Heroclix in a Half-Shell!! (Or, Let’s Review the Ten Best Figures in TMNT!!)

Black and White Turtles

Oh man, Black & White OG Turtles? They should do these as Chases! … What’s that now?!

Goongala Goongala! And Hello Again!!

Sorry we’ve been radio silent for awhile–both Ninwashui and I have been sick puppies for most of the last 30-odd days. Ninwashui had strep throat, pinkeye, and God knows what else. I think he might’ve even turned into a werewolf at some point… I dunno. I lost track.

As for myself, I’ve had at least one sinus infection (possibly two), a terrible cough (possibly bronchitis) and I’ve produced enough mucus to sculpt a scale replica of Doop. And neither of us has fully recovered yet! Ahhhh, Spring… you can go #@$% yourself.

Annnnnyyyway, life–and Heroclix news–marches on. Wizkids released a bunch of news about some upcoming set themes, then they lost their minds for just a bit and decided to retire almost every set that didn’t come out, like, last week, and then they started previewing a bunch of cool new figures from both Uncanny X-Men (many of you probably have some of these in your hot little hands via the Pre-release tournament program or the release events going on this weekend!) AND TMNT.

The set rotation announcement really deserves its own article, so we’ll table that discussion for a moment. But since we’ve just celebrated the release of TMNT, the first non-Marvel, non-DC Modern Age set in ages (I think Street Fighter was the last such offering), we’re gonna talk about that today.

In fact, let’s talk about…

THE TEN ELEVEN BEST FIGURES IN TEENAGE MUTANT NINJA TURTLES!!

Yup! Think of this as a stealthy, “mini” Top Ten article (yes, it’s still 2500+ words, but I mean, really, anything under 5000 for me still qualifies as “mini.”). The set only really has like 40 figures or so, so we’re going to skip the Honorable Mentions, and we’re only extending the Top Ten out to a Top Eleven (for me, that’s progress!). That’s right–if you want to make it into this review, you have to be Top Ten-worthy! But first, as usual…

SOME BRIEF NOTES ABOUT THE SET:

–Do you like dials under 100 Points? Do you hate Improved Targeting of any kind, especially when it’s passed out like candy at Halloween? Then this is the set for you. It plays remarkably well in Sealed formats. Outside of Krang (and oh, will we get to Krang–don’t you worry), there’s really not anything in the set that towers above everything else the way that the World’s Finest duo ran roughshod over everything in those World’s Finest release tournies. So it’s actually a pretty balanced set for Sealed.

Did you get a few Common Turtles and, like, a Foot Soldier? Don’t worry–you’re not out of it before you’ve even begun. Everything is relatively close to everything else in the set in terms of power level, with very few exceptions (again: KRANG!).

–Which leads us to our customary Power Level check. This set is nowhere near the Power Level of the stuff we just got in World’s Finest (forget the SR’s and Chases; even someone like Zatara or Mary Marvel would have their way with just about any one or even two pieces in this set at the same point level).

However… that doesn’t mean that there’s not Meta potential here. Especially since WizKids seems to be in the midst of scaling back Power Creep to, like, 2008 levels. You won’t notice it as much now, but it’ll become a little bit clearer after Guardians rotates out in, what, July? Then fast forward a year to 2017 when even more good stuff rotates out (like NFAOS, which will only be 2 years old at that point, but after the way WizKids just dumped Deadpool and GotG after the same amount of time–or even less, really–I would not be surprised to see Balls of Fury and all the rest of his rowdy, powerful friends given the heave ho), and suddenly you’ll be left with a lot of little pieces that are very efficient (and probably need to attack from up close).

Uncanny X-Men seems to be following suit with a lot of little 50-80 cost figures that are, point-for-point, the best pieces in the set. So if this is the new normal going forward, if small and efficient is the new, uh, big and efficient, well, you’re gonna want a lot of these TMNT pieces.

(And yes, I realize that World’s Finest and the big, powerful KC Chases are probably always gonna be in Modern at the same time as this Turtles set, so really, as always, forget everything I just said.)

–I really like the consistency of all the new ninja weapon Special Powers. Basically, whether it’s a Chase Turtle or a lowly Foot Clan robot, any character that uses a certain type of weapon has the same Special Power. It really adds a lot of ninja flavor to the figures.

And for the record, those five weapon Specials are:

KATANA: __X__ can use Blades/Claws/Fangs. If __X__ missed a close attack this turn, __X__ can use Sidestep.

SAI: __X__ can use Flurry. __X__ deals penetrating damage when making a close attack.

NUNCHAKUS: __X__ can use Flurry. Each time __X__ hits an opposing character, after actions resolve you may give that character an action token.

BO STAFF: All damage dealt by __X__ causes knockback. Giant Reach: 2.

CHAIN KAMA: When __X__ hits an opposing character with a range attack, after actions resolve you may place the hit character adjacent to __X__ and it can’t be moved or placed during its next turn.

I would love to see these show up even in a Marvel or DC set. Give me an Elektra with the Sai Special or a Katana from Suicide Squad with a, uh, Katana Special! I think these powers represent the effects of the weapons very well. Kudos to the Wizkids design team.

Anyway, without further ado…

April O'neil

11. TMNT019 April O’Neil30 PointsRare: Okay, this is “scientist” April as opposed to the cartoon “reporter” April, which explains the tricksy, support-y dial. Yes, her base defense stinks, even with her Special Defense Power (THEY PROTECT ME, I GIVE THEM A HOME: UNIQUE MODIFIERAs long as one or more friendly characters with the TMNT keyword or named Casey Jones are adjacent, April O’Neil and those adjacent friendly characters modify their defense values by +1.).

But the reason to spend 30 Points on April is because she’s a mobile Outwit unit who can do her job from the BACK of the pack. Her Damage Special (SKILLED PROGRAMMER: April O’Neil can use Outwit and Improved Targeting: Ignores Characters when she does.) combined with her top dial Sidestep means it will be easy to both keep her out of harm’s way AND keep her in the right position to Outwit opposing pieces, which is a very rare combination.

Splinter

10. TMNT011 Splinter40 PointsUncommon: Think of Splinter as the Toymaster of this set, only with slightly less trickery but slightly more offense. His Precision Strike is nice, but his Sidestep is actually the key to his dial.

His Trait (I HAVE TAUGHT YOU ALL I LEARNED: Splinter can use Empower. UNIQUE MODIFIER-Adjacent Friendly characters with the TMNT Keyword modify their attack values by +1.) means he needs to be adjacent to his sons to help them out, but that top dial Sidestep could allow you to boost two different Turtles in one turn even if they themselves are two to three squares away from each other (although many of the Turtles benefit from being adjacent to each other, so why are you separating them in my theoretical example?).

If you play him with some of the Turtle Chases, all of the sudden their Attack Values zoom up into the 12-13 area and they start doing 4 Damage top dial even though they’re all just 75 Points!

At that point, the trick becomes finding a way to move everyone efficiently…

Nobody Hobody

9. TMNT014 Nobody45 Points — Uncommon: Not to be confused with DC’s Mr. Nobody, clearly. He (or she, as there have been several “Nobody”‘s throughout Turtles history, although I believe this is the OG Nobody) sports a 5-Click Tertiary Attacker dial that’s just loaded with mobility and survivability–if you can get him on the right map (the “Jean Grey School for Higher Learning” Map that we just got in the Uncanny X-Men OP Kit has a plethora of walls and would be a perfect battlefield for, well, Nobody).

He ignores Elevated Terrain on movement and his Trait is just bonkers for a piece with such a low cost (SHADOWY AVENGER: Nobody can use Stealth. Nobody can’t be targeted by opposing characters if he’s adjacent to a wall.).

But that Trait just makes him hard to kill. Can your opponent just ignore him? Surprisingly, no. He has top dial Close Combat Expert, so he can pump his damage all the way to 4 if he so wishes. But even worse than that (well, worse for your opponents), Nobody has a top dial Attack Special (CAPE IN YOUR EYES: Give Nobody a power action and choose an adjacent opposing character. That character can’t make an attack during its next turn.) that can all but shutdown ANY opposing character to whom Nobody is adjacent! And since he starts with Sidestep, all you have to do is TK him to within two squares of your opponent’s Primary Attacker and all of the sudden you can attack with no fear of retaliation!

CATWS013 Agent 13 is the last piece I can think of who’s sole mission was to get adjacent to your opponent’s most important piece and stay there, but Nobody does that trick even better–and for 10 less points!!

Baxter Stockman Fly

8. TMNT030 Baxter Stockman60 PointsSuper Rare: Potentially one of the best taxis ever created–but only if you’ve constructed an army of insect-sized figures.

His Trait (FOUR ARMZZZZ: Baxter Stockman may carry up to 4 “tiny damage symbol” characters.) makes him extremely useful in a Modern Age filled with Ant-Men and Elast-Girls. Honestly, I can’t think of a time when we had more useful, viable “Tiny Size” pieces then right now.

This Baxter’s only five clicks long, and his dial alternates between Tertiary Attacker and Support piece, but his mobility and his ability to potentially transport an entire Tiny-Sized army up to 12 Squares at a time is the best reason to play him.

Baxter Stockman No Fly

7. Baxter Stockman — 30 Points — Uncommon: Potentially one of the best taxis ever cre–wait a minute, I just did a Baxter Stockman write-up! Oooooohhh, this is the “evil robotics genius” Baxter, as opposed to the freaky half-man, half-fly version.

So why is this version even better? Well, in addition to Stealth and Outwit, his Trait (I DON’T NEED ANYONE EXCEPT MY MOUSERS!: When a friendly character named Mouser is KO’ed by an opponent’s attack, roll a d6. 4-6: You may place adjacent a TMNT #005 Mouser from outside the game if no other friendly character did.) will let you flood the board with ever-reincarnating Mousers, but the real reason you’ll want to play him is his Special Attack Power (ROBOTICS GENIUS: Give Baxter Stockman a free action to heal an adjacent friendly character with the Robot keyword 1 click. If it can’t be healed, modify its speed and attack values by +1 this turn instead.).

In a world where Juston Seyfert exists [EDITOR’S NOTE: Uh, like ours? Ohhh, I see what you did there. Nice.)], Baxter here is the perfect complementary role player!

Casey Jones

6. TMNT012 Casey Jones30 PointsUncommon: Yes, he tops out with a Damage Value of 2. His Defense Value isn’t great either (it’s a 17). But his with a little help from someone’s Outwit, or if you just send him after support figures with little or no damage absorption, Casey Jones can actually get by as a Secondary Attacker… for just 30 Points!! How? His top dial Attack Special (GOONGALA GOONGALA: Give Casey Jones a close action and make a close attack. If he hits, after actions resolve move him up to two squares automatically breaking away, then make another close attack with his attack and damage values modified by +1.), that’s how.

This is probably the most dangerous 30 Point melee piece we’ve seen since Fear Itself Loki!

(Oh, and if you want to go the Outwit route to cancel opposing defenses, might we suggest Ms. O’Neil from slot number 10? She combos nicely with Casey.)

TMNT Jason Flowers

Click here for more info on this awesome Jason Flowers TMNT print.

5. TMNT034 Donatello — 75 Points — Chase:

4. TMNT035 Leonardo — 75 Points — Chase:

3. TMNT033 Michaelangelo — 75 Points — Chase:

2. TMNT032 Raphael — 75 Points — Chase:

Okay, we’re gonna talk about these four Chase pieces all together since they’re all really similar pieces. Each Turtle again has their signature Weapon Special, and they all share the same two Traits (we’ll use Mikey’s card as an example, since he was always my favorite Turtle): (SHELL TO SHELL DEFENSE: Michelangelo can use Stealth. If Michelangelo is adjacent to a character named Raphael, Donatello, or Leonardo, he can use Impervious.) and (ADVANCED TURTLE TECHNIQUE: When Michelangelo hits one or more opposing characters, after actions resolve Michelangelo can move up to 2 squares automatically breaking away, and then may make a close attack targeting a character he has not attacked this turn.).

So each Chase Turtle gives you six highly efficient Clicks for 75 Points that get even BETTER when played with each other.

Getting melee pieces to their targets in one piece has always and will always be a problem in Heroclix, but giving Stealth and Impervious to these Turtles when they advance in pairs is a huge advantage!

Krang

Shredder, my eyes are down here!

1. TMNT031 Krang — 170 Points — Super Rare: Wow. For everyone who looked at Super Rare Prime Ragnarok from Avengers Assemble and said, “Sure he can unleash unholy destruction when paired with Juston Seyfert, but I wish he was, like, 30 Points cheaper… ,” well, now you have your wish.

Yup, Krang has the “Robot” keyword. He has other keywords as well, I’m sure, but who cares? “Robot” is all Juston needs to go crazy with him.

Krang’s Trait (MOLECULAR AMPLIFICATION CHIP: Give Krang a free action and he has (Giant Damage Symbol) and modifies his combat values by +1 until your next turn. At the end of your turn, deal him 1 unavoidable damage. Give Krang a free action and he has Colossal and modifies his combat values by +2 until your next turn. At the end of your turn, deal him 2 unavoidable damage. You may only activate one of these powers each turn.) is really what all the fuss is about. By making him Colossal, you end up with even better stats than what Ragnarok starts with, and Krang also has top dial Charge, Impervious and Prob Control.

Not a bad little package… but it gets much better! His Attack Special (SHAPESHIFTING HANDS: Give Krang a free action to choose a standard attack power or (Wing Movement Symbol). Krang can use the chosen power or symbol until you choose again.) also gives him a TON of flexibility over how he’s going to kill you.

And if you do manage to knock him off of his first Click, he simply gains a Damage Special Power (IQ OF 968 – UNTIL HE GETS MAD: Krang can use Outwit and Probability Control. His powers can’t be countered by a character on an equal or higher click number.) that makes it REALLY hard to damage him again!

Oh, and speaking of damage, how about we just pair him with “Scientist” Baxter Stockman (number 7 on our list) and let him heal damage every freaking turn… for free!

I will be shocked if Krang doesn’t make a significant impact on the Meta!

 

Okay, that’s all for today. In the coming days and weeks we will be gearing up for our dual Top Ten Set Reviews for Uncanny X-Men, and Ninwashui has a special Meta Build article he’s working on wherein he brainstorms a way to counter everyone’s favorite gun-toting uncle, Nick Fury!!

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

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

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

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

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

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

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

 

Punisher THunderbolts

1. DP032 Punisher100 PointsUncommon:

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

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

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

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

The Executives at Ingen:

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

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

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

Probably Not A Good Idea

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

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

Team Name: The Difference Between Justice Love & Punishment

Theme: Star Sapphires

Roster:

DP032 Punisher100 Points

(w/ ATA004 Thunderbolts) — 8

(Possessed by WOL068P Predator) — 25

WOL032 Miri Riam85

WOL006 Star Sapphire Recruit45

WOLR106 Power Battery (Star Sapphires) — 2

WOLR306 Star Sapphire Ring8

WOLR206.04 Wall (Violet) — 10

WOLR206.06 Decoy (Violet) — 6

WOLR206.14 Sniper Rifle (Violet) — 6

AVASAVID-002 Hawkeye5

=300 

Sideline:

AVAS002 Hawkeye85

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

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

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

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

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

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

Punisher Kills the Marvel Universe

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

Liam Neeson Good Luck

Next!

Arcade AVAS

2. AVAS044 Arcade70 PointsRare:

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

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

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

Jennifer Walters for the Defense

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

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

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

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

Let’s see what we can Build:

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

Theme: None, but you won’t need one.

Roster:

AVAS044 Arcade70

AAOU023E She-Hulk75

WKM-015 Doop95

FI301 Splitlip20

FIR100C The Book of the Skull30

AVASAVID-002 Hawkeye5

AVASAVID-015 Triathlon5

=300

Sideline:

AVAS013B 3-D Man90

AAOU106 Hawkeye75

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

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

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

 

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

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

Until next time,

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

Getting Warmer (Or, The Weekly Roundup for 04/06/2014!!)

Roundup

 

Well hello there Batman!! This is the first week of the year that us Michiganders haven’t been completely f-ing snowed in!! We set all kinds of snowfall records. I usually love Winter, but I’m done. 50 degrees Fahrenheit is like Heaven right now…

But enough weather talk. That’s not what you came here for! You’re here for…

 

THE WEEKLY ROUNDUP!! Here we go, ‘Clix Nation!

 

PODCASTS:

Dial H

Dial H for Heroclix was back again with another short-ish episode (well, short for them–it’s still over an hour). This week the guys discuss the buildup of spoilers over the last week, including some Gen Con exclusives. Additionally, their new Best Build Contest for April is live. I kinda like the army I cooked up, but you can check out everyone’s army (and, more importantly, the build parameters so you can construct your own entry) right here (mine is posted under the User Name “The Underneath”). If you want to see what entries have been inspired by the Dial H April Dial Design Contest (this thing seems to grow every month!), you can do so right here (the idea this month is for all the competitors to design their own Fast Forces team! I’m working on a Cull Obsidian Fast Forces as I write this. Proxima Midnight was Week 1, and now I’m working on Ebony Maw).

Clixcast

ClixCast was dark again this week. This is as long as they’ve gone without a show in a while now…

Push to Regen

–Push to Regen is still on its two-month hiatus. Which might actually be a three-month hiatus–wait, what? They’re back?! Oh, my stars and garters! Alrighty then! Welcome back guys!

This is Ultimate Play, b!tches!

The Quarry is back with some freshly mined content. I give you… Episode 15! Wherein all the madness of Clixathon is broken down by a roundtable of experts…

 

Welcome... to the ROC!

Welcome… to the ROC!

ROC:

–Up to date upcoming tourney listings, which you can find right here!

 

Preview

Previews:

–Well, with Improved Targeting now a THING, you knew it was only a matter of time before we saw another Bullseye. He’s a rare from the upcoming Deadpool set, and for 110 points, I really like him. His dial is short but sweet, with only 6 total clicks but sporting Running Shot, an 8 Range, 12 Attack and 3 Damage with Prob top dial. With the Phoenix Force or the Book of the Skull, he can be very deadly.

–The 2014 Convention Exclusive figures have been announced, and it is an ECLECTIC mix to say the least. But soon to be legal at a tournament near you are:

Doop (Gee, I wonder if he’ll be like this awesome amateur dial someone cooked up on HCRealms… I don’t know who THEUNDERNEATH is, but he must be one handsome genius! Oh, wait, they spoiled the dial… and he’s not. Frowny face. But, his sculpt is awesome! Happy Face!)

Hulk & Red She-Hulk (Okay…)

Whiplash (Huh?!)

Impossible Man (Okay, he could be cool… and I don’t think he’s been ‘Clix’d since Secret Invasion…)

ZOMBIE FREAKING GALACTUS on a 2×2 Colossal Base (AWESOME!!)

Amazo (I still remember his original version–he was a badass with Hypersonic Speed back when Hypersonic Speed was darn near broken!)

Jonah Hex (Click the link for his dial–nice lil’ secondary attacker for 100 points. The best Jonah yet, although that is saying almost nothing.)

World’s Finest (Power Girl & Huntress–the New 52 version. They also set them up like Colleen Wing and Misty Knight, where you can play individually or as a Duo)

Resurrection Man (Yeah! About time!)

Black Lantern Anti-Monitor Collossal (Lol. Another Zombie Colossal. Both are beyond cool. Both will be had by me somehow!!)

-And as if all that wasn’t enough, DoFP revealed… Senator Kelly.

 

Yep, after 2 months, this was the best image I could come up with for "Entertainment News."

Yep, after 2 months, this was the best image I could come up with for “Entertainment News.”

Entertainment News:

Captain America: The Winter Soldier is out and it is awesome! There are two scenes AFTER the credits start rolling, it moves the Marvel Cinematic Universe into a bold new direction, but most of all… it was fun! Great story, some great reveals… I’ll be going back for a second helping at some point. And it looks like I’m not alone–the movie debuted to almost $100 million, a record for April. No SPOILERS though–maybe next week, after everyone’s had a chance or two to see it!

-Agents of S.H.I.E.L.D. is brand new tomorrow, and its “UPRISING” storyline ties right into Cap 2. Should be explosive! Look for Bill Paxton and a host of guest stars to help/hinder our heroes tomorrow night on ABC!

Critical Missives:

–Just one new article this week, expounding on the brokenness of SLoSH main set Bizarro!

 

Well, that’s all the news that’s fit to print here in ClixLand! See ya later this week!

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