find the latest ROC tourney announcements right here!

 

Preview

–Just announced on the Heroclix.com Downloads tab: there is going to be a “Spider-Man Symbiotes” Monthly Op Kit in May of next year! Looks like there’ll be 3 different versions of Venom!

–No other current Previews, but that’s to be expected as they JUST released Flash. I’d expect no real previews until WizKids’s annual 12 Days of Clix-Mas promotion, where we’ll get a look at next year’s offerings like Justice League: Trinity War, Avengers Assemble and both Avengers: Age of Ultron offerings!

 

Army of the Week

Army of the Week:

So, we’ve gone on and on about the new R.O.C. Format, but sometimes I think we don’t put enough emphasis on choosing the best supporting characters for the Primary Attacker that you’ve chosen. Let’s take a look at how adding or subtracting a single supporting character can drastically alter a Build in this environment!

First, let’s look at the Iron Pharaoh Build from ROC’ing the Meta 2: Electric Boogaloo!

"Oh! Golden Falcon, no! I just polished this armor!"

“NO! Golden Falcon, I just polished this armor!”

Team Name: Slowness as a Way of Death!!

Theme: None (Not Allowed in current R.O.C. Format)

Map Choice Preference: Ryut (from War of Light Month 6)

Roster:

IIM051 Iron Pharaoh 110 Points

IIM040 Shaman 92

DP020 Weasel27

FI001 Thule Society Priest21

FL031 Turtle 50

=300 Points

What This Build Does:

It slows everything down!! Which, as everyone knows by now, is fantastic for pieces like Iron Pharaoh and Fantomex (who can’t really be played in the current format because E.V.A. is a bystander token, which is illegal in “No Tactics” formats). But the fact that Shaman disables flying and Turtle limits people to moving just 4 squares or less (unless they want to take an additional action token) is just an insane combo. And if you win Map Roll (which will happen roughly 50% of the time, since there are no Themed Team Bonuses), Ryut should be a nightmare for most teams you’ll face. Weasel is the best supporting piece (offers a very limited Prob, +1 to Attack and Range and Enhancement) in the game for Ranged-based attackers, and Thule Society Priest is just there to get pushed into another Prob’r.

Okay, now that we know what the default Build does, let’s change the roster a bit!

This is what's known as a 'Dark Future.' (See what I did there?)

This is what’s known as a ‘Dark Future.’ (See what I did there?)

Team Name: “She Blinded Me With Science!

Theme: None (Not Allowed in current R.O.C. Format)

Map Choice Preference: Ryut (from War of Light Month 6)

Roster:

IIM051 Iron Pharaoh 110 Points

IIM040 Shaman 92

FL031 Turtle 50

SLOSH004 Science Police Officer 45

=297 Points

What This Build Does (Differently): This is a Ninwashui variant. Okay, so we lost our main supporting piece (Weasel) and our secondary supporting/tie-up piece (Thule Society Priest), but we added Science Police Officer. What does this do? Well, it slows down the damage Iron Pharaoh can do by about 20%-25% (basically 3 instead of 4). You can make up for this a little bit by constantly keeping Shaman within range and line of fire of Iron Pharaoh, so he can use his Perplex there. But Science Police Officer combos really brutally with Turtle. Science Police Officer’s top dial Damage Special (TACTICAL DEPLOYMENT: When an opposing character within 8 squares is given a free action, if that character has been given a non-free action this turn, after actions resolve, deal that character 1 unavoidable damage.) means that your opponents best attackers are at risk of shutting themselves down before you even attack them!

Let’s run down everything your opponent has to deal with BEFORE you’ve even attacked them (assuming they don’t Copycat away Shaman–which is an unlikely matchup, but not an impossible one):

1. They can’t fly (after Shaman’s “No Flights” ability goes off);

2. They can’t move more than 4 squares at a time UNLESS they want to take a second action token or take 1 Penetrating Damage.

3. If they do try and burst through with one big move and attack (via Charge, Running Shot, Hypersonic Speed, etc.), they take an UNAVOIDABLE DAMAGE in addition to the extra action token/penetrating damage from Turtle!

With all this SLOWNESS going on, you should have plenty of time to get your Golden Falcon into position to start dropping 3 Damage Outwit Bombs!

 

What We’ve Learned:

While both Builds should be competitive no matter who you play, the first Build is fairly aggressive in terms of lining up its shots (with Weasel, Shaman and the available Probs, you’re trying to line up a 4-5 Damage shot that won’t miss after Outwitting a character’s Defense slot).

The second Build is more of a “take the opportunities that my opponent gives me” sort of army, where you’re basically turning the whole map into a spider’s web and waiting for your opponent to get themselves “stuck” (double-tokened and damaged).

That’s two nearly identical Builds with two significantly different styles of play based solely on which supporting character you choose to use!

 

Hooray for Hollllllywooood!!

–Just in case May 2015 wasn’t going to be a busy enough month for Marvel fans (Avengers 2: Age of Ultron; a ton of different Marvel Heroclix sets), that’s also the month that is currently set to be the premiere month for Daredevil, the first of Marvel’s new Netflix shows.

Let’s take a look at the vital stats!

Show: Daredevil

Showrunner: Drew Goddard (first two episodes); Steven S. DeKnight (current showrunner)

Known Regular Cast:

Daredevil/Matt Murdock: Charlie Cox

Karen Page: Deborah Ann Wolf

Foggy Nelson: Elden Hensen

Wilson Fisk/Kingpin: Vincent D’Onofrio

Claire Temple/Night Nurse (?): Rosario Dawson

Vanessa Marianna: Ayelet Zurer

Known Notable Guest Stars/Recurring Cast:

Stick: Scott Glenn

Ben Urich: Vondie Curtis-Hall

Leland Owlsley: Bob Gunton

Hachiro: Peter Shinkoda

Daredevil will go for at least one season of 13 episodes, with the character currently expected to play a major role in a planned “Defenders” mini-series which would feature all of Marvel’s Hells Kitchen-based heroes teaming up in an Avengers-like fashion.

It is entirely too early to know whether we’ll get a second season of Daredevil and/or when that would premiere. As of now, even the “Defenders” show is somewhat theoretical; if they four lead-up series bomb, you can bet Marvel and Netflix will find a way to can the mini-series.

On the other hand, if Daredevil is wildly successful (and only Netflix and Disney will really have any idea, since digital distribution success is almost impossible for folks outside the industry to determine), I’d expect Marvel to go ahead with both “The Defenders” AND a second season of Daredevil. And possibly even start added some mystical heroes to the Netflix slate, starting with Blade and Ghost Rider.

–The second Marvel Netflix series after Daredevil will be the as-yet-unofficially-titled Jessica Jones series. Casting has begun, with rumors swirling around who will play both Jessica Jones AND recurring guest star (and star of Marvel’s third Netflix series) Luke Cage!!

For the next Weekly Roundup, I’m going to start compiling season-long episode guides of current genre TV shows, starting with…

 

Gotham Title

 

 

Local Tournament Report

Upcoming Local Events:

Annnnd, welcome back to the latest feature category for the Weekly Update–Upcoming Local Events!

For any who have forgotten, this is the spot where we’ll post a few notices about interesting upcoming games at venues in and around Southeastern Michigan, where Critical Missives is based. If any venue would like us to announce an upcoming event anywhere in the country, you can hit us up on Twitter or let us know via feedback to this very post!

–RIW Hobbies in Livonia is hosting a Sealed Draft of War of Light on 12/05!!

–If you’re looking to try D&D Attack Wing, Month One of the Tyranny of Dragons OP is happening at Eternal Games in Warren on 12/06.

–Annnd, one week later, Eternal Games is running a really cool event that they’re calling War of Light: Month 7! This will happen on 12/13 @ 1pm, and will feature a 600-Point Constructed tournament as well as Battle Royal side events throughout the day!

 

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

Critical Missives:

–We were ROC’ing the Meta this past couple weeks. Part 1 is here; Part 2 is here!

Coming up in the next week, we should have a Comics & More War of Light: Month 6 Battle Report PLUS both my AND Ninwashui’s Flash Top Ten Reviews!

And that’s it for this week!! Until then, stay safe, and watch where you draw those lines of fire!

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

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

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

[To Be Read In Your Best Kiefer Sutherland Voice]

Previously, on Critical Missives:

 

Bill Agent of Aim Soranik Natu Void Tomar Tu Despotellis

–‘Anakin, NO!’

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

Abin Sur Kyle Raynor ION 2 Shatterstar Helspont

–‘Hail Hydra!

–‘Highfather is a losing strategy.’

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

This should explain everything.

This should explain everything.

—————————————————————

 

And Now… The Conclusion.”

 

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

 

Ain’t What They Used to Be Division:

This is what a good idea poorly executed looks like.

Suuuuure you do, Sweetie…

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

Yup!

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

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

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

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

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

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

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

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

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

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

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

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

FINAL TALLY: Speed Demon wins, 2-1.

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

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

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

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

"Bizarro am Meta this season!"

“Bizarro am Meta this season!”

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

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

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

 

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

 

Speed Demon

DP053A Speed Demon: So far, ROC results indicate that strong ranged-base pieces are at the center of the Meta right now. But Hypersonic Speed came back in a big way this year (more on that later), and as of yet seems really untapped! And of all the great speedsters WizKids released this year, Speed Demon is pound for pound the best of the lot! He’s placed in ROC Top 8’s before, and even in this format, I don’t see why he can’t be dominant again. As always, it’s his awesome Trait (SPEED CYCLONE UPLIFT: When Speed Demon moves, after actions resolve, choose an opposing character and roll a d6. If the result is less than the number of distinct squares that Speed Demon moved into or through that are adjacent to that character during the move, you may place that character within line of fire of its square and up to the result away in squares and deal that character half of the result in damage.) that lets him potentially deal damage twice in one turn (or up to three times a turn down dial!). The fact that his Trait can go off without having to make an attack roll is just awesome, and it’s a great way to deal with potentially problematic figs like Despotellis who have Defense Values that are really tough to reach.

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

Captain Marvel Marvel 2

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

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

Maxwell_Dillon_(Earth-2149)

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

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

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

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

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

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

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

 

And What to Expect From The Flash:

 

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

 

Turtle

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

Team Name: Slowness as a Way of Death!

Theme: N/A

Roster:

IIM051 Iron Pharaoh110 Points

IIM040 Shaman92

DP020 Weasel27

FI001 Thule Society Priest21

FL031 Turtle50

=300 (Exactly! Yay!)

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

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

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

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

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

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

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

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

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

 

 

 

ROC’ing the Meta 2: Electric Boogaloo!! (Or, a Look at the Top Meta Figures for the 2014-2015 ROC Season!)

ROC

Okay! So it’s been awhile since I wrote anything that wasn’t a Weekly Roundup (or that had the “Electric Boogaloo” subtitle!), and I noticed that we really haven’t addressed the new ROC season format in any real detail yet. Well, that changes today!!

In this article, we’re going to look at which figures are doing well–basically, what you can expect to see at the next few ROC’s. In part 2, we’ll discuss which figures are not working like they use to in the Meta, and which figures might yet have their day in sun!

This should explain everything.

This should explain everything.

 

First, let’s take a look at the format the ROC is using this year. I mean, you can’t hit a target if you don’t know what it is, right?

From HCRealms, here is the current format:

1.2.1: The first half of this season the format will be “300 Points, Modern Age, and “No Tactics” “No Entity Possession”.

No figure with a base larger than a double base (peanut). Runs Sep 2014-Mar 2015.

What is “No Tactics?” Again, from the rules:

“Part 4: TACTICS
Tactics are optional elements of HeroClix that you can choose to play in your HeroClix games. Each brings new strategic depth and exciting opportunities to the game, but also additional rules and complexity.
Tactics should be added to your game only when you feel you’ve mastered all other aspects of the HeroClix rules. Even then, you and those you play with might want to add only one Tactic at a time, learning each in turn. Tactics covered in this section include:

• Special Objects
• Resources
• Feats
• Battlefield Conditions
• Event Dials
• Bystanders Tokens
• Themed Teams

That’s right. No Resources, Relics, Colossals or Entities. No Bystander Tokens! No ATA’s, even! Yikes! Annnnd, you have to declare three maps on your Build sheet to choose from if you win Map Roll, so it’s a lot harder to hose teams simply via Map Choice. So what does that leave you? Well, quite a bit, actually, with one mechanic rising above the rest–at least so far. But we’ll get to that in a minute.

Looking at the results of the few ROC’s that have been run so far under these rules (you can see the results of the FAT OGRE ROC right here, and the Dial H guys have talked at length about the ROC they ran in their last couple episodes), here is what you can expect to see.

SUPPORTING CAST:

Ranged figures are at such an advantage in this format. Probably because of that, everyone is looking for supporting figures that aid in targeting and pump up Range, Attack and/or Damage. Also, TK and Support are two KEY abilities that almost every team needs to have or needs to deal with. Healing, especially, is hard to come by in today’s Meta without a Power Battery. As such, these are the solutions some high level players have turned to in order to solve for X so far in this early part of the ROC season:

The Dead Set:

Deadpool Supporting Cast

DP018 Blind Al: She’s cheap (just 13 Points) and she enables shenanigans. She’s only got 2 clicks, but that doesn’t matter. Do you need to get a figure to its second click in a hurry? Do you want the cheapest Perplex in the game for your turtle (read: Iron Pharaoh) team? One of her main drawbacks–her keywords–doesn’t matter a lick in this format, since Theme Teams are disallowed.

DP020 Weasel: Now we’re up to 27 Points and 3 clicks of life! Again, his dial is so useful it doesn’t matter. He’s got 2 specials that just make him the best supporting piece for ranged attackers in the game (Well, a case could be made for the next fig on this list, but I’m getting ahead of myself). Weasel’s Tech-Guru to the Underworld Damage Special essentially allows him to give an adjacent friendly attacker +1 to their Range, Attack AND Damage. His top dial Attack Special is slightly less useful, but it will let you reroll a nearby friendly character’s missed range attack roll if you miss by 1 (unless it’s a critical miss). As a nice little bonus, Weasel has Pulse Wave on the last two clicks of his dial. He only has an 8 Attack to go with his 5 Range (3 on the Pulse Wave), but when you remember that Pulse Wave ignores opposing Shape Change, Super Senses, Energy Shield/Deflection and Probability Control (if the Prob’er is in the area of effect), it’s not inconceivable that  Weasel could actually hit someone with it.

Bill Agent of Aim

DP102 Bill, Agent of A.I.M.: 3 clicks of life for 30 Points! Bill does just about everything Blind Al does, only better! His Defense Special (I’M NOT ACTUALLY A QUALIFIED BLIMP PILOT, IT TURNS OUT: Bill, Agent of A.I.M. can use the Carry ability to carry any number of characters. After he carries a character and actions resolve, roll a d6. On a result of 3-6, deal him and the carried characters 1 damage.) will actually let you move most of your figures into place, and it also gets Bill to his two back clicks, which are absurdly useful for the points. He has the Hydra TA, Sidestep, Willpower and Outwit, but it’s his Attack Special that makes him a must play for a lot of folks (MY HIGH-ENERGY FINDER THING: Give Bill, Agent of A.I.M. a power action and choose the highest-point opposing character. Until your next turn, that character can be targeted with a ranged combat attack by one friendly character without line of fire to that opposing character.). Bascially, as long as your Primary Attacker is in range, he can attack your opponent’s best figure regardless of Terrain or Stealth or whatever, which is never not useful.

Again, Bill’s keywords aren’t the greatest (his best is probably Scientist), but that doesn’t matter a lick in this format.

The War Veterans:

War of Light is one of the largest sets they’ve ever made (actually, it’s gotta be the largest, right?), so just on shear numbers, it would have to offer a ton of great pieces for every role in a Build. As far as supporting pieces go, there’s definitely a few that you will run into again and again:

Soranik Natu

–WOL016 Soranik Natu: This is neither here nor there, but man, as I was looking for Soranik Natu images to put at the top of this entry, I noticed that half of what I found were Cosplay photos. I guess Soranik and her rather boobilicious uniform hit the Cosplay target right in the Bullseye. She’s alien, yet she basically looks like a sunburnt human; her costume wouldn’t be too hard to throw together, and dressing up as Ms. Natu offers the chance to display a lot o’ cleavage. There ya go–I think we just worked out a Cosplay algorithm that solves for the basic elements that need to be satisfied when choosing a character to Cosplay! Well done, us!

Anyway, Soranik Natu is a 70-Point Lantern from Wave 2 offers decent stats for her cost; what makes her Meta-worthy is the back half of her Trait (TANGLED LIVES: Opposing characters named Sinestro modify their combat values by -1 if not already modified by this effect. When Soranik Natu is adjacent to a character named Kyle Rayner, they both modify their attack values by +1 if not already modified by this effect.) and her top dial Attack Special (BATTLEFIELD MEDIC: Soranik Natu can use Telekinesis and Support. When she uses Telekinesis and places a friendly character next to her, she can use Support as a free action, but only to heal that character.). Please believe me when I say that there are very few good characters with Support in this format. Many teams in the normal Meta rely on the Power Battery for Support, or use Agrir’s Hammer for some Steal Energy/Quake shenanigans. Well, you can’t use either of those in the ROC right now. But Soranik here can fit right in with what a lot of Meta teams are already doing, and a 10 Attack Support as a FREE ACTION is a Godsend. Her TK also opens up a lot of doors in terms of your plan of attack.

As far as her Trait goes, we’ll see why that matters (if only a little) a little further on in this article.

Brother Hymn

–WOL029 Brother Hymn: He’s a bit pricey at 85 Points, but he will have just about every supporting power in the game (except maybe Empower, which doesn’t do much for you in the current environment anyway) somewhere on his dial. Top dial, he can use Perplex (only to increase values, but still), Enhancement (that also gives +1 to Range, not unlike Weasel), Barrier and Probability Control. Down dial he also morphs into a warrior monk with Running Shot and 3 damage along with Support (that he can occasionally use as–you guessed it–a Free Action!). He also flies, which means he’s a decent taxi, too.

Sister Sercy

–WOL033 Sister Sercy: She costs less than Brother Hymn (66 Points to his 85), but you get less, too. 1 less click of life, 2 less range, and less damage output throughout her whole dial. What you do get, however, is a phenomenal top click. Flight with 9 Movement and the Blue Lantern Perplex (can only Perplex values UP), 10 Attack with TK (so useful in this format), 17 Defense with Willpower and Prob with 2 Damage. She does pick up the same Support Special at the end of her dial that Brother Hymn has, but with an essentially naked 17 Defense and only 5 clicks, it is very possible someone can one shot her. Still, she is someone that you may see at a ROC.

The Old School:

Void

–SOG035 Void: At 70 Points with Flight and Phasing on all five of her clicks, along with the ability to Carry up to four friendly characters (with no keyword requirement, which, again, works brilliantly in a no Themed Teams environment), she’s one of the best Taxis in the game. She also gives you a (all together now!) Free Action Support after she resolves a move action. If her attack wasn’t stuck at 8 for her whole dial, she’d be nearly broken. She also possesses a wonderful Damage Special (PRECOGNITION: Void can use Outwit, Probability Control, and Super Senses; when an action resolves after she uses any of these powers, roll a d6 that cannot be rerolled and on a result of ‘one’ deal Void 1 unavoidable damage.) that might eat away at her over time, but chances are the game will already be decided before that damage really hurts her enough to matter.

SECONDARY ATTACKERS:

Modern Age currently has a good number of figures (thanks primarily to War of Light) that can act as very efficient Secondary Attackers who cost a pittance compared to what you used to have to pay. Most are Primes, but not all. If you’re going to a ROC soon, expect to see one of these pieces backing up the Primary Attacker:

The Lanterns:

Abin Sur

–WOL046B Abin Sur (Prime): Okay! Now we get to that mechanic I was talking about earlier–the one that’s been rising above the rest. It’s the Construct mechanic (CONSTRUCT: When building your force, you may attach a construct to this character by paying its point cost. Give this character a power action and replace the construct with any other construct, up to 2 points higher than the original construct. If this character has no action tokens and the new construct is a lower point value than the original construct, this is a free action instead.)! And Abin Sur here has it! He also has Running Shot, Energy Explosion, an 8 Range, 3 native Damage and some down dial Support (so useful!) and Perplex. Now, all that might seem pedestrian enough, but there are two MAJOR things to think about with Abin Sur here.

First, consider the WIDE range of abilities Abin’s Construct ability grants him (RCE, ES/D, Free Action Barrier, Free Action Smoke Cloud, Regen, CCE, Exploit Weakness, Improved Targeting: Ignores Hindering Terrain, etc., etc. … ). He can evolve with the game for the low, low price of 10 extra points when building your force (that’s the cost of the most expensive Construct, and he can switch them out at will by using a Power Action or a Free Action depending on which Construct you’re attaching.

Second, you’ll have that extra 10 Points (and more) to spend since Abin Sur ONLY COSTS 50 FREAKING POINTS!! Whaaa… ?!?!? Yep. He’s INSANELY good for his points. The other Construct pieces from War of Light are really good for their points, but 50 Points for everything Abin Sur brings you is just stupid.

Tomar Tu

–WOL013B Tomar Tu (Prime): 99 Points of awesome. He has the Construct ability, a mid-dial mini-Highfather-esque shenanigans-baiting Movement Special (FINAL STAND AGAINST HAL JORDAN: Give Tomar Tu a power action and choose an opposing character within 6 squares and line of fire. Until your next turn, that character can’t target any friendly character with an attack.), an absurd 9 Range, 18 Defense with Super Senses and Running Shot/Pulse Wave top dial. He can also use Willpower and has a conditional Outwit! You will be seeing this piece QUITE a lot in future ROC’s.

The Lil’ Guys:

Despotellis

–WOL099 Despotellis: Despotellis is sometimes referred to as a supporting piece, but make no mistake–his only purpose is dealing damage. Now, a 30-Point Hockey Puck with a 20 Defense is hard to deal with in the normal Meta; take away Resources and Relics, and his 20-Defense becomes ridiculously difficult to deal with. His Penetrating Poison is a great way to bust through particularly tough to deal with defensive abilities like Super Senses, Shape Change, Impervious, and so on. Additionally, some of the Construct-sporting Lanterns can get up to a 20+ Defense from Range with the Shield, so having a way to knock them through their clicks without having to roll attack dice is key.

Headpool

–DP002 Headpool: Okay, he’s more of a tertiary attacker/tie-up piece, but he makes this list because you’re going to see him a lot. While he doesn’t have the Construct ability, he does have the Merc With a Mouth ability, which lets him attach Word Balloons (not as good as Constructs, but useful in and of themselves). He’s easy to get into the fray, and his Exploit Weakness should allow him to get through most defenses. Plus, his Defense Special (IMMORTAL ZOMBIE HEAD THAT EVERYONE WANTS: Headpool ignores other characters’ Poison and all but 1 damage that would be dealt to him. This power can’t be countered or ignored.) will keep him around far longer than his 3 clicks of life might suggest he would stay. The fact that he has the ability to dish out Virus tokens as well is something that might also be exploited, but we’ll touch on that a little more next time in Part 2…

PRIMARY PIECES:

These are the main pieces to watch out for. Not every army will feature one of these, but most will. They’re also not all Primary Attackers–there’s a couple Meta Builds that revolve around pieces that change the game without attacking. Either way, whatever Build you come up with, you are gonna need a way to deal with these guys (and gal) if and when you encounter them.

Yup. More Lanterns:

Kyle Raynor ION 2

–WOL107 Kyle Raynor (Green Lantern): They finally made a good Kyle Raynor?! Yup. His 180 Point cost is worth it, especially since Kyle can use the Construct ability. He can deal a ton of damage his first two clicks, but then a Stop Click (ION: When this click is revealed due to an opponent’s attack, stop turning the dial. Kyle Rayner can use Impervious and the Quintessence team ability. This power can’t be ignored.) on Click 3 kicks things into overdrive. It bumps Kyle up to a 19 native Defense along with 5 Damage and Outwit. But it’s his Movement Special that’s really bonkers (I CAN BE EVERYWHERE I NEED TO BE: Kyle Rayner can use the Duo Attack Ability. When he does, before making each attack, you may place him in a legal square up to half his speed value away.). Read that ability again. It’s stupid, it’s so good. And you still have 110-ish Points (depending on what Construct you buy Kyle) left for supporting pieces. He is fully capable of doing 9 Damage or more while using that crazy Duo Attack of his, and there’s next to nothing that your opponent can do to tie him down!

John Stewart

–WOL105 John Stewart: A more traditional from-range beatstick who becomes more interesting in this format since he has the Construct ability. His top dial includes Running Shot, Precision Strike, RCE and the ability to use RCE as a ranged combat action instead of a power action. He also naturally sees through Hindering Terrain and other characters. For those reasons, he’s better than the 160 Point Hal Jordan that came with the Scenario Pack. He doesn’t have the crazy movement powers that Kyle Raynor does, but he’s damn good in his own right and he still packs a serious punch.

The Kool-Aid Kult Member:

Proxima Midnight

–GOTG050 Proxima Midnight: First of all, how awesome is her sculpt? It’s the exact image above, including the fallen victim at her feet. But I digress. Proxima is 100 points of aggression; her dial has 7 Clicks that start out range-based, then turn to close combat before finishing with some clicks that are somewhere in between. Top dial she has 10 Movement with Running Shot, 11 Attack with Pen/Psy (and Sharpshooter), 18 Defense with Combat Reflexes and 3 native damage. Her Range is dependent on her first Trait (THREE TRACERS OF BLACK LIGHT: Proxima Midnight begins the game with 3 Tracer tokens on this card. Proxima Midnight has a range value equal to the number of Tracer tokens on this card times 3, and has a number of bolts equal to the number of Tracer tokens on this card.), but it’s her second Trait that makes her so useful against foes with strong defensive abilities (THE SPEAR OF PROXIMA MIDNIGHT: When Proxima Midnight hits with a ranged combat attack, remove a Tracer token from this card and place it on a hit character’s card if it doesn’t already have one. At the beginning of your turn, roll a d6 for each of her Tracer tokens on other character’s cards, and on a result of 3-6 deal 1 penetrating damage to the character with that Tracer token on its card. When a character with her Tracer token on its card is KO’d, place the Tracer token on Proxima Midnight’s card.). Yup. Depending on that Spear roll, you could potentially do two separate packets of penetrating damage to a character. For pieces with Stop Clicks or other shenanigans (Bizarro, the Kyle Raynor from above that we just talked about), this is a huge headache.

With her combination of Sharpshooter, Pen/Psy and Combat Reflexes, sometimes your best move is to simply Running Shot right next to your target and stay there–if they don’t have an available Outwit, it’s going to be very tough for most pieces to hit a 20 Defense–especially if Proxima hits them first and they’re mid-dial.

Lots of folks have been teaming her with Bill, Agent of A.I.M. to get that first shot in from a safe place where it’s hard or even impossible for the enemy to return fire. This is certainly a valid strategy; just be ever mindful of your positioning with her, because she can get chewed up from range real quick. Her native 18 Defense isn’t bad by any stretch, but she has no reducers of any kind. Of course, even if she does go down hard, she still has her final Trait (CULL OBSIDIAN: When Proxima Midnight is KO’d by an opposing character’s attack, deal damage to that character equal to the last amount of damage dealt to Proxima Midnight. This damage can’t be reduced below 1.) to leave as a parting gift. Oh, and Ninwashui is kind of a fan.

The Shapeshifter:

Zombie Super Skrull

GOTG062 Super Skrull: This was the winning Primary Piece at the Dial H ROC event, I believe. He’s 170 Points and possesses all the same Zombie Traits that every other Zombie Chase has. Those alone make him pretty good, but what he’s really good at is mimicking that Green Lantern Construct ability! Super Skrull’s Trait (IT’S HARD TO EMULATE FOUR POWERS WITH HALF MY LIMBS: Give Super Skrull a free action and choose up to one each of standard speed, attack, defense, and damage powers. Super Skrull can use the chosen powers until your next turn. For each power chosen this way, place a Power token on his card. At the end of your turn, roll a d6 that can’t be rerolled, and subtract 1 for each Power token on his card and remove all Power tokens from his card. On a result of 1 or less, deal Super Skrull 1 unavoidable damage.) lets him actually choose up to FOUR standard abilities to pick up on the fly, and he does it all AS A FREE ACTION (not every Construct flip with the Lanterns is gonna be a Free Action). He’s a multi-tool for every occasion! And with his Zombie Traits, you frankly don’t care about taking one measly damage, since you have multiple ways to get it back!

And he teams very well with Headpool and some of the other Z-Virus figs like–well, we’ll get into that in Part 2 when we talk about some possibly overlooked figures!

The Ol’ Standards:

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

“I’m back?! My dear, I never left!”

–IIM051 Iron Pharaoh: He is still a thing, going forward. I don’t know if there’s a piece I’ve discussed more on this site. He’s one of my favorites to use, and he’s not going anywhere until he’s rotated out. There’s not really a format that he’s not at least above average in. Krampus/Helspont teams (and, to a lesser extent, Shatterstar teams) are probably his main weakness at the moment, but even then, he probably still has a 40%-50% of coming out on top. I’ll take those odds if I’m matched up against a team designed to exploit my fatal flaw. And while he keywords are actually pretty good, the fact that you can play whoever you want with him in this environment only makes him better–he doesn’t have any NAMED keywords, so he was never gonna get those Theme Team probs anyway!

Shatterstar

–WXM010 Shatterstar: At 73 Points, he seems like he should be considered a Secondary Attacker. And on many builds, he probably will be. However, there’s a good chance that his team is going to revolve around him anyway thanks to his easily exploitable Trait (X PORTAL: Once per game, give Shatterstar a power action. Place Shatterstar and an adjacent friendly character of a lower point value in any adjacent squares on the map.) and the fact that, top dial, he can Charge 5 squares, has an 11 Attack with both Flurry AND B/C/F (Yup. If the rolls go your way, a 73 Point character can dish out 12 Clicks of raw damage on the second freaking turn no matter where your opponent is on the map. And once he’s up close and personal with an opposing figure, they’ll have to hit a 19 to Damage him (17 native Defense plus Combat Reflexes). Hell, you can run two of him and still have almost 150 Points leftover for the rest of your army. He’s that good. And just like the comics, he pairs really well with Rictor, especially since they both have top dial Charge (and Rictor pumps up their Attack values).

Highfather

–SLOSH052 Highfather: Yes, he’s still hanging around. He’s a supporting piece masquerading as a primary figure. His top dial TK , Prob and Support are somewhat useful, but the only reason he’s really played is his Trait (THE PACT: At the beginning of the game, you may announce a pact. If you do, the highest point character on your force and the highest point character on your opponent’s force (300 points or less) can’t target opposing characters with an attack until one of them has taken damage from an attack or they are the only 2 characters on the map. This ability can’t be ignored.). He can shut down Tentpole pieces, but it’s very rare in this environment that you’re going to find yourself facing a really heavy-costed piece outside of Kyle or Zombie Super Skrull. And even then, it’s not inconceivable that they won’t have a supporting piece who can get a shot in on Highfather.

As you’ve probably guessed by now, I think Highfather is a losing strategy at this point. If you go this route, you will run into a few games where he guides you to an easy win. You may even make Top 8, but usually by then you’re gonna face some really well-put-together teams that will have not one but MULTIPLE answers for Highfather, and your day will be done right quick. But I have to include him on this list because he is still out there and you may run into him.

Helspont Krampus 2

WK002 Krampus/SLOSH042 Helspont: These guys come as a pair. An unlikely one, I grant you, but they’re pretty effective. The basic idea here is to use these two along with Blind Al. You Perplex Krampus twice with Blind Al and Helspont (who also has Perplex) to get Krampus to a 12 Attack, then you give Blind Al a power action to activate her Booby Trap power and expel Helspont from the starting area and deal him one unavoidable damage. The tricky part here is to find a spot to place Helspont that’s outside of your starting area yet adjacent to Krampus (not all maps will have a good spot, so winning Map Roll will definitely help you here). Then you activate Helspont’s Movement Special (I INFILTRATED YOU LONG AGO: Give Helspont a double power action and select an opposing character of a lower point value. Place Helspont and the chosen character in each other’s squares, and after actions resolve, Helspont may be given a close or ranged combat attack as a free action.) to trade places with a key member of your opponent’s force who’s 199 Points or less. If at all possible, you want to choose someone who doesn’t have Shape Change, Super Senses or Probability Control (again, with no Themed Teams, Probability Control will be a lil’ easier to avoid) to take as many variables out of the equation as you can.

Then you activate Krampus’s special Capture Trait (NAUGHTY CHILDREN ARE MY HOLIDAY FEAST: Krampus can use the Capture ability. He can use it normally or, if the target is a higher point value, he must be given a double power action instead of a power action. When Krampus releases a captured character in his starting area, in addition to the normal effects, heal Krampus to his starting line.) and hope to all that is holy (or maybe unholy) that you hit. Krampus’s Attack Special gives him +1 to hit as well for each token on the target, so that will help you as well. With a 12-13 Attack, you should have a fighting chance against most figures.

You’ll probably have to wait through one round of clearing before you can release your Captive, but if you can succeed at all those steps, there’s a high probability that the game will be effectively over, especially if you were also able to take a Free Action shot with Helspont at another figure on your opponent’s team (and since there’s no chance of a Colossal-Sized Power Battery being in the way in their starting area in this environment, you should be good to go). Because Krampus never left his starting area, he’s still there, and he can release his Captive as soon as he has the ability to take a Power Action.

Now, if you miss with Krampus, you’re not doomed, since his Plasticity will keep most figures right where they’re at and he other Special Powers that grant him Super Senses and the ability to Perplex Attack Values down by -2, but you’ll also be giving your opponent a LOT more time to react, which is never good with this sort of combo team. There was also a ruling recently in the WizKids rules forum where they basically expanded the first turn Immunity rule to prevent you from doing this on your first turn; waiting until turn two isn’t exactly a dealbreaker, though–if you hit your rolls, crippling your opponent on turn two is just as effective as crippling him on turn one.

Hypersonic Speed is also a horrible matchup for this team (Speed Demon in particular, who people seem to have forgotten about so soon after his domination last season. But with his ability to cross the map in two turns, attack Krampus for 3 Damage AND also catch the creature in a Speed Cyclone Uplift, it’s possible he can KO Krampus in that token-clearing turn after he Captures someone but before he can release them.), but so far, we haven’t seen a ton of those figs show up in this specific Meta (outside of Super Skrull, who can gain it if he wants it). Having said all that, this is still a wickedly viable Build. I’d suspect you’d have much better results playing this than Highfather, at the very least.

The Best of the Rest:

Briefly, IIM001B Silver Centurion, ASM017B Brother Voodoo and WOL104 & WOL104R Guy Gardner are a few other figures you may run into in your ROC travels that are definitely still viable in the Meta.

Okay! So there you have it. Almost 5000 words on what you can expect to run into if you attend a ROC this season. Next time, we’ll discuss which former Meta figures you should avoid, and which figures and Builds you can try that haven’t really shown up yet this season.

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

Local Tournament Report: War of the Light Month 5 (10/29/14 @ Comics & More)

Local Tournament Report

The Format: 400 points, Sealed, one Pack of WOL Wave 1 and one pack of WOL Wave 2. In addition Lantern Resources, Rings, and Constructs may be used, but they must match what has already been given out as tournament prizes. The means the only allowable constructs are: Crossbow, Decoy, Catapult, Scissors. The Constructs, Ring, and Battery may be of any color.

What I Pulled:

  • WOL002 Red Lantern Recruit
  • WOL005 Green Lantern Recruit
  • WOL011B Hal Jordan (Blue Lantern)
  • WOL015 Arisia
  • WOL018 Munk
  • WOL023 Mongul
  • WOL026 Sodam Yat
  • WOL030B Guy Gardner (Red Lantern)
  • WOL044 Fatality
  • WOL059A Zilius Zox

What I Played:

  • WOL023 Mongul
  • WOL030B Guy Gardner (Red Lantern)
  • WOL059A Zilius Zox
  • WOLR102 Power Battery (Red Lantern Corps)
  • WOLR302 Red Lantern Ring
  • WOLR202.05 Crossbow (Red)
  • WOLR202.06 Decoy (Red)
  • WOLR202.08 Scissors (Red)
  • Total = 393 points

WOL 5-1

Round 1!

Versus:

  • WOL035B Sayd (Blue Lantern) (w/WOL066P Butcher)
  • WOL020B Laira (Green Lantern)
  • WOL003 Sinestro Corps Recruit
  • WOLR300 Green Lantern Ring
  • WOLR100 Power Battery (Green Lantern Corps)
  • WOLR200 Shield (Green)
  • WOLR200.08 Scissors (Green)
  • WOLR200.07 Catapult (Green)
  • Total = 399 points

This game(like every game tonight) was played on the indoor map “Nok”. Also, in every game I equipped the Scissors on Zilius Zox, the Decoy on Guy Gardner and Crossbow on Mongul. I always did this the first three turns of the game.

Game 1 was against a fairly new player so the start of the game went slowly. Entities are a lot to think about for new players. I had an entirely close combat team and his featured Sayd, who sported a 9 range. I was at a disadvantage approaching his team. I sent Zilus Zox up the center and had him stand on an object. Mongul and Guy Gardner went into room and hid behind some blocking terrain in little room at the center of the map. He responded by moving his team to the outside of that room and it was back to my turn. I cleared. He moved Laira up to the entrance of the room. He then used Sidestep with Sayd to get into range and then (after using Probability Control) he hit Zilius Zox from 9 spaces away for 3 clicks of damage minus toughness. His Sinestro Corps Recruit was lurking on his side of the map nearest to Laira.

On my turn Guy Gardner was in range to Charge Laria and he did so, but he missed both Flurry attacks. Mongul moved adjacent to her and Zilus Zox moved adjacent to Sayd. Sayd was able to hit Zilus Zox again and knock him to click 5, but the rest of his team was pushed and cleared action tokens to end his turn. On my turn the penetrating Poison damage started. Laira took two clicks right away. She additionally got damaged from Mongul’s attack.

That was pretty much how the game went from that point forward. Mongul and Gardner took out Laria quickly. Then Mongul helped Zilus Zox KO Sayd and Gardner took out the Sinestro Corps Recruit. In all of that only Gardner took any additional damage and that just knocked him into penetrating Poison.

WOl 5-2

Round 2!

Versus:

  • WOL009 Controller Construct
  • WOL013B Tomar Tu
  • WOL029 Brother Hymn
  • WOL042B John Stewart (Indigo Tribe)
  • WOLR103 Power Battery (Orange Lantern Corps)
  • WOLR200.05 Crossbow (Green)
  • WOLR200.06 Decoy (Green)
  • WOLR303 Orange Lantern Ring
  • Total = 393 points

As I closed with my opponent I hid in that same little room. My opponent used Running Shot with Tomar Tu and John Stewart both targeting Mongul through the side entrance of that room. Tomar hit and Stewart rolled a 3 and missed. Because of a Perplex from Brother Hymn, Mongul takes 2 damage. Tomar Tu is too close to John Stewart to use Outwit. On my turn, Mongul uses the Red Crossbow to target John Stewart and rolls a 4 to miss. That would be the only ranged attack my team makes all tournament. Zilus Zox goes into “open space” between Tomar Tu and John Stewart and attacks Tomar Tu. Tomar Tu hits his Super Senses roll. Because of the “open space” special terrain feature of the “Nok” map, Guy Gardner (who doesn’t fly) can charge only next to Tomar Tu. He rolls a 7 and then a 12 on his two Flurry rolls. His Precision Strike allowed him to ignore Super Senses and get a 2 hit instant KO on Tomar Tu.

Everyone clears. Mongul and Zilus Zox double team John Stewart. Guy Gardner moves next to the Controller Construct. On my opponents turn, Brother Hymn moves to help John Stewart and John Stewart shoots Guy Gardner in the back for 2 clicks of damage. Poison from Mongul and a strong penetrating Blades attack from Zilus Zox KO John Stewart in short order. Guy Gardner knocks the Controller Construct to it’s last click, but can’t finish the job due to Knockback into open space terrain.

The game ends shortly after with Mongul Poisoning Brother Hymn to death and Zilus Zox hunting down the Controller Construct.

tournament 3

Round 3!

Versus:

  •  WOL015 Arisia
  • WOL025 The Weaponer of Qward
  • WOL004 Indigo Tribe Recruit
  • WOL001 Orange Lantern Construct
  • WOLR100 Power Battery (Green Lantern Corps)
  • WOLR200 Shield (Green)
  • WOLR200.05 Crossbow (Green)
  • WOLR200.06 Decoy (Green)
  • WOLR300 Green Lantern Ring
  • Total = 395 points

This third game is against a very experienced player who loves to use Telekinesis to make strategic strikes. He’s a great guy, but on the HeroClix battlefield I consider him my personal nemesis (or at least my personal nemesis who isn’t named Hypefox). Besides, I still owe him after he “Krampused” me the last time we met.

So the game gets going and I’m in that same little room in the center of the map again. Zilus Zox and Guy Gardner are up front. His characters are still huddled around his Lantern in his starting zone except for Arisa who is about 5 squares up and the Orange Construct who waits just outside the room. The Weaponer chooses Psychic Blast and moves up 6 spaces to declare a ranged attack on Zilus Zox. Zilus Zox makes his Shape Change roll, but unfortunately Guy Gardner doesn’t. Just like that Guy Gardner is on his last click. Then he uses Arisa to TK the Weaponer back to his starting area and I have no chance to strike back.

On my turn I know I have to do something desperate or I will lose this match without scoring any points. I take Mongul and move him his full twelve range to base Arisa on the side opposite the Weaponer, but Mongul is now double tokened. This freezes Arisa in place within 3 of the Weaponer and now she can’t use her Outwit. Zilus Zox and Guy Gardner clear. On my opponents turn he misses with Arisa and the Indigo Recruit uses Sidestep to move the Weaponer and himself away from Arisa.

Unfortunately for my opponent, moving the Weaponer around moved him within 11 spaces of Zilus Zox and on my turn Zilus Zox bases both him and the Recruit. Guy Gardner engages the Orange Construct and Mongul can’t attack, but he Poisons Arisa for 1. On my opponents next turn Zilus Zox makes a Shape Change roll against the Weaponer and the Indigo Recruit misses. Arisa clears. Back to my turn and more penetrating Poison damage is dished out by Mongul and Zilus Zox. Mongul finishes off Arisa. Zilus Zox hits an Exploit Weakness attack on the Weaponer for 4 damage.

The Weaponer eventually hits Zilus Zox onto his 4th click. The Recruit tries to break away unsuccessfully for several turns. Zilus Zox strikes back by knocking the Weaponer to his last click. The Recruit finally breaks away and carries the Weaponer to the Battery to be healed. He returns to click 6. The next turn he is surrounded by the weakened Gardner and Zilus Zox. He uses Flurry to knock them both out in one turn, but now he’s double tokened. Mongul Charges him and knocks the Weaponer to his last click. On my opponent’s turn, the Recruit misses two break away rolls and there is nothing he can do after that. He can’t use Regeneration because he’s double tokened and he can’t use Support from the Battery because I’m still next to him. On my turn the Weaponer is KOed via Poison and Mongul knocks out the Recruit with an attack.

Learning

What I learned:

  • Red Penetrating Poison is extremely strong! I did almost as much damage with that as I did with attacks.
  • I’m going to make sure to play Arisia if I pull her in Month 6. Her TK plus Outwit and her ability to be a decent secondary attacker are great for her point cost. I’d love to pull my own TK Shenanigans in month 6.
  • It’s been a while since I played against a Weaponer of Qward. He’s still ridiculous.
  • Laira and Tomar Tu are both good for their point cost. Both are worth playing if you pull them.
  • Mongul was good, but his range drives up his point cost and I only made one ranged attack all day. I also had chances to use the Black Mercy special, but in every case I deemed his natural 4 damage to be the better option. If I was playing more figures that had damage reducers then maybe I’d feel differently. The way I used him today it was more wasted points.
  • Guy Gardner and his mobility were great for his point cost. He could move up to 7 squares and still make and attack. His 12 attack value was awesome.
  • Zilus Zox was the star of my team. His great Defense and off the charts offensive abilities are worth every point. The penetrating Poison on his first 4 clicks is the best among all the reds who typically don’t get penetrating Poison until later in the dial. Throw a red Scissors on him and watch him take down figures twice his point cost!

A Really Long Reply: Skye’s Father and Other Random Thoughts…

This started off as a really long comment/reply to Hypefox’s last Mid-Weekly Roundup. With everything he brought up, my reply ended up being long enough to be it’s own article.

What follows is in no particular order…

Agents of Shield Title

Agents of S.H.I.E.L.D:

–I read an article today theorizing that the Inhumans are coming to Agents of S.H.I. E.L.D. . The author theorized that the blue alien that healed Coulson was a Kree and that Skye was an Inhuman. That’s why Skye shared some DNA with the blue alien (being that the Inhumans were the result of Kree genetic experiments on humans). They also theorized that the obelisk is actually a Terrigan Crystal. Various characters in the series have also mentioned several times that Skye and her father were from the Himalayas. That was the original location of the home of the Inhumans (before it moved to the moon and before it blew up). Now, the author of the article thought Skye’s father would either be Mr. Hyde (retconned to now be an Inhuman), Maximus, or the Unspoken! The first one would make Skye into “Daisy” from Marvel’s Secret Warriors and the last two would actually make Skye part of the Inhuman royal family!

My guess?

I think it will turn out that Mr. Hyde will be Skye’s father. There is talk of an Inhumans movie and if that’s true then Mr. Hyde would be the least likely character that would be needed for such an endeavor, which in turn would mean that the showrunners would have free rein to do whatever they wanted to with the character. That’s why I think Season 1 of Agents of S.H.I.E.L.D. didn’t feature more recognizable super people–they didn’t know which characters would and would not be needed for MCU films in the near future. Having a major villain debut on Agents of S.H.I.E.L.D. pretty much ensures that character won’t make it into the movies (at least not in any meaningful way, i.e. the primary antagonist).

Can you imagine if, say, a Hawkeye movie featured as the main villain someone that Phil Coulson’s team fought (and ostensibly beat) during an episode of MAoS? There could definitely be a feeling of ‘been there, done that’ to the proceedings, which could cause ticket sales to suffer, which is just about the last thing you would want for a tentpole flick that would cost a minimum of $150 million to produce.

However, if the MCU movies used some of the characters who were first established on TV (or, say, one of the upcoming Netflix series) to fill in the edges of some of their stories, well, that could be really cool. For example, if, say, Absorbing Man showed up as bit player in the next Avengers movie then I think that would drive the up popularity of both media, and would make the TV series “matter” in the movie universe. Can you imagine Avengers 2 opening with the already-established-on-Agents-of-S.H.I.E.L.D.-Absorbing Man fighting the Hulk in Times Square before the opening credits? Then Ultron reveals him himself after the Avengers assemble post-fight back at the tower. I don’t think they’ll do it, but it’s awesome to think about. Really, the possibilities for this sort of thing are endless…

 

"Oh, Stephen, noooo!"

Celebrate-Gate…

 The Detroit Lions – These guys have been known in years past (really every other year previous to now) to lead fans on and make them start to believe only to yank the football away at the last second like Lucy does with Charlie Brown. Their defense this year will be remembered as one of the best the team has ever had. The offense will likely not be remembered at all. They won their latest game in incredible fashion, or more accurately the Falcons lost their latest game in incredible fashion. On the plus side this week no major player injured themselves celebrating, and our field goal kicker proved he can actually make a field goal if you give him a free do-over. Seriously I would love it if Jason Hanson came back. I think the Lions are getting kickers from the same place that the Tigers get closers.

 

Avengers_Assemble_TV_series

Marvel Cartoon Series – I don’t have any new news here. I just wanted to bring these to your attention in case you haven’t been checking them out. When Marvel connected everything in their movie universe by releasing the Avengers, the cartoon universe made that same move. In 2013, the current (at that time) Avengers cartoon was based off of the comics. It was replaced by Avengers Assemble, which started in episode one with the events of the Avengers movie. From there it diverges wildly (like adding falcon to the team in episode 1), but it’s nice for new viewers to have the movie starting point. Being in cartoon form also allows them to do things that wouldn’t fly in the movies – like having Dracula (yes that Dracula) be a reoccurring villain.  Avengers Assemble also connects with Ultimate Spider-man and Hulk and the Agents of S.M.A.S.H. in the same cartoon Universe. This allows them to guest star characters frequently between series and keep the same voice actors for characters regardless of show. For example, Iron Man is always voiced by Adrian Pasdar (who is also Glen Talbot on Agents of S.H.I.E.L.D) regardless of which of the shows he’s appearing on at the time. That inter-connectedness makes it cool.

 

redbox

On Blu-Ray this month – I’ve got kids so I miss a ton of movies in theatres. I took a chance and rented Godzilla this week. I loved Pacific Rim and I was hoping this would be similarly fun. That ended up not being the case. The director made the incomprehensible decision to shoot the movie with realistic lighting conditions. Like maybe the monsters would be a lot scarier if you couldn’t really see them. Except in other movies that do that there is something else for the viewers to watch. This was just dark and hard to see. Can you imagine if the original Star Wars used realistic lighting conditions and you could barely see the Death Star the whole movie? Ridiculous. The plot also was absurd and that’s coming from someone who thought the Mathew Brodrick version was decent. HISHE has a wonderful spoof on this movie. The part with the “let them fight” line was dead on.

I’m hoping to rent The Edge of Tomorrow and 1000 Ways to Die in the West soon. I have higher hopes for those movies.

 

The_Flash_(2014_TV_series)_logo

The Entire Flash set Versus Speed Demon – They’ve revealed five Hypersonic Speed-based character dials for The Flash set so far. While they each have some interesting powers, they all require you to hit an opponent before you can really do anything special. There are faster pieces in this set, but so far it looks like Speed Demon will remain the best Hypersonic HeroClix character [EDITOR’S NOTE: All characters get better with Entities, obviously, but he is damn near broken! Ion is great with him; Ophidian might be just as good, if not better (keep in mind, if you can find a way to give Speed Demon Sidestep, his Trait still activates! So in addition to your normal attack and first Speed Cyclone Uplift victim, if you’re careful enough with your positioning, you would have a 1 in 6 chance to do another 1 damage to an opposing figure. That’s three freaking chances to deal damage to opposing figures, and two of them don’t even need attack rolls. Sick, sick SICK!!]

On an unrelated note, FL204 Central City Police Captain has a power that reads “LAW ENFORCEMENT CONSULTANT: When building your force, all characters with the Police keyword have the Central City keyword.” With the Batman and Streets of Gotham sets still being legal, Police teams might be a thing again. As always, stay tuned…

 

Krampus

Team of the week – I’ve had reason to study the Krampus/Helspont combo recently and I’m finding the only teams truly resistant are teams that feature a tent pole that costs over 199 points (because Helspont can’t switch with them). To that end I put together this quick team.

“Deadpool is Just the Man to Teachethetheth Thee.”

  • DP055 Deadpool (w/DPW003 “4th Wall? What 4th Wall?”)
  • TDW011 Fandral
  • FIR100 The Book of the Skull
  • FIR107 Angrir’s Hammer
  • Total = 299 points

If someone tries to “Krampus” this team they won’t be able to touch Deadpool due to his point cost.  That leaves Fandral. Fandral can use his perplex to raise his defense by one and then Krampus would need hit a 20 defense to get his Capture. It’s still very possible Krampus makes that roll, but it’s a certainly not a “lock”. That’s not really even the worst part for the Krampus player. If Helspont switches with Fandral, he’ll end up double tokened next to Deadpool. Deadpool has outwit, pulse wave, and an attack of 14. He’s not going to miss except on snake eyes. Helspont will be near the end of his dial very quickly.

Against non-Krampus teams, Deadpool is still a killer and Fandral is still a very competent backup attacker. If Fandral rolls low on Blades then Deadpool gets a free close combat attack via Fandrals’s Feint special power . If Fandral rolls high on Blades, then he rolls high on Blades. Isn’t that enough?

The approach on the battlefield against other teams might hurt because Deadpool only has a six range, but once you close with another team you will be incredibly deadly.

[EDITOR’S NOTE: Any team using the Yellow Power Battery has the possibility to give Krampus fits as well, provided your figures are over 79 Points. The Hal Jordan Parallax team from the first “Let’s Be Lanterns” should be able to mop the floor with a Krampus/Helspont team. Having said that, yeah, there’s not a lot that effectively counters Krampus/Helspont. Props to you again, Andrew!]

Well, that’s it for now. Man, that was a lot of randomness that I just scribbled down. I feel like Larry King! Now if only I got paid like him…

[EDITOR’S NOTE: Sorry. Not gonna happen.]

Damn.

 

 

 

Flash Forward!! (Or, The Mid-Weekly Roundup for 10/19/2014!!)

Roundup

 

Welcome Back!!

So what’s happened since our last Roundup? Well, let’s see….

–The Tigers flamed out of the playoffs in just three short games. Joba Chamberlain and the bullpen were characteristically awful (seriously, it seemed like they were filming a sequel to “Firestarter” there EVERY FREAKING NIGHT!), as was manager Brad Ausmus, who–when it came to making pitching changes–made the wrong choice just about every time:

Bossmus

What’s that? Anibal Sanchez is available? No thanks! Joba just blew an inning last game, so, mathematically, there’s no possible way he can blow a 4-run lead today! It’s science!”

I get that the number of good bullpen options he had were limited, but to not use virtually ANY of them is just idiotic. Even Blaine Hardy would have inspired more confidence than the Pu-Pu Platter of Joba Chamberlain and Joaquin Soria that he kept shoveling out there night after night.

Brad Ausmus's version of Sabermetrics.

While demonstrating his mastery of Sabermetrics, Tigers Manager Brad Ausmus delivers the results of his statistical analysis of using Joe Nathan as his closer.

Overall, I actually thought Ausmus was fairly solid as a manager during the regular season. We’ll see how Year 2 goes. I can’t imagine that the leash is long for him after such a playoff debacle. We shall see, though. Bring on the Hot Stove league!

 

–The Lions have tricked everyone into thinking they’re respectable again. Spoiler Alert: They’re not. They’ve beaten up on a Murderer’s Row of awful quarterbacks , and they still managed to find a way to lose at home to Kyle Orton. That’s not easy. Now, they are 5-2, and they still have 3 games against Minnesota and Chicago, who are terrible, so getting to 10+ wins should be fairly straightforward. Of course, with this team, things are never straightforward.

I’m cautiously optimistic, but after last year’s swoon, I’m gonna need to see a lot more than what they’ve shown me so far before I get my hopes up. Remember, we’re not even, like, a month removed from this highlight yet:

"Oh, Stephen, noooo!"

“Oh, Stephen, noooo!”

 

But enough about sports! What you’re really here for is a Heroclix recap, right?

Well, look no further than…

 

THE WEEKLY ROUNDUP!!

 

Microphone

PODCASTS:

Dial H

Dial H for Heroclix was back with an episode near and dear to my heart! Episode 66, “Lantern Team Building Advice,” was a shortie but a goodie. Similar in premise to the “Let’s Be Lanterns” series that we ran right here in August (but with much more of a “Dial H” spin, of course, and a much more thorough analysis of each color’s Power Battery), there’s no shortage of good advice for players contained within (FYI–the Blue Lantern actually does NOT work with LE Absorbing Man–that’s a pending errata right from Wizkids’s own rules forum–but the rest of the advice they give is spot on!).

This is Ultimate Play, b!tches!

–As far as I can tell, Episode 27, which covers the end of the ROC’s first season, is still the most recent entry!

Push to Regen

–In case you missed it last time, in somewhat sad news, Push to Regen has announced on Reddit that they have released their final episode. Their Facebook page is still up, and still posting the occasional news item, but for now, the show has reached its final destination.

"We're a Thing again!"

–ClixCast is back! They have yet to release an October ep, but you can catch their August and September offerings right here!

 

Welcome... to the ROC!

–While I haven’t seen any recent results, you can find the latest ROC tourney announcements right here!

–Having said that, I know I went on a big rant last time about the possibility of Copycat screwing up the ROC’s current format. Until I get some hard results that will either back up or destroy my argument, I’m going to back off a little bit… but I will definitely be watching these next few ROC’s with great interest!

 

Preview

–Want to know what it’ll be like tearing into a case of FLASH boosters next month? Well, wonder no longer, because Friday Night Lights alum and celebrity Heroclix fan Scott Porter (Iceman425 on the Realms) has teamed with DC VP of Creative Sciences Kevin Kiniry to do just that–and they recorded it all!

A couple of takeaways from that video:

-There are only 3 Chases (unofficially, they will be The Question, Pandora and Phantom Stranger)

-If you buy a case of The Flash, well… you are NOT guaranteed to pull one of them!! That’s right, Scott and Kevin pulled 2 Primes (the Common and Uncommon Prime, I believe). This means that the Chases will probably be REALLY expensive on the secondary market, especially initially. And if they’re actually good… yikes! Will they even be able to replace the Trinity of Sin Team Base figures? That is a dark horse rumor. That I just started.

-Some of the sculpts are amazing. Or at least they look amazing on film.

-I don’t know much about any of the Flash characters beyond Wally West, Barry Allen and Jay Garrick. I know virtually nothing about their Rogues’ Gallery. Having said that, a lot of people who do seem to be really, REALLY excited for this set. Basically, this seems like the DC version of the DeadPool set we got back in May. The characters I’d probably be most excited for are the Trinity of Sin characters, and they’re gonna be some really hard to pull Chases. And maybe a Kingdom Come Flash (He’s rumored to be a Super Rare. I loved that story, and all of the initial Kingdom Come characters were so overpowered it was ridiculous!). So while I may not grab nearly as much of this set as, say, Guardians of the Galaxy, I’m glad all the folks who really love these characters are finally getting a set!

-Finally, Deadpool kind of set the bar for how broken/awesome a Hypersonic Speed character can be with Speed Demon (and, to a lesser extent, Whizzer), so we’ll see if any of the characters in Flash can hang with the most recent Marvel speedsters!

 

Army of the Week

Army of the Week:

This week, we’re gonna spotlight local player Andrew’s team from Ninwashui’s most recent Local Tourney Report!

Krampus

Team Name: Krampin’ Your Style

Theme: None

Roster:

WKWK–002 Krampus79 Points

(assigned The Utility Belt with 1 item)–8

SLOSH042 Helspont200

DP018 Blind Al13

=300 Points

 

What We Liked About This Build: Holy crap, this was pretty fun to play against! Krampus with a 13 Attack and Capture is just devastating, and Helspont’s ability–and Andrew’s creative way of getting Helspont to the correct click–was just some awesome out-of-the-box thinking! Ninwashui mentioned in his report that while he admired the creativity of the Build, he didn’t have a great time losing half of his army by Turn 2. I had a different experience.

Playing the Orange Power Battery with Iron Pharaoh (Possessed by Ophidian) and Speed Demon (Possessed by Ion), I saw Andrew capture Iron Pharaoh on Andrew’s first turn (using a double power action) and had to spend my next two turns racing across the board to try and free the Pharaoh. Speed Demon ended up rolling a 12, which did enough damage to KO Krampus in one hit. Had I not gotten that stroke of luck, I still would have had about a 66% chance to do the last two damage that I needed via Speed Demon’s Cyclone Trait (SPEED CYCLONE UPLIFT: When Speed Demon moves, after actions resolve, choose an opposing character and roll a d6. If the result is less than the number of distinct squares that Speed Demon moved into or through that are adjacent to that character during the move, you may place that character within line of fire of its square and up to the result away in squares and deal that character half of the result in damage.), but had I rolled a 1 or a 2, I would have been in a world of hurt; Krampus would have scored Iron Pharaoh on his next turn, which would have healed him back up to full, Speed Demon would be on his second click, and Andrew could just trade places with Speed Demon again using Helspont and sent my last piece all the way across the map (while double-tokened!).

In other words, the game would almost be over at that point. I’d have needed an extraordinary amount of luck to get back in the match, so it all came down to that initial push with Speed Demon to try and get Iron Pharaoh back. At the risk of coming across as the biggest nerd to ever pick up a pair of dice, it was probably my most dramatic Heroclix moment so far!

But that’s mostly a recap. What I want to focus on is Andrew’s army! Ninwashui and I spent probably 15 minutes after that tournament discussing Andrew’s Build and how it affected every decision each of us made in our respective matches. We also looked at it from Andrew’s perspective; after I described our match, Ninwashui was absolutely sure that Andrew should have grabbed Speed Demon instead of Iron Pharaoh. But I pointed out that Andrew then would have had a double tokened Helspont in a prime position (roughly 3 squares away) to get 2-shotted by Iron Pharaoh (who was sporting the Orange Crossbow and would have basically had a 13 Attack of his own and would have been sporting 5-6 Damage against Helspont at that point). So if Andrew takes Speed Demon, he scores around 185 Points, but he’d probably lose a 200 Point character immediately after! That would leave him Krampus and Blind Al, who, frankly, would have had no shot against the Pharaoh.

And that was just a small snippet of the dozens of scenarios Ninwashui and I were running through A HALF HOUR AFTER THE TOURNAMENT ENDED! I can’t remember the last Build that got us talking so much. Ninwashui was right in his report insomuch as there ARE several team types that will have next to no shot against Andrew’s team IF HIS CAPTURE GOES TO PLAN. But there are also plenty of Meta Builds that still match up well against Andrew’s squad! I was simply lucky in that I was playing just such a team (although, as I stated above, I still needed one really lucky roll!).

At the end of the day, I think Heroclix is actually a better game for having a team like Andrew’s in it. It was different and creative, and that’s why it’s this week’s Army of the Week! Great job, Andrew!

 

Hooray for Hollllllywooood!!

Hooray for Hollllllywooood!!

Agents of Shield Title

–So last time, I talked about what was wrong with Gotham, and some things they could do to fix the show. The last two episodes weren’t fabulous, but they were a step in the right direction. So this week, I want to focus on Marvel’s Agents of S.H.I.E.L.D.!

If you gave up on this show last year, you are really missing something this year. These episodes have a raw momentum that was missing from many of the initial offerings last season. The creators have somehow also managed to introduce a TON of new characters while still remembering to give each of the main characters a share of the spotlight in every episode so far. More than that, the villains this year have been much more formidable (and, y’know, actually INTERESTING in their own right!).

As opposed to the Mort of the Month C-list roster fodder that the writers seemed to shuffle into every episode last year, this year started with a bang with an impressively realized Absorbing Man, Kraken (aka Daniel Whitehall) and Skye’s Evil Father (Mr. Hyde? A Kree? An original creation? We don’t know exactly who he is yet!).

This week’s episode also introduced Mockingbird into the Marvel Cinematic Universe, and it looks like things are just picking up.

Alan Sepinwall at Hitfix has been all over M.A.o.S.’s resurgence this year, and you can read his latest recap right here!

I have a lot of thoughts regarding S.H.I.E.L.D. specifically, and the MCU as a whole, that are probably best saved for a separate post. For now, I’ll just say that if you’ve been off the Agents of S.H.I.E.L.D. bandwagon for awhile, now is a great time to climb back on!

 

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

Critical Missives:

–Okay, we’ve already linked to Ninwashui’s articles from the last couple weeks, and we’ve got more content planned for the next couple weeks as well. Remember to Follow us on Twitter for all the latest updates (and random thoughts) as soon as they happen! You can Follow us at @criticalmissive to stay up to date on articles (think I’ve got the kinks worked out; it should Tweet the link every time there’s something new to read).

 

And that’s it for this week!! See ya next time, and until then, stay safe (and DRY!!), and watch where you draw your lines of fire!