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

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

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

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

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

This should explain everything...

This should explain everything.

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

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

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

Great...

This is great…

... but just about as good!

… but this is still pretty damn good!

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

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

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

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

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

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

SUPERMAN:

"Fly away, Superman. Fly free."

“Fly away, Superman. Fly free.”

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

Replacement Candidate:

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

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

Pink is the new nuclear fallout.

Pink is the new nuclear fallout.

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

Replacement Candidate:

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

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

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

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

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

Replacement Candidate:

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

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

INCREDIBLE HULK:

Now that... is a creeper 'stache.

Now that… is a creeper ‘stache!

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

Replacement Candidate:

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

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

GALACTIC GUARDIANS:

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

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

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

Replacement Candidate:

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

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

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

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

 CHAOS WAR:

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

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

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

Replacement Candidate:

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

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

FAST FORCES: CHAOS WAR:

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

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

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

Replacement Candidate:

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

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

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

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

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

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

 

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

 

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

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

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

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

 

THE 6 BEST:

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

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

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

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

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

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

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

Team Name: Ech0-Disintegration

Theme: X-Men

DP051 Banshee98 Points

(Assigned the Colossus Fragment) – 3

AVX009E Cyclops100

(Assigned the Cyclops Fragment) – 3

WXM204 Shadowcat70

(Assigned the Magik Fragment) – 3

AVXR100 Phoenix Force – 12

3x Assigned Characters – 9

= 298 

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

"I assure you, that WAS your card!"

“I assure you, that WAS your card!”

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

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

"Mooooooortalllllll Kombat!"

“Mooooooortalllllll Kombat!”

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

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

Team Name: Thunderer Cats!!

Theme: Martial Artist

AVX102 Lei-Kung the Thunderer100 Points

DP047B The Cat81

(w/ Complete Utility Belt) –14

DOFP009 Nightcrawler86

=300 

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

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

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

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

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

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

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

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

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

Just look at these Team Base powers:

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

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

AVX003 Thor: This team character can use Energy Explosion.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Team Name: Busted Lips

Theme: Armor

AVX104 Phoenixbuster Iron Man175 Points

(w/ Secret Avengers ATA) – 5

FI301 Splitlip20 

IIM015 Tony Stark70

FIB018 Store Clerk3

FIR100 Book of the Skull6

(w/ 7 Hammers) – 21

 =300 (Exactly! Yay!)

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

 

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

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

HONORABLE MENTIONS:

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

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

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

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

The Sculpted Facepalm.

The Sculpted Facepalm.

THE 4 WORST!!

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

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

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

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

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

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

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

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

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

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

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

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

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

Probably more effective than AvX Cable.

Probably more effective than AvX Cable.

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

 

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

 

 

 

 

 

A Missive for All the Mothers!! (Or, The Weekly Roundup for 05/11/2014!!)

Roundup

 

Annnnndddd, we’re back!! Hello again, gentle readers! Happy Mother’s Day to all the mothers out there! My gift to you? A Weekly Roundup that’s only ONE day late, instead of the normal two…

Things are going pretty good. My Tigers have opened up a wide lead in the American League Central Division, you can go outside with only one jacket on now and, more importantly–at least as far as this column is concerned–we’re inching very close to the release of TWO major new sets that will keep us busy into August (Deadpool and War of the Light, of course.)! And that’s not even counting X-Men: Days of Future Past, which should come right on the heals of Deadpool (as an AvX Avengers player, it didn’t bother me, but man, how much would it stink to be playing X-Men and know that there were hordes of new X-Men-keyworded figs just on the horizon that would be released just in time to not be useful AT ALL in AvX? I mean, Banshee from the Deadpool set alone could have changed X-Men builds–depending on your venue’s rules–DRASTICALLY).

"Release me!"

“RELEASE ME!!”

But enough reminiscing–it’s time for…

THE WEEKLY ROUNDUP!!

PODCASTS:

Dial H

Dial H for Heroclix has released Episode 44! This week Hunter flies solo before welcoming in a special guest to talk about a couple of previews, and then Hunter and his guest start dissecting the just-released Deadpool Gravity Feed (or CTD, if you prefer).

Push to Regen

–Push to Regen is still brewing Episode 2.3. Until then, you can check their Podbean for updates and the first two episodes of Season 2!

This is Ultimate Play, b!tches!

The Quarry’s latest episode is … still Episode 17! Roundtable discussion with Patrick Yapjoco on the Hanford SQ and the Iowa SQ. Having had the chance to listen to most of it now, I can say that there’s some great insight provided by Patrick, this week’s special guest–he’s won several ROC’s himself. The main conclusion Edward, Hunter and Patrick hammer home is to know your format. In the Meta, that usually means 300 points, but things can vary wildly after that–are resources allowed? How about relics? Feats? In tourneys where resources AREN’T allowed, different pieces are going to rise. Map choice is also VITALLY IMPORTANT. Patrick guided a Iron Pharaoh team to victory at a recent ROC because he had a great understanding of the types of teams he’d see in the environment he was playing in and was able to choose a map when he won map roll that virtually guaranteed him victory (in his case, it was the recent Apokolips map from the SLoSH OP kit–the elevated terrain changes make it virtually impossible for even the most aggressive team to get the Alpha strike on the Pharaoh–more often than not, the Golden Falcon will have several opportunities to shart on opposing figures before they’re in range of the Pharaoh).

Welcome... to the ROC!

Welcome… to the ROC!

ROC:

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

–Recent tourney results indicate that Tellus has infiltrated the Meta in a major way (pretty much as expected). However, with most people using Astral Dr. Stranges to ensure dynamic firing positioning, these teams are going to be in trouble very soon when Galactic Guardians rotates out of Modern. Will folks find another piece that moves as efficiently? We shall see…

"I don't know what a 'Tellus' is, but it feels good to be needed."

“I don’t know what a ‘Tellus’ is, but it feels good to be needed.”


Preview

Previews:

–New War of the Light dials seem to go up every day–Newsarama is a good place to look, but eventually all that info filters down to HCRealms, so you can always check their Units page. Indigo-1 and her Tribe of ring-wielders are the latest to get spoiled.

Franklin Richards and Rachel Summers are the last figs from X-Men: Days of Future Past to be spoiled. I like Franklin a little better, since I think he’s better in his role (support piece) than Rachel Summers is in hers (secondary attacker), but both get much better when you play them together (which I don’t like, as it kind of means your paying a tax to play them–especially Rachel. She really needs Franklin to make her viable, in my opinion, as just the mere presence of him pumps up her Attack, Defense AND Damage). Still, there not terrible for 140 points.

Btw, pretty much the entire X-Men: DoFP set is now available for perusal on HCRealms now.

Hooray for Hollllllywooood!!

Hooray for Hollllllywooood!!

–We’re only one day away from the Agents of S.H.I.E.L.D. finale, and over the weekend ABC announced that they are renewing the show! In addition, they are turning the “Agent Carter” one-shot short film from the Iron Man 3 Blu-Ray into an ongoing series starring Haley Atwell! As I really liked Peggy Carter in Cap 1 & 2, this is welcome news indeed

Army of the Week

Army of the Week:

Okay! Another quick new segment for the Weekly Roundup! Basically, I’ll use this space to talk about winning ROC armies, something I saw at my local venue or even just a force that’s been bubbling on the back burner of my brain.

This week we’re going to spotlight Patrick Yapjoco’s build that won him the Hanford Super Qualifier in April (and you can hear a lot more about it in Episode 17 of The Quarry).

Here it is:

Iron Pharaoh 110
Scarlet Witch FF x2 100
Brother Voodoo 79 w/
(Heroes for Hire ATA)

=297 (Theme: Mystical)

As we previously discussed, Patrick used his +4 Theme Bonus to Map roll to take every game he played into the furnaces of Apokolips, which put his opponents at a HUGE disadvantage, especially with the double barrier provided by his Scarlet Witch double tap. I’ve written previously about Iron Pharaoh teams wherein I used Shaman and the Wundagore Mountain map to earn victories; that Apokolips map that just came out in the SL0SH OP kit is probably even better for Iron Pharaoh strategies. Props to Patrick for designing and playing such an awesome team. The fact that this won is really cool; the fact that a major build component of this army was actually the MAP is even cooler. Depending on your venue, Map Choice may or may not be integral to what you’re trying to do with your army, but it’s definitely something to consider.

Critical Missives:

–Just one new article last week, which was Ninwashui’s Local Tournament Report from AvX Month Three. Some nice analysis by Ninwa in there. Check it out if you’re looking for more AvX strategy and tips.

Back later this week with a Build column featuring AvX Month 4 and a blow-by-blow of how that finished at our local venue. And then, hopefully–in the next few weeks–that Agents of S.H.I.E.L.D. Episode Guide!

"I'll believe it when I see it."

“I’ll believe it when I see it.”

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