Well now! It’s been awhile, but I’m finally back, and my return to writing articles here on Critical Missives couldn’t have come at a better time!
Because Avengers Defenders War is here, and it’s so much more than “Marvel’s Joker’s Wild,” as some around here (HypeFox) have dubbed it, although there are some such comparisons to be made..
(AKA, Some Notes About the Set:)
Yup. If you open Porcupine in a meaningful tournament, you are definitely “FIKKT.”
The Commons and Uncommons are both exciting and good, but the Rares kinda suck. And by “kinda” I mean, like, they are really, truly, awfully garbage-y. There are MAYBE three Rares that might ever see play from me in this set. Opening a pack with ADW049Porcupine or ADW043 Machete as your Rare is just a real downer.
“Pull me as your Rare in Sealed and you’ll have the same look on your face.“
While I had some very good experiences using this set in Sealed, most people (HypeFox) were not as enthusiastic. I spoke to one person playing sealed at a Wizkids Open whose Rares were ADW042Gladiator and ADW041Foggy Nelson. In fact, Gladiator was his most expensive piece at 60 points. It’s hard to face off against pieces that are 150 points or more like ADW040Count Nefaria when nothing you have to use is over 60 points. Those boosters might as well have come with a note telling you what time Battle Royals were going to start.
There were no Primes in this set. That meant a case might have 3 SR’s and a Chase in one brick, and just 3 SR’s in the other. So if you bought just a brick you weren’t guaranteed a Chase or a Prime.
Big pictures of Thor and Namor on the boxes, no trace of them in set. I’m still waiting to pull one.
And finally, on a personal level, I really love Shifting Focus and I hope they do more of it in sets to come.
Okay! Enough of that! Let’s get into some…
TOP FIVE HONORABLE MENTIONS:
5. ADW006 Vision— 50 Points — Common: I don’t remember ever seeing a dial with 5 clicks of Invincible and Impervious for 50 Points. It’s also unusual to see a 50 Point dial with Indomitable. Add to that an offense that lets him do 3 Damage through reducers and you’ve got yourself a great package.
His only weaknesses are a complete lack of range and no move and attack save for two top clicks of Sidestep. Thankfully, both of those weaknesses can be fixed with a free action when you shift to ADW024Vision because, oh yeah, HE ALSO SHIFTS FOCUS IN CASE HE WASN’T ALREADY OVERPOWERED FOR HIS POINTS!
4. ADW021 Hulk— 75 Points — Uncommon: For 75 points you get 6 Clicks featuring Invincible and then Impervious. He has 4 Damage for his entire dial and Traited Super Strength to add to the damage even more (and add knockback under the new rules that are coming out). When he does get hurt, his combination of Flurry and Steal Energy will help minimize the pain.
He’s very undercosted for his points which is why Wizkids added a negative Trait to his card (LEAVE HULK ALONE!:At the beginning of your turn, if Hulk was targeted with an attack since your last turn, place an Anger token on his card. If Hulk wasn’t targeted with an attack since your last turn, remove an Anger token from his card. After placing or removing Anger tokens, if Hulk has 5 Anger tokens or more he is immediately KO’d.). Fortunately for Hulk enthusiasts, Wizkids was too conservative with the trait and I have a hard time imagining it ever mattering in a game.
3. ADW023 Wasp — 40 Points — Uncommon: I’ll bet a fair amount of you reading this article will think that that this an unusual choice. But I love this piece. She is one part Secondary Attacker and one part Support Figure. Offensively she is similar to ADW035 Dr. Strange, but instead of hiding behind your other characters she can remain in the open. Why? Because this 40 point character has a 21 defense against ranged attacks! Psychic Blast allows her to bypass damage reducers when she wants to get offensive or she can Costume Change to ADW023 Wasp and use her dual target Incapacitate. Her supporting Leadership power allows her to remove tokens from a much higher point character and her small size also allows almost anyone to carry her.
2. ADW050 Batroc— 40 Points — Rare: Batroc usually doesn’t get much respect in the comics, but in the HeroClix world he’s the real deal. Even though his Attack and Defense values are average, he really stands out in three areas: His low point cost of 40; his Improved Movement that ignores Hindering and Elevated Terrain and also Characters; and his Special Movement Power Zey Call Me… Ze Lee-Pair. It reads, “Batroc can use Sidestep. When he has one action token, he may use Sidestep twice this turn and may be given a free action to make a close attack.” If he starts a turn with one action token, he can move up to 4 spaces (ignoring most terrain and moving through characters) and make a free action attack with Precision Strike. And after all that, he still clears tokens!
1. ADW059 Klaw — 110 Points — Super Rare: Klaw is that rare balance of strong offense, defense, and movement. On offense he’s got a starting 4 Damage Value and the ability to pick any Attack Power once each turn. That can be Psychic Blast, Pulse Wave, or even Telekinesis if the situation warrants it. He also has a Movement Special Power that lets him ignore almost all terrain and Sidestep as many as 6 squares each turn.
That means he could Sidestep through a wall and then Pulse Wave someone on the other side. On defense he has Can’t Hurt What’s Made of Sound which states, “Klaw can use Super Senses. If Klaw would take more than 2 damage, he takes 2 damage instead.” The only thing keeping him from going higher on this list are low(-ish) Attack Values and a lack of Willpower.
All of which brings us to…
THE TOP TEN FIGURES IN AVENGERS DEFENDERS WAR!!
10. ADW064 Ghost Rider— 75 Points — Super Rare: This is the best of the mounted figures that move through opposing forces in a straight line, but all three in this set are worth owning. He starts with his super movement power that lets you do 2 Penetrating Damage by attacking every opposing figure in a straight line. On defense he starts with Invulnerability and Indomitable.
What sets him apart from the other mounted figures is that when he hits an opposing figure he can move them one space to either side of the path he traveled. Taking into account that he ignores most terrain this could make him very good against opposing Stealthy characters or really any piece that relies on adjacency (defense balls, Mastermind, etc.).
9. ADW048 Nuke— 70 Points — Super Rare: I love characters that can heal themselves and Nuke has that covered. At the start of his turn he can choose the Red Pill for +1 attack in close combat, the Blue Pill for Precision Strike, or the White Pill for a one click heal in lieu of attacking this turn.
He starts with Running Shot, Energy Explosion (which combos nicely with the Blue Pill and Precision Strike) and when he gets damaged he gains Charge plus Super Strength (which is when you’ll want to start popping Red Pills to grant him +1 attack). When it’s time to clear tokens a White Pill will heal some of the damage he’s taken. He’s not going to take down a 150 point (or more) figure single-handedly, but he offers a lot for just 70 points.
8. ADW052 (Totally Awesome) Hulk — 160 Points — Super Rare: I’ll say it again. I love characters that can heal themselves. Before you play him (or play against him) his healing isn’t obvious. He is one of those pieces that is better in practice than on paper.
His BATTLING MONSTERS! Trait (BATTLING MONSTERS!: When Hulk hits an opposing character with the Monster keyword or with a printed damage value of 4 or more, after actions resolve remove an action token from him.) doesn’t come in handy that often, but his BEST HULK EVER Trait is one of the best Traits I’ve ever seen. It reads, “Hulk can use Super Strength. When he KO’s an opposing character, heal him a number of clicks equal to the damage that would have been taken minus the actual damage taken.” When you combine the Traited Super Strength with his printed 4 damage on every click, he can dish out a lot of damage. That leads to high damage KOs which in turn power his healing.
I used him in Sealed to take first place during a Prerelease. In all three games he was knocked down to at least his second to last click, but ended each game near the top of his dial. While he can’t do everything himself, with the proper supporting figures he can soak up damage and KO his way to good health.
7. ADW040 Count Nefaria— 200 Points — Rare: He has bad keywords (Lethal Legion, Maggia, Ruler), but a pretty decent dial for 200 points. He starts with Running Shot, Psychic Blast, Invincible to go along with his Stealth. His 7 Range and Stealth helps keep Outwit from targeting him on his first three clicks and Flight means that his movement won’t be hampered by hiding in Hindering Terrain.
The reason why he is so high on this list is his improved form of regeneration “IONIC RESERVES.” He has it sprinkled through out his dial. It says, “Count Nefaria can use Invulnerability and Regeneration. When he uses Regeneration and has one action token, he doesn’t subtract 2 from the d6 roll.” With a lucky roll he could regenerate for 6 clicks of healing!
6. ADW068 Daredevil (AKA Chair Devil)— 80 Points — Chase: For 80 Points you get the 6 clicks with the Mystics TA, Traited Stealth, Precision Strike, and Super Senses. He has better than average attack and Flurry in the middle of his dial to make that Precision Strike hurt.
That might be enough to justify his point cost right there, but his Trait “LEADER OF THE HAND” allows him to generate nearly unlimited tie up figures with Stealth and the Hydra TA. It reads, “Once per turn, give Daredevil a power action to place a #adw015 Hand Ninja from outside the game in a square of hindering terrain within range and line of fire. If a friendly character with The Hand keyword was KO’d since your last turn, this is a free action instead.”
So at the beginning of the game you can make a few ADW015 Hand Ninja before the other force even gets close. Then for the rest of the game when ANY other member of the Hand on your team gets KOed you can make another ADW015 Hand Ninja as a free action on your turn.
5.ADW035 Dr. Strange — 50 Points — Rare: This version of the Doctor is equal parts Finger Bang DXF017 Deadpool (Sidestep, Psy Blast) and DXF059B Wiz Kid (+1 to stats to adjacent characters). Add to that his Shifting Focus versions that Transport your team (ADW001 Dr. Strange) or Defend it (ADW019 Dr. Strange) and you’ve got a great figure and one of the most versatile pieces in the set!
4. ADW030 Punisher-– 50 Points — Uncommon: Everyone who attended an ADW Prerelease knows about (Rocket Launcher) ADW009 Punisher. That guy dished out ranged group damage that far exceeds his 50 point value. Unfortunately, as easily as he can dish out the damage he can also easily take it in return. That means that most of the time you will need to use the much more subtle ADW030 Punisher.
This close combat version of the Punisher features an improved form of BCF, Combat Reflexes, Indomitable, Wildcard TA, and most importantly Stealth. This dial alone is worth the 50 points even if you never switch forms. So keep him in that form until it’s just the right time to strike and then “say hello to my little friend!” for fun and profit!
3. ADW053 Iron Man — 165 Points — Super Rare: So the first thing everyone thinks of when they see a Primary Attacker character in Modern that allows them to pick a power is “how does that character compare to JW053B Jakeem Thunder?”
Here are Iron Man’s advantages:
Slightly better combat values
Better powers before you start picking powers (including damage reducers)
He can gain new powers via a free action, not just at the start of turn
Here are Jakeem’s advantages:
1 click longer dial
25 points less cost
1 square longer range
Can chose a Defense Power
Doesn’t lose existing powers when he gains new powers
Choosing powers is Traited and lasts the whole dial
Has a Team Ability
JW053BJakeem Thunder is still a better piece, but there are some situations where Iron Man is better. Keeping in mind that Jakeem Thunder is the piece to beat right now in competitive play, coming close means that this Iron Man is a piece you should look to own.
2. ADW071 Iron Heart— 25 Points — Chase: She is one part ADW007 Black Panther (cheap Outwit), one part JW025 Hawkman (cheap Taxi), and one part JW060V The Joker (she doesn’t die easy).
Her Sidestep, Flight, and 10 Movement make her a top tier Taxi and at 25 points there is no Taxi piece cheaper in Modern Age. She starts with Outwit, but she shuffles among all the best supporting powers (Outwit, Perplex and Probability Control) as she takes damage.
Her 18 defense is bolstered by the Trait ARMOR’S FALLING APART ON ME. It reads, “Iron Heart begins the game with 1 Broken Armor token. When she is dealt damage, instead roll a d6 that can’t be rerolled. If the result is equal to or less than the number of Broken Armor tokens, she is KO’d. If not, turn her to that click number and give her another Broken Armor token. This can’t be ignored.” So the first time she takes damage she has an 17% chance of being KOed. After 2 hits it’s 33%. After 3 it’s 50%. On average she will be KOed after 3 hits, but it can take as many as 6 hits to KO her if you have lucky rolls. Also, it’s only the number of hits that count, not the amount of damage, not even if it’s Pulse Wave damage. It’s all the same to RiRi.
WF061 Superman with an Ultra Heavy Object will do 8 damage to any other character, but it still is just one broken token for Iron Heart. WF048 Zatara can sacrifice himself to do a 4 damage Pulse Wave attack. Iron Heart will just take one broken token in place of that damage. That’s insane for 25 points.
1. ADW051 Dr. Strange, Earth’s Guardian— 80 Points — Super Rare (Title Character): One of my main complaints about DXF060 Deadpool, Merc With A Mouth is that his keywords (Initiative and X-Factor) don’t leave a lot of options for team building. In fact they kinda suck. Well, Wizkids must have heard those complaints because Dr. Strange was made with the Avengers and Mystical keywords. If you can’t find good team building options with those keywords then I have nothing for you.
His dial alone is almost worth 80 points. 7 range with Sidestep, 11 Attack, Psychic Blast, 3 Damage, and Probability Control should do well on offense. Defensively, 18 Defense, the Mystics TA, and Energy Shield/Deflection are above average for his point cost. He also has 6 clicks of life and his values for attack and defense stay relatively the same throughout.
He has three Title Character Abilities. His first ability reads “Every Scrap Of Hidden Sorcery: Modify Dr. Strange, Earth’s Guardian’s or an adjacent friendly character’s damage value by +1 this turn.” That’s a great effect and I would use that often, but it’s his third title ability that really blows me away. It says, “Sorceror Supreme: For the rest of the game, as long as Dr. Strange, Earth’s Guardian is on the map you may reroll an attack roll each turn.” That’s huge. It’s in addition to any use of Probability Control your team might have, and it lets him join the ranks of the only two other characters in Modern who can affect your rolls anywhere on the board: SMWW060Mr. Mxyzptlk and TMNT2029 Renet Tilley.
And that’s why Dr. Strange, Earth’s Guardian is the best character in this set.
[EDITOR’S NOTE: Once again, we are shamelessly unleashing the 12 Nights of Clix-Mas! Tonight is Night 9! If you missed The First Night of Clix-mas, you can catch up right here! Night 2 is here. Night 3 is here, you can find the 4th Night of Clix-Mas by clicking here, and Night 5 went down right here! Night 6 is now up, and can be found here. Night 7 showed up right about… here, while Night 8 came stumbling through the door over here.]
Can’t tell if cosplay or real footage…
Another quick local game announcement for SE Michigan Clix’ers…
At 6:15pm on Wednesday, December 30th at Comics & More in Madison Heights, we’ll be playing: Red Vs. Green!
This is a holiday-themed, 400-Point Golden Age game with an entry fee of $5.00.
We will be playing for figures from the “Suicide Squad” monthly LE kit: Deadshot (new sculpt), Amanda Waller (new dial) and Captain Boomerang (new dial), with the winner getting their choice of any of those pieces!! However…
IMPORTANT PRIZE NOTE: IF WE GET THE WIZKIDS ABOMINABLE SNOWMAN HOLIDAY KIT IN TIME, WE WILL AWARD PRIZES FROM THAT INSTEAD!!
The Stipulations: Each entrant will construct two teams: one team shall be comprised of figures whose primary sculpt color is Red; the other team shall be comprised of figures whose primary sculpt color is Green.
Once everyone is paired each round, players will roll for Map Choice as per usual. The winner of the Map Roll shall choose which colored team he or she wishes to play; their opponent must play a team of the opposite color.
Resources, Relics, Bystander Tokens, Constructs and ID Cards are not allowed as part of your Force Build. If a character BRINGS a Relic or Bystander Token with them into play at the start of the game, however, that IS allowed (Emerald Empress and Rick Jones come to mind as examples, although Rick Jones’s sculpt would disqualify him).
In the same vein, Entity Possession is NOT allowed UNLESS the possessing figure started the game on the map (for example, if you paid 185 Points to add Butcher to your Red Team Build, if he’s KO’d, you may then have him Possess another friendly character as per normal; you may NOT field his 25-Point dial).
Colossals and Vehicles are allowed, provided that they are primarily red or green.
A Quick Note About the 12 Nights of Clix-Mas(2015):
“HypeFox and Ninwashui… YOU HAVE FAILED THIS BLOG!“
Well, tonight is Christmas, and, as I’m sure you’ve probably noticed, we’re only on Night 9! Yup. We fell three entries short of our 12-entry goal this. Looking back on things, it’s crazy that we actually accomplished our goal last year–the first year we tried to publish 12 articles in 12 days. This year was a big year personally for both Ninwashui and myself, and we just weren’t quite able to reach the finish line.
Nevertheless, even though we didn’t finish in time this year, that doesn’t mean we won’t finish! You will get your remaining 3 Clix-Mas articles before the clock strikes 2016, so keep checking back with the main page for more new content!
I truly hope everyone had a safe and happy holiday season, and we look forward to bringing you more Clix content in the year ahead. Thanks to all of you, we’ve experienced quite a bit of growth this year (more on that on Night 12), and we really appreciate all the great feedback!
Until Then, Stay Safe, and Watch Where You Draw Your Lines of Fire!!
Okay! Annnnnd, we’re back with a very special Team Ideas column!
Gen Con is coming up, and we’re going to be publishing a series of team-building teams for several of the Gen Con-exclusive WizKids events that were recently announced! While it wasn’t clear for a while if WizKids would even BE at Gen Con, their recent announcements not only confirmed their appearance but also delineated several new game types that players could prepare for.
Many of these games are great because their Build possibilities are nearly endless. Regardless, Ninwashui and I are going to posit several Builds and then choose the one we like best to take to Gen Con!
Today, I’m gonna focus on the Rumbles! We’ll start with the…
MARVEL HEROCLIX CONVENTION EXCLUSIVE RUMBLE:
WizKids Says: “All players bring 5 Marvel Comics HeroClix Modern Age figures with them; one for each of the following point values: 0-50, 51-100, 101-150, 151-200, and 201-250. Players begin the game with only the lowest point value figure on their force. Every 5 minutes after the beginning of the game, players place the next highest point value figure on the map next to one of their figures or in their starting area. Players must play in the complete event in order to get their participation prizes.”
What We Assume That Means: So, we’re going to take these Build rules at face value. We’re going to assume this means that you’re not building a FORCE per se, but rather taking 5 individual figures that will be played together with the 5-minute timing caveat. Which means no Themed Team rules (so no Themed Team probs, etc.), no Relics and no Resources. Also, only your 0-50 Point character will actually BEGIN THE GAME on the map, so characters with effects that go off at the beginning of the game (Chase Rick Jones and his supporting POG’s, for example) are going to be neutered some.
Also, while I see nothing in here disallowing Colossals (provided you play them at an eligible point level), I’m also going to assume that Team Bases are disallowed, since it seems that you add team members to the base during Force Construction and, again, you’re not constructing a Force here. And if you can’t add team members to your team base, then you have ZERO team members, and it’s pretty much automatically removed from the map (unless an effect specifies otherwise, team bases MUST have a minimum of three team members attached to it at all times). Further–and this is where the wording gets a little murky–team bases are (at least originally–I know there’s been some wording updates) defined thusly: “Characters with the new Team combat icon symbol are Teams. A Team has locations on it where figures from corresponding SwitchClix bases can be placed. Each such character is called a team member.” So, if we parse through WizKids’s wording there, even they seem to define Team Bases as “Teams” and individual team members as “figures.” And, going back to the original game posting, only “figures” are allowed, which means Team Bases should be ineligible. Right?
(Honestly, there are so many interpretations of Team Base rules out there, it’s hard to figure out what’s legit and what’s not–so we’re going to operate on the premise that they are not allowed for this game)
Okay! With all that legalese disseminated, let’s look at some Builds!!
Team Name: So Long As My Lilandra Survives…
Roster: 1-50: WXM005 Oracle — 49 Points
51-100: WXM052 Lilandra — 93 Points
101-150: WKM-013R Gladiator — 150 Points
151-200: WXM048 Warstar — 177 Points
201-250: GOTG065 Gladiator — 250 Points
Total Points Used: 719 out of a possible 750
How It Works: This is a pretty fun Build. You’re basically playing a “Best-of” Shi’ar team. But wait, you say, you just wrote a billion words on why Themed Teams don’t matter for this game. Yup. They don’t. You won’t get any Themed Team probs for fielding an all-Shi’ar squad. But what you will get is +1 to both Attack and Damage to every character on this team that stays within 8 squares of Lilandra, thanks to her Trait (DEFEND ME, SHI’AR WARRIORS!:Other friendly characters with the Shi’ar keyword and within 8 squares modify their attack values +1. Other friendly characters with the Imperial Guard keyword and within 8 squares modify their damage values +1.). That’s like 8 free Perplexes a turn.
Oracle, you’re starting character, offers Probability Control and Barrier, which you may need early on to keep Lilandra unharmed when she shows up after five minutes. You’re basically playing a keepaway game for the first ten minutes of the match, until Rookie Gladiator shows up. For those who haven’t seen this particular Gladiator, he heats up in a hurry. Provided that he hits the board within 8 squares of Lilandra (probable, since you can bring him in adjacent to her), you’re looking at a character who has Hypersonic Speed, a 13 Attack, 18 Defense with Invincible and 6 freaking Damage. He can start one-shotting your opponent’s characters IMMEDIATELY upon arrival.
Warstar and B’Nee are also capable of ruining your opponent’s day very quickly. Warstar can essentially Charge about 8 squares with his B’Nee shenanigans, and if he ends up attacking from within 8 squares of Lilandra, he’ll be rocking a 12 Attack and 5 Damage (and that’s if you DON’T use his Super Strength). He features an 18 Defense with Invincible, and if he still has B’Nee attached, his powers can’t be countered. All of which means he’ll be extremely tough to retaliate against. And, if your opponent does try to focus fire on Warstar, he gets Pulse Wave down dial, so he really only gets MORE dangerous.
Finally, Zombie Chase Gladiator from Guardians of the Galaxy is a great 250 Point option. Again, if you can keep Lilandra alive, you’re looking at a character that can come in with a Running Shot Pulse Wave that features a 12 Attack and 6 Damage!
Despite the fact that Themed Teams don’t matter in this sort of Build, it’s so synergistic that you’ll have a significant advantage over many of your opponents when it comes to buffs. Just remember to keep Lilandra as far back as possible while still allowing for her influence to reach the rest of your team. She is the key to your success.
Actually, Miguel Herrera will not be appearing in this Build. But I think we’ve proved that we love this meme so much that we’ll run it for no reason whatsoever.
Team Name: Enormous Green Free Movement Monster!!
1-50: FFOA006R Captain America — 50 Points
51-100: AVAS013B 3-D Man — 90 Points
101-150: FFOA003 Iron Man — 150 Points
151-200: AVX003 Thor — 200 Points
201-250: AAOU104 Hulk — 250 Points
Total Points Used: 740 out of a possible 750
How It Works: This one is pretty straight-forward. You’re using your first character, Cap, to give free movement to your other characters via his top dial Damage Special (AVENGERS, ASSEMBLE:Give Captain America a power action and choose another friendly character that shares a keyword with him and doesn’t have 2 action tokens. That character is immediately given a move action as a free action with their speed value halved for this action.). This should give you a leg up on board control, and given the firepower of your next four figures, you should be able to Alpha Strike your opponent’s pieces into oblivion.
Team Name: Avengers Assemble!!
1-50: AAOU015 Nick Fury — 45 Points
51-100: AAOU009 Hawkeye — 95 Points
101-150: AAOU005R Thor — 150 Points
151-200: AAOU008R Hulk — 200 Points
201-250: AAOU001 Iron Man — 250 Points
Total Points Used: 740 out of a possible 750
How It Works: Another Build where we’re using our starting piece–in this case, Nick Fury–to make all the pieces that come into play after him more efficient. The Avengers Assemble! Traits are all very good, but they have the possibility of completely ruining your opponent’s day if you’re allowed to pick the effect. That’s just what Fury’s Attack Special (I RECOGNIZE THE COUNCIL HAS MADE A DECISION…: When an opponent makes a choice from an Avengers Assemble! trait, you may roll a d6. On a result of 5 or 6, change the effect to the other option.) does 33% of the time.
Movie Hawkeye (from Age of Ultron) is an absolute beast for his points, and all the other members of the team, like Hawkeye, sport an easily exploitable Avengers Assemble! Trait. Oh, and if your opponent was counting on using any form of Stealth, he’s gonna be pretty pissed when he realizes that your entire team ignores it…
Team Name: Z-Virus Will See You Now
1-50: FFDP006R Mercy — 50 Points
51-100: DP064 Electro — 90 Points
101-150: GOTG066 Red Skull — 120 Points
151-200: GOTG062 Super Skrull — 170 Points
201-250: GOTG065 Gladiator — 250 Points
Total Points Used: 680 out of a possible 750
How It Works: Zombies, zombies everywhere! We’re running four Zombies with a rookie Mercy for support. She brings Flying, Phasing/Teleport, Telekinesis AND Probability Control, which are all things the Zombie pieces usually need.
Electro is, well, lightning in a bottle. He is straight offense and great at dishing out damage to multiple parties at once.
Red Skull is actually a slightly overcosted support-y type piece who also offers a decent amount of Penetrating close combat damage. But his Special Leadership Power (THE UBER-SCHEUSAL RACE:Red Skull can use Leadership as if he were 300 points. If he removes a token from a friendly character with the Hydra or Z-Virus keyword, modify that character’s combat values by +1 until your next turn.) is really useful for your final two hitters, and his third Trait (COLONEL AMERICA’S BRAINS WERE SO DELICIOUS…:When Red Skull uses Zombie Infection to add an opposing character to your force, Red Skull can use any standard powers that character possesses while it is on the map.) actually has the potential to make the Skull a very dangerous piece indeed.
Super Skrull is one of the most dominant tournament pieces in Modern right now, so he needs little explanation. And we just discussed Gladiator in the first entry.
Zombies as a group have decent values, but their true power lies in their ability to corrupt your opponent’s forces onto your side. Even if the early rolls don’t go your way, keep an open mind, because all it takes is one quick KO of any of your opponent’s pieces to turn the tide of the game to your favor in a hurry. Plus, their Zombie healing Trait means you don’t have to pack a dedicated healer. Having said that, Mercy might be able to help with that in a pinch, even though that’s not really her role on this team.
Incidentally, if you wanted to change the feel of this Build a little bit, you could substitute Zombie Magneto (13o Points) for Zombie Red Skull and/or Zombie Galactus for Super Skrull. Just keep in mind that Zombie Galactus doesn’t actually HAVE the Z-Virus keyword, so he doesn’t work with the other three Zombie characters in terms of building up Infection tokens and such.
So, personally, I would stick with Zombie Super Skrull since he’s, y’know, pretty good.
“Oh, so you’re telling me Super Skrull is a good piece?“
So those are four possibilities for the Marvel Rumble (again, there are almost LIMITLESS combinations); now let’s take a look at the…
DC HEROCLIX CONVENTION EXCLUSIVE RUMBLE:
WizKids Says: “All players bring 5 DC Comics HeroClix Modern Age figures with them; one for each of the following point values: 0-50, 51-100, 101-150, 151-200, and 201-250. Players begin the game with only the lowest point value figure on their force. Every 5 minutes after the beginning of the game, players place the next highest point value figure on the map next to one of their figures or in their starting area. Players must play in the complete event in order to get their participation prizes.”
What We Assume That Means: Pretty much the same as we noted above, with the Marvel version. This game works exactly the same, only with DC characters.
Look, the easy way to go with the DC Rumble is to just field, like, three or four Bizarros and a Felix Faust. We’re not doing that here. We’re gonna try and be a little more creative. Having said that, don’t be surprised if you run into more than a few copies of those two characters.
With that said, here we go…
Team Name: Mind Your Manners
1-50:JLTW016 Signalman — 50 Points
51-100:JLTW032 Dr. Sivana — 83 Points
101-150: FL047 Zoom — 150 Points
151-200: FL056 Gorilla Grodd — 175 Points
201-250: JLTW059 Despero — 235 Points
Total Points Used: 693 out of a possible 750
How It Works: This team checks in closer to the “fun” side of the fun/competitive Heroclix Build Venn Diagram, but that doesn’t mean you can’t win with it. Signalman (yes, that Signalman) takes to the map first, and he’s there solely to help enable Mind Control shenanigans. His sole Trait (SYMBOLS AND SIGNS CONTROL OUR LIVES:At the beginning of the game, choose a combat symbol other than “boot symbol”, “fist symbol”, “shield symbol”, or “starburst symbol”. When an opposing character with the chosen symbol is targeted by Mind Control, modify that character’s defense value by -1 or, if Signalman is the attacker, by -2.) basically acts as a walking Perplex for any Mind Control attack you choose to launch at an opposing figure.
Your second piece to drop will be Dr. Sivana (yes, that Dr. Sivana), who offers an awesome Outwit Damage Special (EYE SEE YOUR MAGIC:Dr. Sivana can use Outwit. Dr. Sivana may activate Outwit with a power action and when he does, the countered power or ability is also countered on all opposing characters within 8 squares of Dr. Sivana that share a keyword with the target.) and protects everyone on the team from any possibility of Mystics damage with his only Trait (MAGIC AVOIDANCE:Friendly characters with the Secret Society of Super Villains keyword ignore the Mystics team ability.). He also offers down dial Mind Control, so he can eventually take advantage of Signalman’s Trait if Signalman is still around by that point.
[EDITOR’S NOTE: Once again, everyone and their mother will probably play Felix Faust in this slot; he is unquestionably a better choice, given that he’s the most broken character in the game–even more so when teamed with his Secret Society of Super Villains teammate Zoom and his multiple Probs. Well, we’re not going to be those people. Screw Felix Faust!!]
Zoom is, simply put, a pain in the backside to deal with. He gives you a great Hypersonic attacker who also offers some solid support.
Grodd is your first heavy hitter. Signalman’s Trait actually means that Grodd effectively has a 12 Attack for Mind Control, and if he hits with that, after actions resolve, he can use Penetrating/Psychic Blast as a Free Action AND takes no damage from Mind Control! He also has a 50% chance to be untargetable when he’s targeted with Mind Control, Outwit, Penetrating/Psychic Blast, or Perplex.
Finally, Despero’s Trait (PSYCHIC JUGGERNAUT:Despero can’t be the target of Incapacitate, Mind Control, Outwit, or Penetrating/Psychic Blast by characters of a lower point value.) also makes him hard to pin down with a plethora of attacks, and he packs a huge wallop on his own.
Team Name: The Pieces You Have Come to Fear the Most
How It Works: When you choose Despotellis, you’re basically punting on first down with your first character, but in a way, so is your opponent. Look, it’s not impossible that your opponent will field someone at 50 Points who can hit Despotellis and his 20 Defense top dial (Bizarro at 50 Points with some dice luck would have a fighting chance), but it’s unlikely. Then Lyssa Drak comes in, and you suddenly have not just a Sidestepping Taxi for Despotellis but also a Barrier-laying supporting piece that can Prob opposing attacks from anywhere on the map (since she shares a keyword with everyone on this team!) thanks to her Trait (BOOK OF PARALLAX/BOOK OF THE BLACK:Lyssa Drak can use Probability Control regardless of range and line of fire, but can only target opposing characters with it, and only when they attack a character with a keyword she possesses.).
Black Lantern Zoom comes in with instant mobility, and given that your opponent will almost certainly have two lower costed figures still on the board, he’ll have plenty of fodder to pick off. Even if Zoom takes 3-4 Damage right from jumpstreet, he’s still amazing. His Damage Special (DEATH: WILL MAKE YOU BETTER:Zoom can use Steal Energy. When an opposing character is KO’d, heal Zoom of 1 damage and place a Speed token on this card.) makes it super easy to not only heal but to also build Speed Force tokens in a hurry. Heck, on click 3, it’s quite possible for him to nail your opponent’s 1-50 slot character for 3 damage and heal all the way to top dial (if the 3 damage KO’s that figure). Even though he’s under the points threshold for his slot, he works beautifully with the rest of this team (and Lyssa can Prob any attack aimed at him from anywhere on the board!!).
Trinity War Sinestro is a Quintessence-blessed behemoth with a wicked Attack Special (DEATH TO THE GUARDIANS:Sinestro can use Pulse Wave. Opposing characters that can use the Quintessence team ability instead can’t use it and modify their combat values by -1.) that can wreck pieces by itself if your opponents were also feeling frisky enough to field some Quintessence-wielders of their own. His Damage Special (FEAR THE SINESTRO CORP:Sinestro can use Perplex, but only to decrease combat values. Until your next turn, a character targeted by this Perplex can’t target Sinestro unless the targeted character or Sinestro are the only characters on their force on the map.) also means that you can essentially make Sinestro immune to an opposing figure of your choice.
Imagine that Black Lantern Zoom has done his job and eliminated one or even two of your opponents lower-point characters. Well, if Sinestro Perplexes down ANY combat value on their 151-200 slot big’gun, your opponent will be left with only one character who can even target Sinestro. And this scenario becomes even more dire for them if Despotellis is still around Poisoning his best guys.
Finally, Hal Jordan Parallax is just sick and wrong. Running Shot, Pulse Wave and Probability Control with a 12 Attack Value and 5 top dial damage? Again, he could start one-shotting folks as soon as he hits the board!
Team Name: Justice… Like Lightning!! (Wait a minute, that’s a Marvel tagline!! Oh Hell No!)
1-50: FL046E Harley Quinn — 50 Points
51-100: JLTW034 Element Woman — 88 Points
101-150: JLTW051 Batman — 150 Points
151-200: JLTW052 Wonder Woman — 200 Points
201-250: JLTW050 Superman — 250 Points
Total Points Used: 738 out of a possible 750
How It Works: Harley is really just there to start the game and see if she can stick around to really make dealing with the Trinity even that much harder. Element Woman is a little undercosted for her slot, but man, pick a supporting power, and she’s got it. No really, that’s her Trait–pick a supporting power: ELEMENTAL ARTISTE:At the beginning of your turn, choose one: Earth, Fire, or Ice. Element Woman can use the associated powers until your next turn.
Barrier and Impervious
Energy Explosion and Penetrating/Psychic Blast
Incapacitate and Perplex
Batman is an absolute stud who will be public enemy number one as soon as he hits the board. Not only are his stats fantastic for his points, but his Trait (A NEW KIND OF JUSTICE LEAGUE:Adjacent friendly characters with a lower point value and the Justice League keyword can use the Batman Ally team ability. Friendly characters named Superman or Wonder Woman don’t have to be adjacent or a lower point value.) also makes dealing with what’s coming an absolute nightmare.
Wonder Woman’s Trait (A NEW KIND OF JUSTICE LEAGUE:Adjacent friendly characters with a lower point value and the Justice League keyword can use Support. Friendly characters named Batman or Superman don’t have to be adjacent or a lower point value.) gives Bats and Supes Support, and she can shut down opposing supporting pieces with one hit with her second Trait (LASSO OF TRUTH:Adjacent opposing characters that have been hit by Wonder Woman since the beginning of your last turn can’t use Outwit, Perplex, or Probability Control.). And that’s assuming that her 4 top dial damage didn’t straight up KO said figure.
Finally, Superman is everything you want in your 250 point-slot selection. 12 Attack, 19 Defense and 5 Damage top dial to go along with his starting Hypersonic Speed and Invincible. His Trait (A NEW KIND OF JUSTICE LEAGUE: Adjacent friendly characters with a lower point value and the Justice League keyword can use the Superman Ally team ability. Friendly characters named Batman or Wonder Woman don’t have to be adjacent or a lower point value.) gives Bats the ability to see through Stealth and move through Hindering (really the only thing that Batman is missing!). If your opponent hasn’t taken out at least one of your other two Trinity pieces by the time Supes hits the board, it’s probably goodnight Gracie.
Well, what do you think? Which Marvel and DC Builds are your favorites? Which ones should I take to Gen Con? Sound off in the comments below!
Check back soon for more Gen Con Builds, and until next time, Stay Safe, and Watch Where You Draw Your Lines of Fire!
Not what we mean when we say we’re going to call in the Avengers…
After debuting in Avengers Assemble back in May, the Avengers ID Cards have quickly become ubiquitous in both casual and Meta play (if you’re new to the ID Cards, or just want an elaboration on how they work, see this video from WizKids for more details!). But the debate has already started about which figures should be paired with the more popular ID Cards as the corresponding Sideline figure in Modern Age games.
Now, this sort of choice isn’t a problem if you’re planning on using, say, Protector’s card–you’ve got all of one option.
But for certain Avengers, you’re choices are much more varied, and will depend on a number of different factors, such as:
–Is it a Modern Age game, or a Golden Age game? Obviously Modern Age games will have a much narrower roster to choose from.
–Are you using the cards by themselves, with the Round Table Resource or are using the cards without the Round Table but with another Resource (with its own advantages and disadvantages that need to be enhanced/accounted for)?
–What are the strengths and weaknesses of the Build that your looking to enhance with ID Cards?
–What are the individual point totals of the figures in your Build? This matters a great deal when calling figures in, obviously, since it’s, y’know, part of the rules.
There’s probably a dozen more things you could ask yourself before making the proper Card choice, but that’s more relevant for Meta Builds. But even for more casual, fun Builds, you still need to put some thought into how your incorporate ID Cards. If you pick the wrong Cards for your Build, usually one of two things will happen:
–They’ll sit on your Sideline, completely unused (which is no fun–and, at best, a waste of Bystander/Horde points…). Or–
–They’ll slow you down, cost you actions, and ultimately get you no closer to winning.
With all of that on our minds, let’s look at the best Avengers ID Cards and see if we can find some unconventional options that might otherwise go overlooked!
Inspiration: Can use Improved Targeting: Ignores Hindering Terrain. Modify attack value by +1 when making a ranged combat attack.
This is an awesome Inspiration power. If you can’t find another way to get some Stealth-busting on ranged Build, this is just what the doctor ordered. But there is a metric poop-ton of available Iron Men out there, even after the retirement of Iron Man 3, so which piece should you put on your sideline?
Do you want your Call-In Iron Man to… :
—Stick around via the Avengers Assemble Trait?: Okay, this one’s easy. Your best Modern Age Iron Man piece is going to be either IIM001A Iron Man, a 300-point monster that features a 12 Attack, 4 Damage w/ Running Shot, Precision Strike, Perplex AND the ability to shoot through BOTH Hindering Terrain or Blocking Terrain; or AVAS050 Iron Man, a 242-point behemoth that sports an 11 Attack Value and 5 Damage with Running Shot, Penetrating/Psychic Blast, Invincible (so he can’t be damaged off the board by something small like Poison), Probability Control, the ability to target through Hindering Terrain AND a Trait that lets him use Defend if you’re sporting some other Avengers (IT’S AN AVENGERS WORLD:Iron Man and adjacent friendly characters with a lower point value and the Avengers keyword can use Defend. If they are named Captain America or Thor, they don’t have to be adjacent or lower point value.). Either way, if you can get the Round Table to this point and call-in either of these figures, you’re probably going to win the game. Handily.
—Or do you want him to provide as much defense as he does offense?: So, take a look at the brand-spanking new Age of Ultron Iron Man–AOU017 Iron Man. I’ve already talked about how much I like this piece in Sealed. Well, I like him twice as much as a Call-In piece. I think he’s Meta when used this way. Why?
He may be a close combatant with no Range value, but he does come into play packing Charge, Super Strength and Outwit. And he’s damn easy to call in at only 90 Points–there are many Builds that can meet that threshold with a Secondary Attacker!
More importantly, he increases the efficiency of your Range attacks (or, if an opposing figure is Stealthed, allows you to make the damn attack in the first place!) while making it extremely difficult for your opponent to counter attack your pieces in a meaningful way because of his Trait (THE ORIGINAL INVINCIBLE IRON MAN!:If the first ranged combat attack made during an opponent’s turn doesn’t target Iron Man, modify the attacker’s attack and damage values by -1.). Moreover, since he’s a close combat piece, he’s probably going to Charge and base your opponent’s best pieces anyway. Yup! This piece gives adjacent figures a ranged attack bonus AND THEN gets to Charge in for an attack himself. So many other Call-In figures require all kinds of positioning gymnastics so that your other pieces can benefit from the Inspiration bonus while still letting the Call-In figure make their own attack. Not this Iron Man. You just make your ranged attack first, then send in ol’ Shellhead, cuz his bonus won’t be needed anymore!
For all the reasons we just discussed, I believe that this Iron Man is potentially another Time Walk piece for ranged-based teams when used as a Call-In!
[EDITOR’S NOTE: For those who don’t play Magic: The Gathering, “Time Walk” was an early, massively undercosted card from the game’s first few print runs that allowed you to talk another turn after your current turn. Within a few years, the card was essentially retired from modern tournament play. A new version called “Time Warp” eventually made it’s way into the game–and cost more than twice as much mana to cast. Oops.
When used in a Heroclix context, a “Time Walk” piece is any figure that can potentially shut down your opponent’s pieces for a turn–or, more specifically, prevent your opponent’s pieces from attacking your own for at least a turn. To go back to a previous example, using Protector as a Call-In piece for a turn immediately gives all friendly pieces adjacent to him an 18 Defense and Probability Control (when they are attacked). Protector himself has Prob as well, so depending on the proximity of the attacker, unless that figure has access to Pulse Wave, he may have to hit an 18 Defense anywhere from two to four times in a row. Even with a 12 Attack, that’s far from a sure thing, which leads to your opponent having to decide whether he wants to risk missing with one or more of his best attackers, or just pass and try again next turn–a true Time Warp. Both of those choices are bad, and if your opponent opts to go ahead with the attack–and thus gain an action token–and still misses, it takes his bad decision and makes it a potential disaster.
There are many ways to enact the “Time Walk” concept–Chase Rick Jones has a proprietary Trait (GALACTIC BURST OF IMMOBILIZING LIGHT: Once per game, when Rick Jones isn’t on his first click, give Rick Jones a double power action when he is adjacent to an opposing character. Give all opposing characters on the map an action token. For each opposing character you can’t give a token, deal that character 1 unavoidable damage.) that can definitely function as a “Time Walk” if used at the proper (read: most devastating) time.
Felix Faust is basically a “Time Walk” piece on Super Turbo Overdrive, which is a thing I just made up. But the main reason he’s broken is because he gives you the potential to “Time Walk” as a Free Action every turn. Come to think of it, even the original Magic card cost two mana–maybe we should start calling them “Faust” pieces.
Now, having expounded all that, the real fun (I believe–Ninwashui thinks the Meta will go in a different direction) in the current Modern Meta is going to be trying to duplicate Faust’s shutdown effect with pieces that aren’t banned (or gutted by the Watch List, which will almost certainly happen to Faust). I think this will occur with people “chaining” together shutdown pieces via the Call-In ability and other means. It becomes a viable option when you remember that ID Cards by themselves only cost 5 Points, and you probably only need to shut your opponent down for two or three turns in order to put the game out of reach. But more on this concept in a future article! Okay, end of longestEDITOR’S NOTEever!]
For 5 points and one power action, you really CAN’T afford NOT to bring him along!
Inspiration: Can use Charge. Modify attack value by +1 when making a close combat attack.
So this is a little good. But isn’t this just like having half a Hammer? And for just one turn at that? Well, yes. Yes it is. But let me remind you, in Modern Age, Hammers are now bye-bye. And in Golden Age, this bonus would actually stack with the Hammer bonus, so it’s all good. Again, 5 Points is a cheap, cheap price to pay to give a character a move-and-attack ability [EDITOR’S NOTE: That’s not to be confused with the actual ability that’s called “Move and Attack,” natch.] for the turn when it’s most desperately needed and most completely unexpected.
Now, there are, of course, a ton of options out there, so let’s look at the best pieces to fill the different roles you might be looking for.
Do you want your Call-In Hulk to… :
—Stick around via the Avengers Assemble Trait?: Once again, you have two reeeeeeeaaaaallly nasty choices. AVAS064 Hulk is an absolute nightmare. A Chase, he costs 325 Points, can Charge 11 squares through just about any terrain in the game (and also Ignores Characters) with a 12 Attack Value with Super Strength and 5 top dial Damage with Battle Fury, so Shape Change will not help your opponent in the least. He also has Giant Reach, so he really has a 13-Square Threat Range–pretty damn good for a close combatant. And if that Chase Hulk is a nightmare, then the main set Age of Ultron Movie Hulk (AAOU008 Hulk) at least a very bad dream, if not an actual night terror [EDITOR’S NOTE: Of 1927?]. At 300 Points, he gives you top dial stats that you would normally only see on a Colossal: 13 Attack, 6 Damage, 19 Defense with Impervious, 9 Movement with Charge, Super Strength and Traited Battle Fury. That 9 Movement is the only low stat, really, but as a Call-In he has to stay within 5 squares of the figure who called him in, so getting him to the target is something you should have worked out before you called him in.
—Smash someone on the head?: Well, pretty much all Hulks do this, but where it gets tricky is the Point Cost Threshold. Right now in Modern Age, you have two Hulk options that cost 100 Points or less (Yup! Just two–I was as surprised as you were!). This matters if you have any inclination to summon him with a Secondary Attacker (which would presumably then let your Primary Attacker Charge into the fray, giving you two big close combat attacks in one turn).
Your first option is, once again, a brand new figure. AOU019Hulk costs just 80 Points and brings Charge, an 11 Attack with Super Strength and a native 4 Damage into the game for you to smack someone around with. That’s a pretty potent attack to pull out of thin air. His first Trait (THE ORIGINAL INCREDIBLE HULK:If the first close combat attack made during an opponent’s turn doesn’t target Hulk, modify the attacker’s attack and damage values by -1.) also can protect you from close combat retaliations in the same way that Age of Ultron Iron Man we just discussed protects your pieces from ranged reciprocity. Best of all, one of this Hulk’s major weaknesses–his lack of Willpower or Indomitable–doesn’t matter one bit when used as a Call-In figure.
But there is a catch (sort of *): Hulk’s second Trait (WITH EACH NEW DAWN, THE WEAKLING BANNER COMES BACK: At the beginning of your turn, roll a d6 that can’t be rerolled. On a result of 1 – 2, until your next turn modify Hulk’s combat values by -2, he can use Outwit, Perplex and Shape Change and can’t use any other power he possesses. This ability can’t be ignored.) may mean that 1/3 of the time you call him in, Hulk will just stand there and look pretty. And maybe, y’know, Perplex or Outwit something. That’s not nothing, but it’s not a 4-Damage Charge attack, either. Also of note is the fact that this Hulk comes with neither Battle Fury (a calm, rational Hulk? Huh?!) nor Giant Reach, so these are things you’ll have to keep in mind a turn or two prior to actually calling him in so that you can position your pieces accordingly.
Because, as we all know:
[*EDITOR’S NOTE: Man, it seems like we have more Editor’s Notes per paragraph in this article than any other piece we’ve ever done, doesn’t it? Anyway, Heroclix has some very nebulous “At the beginning of your turn” rules. While you can choose the order in which different effects happen on your turn, you can’t actually STOP any from happening or choose not to activate certain effects unless a game effect says otherwise. So, my interpretation would be that you would still have to roll Hulk’s Trait once he comes into play, since the whole “Call-in Help” ability by definition happens at the beginning of turn phase (when Hulk’s Trait would still be active). Sort of makes sense, right? Well, maybe. Having said all that, I have indeed submitted an inquiry to the WizKids Rules Forum to verify the timing of all this, and I’ll update this space as more information becomes available.]
Your lone 100 Point option is FFOA004R Hulk from the recent Original Avengers Fast Forces. While he doesn’t have any useful Traits (unless you’re playing an army composed of Original Avengers Fast Forces pieces–in which case, great! Go with God.), he does still offer Charge with an 11 Attack and 4 Damage–this time with Battle Fury. That’s not a huge addition for the extra 20 Points, but it’s worth noting that you’ll get what you pay for 100% of the time–this Hulk never reverts to Banner.
So now, you might be saying to yourself, or to me, I guess, through the computer screen, or whatever: “Hey, what if I don’t mind using actions from my Primary Attacker to bring Avengers in to help me! What kind of Hulk can I get for 150 Points?” Unfortunately, the answer is, pretty much nothing that you couldn’t get for 100. That Original Avengers Hulk? Top dial at 150 Points, he adds Flurry and Sidestep. And a lower Attack Value (10) than his cheaper version. And Close Combat Expert, which is useless for Charge and Flurry. Chase Hulk has a 150 Point level that gets you Charge, Quake, Super Strength and 4 Damage with Battle Fury. And another 10 Attack. Finally, Age of Ultron Movie Starter Hulk has a 150 Point dial that nets you… literally everything that 100 Point Original Avenger dial does. Like, almost a carbon copy.
Which is why your better off just using one of the other two I just mentioned.
Inspiration: Can use Energy Shield/Deflection. Whenever this character hits an opposing character, add an action to your action total.
This is one of my favorite Inspiration abilities in the game. For some reason, when I’m creating Builds I seem to spend an inordinate amount of time trying to give my pieces Energy Shield/Deflection, so Cap’s card is going to be a welcome addition to my tool kit. The second part of his Inspiration will be an extraordinary boon to Swarm teams, or it might just enable a balanced squad to get that one extra attack off that it needs to take control the game.
Like his Avengers brethren, there are a poop-ton of Caps out there, and he offers a variety of services. Of all the Avengers you can Call-in, Cap is easily the most versatile, so let’s take a look at some of the best Call-In options!
Do you want your Call-In Captain America to… :
—Stick around via the Avengers Assemble Trait?: Admittedly Cap isn’t the best Avenger to choose for this Trait; having said that, your best choice is going to be AVAS061 Steve Rogers, or “Nova Cap.” For 250 Points, he Flies, has Sharpshooter, Running Shot and Pulse Wave and he sports a 20 Defense against most ranged attacks, which should help keep him around awhile. Don’t sleep on AVAS049 Captain America, though. For 150 Points, he also has a 20 Defense from most ranged attacks but adds Sidestep, Precision Strike (with a 12 Attack), Close Combat Expert and Empower. Plus, he pretty much turns every other Avenger adjacent to him into an instant leader–and remember, with all of this happening at the beginning of turn, you get to roll all those Leaderships right away! Depending on how many you hit, it’s conceivable that this Cap can be called in and actually save you a clearing turn somewhere down the line.
—Pull a mini-Juston Seyfert?: Yup. There’s a Cap that can do that now. Well, at least the free move part. If you have someone free who costs 50 Points or more, you can give them a power action and Call-in FFOA006R Captain America. While he offers a 6 Range, 10 Attack and Precision Strike, the best reason to call this version in is to use his Damage Special (AVENGERS, ASSEMBLE:Give Captain America a power action and choose another friendly character that shares a keyword with him and doesn’t have 2 action tokens. That character is immediately given a move action as a free action with their speed value halved for this action.) to get your heaviest hitter in a better position on the board.
Imagine this scenario:
I should probably mention that in this scenario, the part of YOUwill be played by our future Purple Man and resident Time Lord himself, David Tennant.
You: “So, you thought you were two squares out of Thor’s Range, eh? Well, this Captain America I’m calling in doesn’t think so. Alright, so I’m going to go ahead and move Thor 5 squares as a free action, and then double Energy Explode for the Alpha Strike on your candy ass.”
Oh, and playing the part of YOUR OPPONENT in the scenario will be this annoyed baby.
Your Opponent: “What? It’s only turn 2! These stupid ID cards are completely broken.”
You: “Oooo, look, I crit hit! By the way, pretty much the rest of my force has Energy Shield/Deflection now.”
Your Opponent: “You know, I really hate playing with you.”
—Hit two birds with one stone shield?: So, there are two characters you need to hit, but your down to your last character. Just call Steve Rogers. The experienced version of Juston Seyfert Cap (aka FFOA006 Captain America) has an awesome Attack Special (SHIELD RICOCHET:Give Captain America a ranged combat action and his damage value is locked at his printed value until actions resolve. After the ranged combat attack resolves, he may make a second ranged combat attack as a free action.) that will even the playing field real quick as long as you can call someone in for 100 Points. For 125 Points, you can call in CATWS001 Captain America to do the same trick a little better with his Attack Special (I’M PRETTY GOOD WITH THE SHIELD:When Captain America makes a ranged combat attack and hits, after actions resolve, he may make a second ranged attack with a locked damage value of 2 as a free action. When he does, he draws lines of fire and counts range from the hit character’s square.).
—Deal some penetrating close combat damage?: In addition to the Traited Leadership tricks (IT’S AN AVENGERS WORLD:Captain America and adjacent friendly characters with a lower point value and the Avengers keyword can use Leadership. If they are named Iron Man or Thor, they don’t have to be adjacent or lower point value.) of the Veteran piece, AVAS049E Captain America can still Charge 4 squares and deal 3 Damage with Exploit Weakness. He only has a 10 Attack, but the Threshold to call him in is just 75 Points.
—Try and fling action tokens all over your opponent’s force?: Yup. This is actually a thing, too. 80 Point AAOU003R Captain America has Charge, a 4 Range with the ability to Ignore Hindering Terrain on Movement as well as Targeting, an 11 Attack Value and 3 Damage, but probably what’s most interesting about him is his Damage Special (HIS ENEMIES FEAR HIM:Captain America can use Leadership. When he does and succeeds, he may also either place an action token on a higher point opposing character within range or he may place an action token on each lower point opposing character within range. Placing this action token doesn’t deal pushing damage.).
So, in addition to attacking, he also has a 33% chance to steal an action from one of your opponent’s best pieces (or a bunch of his ‘eep ‘eeps). His Trait (AVENGERS ASSEMBLE!:When Captain America hits one or more characters with an attack and actions resolve, the opposing player chooses: Captain America may modify the damage value of a friendly character by +1 this turn or, all opposing characters modify their attack value by -1 until your next turn.) can also either set your team up for a big turn, or really rain on your opponent’s parade the following turn as well.
Clearly, whether you’re using the Round Table, or just playing Cap’s card by itself, he offers a ton of trickeration options in addition to some close combat damage and tie-up potential. You just have to decide which tool you want in your toolbox!
That’s all for today. We’ll be back soon with a look at Thor, Hawkeye and Black Widow Call-In options, as well as a Preview of the second wave of Age of Ultron!
Until Then, Stay Safe, and Watch Where You Draw Your Lines of Fire!
It seems like Attack Values are being subtly lowered by WizKids in this set. There are a lot of 10 Attacks in this set where 11 seemed to be the norm for sets like Flash and Trinity War. Thankfully, they seem to be compensating for this by subtly ramping up the powers. For example, In another set I think AVAS007Mettle would have just given AVAS006Hazmat Mastermind and called it a day. Instead, in this set he actually teleports to her side from any distance whenever she is attacked to absorb damage for her. That’s a huge step up in effect.
All of the Movie Avengers got both a regular version and an ultra powerful Chase version. Black Widow with Thor’s Hammer. Steve Rogers with a Nova helmet, Tony Stark with… armor so thick it doesn’t move around very well. Some of these ideas were better than others.
The new cosmic Avengers from Hickman’s recent 3-year run are in the set, but for the most part their dials underwhelmed me. AVAS041AStarbrand, AVAS043Abyss, AVAS054Nightmask, AVAS056Ex Nihilo, and AVAS036Captain Universe all have great looking sculpts to go with dials that are so underpowered they will never be played at any real tournament. I mean, obviously not every figure is going to be a tournament piece, but c’mon. “Ooo, watch out! My 190 point Ex Nihilo is going to grow grass around your Ragnarok! It will be angry grass!” Sigh…
Not only were the new Cosmic Avengers underpowered for their cost, they were underpowered compared to what they do in the comics. For example, in the comics, Star Brand knocked the Hulk into orbit and almost beat the rest of the Avengers roster combined (including Thor and Hyperion) by himself. In HeroClix Wiz Kids decided that amount of power translated into having a 10 attack and… 3 damage. 3 damage? Really WizKids? Really?
Top Five HONORABLE MENTIONS:
5. AVAS064E Hulk – He is the best No-Tactics 300 point one-man army in Modern Age. Rivaled possibly only by… himself (AAOU008Hulk). While I think he would lose against his movie version one-on-one, I think the Hulk in Avengers Assemble would do better in a tournament for two very important reasons. First, his powers can’t be countered. Secondly, his Stop Click can’t be ignored by Pulse Wave. Add to that his Movement Special Power that lets you Charge 10 squares up a mountain while carrying an ultra heavy object, and this Hulk is really good at what every Hulk should be good at… Smashing!
4. AVAS010 Echo –I love figures with Super Senses and Shape Change. I tend to use those figures to tie up my opponent’s big hitter because no matter its Attack Value, those defenses will always be just as effective.
So I love that Echo has has Super Senses and Traited Combat Reflexes and that in addition to those two powers she can copy a power, like, say, Shape Change, from someone on your team or even an opposing figure. Sure she can copy any Attack or Damage power (even Telekinesis, which is weird for that character), but copying Shape Change gives her a third defensive ability which is just awesome for a character under 100 points. Plus, unlike another recent, cheap defensive powerhouse (JLTW034Element Woman), she actually has a decent offense. 11 attack (with her own Perplex) and Blades/Claws/Fangs.
I’ll take that all day. Her downside is her lack of Willpower and the fact that while she has Stealth, she doesn’t ignore Hindering Terrain on movement. Both issues can generally be solved by a good taxi. In a No-Tactics environment she’d do well with Chase AVAS065Black Widow.
[EDITOR’S NOTE: Absolutely! But I decided not to use any Fast Forces: Classic Avengers pieces BECAUSE THEY’RE ASSOCIATED WITH AGE OF ULTRON, NOT AVENGERS ASSEMBLE!!]
[EDITOR’S NOTE: Look at the set symbol for any Avengers Assemble piece.]
Um, okay. It’s a slanty “Avengers-A.”
[EDITOR’S NOTE: Now look at the set symbol for any Age of Ultron SLOP piece.]
It’s Ultron’s face.
[EDITOR’S NOTE: And as we all know, all of the Fast Forces pieces feature the Fast Forces symbols–which looks kind of like a blocky, italicized “6,” plus a smaller version of the set that it’s supplementing.]
Oh crap. So, since the Classic Avengers feature the Fast Forces symbol with an Ultron head in the middle…
[EDITOR’S NOTE: They would be considered a supplement to Age of Ultron, not Avengers Assemble. Which is probably why the Age of Ultron Wave 1 Instructions allowed the use of the Hank Pym ID card from the Classic Avengers pack.]
Hmmm… it’s just…
[EDITOR’S NOTE: Yeah, I know. You’re kind of pot-committed at this point, so you might as well just go with it.]
<Ahem> So, there isn’t too much to say about this version of Cap that isn’t obvious. His special power will let another Avenger move 4 or 5 squares without that figure taking an action and that can just be huge. But the real interesting thing about this guy is that he can do that from any distance. You can leave him in the (relative) safety of your starting area and he is just as effective. If you do want to bring him into battle, for 50 points his Precision Strike will give him a chance to hurt characters well above his point cost.
2. AVAS001 Black Widow – I love figures with Super Senses and Shape Change–did I mention that before? And Natasha’s Shape Change is especially good. It’s Traited so it can’t be Outwitted and if you hit make the roll then she can’t be attacked for the rest of the turn. She could have 5 other figures around her and they will just have to sit and stare at her. Making that roll a few turns in a row could be back breaking to your opponent in terms of lost actions.
Her Damage Value is low for a Primary Attacker, but she makes a great Secondary Attacker on any team. Willpower, Stealth, Improved Movement, Perplex, Precision Strike… everything else you would want besides a high Damage Value. If you can compensate for that, then she will do quite well.
1. AVAS037 Manifold– He is the #1 best way to Carry around groups of Avengers, S.H.I.E.L.D or Hydra keyworded figures. Only a lack of willpower kept him out of my Top Ten. For more on this figure, see this article.
TopTen Figures of the Set:
10. AVAS051 Red Wolf – Who is this guy? I have to say, I’ve read a lot of comics and I’ve never even heard of him. He has conditional willpower and good defense to go along with both Super Senses and Combat Reflexes. Which is okay as it is.
But then I looked at his offense. In the right circumstances, this guy can deal more close combat damage than any Wolverine I’ve ever seen in HeroClix. Is that a wooden spear he’s holding, or a light saber? He can Flurry for two shots at 3 damage. Then he can drop his pet, Lobo, who can attack with Blades/Claws/Fangs. That’s up to 12 damage without a critical hit or even using his Super Strength… and he’s only 80 points! Did this guy beat up Odin in the comics and I just missed reading that issue?
9. AVAS050E Iron Man – Even in today’s game, 18 defense with Defend in nothing to sneeze at. It was good when they released CT043Invisible Girl and it’s still good now. Add to that fact that any adjacent Avenger also gets Defend and you’ve got two ways to exploit Iron Man’s Trait. He could Carry around pieces with Combat Reflexes or Energy Shield/Deflection–AVAS049ECaptain America is a great example of that. Or, he Carry Avengers that have the Tiny combat symbol and have a Defense Value higher than 18 like FFCA002RWasp.
Beyond his Defend tricks, this Iron Man also packs 4 damage, Hypersonic Speed, Indomitable, Invincible, and Ranged Combat Expert. He could fly in to punch an opposing figure and land one square away while dropping a figure like AVAS010 Echo to tie up the figure he just smashed. Then, the following turn, he can follow up with an Ranged Combat Expert attack for big damage. Always use your Hypersonic Speed to strike and then leave him behind the rest of your team. He doesn’t take a hit very well at the 125 point level.
Something else that lead to his high placement on this list is that at his 125 point level he makes a great ID card call in figure–especially at the end of his dial.
8. AVAS048 Trick Shot – Compare him to DP036 Bullseyeand I think he’ll compare favorably. We all remember how good Bullseye was when the Deadpool set came out. Trick Shot is 6 points cheaper and has much better defensive powers. Instead of Bullseye’s Probability Control, Barney Barton gets Stealth and Shape Change, which means he ends a lot of strikebacks before they begin.
[EDITOR’S NOTE: I’m not sure if “strikebacks” is a word, but I like it.]
But, even better then comparing the two, play them together–they share two named keywords (Dark Avengers and Thunderbolts, the latter of which opens up all kinds of possibilities). Any opposing figure will be full of holes before they even know what’s happening.
7. AVAS045Black Swan – Probably the coolest new character to be introduced in the last few years. She has also been given one of the coolest dials in her point range.
Her opening movement power states, “HURRY TO EACH THREATENED WORLD: Black Swan can use Phasing/Teleport. When she does, after actions resolve she can make a close combat attack as a free action.” This means she can move up to 10 squares through buildings, mountains, water, or whatever else is in your way and still make an attack by dropping an ultra heavy on someone’s head for 7 damage! When she gets targeted by opposing teams she has Invincible, which eventually turns into Impervious. And remember, her powers can’t be countered thanks to her Power Cosmic Team Ability.
However, the power that has everyone excited about her is “YOU HAVE FAILED TO STOP THE INCURSION: Unless this click is revealed due to taking damage from an opposing character, immediately deal Black Swan 1 unavoidable damage. At the beginning of your turn, if Black Swan is the only character on your force, KO all opposing characters. This power can’t be ignored.” As of yet, no one has thought of a way to get around the formidable restriction on that power and activate it on a less random basis, but people are working on it.
In the mean time, I like to think of it a nice bonus on an already efficient figure.
6. AVAS053B Ragnarok – Marvel’s Thor/Terminator combo character. For 200 points you get a ranged Primary Attacker with all of the attributes you’d want. 12 attack, 5 damage, Indomitable, Impervious, Shape Change and Running Shot. You get great stats and great powers for a bargain price. Being Outwittable is really his only true weakness.
This best part of his dial isn’t even anything I’ve mentioned above, It’s his keywords. Specifically the “Robot” keyword. They got a huge boost this set (more on that later). Ragnarok may the best character in Modern with that keyword.
Which means you’re going to be seeing him a lot.
5. AVAS052Ronin – This spot on my list was going to be either Ronin or AVAS066Goliath. I ended up going with Ronin. Here’s why. If either figure needs to make a ranged combat attack, they both will likely turn into AAOU009Hawkeye. So that’s even, or even a little slanted to Goliath due to the heal when replacing to Hawkeye.
[EDITOR’S NOTE: A “little slanted?!” That’s up to a 3-Click heal!!]
But, If Ronin or Goliath were to be in a close combat battle then I would rather have Ronin (or even Echo), hands down. Another thing to keep in mind is that compared to the Stealthy Ronin, Goliath is a Giant-symbol-ed target when moving across the board.
Ronin brings to the table Charge, Blades/Claws/Fangs and either Exploit Weakness or Flurry depending on what the situation demands. That’s some high powered offense for only 109 points. Later in the dial Ronin also has some nice Outwit. Also, until set retirement later this year he can change into Blade from Amazing Spider-Man and use Regeneration if he has taken too much damage. That’s another option Goliath doesn’t have.
[EDITOR’S NOTE: Okay, that’s a good point.]
4. AVAS067Rick Jones – This spot on my list was going to be either Rick Jones or AVAS047Master Pandemonium. Even though Master Pandemonium was the king of sealed at my local venue, I went with Rick Jones due to his much lower point cost and the fact that Rick doesn’t have to use a power action to resummon his Bystander Tokens when they are destroyed.
What Rick Jones brings to the table for 75 points is 10 range and three bolts (wow!) with Telekinesis, Psychic Blast, Mind Control, Perplex, a 19 Defense from ranged attacks, an 11 Attack Value and a never ending stream of his own personal tie up Bystander Tokens.
If that’s not enough to impress you, he’s a got a unique Trait that states: “GALACTIC BURST OF IMMOBILIZING LIGHT: Once per game, when Rick Jones isn’t on his first click, give Rick Jones a double power action when he is adjacent to an opposing character. Give all opposing characters on the map an action token. For each opposing character you can’t give a token, deal that character 1 unavoidable damage.”
3. AVAS046RLoki – 120 points of Asgardian support figure with no Willpower or damage reducers or move-and-attack and a starting damage of two? Why do I like him again?
Because he is awesome. To be more specific, he’s the best defensive character in this set, and sometimes, the best offense is a good defense–especially if that defense makes your opponent waste turns.
His Trait reads, “MASTER OF ILLUSIONS AND TRICKERY: Loki can use Shape Change and succeeds on a result of 4-6. When an opposing character targets Loki with Outwit or Perplex, he can use Shape Change as if he were targeted with an attack. When Loki makes a successful Shape Change roll, he can’t be targeted for the remainder of the turn.” So Loki is just waiting for an excuse to shut down your opponent’s attacks against him this turn. You could try to Outwit his Super Senses or Perplex down his defense, but you’d be stupid to do so. That Perplex or Outwit might shut down your attack before you even declare one!
Offensively his damage is low, but you probably won’t be making many standard attacks. His Mind Control Special Power reads, “TO TRICK MY BROTHER…AND HIS FRIENDS: Loki can use Mind Control. When he does, he isn’t dealt damage from it and, if he targets only a single character, modify Loki’s attack value by +2 and he may target a character that can use Battle Fury.” He has double targets, 8 range, 13 attack (with the bonus) and he can use that to Mind Control pretty much any piece(s) in the game–2 at a time–without taking feedback damage for it! When your opponent only has one piece left on his team, then you can feel free to go and Poison him.
If you are looking for ideas for teams I have two suggestions:
“Stop trying to hit me AND HIT ME!”
Team Name: “Try to Hit Me… If You Can.”
AVAS046R Loki — 120 Points
(w/ ATA055 Asgardian) — 5
IIM103 Absorbing Man — 153
(w/ ATA055 Asgardian) — 5
Which means you have 17 Points left to add in whatever Bystander tokens or Resource pieces you want. Hammers would be fun. But the funnest part of this Build is watching your opponent’s attacks do absolutely nothing turn after turn.
“AAUGH!! Not the Blue Battery again!”
You can work him into the old Blue Battery team with Superior Spider-Man (you’d be taking out Captain Marvel and some Constructs). Give Superior Spidey the Decoy and Loki the Net and just have fun with your opponent finally hitting only to have the Blue Emotional Spectrum Power take it away again. I call it my “Charlie Brown and Lucy Kicking the Football” team. Feel free to call your opponent a “Blockhead”. Click here to see more info about using Superior Spider-Man and the blue battery.
2. AVAS020Juston Seyfert – Okay, so, everyone remembers GG026Mole Man and what he did for monsters. Well he and his three similar friends DP043Black Talon, GOTG003Mantis, and IIM015Tony Stark all share a similar power. They can all Mind Control certain types of friendly figures and, if they make the Mind Control roll, assign that figure one action.
When WizKids made Juston Seyfert, they made him similar to those other guys except THERE IS NO ROLL REQUIRED AND ZERO CHANCE OF FAILURE!! And the cost to activate–a Power Action for Juston or a Close or Ranged Combat Action for the others–is exactly the same!! That alone makes him better than all of those other guys I mentioned.
At 40 points he is also cheaper, too! Then, just to add insult to injury, they let Justin give any Robot a full move AND a close or ranged combat attack all with one action. That is two actions instead of the one that everyone else ever made like him before gets. That’s not power creep, that’s a power leap!
If you want team ideas go to the HCrealms units section and get a list of every robot in Modern with a point value between 140 and 260. They are now suddenly all tournament viable. All of them. You don’t even have to try and pick a good one. Honestly, sometimes it’s funner if you pick a crappy one–it stings your opponent more when you win.
“Wtf?! How in God’s name did I lose to a team featuring Ladytron and Computo?!”
Expect to see Juston on Top 8 army lists until he is retired.
1. AVAS013B3-D Man – For 90 points you get a Hypersonic piece with 9 movement, 11 Attack, 18 Defense, and 3 Damage. Those are pretty good stats for that point level. He’s missing Willpower, but what he does have is the game’s first Perplex that can be used three times! Even the ASMS102Dr. Octopus Arms Relic only lets you use Perplex twice! The drawback is that he can only target himself and that Outwit ruins his day. The good news is that with his 9 Movement, often times he can strike before your opponent can get within Outwit range.
This gives him some incredible utility. For example, you can increase your Damage by one and Movement by 2 and then suddenly you’ll have a near carbon copy of the 110 point FL037BDark Flash Prime! Or you could add +1 to Damage and +2 to Attack and land a massive 13 attack 4 damage Hypersonic blow. Or you can do what I would likely do all game and just Perplex his defense to 21… every… single… turn! That’s a 90 point character that can get to a the highest Defense Value that has ever been printed on any HeroClix figure ever. The Spectre, Galactus, and Dr. Manhatten all seem like great company to be in for a 90 point character!
However he uses his Perplex, he is still a great scout for the other 210 points of your team. His trait reads, “SEE A PERSON’S TRUE FORM AND INTENT: Opposing Characters within 6 squares and line of fire can’t use Shape Change or Stealth. Friendly characters within line of fire may modify their defense values by +2 when targeted by Mind Control.” That means that as long as he’s around your whole team will be ignoring opposing Shape Change and Stealth. That would absolutely wreck the defense for a ton of different characters and it’s not even an action, he just has to be standing near the opposing team, just nodding and saying “What’s up?”
Everything I’ve listed above is still not enough to make him my number one figure in the set. What makes him the top figure is that he is also the best ID Card character to call in that is under 100 points. When you summon him for a turn, any figure within 6 spaces of him has their Shape Change and Stealth spoiled by his Trait. Then you get to do a giant 13 attack value 4 damage Hypersonic hit. And after all that any friendly figure next to him when the dust settles gets the Triathlon inspiration which states, “Modify speed value by +1. Modify attack value by +1 when making a close combat attack. Modify defense value by +1 against close combat attacks.”
That is a plethora of effects for a 5 point investment and that’s why he is the best figure in the Avengers Assembled set.
[EDITOR’S NOTE: Alright! We hope you enjoyed this counter look at Avengers Assemble! We’ll have an upcoming local game announcement here in the next couple days, followed by some new articles next week! Thanks for reading.]
Agree? Disagree? Sound off in the Comments section below!
“Whaddaya mean I’m the only one who didn’t make the Chase cut? I’m Nick Fury, dammit! Who the hell beat me out? Falcon? War Machine? Captain Marvel? I mean, as long as it’s not some Z-lister like 3-D Man or, God forbid, Rick $#!@&%( Jones… “
We’ve been living in what Jonathan Hickman might call an “Avengers World” for almost a month now, so you know what that means…
IT’S TIME FOR AN AVENGERS ASSEMBLE TOP TEN SET REVIEW!!
You know the rules. I’m going to give you 5 Honorable Mentions, then we’ll roll right into counting down the 10 best figures in the set!
But first, as always, I have…
SOME NOTES ABOUT THE SET:
–I was pretty pleased with the roster of figures in this set. Nice mix of the old and new. Are you a fan of classic Avengers villains Michael Korvac or Immortus? They’re both here. Did you like the more recent Avengers Academy series? There’s a ton of them in this set; everyone from Hazmat and Mettle to Turbo and Thunderstrike. And there’s also a ton of great, almost forgotten characters in this set that all debuted or had their heyday in the early-to-mid 2000’s and that I, frankly, never thought we’d see (I’m looking at you, Cammi and Juston Seyfert! I mean, yeah, Juston had a cameo or two in AA, but still, he kinda came out of nowhere!).
–The sculpts in this set are pretty solid–reminded me of a more toned down Flash set for some reason–although I thought that the Trinity War sculpts were a little more risky and dynamic than anything we got here (with the exception of the Chase Rick Jones, which is complete Bonkerssauce–in a good way!).
–This may be the best set of C/U/R dials ever, ahem, assembled. Especially the Commons. You don’t actually have to break the bank to grab some reeeeeallly cool figures this time around. While the Chases were once again very strong (4 out of 7 made the cut), I believe you will find only two Super Rares in this article. That might be a record low for them. And this might be the strongest set of Rares we’ve had in a loooooong, long time.
Okay. That’s it for all of my notes and musings–let’s get to some…
5. AVAS001 Black Widow — 110 Points — Common: Yep. Another Modern Age Black Widow. But you know what? She’s kind of my favorite of the recent Widow iterations. She’s a lil’ more costly, but she offers a great power set. First of all, her Stealth is part of a Trait (DOUBLE AGENT:Black Widow can use Shape Change and Stealth. When she uses Shape Change and succeeds, Black Widow can’t be targeted by opposing characters this turn.), so it ain’t gonna be Outwitted. Moreover, she also has Traited Shape Change to go with her top dial Super Senses, which, when combined with her Stealth, means she’s going to be reeeeallly tough to pick off at range (especially since she isn’t slowed down by green squares since she has Improved Movement: Ignores Hindering Terrain).
She’s only got 6 clicks of life, but 4 of those clicks are extremely productive, especially when she picks up her “anytime” Special Poison power (WIDOW’S BITE:Black Widow can use Poison, but may be given the free action to activate it at any time during your turn.) in the back half of her dial. And I haven’t even gotten to her top dial Perplex or Precision Strike! Moreover, just from a “storytelling” perspective, this just FEELS like a Widow dial. While her teammates are usually hammers, Widow should always be a scalpel (well, except for the OTHER version of her from this set…).
I’d love it if Natasha was 90 or 100 Points; but even at 110, she’s still an elusive, solid secondary attacker who offers a variety of offensive options.
4. AVAS002 Hawkeye — 85 Points — Common: Apparently this will be the easiest Top Ten Review ever. I just have to go right in order from the beginning! Now I know what you’re saying. “We just got 2 Hawkeyes from the AOU Movie set that were both better!” And you know what? I agree with you. But just because those RIDICULOUSLYAWESOME Hawkeyes were better, that doesn’t mean that THIS Hawkeye isn’t very good in his own right.
He sees through Stealth with his Improved Targeting, and his two Traits separate him from the average Secondary Attacker. His first Trait (LIKE FISH IN A BARREL:If Hawkeye targets a single character when making a ranged combat attack, modify his attack value by +1.) means that just about whenever he attacks, he’ll have at least an 11 Attack Value. But it’s his second Trait that everyone is talking about (TRICK SHOOTING:Give Hawkeye a power action to place an Aim token on this card. At the beginning of your turn, if he has 1 or more Aim tokens on this card you may remove them and choose one effect that Hawkeye can use this turn: Improved Targeting: Ignores Elevated Terrain, Improved Targeting: Ignores Outdoor Blocking Terrain, or a locked range value of 14.).
Remember all that drama last set about whether or not the Prime Doctor Light could Running Shot for, like, 16 Squares? Well, as long as you spend one turn setting things up, Hawkeye can run 5 Squares, shoot 14 #$&^#$% Squares, shoot through an opposing figure’s Stealth if need be AND Energy Explode!! Whaaa… ?
Now, he only has 5 clicks of life. No top dial Willpower (he’s got one of those annoying dials where Willpower shows up in the Defense slot at all the wrong times). His Movement slot alternates between Running Shot and Stealth (as opposed to having at least one of those powers Traited, like some of his other versions), which isn’t as big a deal as it might be for other characters who don’t have his Trick Shooting Trait, but still. Finally, his native 3 Damage is fine, but it’s nothing to jump over the moon about when you consider that he doesn’t have a built-in way to break through reducers.
Still, it’s an innovative and creative take on a figure that’s already been Clix’d quite a bit in the last 3 years.
3. AVAS003 Aleph — 140 Points — Common: I swear I’m not doing this on purpose. It’s just working out extraordinarily well.
But I’ve played against this guy, and he is an absolute brick. He’s got 9 simple clicks; no Traits, Improvements or Special Powers. But he’s almost like the perfect blank canvas on which to throw an Entity and/or a Resource. He comes standard with the Wing Symbol, Sidestep, a 10 Attack with Pulse Wave, 17 Defense with Invincible and the Indomitable Combat Symbol. If you hook him up with a Battery and an Entity, he gets real imposing real fast.
Team Name: Al-eph You Up!!
AVAS003 Aleph — 140 Points
AAOU039 Jocasta — 25 (Possessing Aleph)
AVAS020 Juston Seyfert — 40
AVAS044 Arcade — 70
WOLR100 Power Battery (Green Lantern Corps) — 2
WOLR300 Green Lantern Corps Ring — 8
WOLR200.04 Wall (Green) — 10
WOLR200.03 Mallet (Green) — 4
How It Plays: Jocasta’s Possession ability works just fine on Aleph, since he has the Robot keyword. With Jocasta, Aleph has the option of pumping up his Movement or Attack Value, and he can grab Running Shot, Precision Strike or Jocasta’s Special Damage Power (Sensors Coming Online: Jocasta can use Outwit and Perplex, but only to target characters within 3 squares.). All of which are great options.
Juston Seyfert hypercharges any Robot-keyworded character he assigns as his Sentinel. And since Juston Seyfert prevents us from fielding a Themed Team, we might as well level the playing field with Arcade. He’s a good supporting piece for his points if you lose the opening role; if you win it, you suddenly have a deadly and effective Secondary Attacker who is very hard to kill because of his Defensive Special 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.).
The biggest weaknesses for this Build are the average to below average Defense values of all three characters and the lack of Probability Control. If your dice go cold, there’s not a lot you can do about it. But with Aleph’s rotating Pulse Wave and Penetrating/Psychic Blast, you should be able to cut right through most of your opponent’s defenses in short order.
Now this is just one of a myriad of ways you can take an Aleph Build. There are plenty of other options; as I said before, he’s kind of a blank canvas.
And that’s why he’s number 3 on the Honorable Mention list!
Now if Number Two is Son of the Serpent, then you’ll really know something’s up…
2. AVAS009 Turbo — 50 Points — Common: Long-time readers know that whenever I see a character whose cost is exactly 50 Points, my interest gets piqued. Turbo here is the latest in a long line of great 50 Points supporting characters. In her case, she’s a very effective Taxi who can also fill the role of Tertiary Attacker. Because of her Trait (THIS ARMOR IS AWSOME:Turbo can use Energy Shield/Deflection. When Turbo makes a close combat attack and hits, after actions resolve she can use Force Blast as a free action targeting a single hit character.) and her starting Defense Value of 17 (with Toughness), she’s really hard to hit at range (your opponent needs to hit a 19 Defense just to hit your Taxi!). She starts with a native 3 Damage and a 10 Attack (although that drops down to a measly 8 if you wish to use her Transporter-granted Move-and-Attack). Top dial Sidestep is also arguably the best standard Movement power for a taxi, as well, and she’s got it.
What holds her back slightly for me are her complete lack of Range and–more importantly–her keywords. The generic Armor keyword is probably her best; her named keywords (Initiative, Loners and New Warriors) all have very narrow Build options. Initiative is probably the best of those, and that’s really only because there were so many in this set (although previous sets had some very random entries as well, like Sleepwalker from GotG and Bloody Mary–but not Typhoid Mary–from Deadpool). Down dial she picks up CCE, so if your opponent moves up to attack her (to get around her ES/D), they could be in for a rude awakening. And I haven’t even brought up her Trait-granted Free Action Force Blast (which is, really, the only way to use Force Blast, since it kinda sucks.).
She is sort of a new flavor for Taxi’s, and really efficient for her points.
1. AVAS024 D-Man — 84 Points — Uncommon: Finally, a non-Common! D-Man makes his, uh, long-awaited Clix debut, and you know what? He’s pretty damn good. He has a solid, uncomplicated dial with no Improvements or Special Powers. His Attack Value is average to low, but he’s got some great Damage Output Potential for his Point Cost… and one very special Trait (HEADLOCK TAKEDOWN: D-Man can use Plasticity. When he hits an opposing character with a close combat attack, put a Headlock token on their card. Remove all Headlock tokens from characters not adjacent to D-Man. Characters with any Headlock tokens on their card must roll a d6 when given an action. If the result is: 1 – 3, the action ends immediately.; 4 – 6, remove all Headlock tokens from that character’s card an the action resolves normally.). Yeah, that’s basically the Handcuffs from the Utility Belt, which was among the most useful items you could equip. D-Man adds Plasticity on top of all that, which means he kind of hoses Hypersonic speedsters, too.
Is D-Man Meta? No, no he is not. Is D-Man fun as hell to play? Yes, yes he is. You have not lived until you’ve held down the 300 Point, Chase “Last Titan” Hulk with a little headlock from an 84 Point D-Man. This is a great concept for a Clix, and he’s a great addition to the game.
Okay! Enough foreplay. It’s time for…
THE TOP TEN FIFTEEN!! FIGURES IN AVENGERS ASSEMBLE!!
Yup! Once again, we have a set that was just too packed with goodness for a straight Top Ten list, so we’ve expanded it to a Top FIFTEEN countdown… AT NO ADDITIONAL COST TO YOU!!
And even with five extra slots, I still have to leave Hybrid (juuuuuust missed the cut) and Cammi (arguably deserves to be here over a couple of the other dials, and I love the character; but I’m bumping her up to her own future Build article, since she opens up a lot of Guardians Builds with her Drax Trait) off the list–there’s just a ton going on in this set.
Since we have so much to talk about, let’s keep countin’ ’em down!
15. AVAS064E Hulk — 300 Points — Chase: As I mentioned in “Straight, With CHASEr 3,” I think this dial is the closest we’ve gotten since AVXG001R Dark Phoenix Cyclops to a viable 1-Man Army for 300 Point Modern Age games. Now, that doesn’t mean he’ll win every game, or even most games; it just means that you’ll have a chance, even though you’ll likely be hideously out-actioned. He’s that powerful in the right hands.
As a 1-Man Army, you have three things in your favor with this Hulk. First, his Trait (THE LAST TITAN:Hulk can use Super Strength and his powers can’t be countered. Hulk begins the game with a Titan token on his card. Once per turn when Hulk damages an opposing character with an attack, place a Titan token on this card.) finally gives you a Hulk that can’t be Outwitted. Second, his top click (and his last click) feature one of the best Movement Specials ever (HULK HATES WORLD:Hulk can use Charge. When he does, he doesn’t halve his speed value and can use Improved Movement: Ignores Hindering, Ignores (and Destroys) Blocking, Ignores Characters.). If you can manage to pick up an Ultra-Heavy object, you should have a fighting chance to one-shot a significant piece on your opponent’s side before he can really get going. And finally, his Defense Special (ONLY ONE THERE IS:Hulk can use Invulnerability and, if he has no action tokens, Regeneration. When this click is revealed, stop turning the dial and remove a Titan token from this card. Whenever Hulk would take damage, remove a Titan token from this card instead. Hulk can’t place additional Titan tokens on this card. This power can’t be ignored.) gives him a ton of survivability at the end of his dial–no Pulse Wave for the win here.
That last click grows in effectiveness every time Hulk smashes something, so try to make sure your first target doesn’t have too many avoidance powers (Super Senses, Shape Change, etc.).
He’s a lot of fun to play, which is another reason he’s on this list.
14. AVAS065 Black Widow — 200 Points — Chase: A second entry for Natasha? Yup. Look, no one ever looks at a Thor dial and goes, “Hmmm… not much offense there.” Thor is all about offense. It’s usually his Defense that’s a problem–even if it’s average, often you have to leave Thor out there to make a ranged attack, and if you miss, your opponent can kind of gang up on the Norse God to take him down quickly.
Well, what if Thor had Traited Stealth? And the means to continually place down Hindering Terrain tokens to hide in? All of a sudden, Thor would get a lot more interesting. Which is exactly what happens here when Natasha picks up Thor’s Hammer. Her Trait (DARK CLOUDS & DIRTY TRICKS:Black Widow can use Stealth. Give Black Widow a free action and place 2 hindering terrain markers, one in her square and another within range and line of fire. These markers remain on the map until she uses this ability to place markers again.) does exactly what we just talked about for, really, no additional cost (most Thor dials–most GOOD Thor dials–are already 200 Points anyway).
She’s got great Damage Output Potential, and she’s left plenty of room for decent support and even a Resource. One of the more underrated pieces in the whole set.
13. AVAS043 Abyss — 139 Points — Rare: As a fan of Hickman’s Avengers run, this was one of the characters I really wanted to see in this set (along with her brother, Ex Nihilo). For 139 Points, you get a tricky Secondary Attacker (which means you’ll have to find a Primary Attacker who’s 100 Points or less–someone in the mold of, say, Banshee, but maybe with the Avengers keyword. Maybe the next guy on this list?) who has one of the best Poison Specials in the game (CREEPING DARKNESS:Abyss can use Poison. When she does, deal each adjacent opposing character damage equal to its printed damage value, instead of 1.) on her second click.
She starts with Power Cosmic, Traited Invuln and an Outsiders TA-like Damage Special (MOLECULAR LOCKDOWN:Give Abyss a free action and target a character within range and line of fire. Until your next turn, the chosen character can’t use Shape Change or have its combat values modified.). Now, unfortunately her Range is only 4, but she Flies AND Phases, so getting her in position should be simple enough. Down dial, her Damage spikes at 4, so she’s capable of dishing out some hurt as well. In addition to the Avengers keyword, she also sports the Cosmic keyword, so depending on how you assemble your team, you could conceivably put together at Themed Team with her that also featured Entities (which would help her in particular A LOT).
12. AVAS051 Red Wolf — 80 Points — Super Rare: Arguably more effective than the underrated WOL037 Karu-Sil, but for 15 less Points! He’s got the Avengers, Soldier, Warrior and Animal keywords, which opens up a lot of possibilities for him. Like Karu-Sil, Red Wolf comes packed with an attachable Wolf token which Red Wolf can deploy to devastating effect with his Trait (LOBO, FAITHFUL WOLF COMPANION:Red Wolf begins the game with Lobo attached. While Lobo is attached, Red Wolf can use Flurry. Give Red Wolf a free action to remove and place Lobo in an adjacent square.). If Lobo gets KO’d, a simple Power Action brings him right back to Red Wolf’s base (where he can then be re-deployed as a Free Action).
Red Wolf himself also Ignores Hindering Terrain on movement, and anytime he finishes an action in Hindering he has Willpower thanks to his Defense Special (OWAYODATA CAME TO ME:Red Wolf can use Combat Reflexes and Super Senses. If he’s occupying hindering terrain, he can use Willpower.). He’s a wonderful Secondary Attacker who brings a great Tertiary Attacker with him FOR FREE! I really like this design!
To me, the most fun would be to play him with his cosmic DC Universe rival and see how many pet tokens you can get on the board! Which means it’s time for another Quick Build!!
Team Name: The Wolfpack
AVAS051 Red Wolf — 80 Points
(withATA057 Avengers Response Unit) — 3
WOL037 Karu-Sil — 95
ASM031B Alyosha Kraven — 70
WOL102 Power Battery (Red Lantern Corps) — 2
WOLR302 Red Lantern Ring — 8
WOLR202.06 Decoy (Red) — 6
WOLR202.09 Nurse (Red) — 10
WOLR202.13 Stop Sign (Red) — 8
WOLR202.04 Wall (Red) — 10
WOLR202.01 Net (Red) — 8
How It Plays: Each of these figures has the Animal keyword AND the ability to put out a bystander token of some sort. Alyosha is the engine that drives this Free Action car; each turn he’s given a non-free action, one of the other two figures can be given a move action for free!! Karu-Sil Flies, so she can also Carry if she needs to.
You have 5 Constructs to cover a potential 6 characters, so make sure you’re loading up every character (including tokens) you can with Constructs. Each Construct grants a specific power (obviously) PLUS Giant Reach and Penetrating Poison, two wonderful powers for this Build!
We’re also giving Red Wolf the Avengers Response Unit ATA (When one or more characters using this team ability is adjacent to a friendly character making a close combat attack, modify the characters attack value by +1.), which you don’t see very often but will, again, work perfectly with a close combat Build like this one.
You’ll have +3 to Map Roll, so if you win the roll, hopefully you can choose something that’s easy to traverse while still providing a modicum of Hindering Terrain cover. Elevation changes aren’t a complete dealbreaker, but they aren’t necessarily your friend, either.
This is a bit of a swarm team, but I love that your opponent will need to waste attacks on figures like The Pack and Lobo that can come right back the next turn. And your opponent will score 0 Points for their effort!
11. AVAS041B Starbrand — 150 Points — Rare PRIME: So, this isn’t the recent version that joined the Avengers during Hickman’s run and took a Beyonder with him when he died; this is the original “New Universe” Starbrand from the 80’s. But that origin does explain his major weakness: no Avengers keyword. He also has a pretty miserable Range Value (just 5 Squares, although with top dial Charge, this Starbrand is clearly meant to be a close combat bruiser) and his attack never goes above a 10–and remember, with Hammers most likely rotating in just over a month, Attack Value is once again gonna be really tough to fix. So that’s a problem.
So why is he this high on the list? Well, he’s got the Wing Symbol, the Power Cosmic Team Ability and 4 Damage top dial with Perplex (so you can fix his Attack if you need to). And starting with click 3, he gets a ridiculously good Damage Special (MAJOR EXPLOSION:Give Starbrand a double power action. Deal 2 penetrating damage to each other character within 2 squares and destroy all blocking terrain within 2 squares.).
That’s right. 2 Penetrating Damage WITHOUT HAVING TO ROLL ANY ATTACK DICE! I cannot overstate how awesome that is. Even the highest Attack Value in the game doesn’t guarantee you’ll hit, so there’s always a risk when you roll the dice. This power completely dissolves that risk–you can’t miss with it.
Then there’s his Trait (THE PITT:When Starbrand is KO’d, roll a d6 that can’t be rerolled, minimum result 2. Deal 3 penetrating damage to all characters within that many squares and then choose another friendly character. That character modifies its combat values by +1 this game.). If your opponent does manage to kill Starbrand, he sets off a chain reaction that has the possibility of dealing a metric poop-ton of virtually unstoppable damage. So for half the game, he’s trying to keep you from exploding 2 Penetrating damage all over his team, and when he finally succeeds at KO’ing Starbrand, your opponent’s reward is EVEN MORE PENETRATING DAMAGE!
“That is a LOT of penetrating… damage. See what I did there? You did? Pervert.“
Finally, while his New Universe keyword is pretty much worthless (at least right now), he also has the Cosmic keyword, which is still pretty strong (and lets him be on a Themed Team with Entities!).
Overall, a solid, if unorthodox, package of powers and abilities.
10. AVAS013B 3-D Man — 90 Points — Common PRIME: And now we arrive at the Top Ten!! Triathlon is good; 3-D man is better. He starts with Hypersonic Speed (always good), 11 Attack, an 18 Defense (with Toughness) and 3 native damage. But his Damage Special [THREE TIMES PEAK HUMAN :3-D Man can use Perplex, but only to target himself. He can use it up to 3 times per turn, but can’t modify his damage value more than once. When he uses Perplex (no matter how many times), at the end of your turn, roll a d6 and on a result of 1, deal him 1 unavoidable damage.] is what really puts him over the top. Three freaking Perplexes a turn?!?! That’s borderline insane. You want a 13 Attack and 4 Damage from your 90 Point Hypersonic Speed character? You got it!
He obviously has the Avengers keyword, and if you can play him on a team with, like, Pandora’s Box–which would allow you to give 3-D Man the Wrath Token and Willpower–he becomes a very dangerous man. Especially a that 90 Point price! He’s not as good as Speed Demon, but he is poised to become one of the best Secondary Attackers in Modern Age.
9. AVAS015 Living Lightning — 80 Points — Common: So everything I just said about 3-D Man possibly becoming the preeminent Secondary Attacker in Modern? Well, meet his competition. For 10 less points, you get an Avenger-keyworded livewire who is a nightmare from range. He’s basically Zombie Electro with an ever-so-slightly better stat and power mix but without any of the awesome Zombie Traits.
He Flies, moves from Running Shot to Hypersonic as he goes down dial and he’s packing both Penetrating/Psychic Blast AND a Traited, Improved triple bolt Energy Explosion top dial (FLASH-FRY YOUR CIRCUITS:Living Lightning can use Energy Explosion. When Living Lightning hits an opposing character with the Armor or Robot keyword, increase the damage dealt to that character by 2.). And before you dismiss the second part of that power, let me assure you, because of the #1 figure on this list, Robots are going to be a thing for at least the next six months and they are NOT going away.
Living Lightning was one of the most popular UnClix’d Avengers, and the developers did a fantastic job interpreting him for Avengers Assemble.
8. AVAS034 Jarvis — 40 Points — Rare: Most of what Jarvis brings to the table happens before the game even begins. One of his Traits (I TIDIED UP:Friendly characters can use Improved Movement: Ignores Hindering Terrain and Improved Targeting: Ignores Hindering Terrain, but only if they occupy indoor terrain.) will help immensely if you win the Map Roll (and he has the Avengers keyword himself, so he’ll fit right on your Themed Team). The other (THERE’S STILL A FEW AVENGERS IN THE MANSION LEFT TO HELP:Jarvis counts as 3 characters for determining how many ID Cards can be added to your force. You don’t pay the cost for up to 3 ID Cards added to your force. Your opponent scores these ID Cards normally.) allows you to pack slightly more than 300 Points into your 300 Point Build!! I cannot tell you the exact number of pieces that allow you to pack more points than your supposed to into your Build, but it’s small. I mean, if you think about it, it’s almost like Jarvis’s actual dial is only costing you 25 Points. What do you get for that investment?
Four clicks of life, which is about par for the course, top dial Perplex and Stealth and a Defense Special (THE HEART OF THE AVENGERS:When Jarvis is adjacent to a friendly character with the Avengers keyword, reduce all damage dealt to him to 1. If Jarvis has taken damage from an opposing character since the beginning of your last turn, he ignores all damage dealt by opposing characters. This power can’t be countered.) that is fantastic, especially if you can find a way to funnel opposing damage towards him. Now, Masterminding damage to Jarvis won’t activate the second clause of his Defense Special, but it WILL reduce all the damage to 1, provided the keyword threshold is met. For the record, Mastermind is an exceedingly rare power to find on “good guys” like the Avengers, but AVX008 Professor X, CATWS015 Nick Fury and the new AOU201E Hank Pym all sport Mastermind top dial. Of those, I think Professor X and Nick Fury are the most interesting to pair with Jarvis–particularly the Professor, since survivability is one of the biggest question marks about that piece.
Hmmm… that might be worth exploring in another article…
Finally, Jarvis also has the Avengers Team Ability in case you need to move him into place but your running out of actions. It’s a terrible Team Ability for normal Avengers staples like Cap, Iron Man or Thor, but it’s occasionally useful on a pure support piece like Jarvis in 300 Point games.
7. AVAS046R Loki — 120 Points — Rare: Wow! While his 225 Point version is good, this Rookie dial takes the cake. Top dial Super Senses combined with an Improved Traited Shape Change (Master of Illusions and Trickery: Loki can use Shape Change and succeeds on a result of 4-6. When an opposing character targets Loki with Outwit or Perplex, he can use Shape Change as if he were targeted with an attack. When Loki makes a successful Shape Change roll, he can’t be targeted for the remainder of the turn.) means that Loki is going to be reeeeeaaaal tough to pin down. Think about that. Every turn, Loki basically has a 50% chance to be untargetable by your opponent!
He also sees through Hindering Terrain and Characters with his Improved Targeting, and his Special Movement Power (To Trick My Brother… And His Friends: Loki can use Mind Control. When he does, he isn’t dealt damage from it and, if he targets only a single character, modify Loki’s Attack Value by +2 and he may target a character that can use Battle Fury.) grants him an awesome form of Mind Control. Now, Ninwashui has mentioned before that Mind Control can be a dangerous strategy, but with Loki’s improvements on the power via his Special and the fact that he has top dial Perplex, it’s a much less risky proposition (at the top of his dial, Loki has a 13! Attack Value when Mind Controlling a single character). Loki also has the Mystics Team Ability, so taking him out is going to require some blood, sweat and tears on the part of your opponent.
Lack of Willpower and low Damage Output are his only real negatives. The first you can fix that with the Asgardian ATA. The second actually improves as he gets down dial, but he does have that Perplex on his first two clicks. Besides, you’re probably trying to wreak havoc with his Mind Control Special at the beginning of the game anyway.
6. AVAS044 Arcade — 70 Points — Rare: I love this design!! Arcade will either be one heck of a supporting character, with Mind Control, Poison and Perplex, or he’ll be an insanely devilish Secondary Attacker. You won’t know exactly which dial you’re getting until the game is about to start, as his Trait is activated by the Map Roll (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 the Power Cosmic Team Ability, can use Improved Targeting: Ignores Hindering, and other friendly characters have the Robot keyword for the rest of the game.).
If you do get to chose his map, Arcade suddenly jumps from a 9 to an 11 Attack Value and picks up 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.). So he suddenly doesn’t need a move-and-attack power–he just needs to get back to his lair! After two clicks, he picks up Penetrating/Psychic Blast… WITH A 12 ATTACK!! His Damage alternates between 2 and 3, but he always has a way to get at least some of his damage through reducers, which is the main thing.
His Defense slot also picks up a Special 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 withing any player’s starting area. This power can’t be ignored.) that works beautifully in conjunction with his Attack Special.
I believe we’ll see some Arcade teams start to show up at some R.O.C.’s across the country. He just allows you to do so much, and if you win the Map Roll, it’s almost like having another Prime on your squad.
5. AVAS053B Ragnarok — 200 Points — Super Rare PRIME: So, it’s a little hard to talk about Ragnarok without spoiling the number one figure on this list, but we can report that he’s already seen play at the World Championships at Origins. Why?
Well, he starts with a 12 Attack Value with Energy Explosion to go along with his 8 Range (with 2 Bolts). As we continue to see more “unkillable” Builds (basically any Build that’s built around characters who only take 1 Damage at a time, no matter how much damage is dealt. Think Doop and Gluttony–pieces like that), I believe Energy Explosion will take on added significance, since it essentially allows you to double your Damage Output against these sorts of teams.
Rags also has Indomitable, an 18 Defense with Impervious and Shape Change, and a 5 native Damage top dial. And hey, you can abbreviate his name as “Rags.” How cool is that? World of Warcraft players will suddenly think that Ragnaros has made his way into Clix! Ragnarok also has a Trait that bumps his Attack Value and Damage Value by +1 when targeting an Asgardian or Avenger, which is probably a good thing, given that we’re gonna see a lot more of both of those keywords in the Meta.
Perhaps most importantly, however, is the fact that he has the Robot keyword. As we hinted at before, this will be a MAJOR keyword going forward…
4. AVAS067 Rick Jones — 75 Points — Chase: His dial is 5 Clicks long for 75 Points, which might seem a tad expensive for a Secondary Attacker (don’t be fooled by the Mind Control and Perplex that show up on Click 2–this is a Secondary Attacker’s dial, not a supporting dial). But when you consider that his first Trait (Summon the Heroes I Grew Up Reading About: At the beginning of the game, place a Captain America Bystander Token (as included with this card) adjacent to Rick Jones. When a Bystander Token placed by Rick Jones is KO’d, place a Bystander Token included with this card adjacent to Rick Jones as per the following: Bystander Token KO’d; Bystander Token Placed; Captain America; Namor. Namor; Blazing Skull. Blazing Skull; Captain America. This ability can’t be ignored.) is basically a perpetual motion machine that continuously generates Tertiary Attackers.
Rick’s second Trait is almost as good (Galactic Burst of Immobilizing Light: Once per game, when Rick Jones isn’t on his first click, give Rick Jones a double power action when he is adjacent to an opposing character. Give all opposing characters on the map an action token. For each opposing character you can’t give a token, deal that character 1 Unavoidable Damage.). Did you get all that? In case you didn’t, let me summarize. It said “Galactic Burst of Immobilizing Light: Once per game, take another turn after this one.”
I mean, that’s almost how good that power is. Rick Jones doesn’t even care where the opposing characters are on the map. Give them all an action token. When you time it correctly, you basically shut them down for an entire turn. And keep in mind that Rick Jones is only 75 Points! That Points cost is looking a lot better now, isn’t it? Well, there’s more!
He also has a 10 Range with three Bolts and he has access to both Telekinesis AND Penetrating/Psychic Blast on his first 3 clicks! Yup–he can get your big hitter into position and then follow that up with a Penetrating Attack of his own. And since that pushes him to his second Click, he actually gets BETTER!
Expect to see him R.O.C.’ing the Meta soon.
Portrait of an Avenger.
3. AVAS037 Manifold — 58 Points — Rare: Yup. He’s reeeeeeaal good. The perfect Taxi/Tertiary Attacker for your Avengers Build. Or, you can bring him in with his ID Card and pump someone’s Movement up by +3 (incidentally, I’m finding that ID Cards are a great way to take your opponent by surprise, especially when used late game by a piece that’s all but defeated.).
For a more in-depth look at Manifold, plus a couple of Ninwashui-created Builds featuring him, click here!
2. AVAS066 Goliath — 98 Points — Chase: Another piece we’ve previously discussed, I just think he offers so much versatility in addition to being a solid piece in his own right. But any piece that lets you COMPLETELY change the complexion of your Build AFTER THE GAME HAS STARTED deserves a special place on this list!
1. AVAS020 Juston Seyfert — 40 Points — Uncommon: How does a little dude from a nearly-forgotten early-00’s title and who deals NO Damage for his entire dial end up with the #1 spot over an entire set’s worth of Avengers and their classic villains?
By opening up a whole new subset of Builds. His Trait (Rebuilt From the Ground Up: When building your force, choose a friendly character with the Robot keyword. The chosen character is Juston Seyfert’s Sentinel.) combined with his Attack Special (Program In a New Prime Directive: Give Juston Seyfert a power action if he’s adjacent to his Sentinel. When he does, his Sentinel may be given a move action as a Free Action and then it may make a close or ranged combat attack.) essentially gives any Robot-keyworded a BETTER version of Multi-Attack. Yes, you read that correctly. A BETTER version of Multi-Attack, one of the best abilities the game has ever seen!
[EDITOR’S NOTE: The wording is slightly wonky in terms of where the phrase “as a Free Action… ” is used. The designers stuck it between the clause that says you can give Juston’s Sentinel a Move Action and the clause that says the Sentinel may then make a close or ranged combat attack. Just trust us, it works exactly how you think it does: you get to move and then attack for free, and then either move or attack again (with the Damage Depletion Modifier). For a slightly more detailed explanation on how this all works, check out the Wizkids Event System ruling regarding Juston Seyfert.]
On top of making your best piece twice as good as it normally is, Juston also rocks a top dial Stealth/Outwit combo on his first two clicks, followed by a Sidestep/Robot Support Special on his bottom two.
So far, the best candidate to become his Sentinel in 300 Point Modern Age is Ragnarok, but the Age of Ultron SLOP is adding a ton of Robots to the game (as well as an Entity that can Possess Robots and make them even better), so we’ll see where this goes. But if you’re someone who enjoys coming up with shenanigans, then Juston Seyfert is the piece for you!
[EDITOR’S NOTE: FUN FACT: Yes, there are characters out there who could potentially attack more than twice in a turn in certain scenarios. For example, if you can get AVAS059 Korvac to his fourth click (it’s a Stop Click, so it shouldn’t be hard) while keeping Juston in good shape, then you get to move half of Korvac’s Movement Value and unleash THREE separate attacks (with the DDM, mind you) in one turn. At that point, Korvac has a 10 Movement with Phasing/Teleport (which would be halved in this example), a 12 Attack with Pulse Wave, 5 Damage and Probability Control. He’d have a 7 Range for the first attack and a 9 Range thereafter. Oh look! Once again, Jerry Seinfeld has something to say to your theoretical opponent:
And if you manage to pull this scenario off and still lose the game… I’ve got nothing for ya. Especially since you can just push everyone next turn and do it all again.]
We told you before in this article, and we’re going to say it again. “Robot” is now a keyword to be feared.
Whew! We’re at 6500 words and counting, so I think this is as good a time as any to quit while we’re ahead. So there you have it. Those are the best figures in the Avengers Assemble set. Now, Ninwashui is going to be along here in a couple days with a second opinion on who the best pieces in this set are. Just remember while reading his poorly researched ramblings whose opinions you REALLY trust the most…
Until next time, Stay Safe, and Watch Where You Draw Your Lines of Fire!!
Today we’re gonna take a look at the figure rundown for the first Wave of Age of Ultron, which will be coming to a venue near you in the next few weeks!! We’ll be looking at them mostly in the context of Sealed play, since that’s how most of you will be introduced to them, but we will offer our take on how we think a few key pieces will impact Modern Age as well.
Now that we’re this close to the event, folks have already started opening booster Bricks prematurely (and probably in violation of their vendor agreement) to sell singles on eBay and on other platforms.
Nope. Not these guys. They had permission to open their Brick, and produced a mighty fine Preview for us all.
[EDITOR’S NOTE: We at Critical Missives have never opened Bricks early, and we do NOT encourage, support or condone other entities breaking vendor agreements to do so. But, since the information is now out there, we have made the editorial decision to report on it.]
Additionally, WizKids themselves have released some previews, so we now know most of the figures in Wave 1.
If you want to go into Month 1 blind and unspoiled, turn away now! Otherwise, sail on!!
[EDITOR’S NOTE: All of the Wave 1 figures are odd-numbered.]
AGE OF ULTRON: WAVE 1 FIGURE LIST:
AAOU001 Hank Pym — 100/50 Points — Common: Not a lot needs to be said. He was already spoiled by WizKids, and you can see his whole dial and power set in the Units tab of HCRealms.com. Or, y’know, in the tiny picture above. There will be Morphing in this set. Oh yes. [Best Yoda Voice] There… will… be…
AAOU003 Ant-Man — 100/50 Points — Common: Once again, a dial that’s already been spoiled. There will be more Hank Pym’s to come, by the way, for anyone who is, y’know, completely obsessed with Hank Pym. And whose Hank Pym love was not satiated by the Hank Pym Boxed set, which featured, like, six more Hank Pyms.
AAOU005 Wasp — 70 Points — Common: So this is actually Janet, not Hank Pym. She does sport the ever popular Lady Liberators keyword to go with her expected Avengers and Celebrity keywords. No Traits, she obviously is a Flyer, and she of course has the “Tiny” Symbol. She starts with (not pictured) an 8 Movement (with Running Shot), 10 Attack Value (with Incapoopitate), 17 native Defense (with Super Senses) and 2 Damage with a Special Power (Founding Member: Wasp can use Shape Change. When she does, she may increase the result by 1 for each adjacent friendly character with a shared keyword (a roll of 1 still fails).).
Like her, don’t love her. Super Senses and Improved Shape Change are normally a great combo, but with so much Precision Strike running around in this Wave, often times it’ll just be the Shape Change. She’s probably most useful as a tie-up piece with Incapacitate, but if you send her away from her teammates to tie-up other pieces, she’ll basically just have regular Shape Change and a very hittable 17 Defense.
In Constructed, I can see some uses for her, but I’d stay away in AOU Sealed unless she was the only fig that fit the point structure of my Build.
AAOU007 Yellowjacket — 85 Points — Common: This looks like the Rita DeMara version. She comes with two really good Traits. The first (Criminal Past, Reluctant Avenger, and Future Guardian: Yellowjacket can use Shape Change and is a Wild Card.) gives her some defensive options; the second (Stolen Pym Particle Technology: At the beginning of your turn, you may choose “Normal Size” or “Tiny Size.” Yellowjacket possesses the chosen combat symbol until you choose again.) lets her float between two different sizes, so she can be Carried out initially (if she’s Tiny Sized) and then spring back to Normal Size if you need to, say, block line of fire or something.
Her top dial features an 11 Movement (with Sidestep), 10 Attack (with Precision Strike), 17 Defense (with Super Senses) and 2 Damage (with Perplex!). She has a 6 Range. Plus, she’s got a truckload of great keywords, including Avengers, Masters of Evil, Guardians of the Galaxy and Scientist, one of the best generic keywords right now.
I expect to see her played a lot in AOU Sealed, especially since she’s a Common that features top dial Perplex (Perp and Outwit are gold in Sealed). She may also see a lot of house play at your local venue, too, since she fits on so many different teams.
So far, Yellowjacket is the early contender for this year’s “White Ranger Iron Fist Memorial Commendation” award, which is given annually to the best Storyline Organized Play Common Figure.
“Memorial? Uhhh, guys? I’m not dead yet. In fact, I haven’t even been retired! I’m still Modern Age!“
Suuuuure you are, Danny. Sure you are.
AAOU009 Alexis — 65 Points — Common: Another character I wasn’t too familiar with, Alexis is actually a newer creation that came out of the pages of AvengersAI. If ol’ Rita doesn’t win this year’s White Ranger, then Alexis almost surely will.
For 65 Points, you get an Avenger (and Robot-) keyworded figure who is a Flyer (read: Taxi), starts with 9 Movement (with Phasing), 10 Attack (and she’s another piece with Precision Strike–Heaven help you if you just have Super Senses, like most of the other Commons in this set), 17 Defense with Energy Shield/Deflection and a native 3 Damage with Probability Control (uh, what I just said about Perp and Outwit in Sealed? That goes double for Prob Control)!!
Now, she has no Traits, no Improved Targeting of any kind, no Willpower/Indomitable and only a 4 Range. But securing a Taxi that also offers Prob and is a more-than-capable Tertiary Attacker for only 65 Points? You are going to be seeing a lot of her in AOU Sealed.
AAOU011 Monica Chang — 65 Points — Common: Another AvengersA.I. character. I actually think she debuted in the Ultimate universe first, but I could be wrong. Regardless, she was an important UnClix’d S.H.I.E.L.D. character that WizKids has finally made for us.
No Traits, No Improved Targeting. Her Range is 6 with 1 Bolt. She does have the S.H.I.E.L.D. and Scientist keywords, along with the S.H.I.E.L.D. TA, and she starts with Stealth and the odd combination of Penetrating/Psychic Blast and Combat Reflexes. I like the Stealth/Combat Reflexes combo, but Pen/Psy won’t help her when she’s based.
Where she really earns her keep is with her Damage Special Power (SHIELD Division Chief: Counter Cyber-Terrorism: Monica Chang can use Enhancement and Perplex. When she uses Perplex, she may modify a combat value by -2 instead if the target has the Armor or Robot keyword.).
In Constructed, there are better options. In Sealed, wow!! She can shut down a LOT of pieces in this set. I personally like Alexis a little bit better for the points, but Monica will be EXTREMELY useful in AOU Sealed.
AAOU013 Victor Mancha — 100 Points — Common: A somewhat odd piece in the context of the whole set. Victor has Avengers, Robot and Runaways keywords, and he’s a Flyer with top dial Sidestep. He also has Indomitable and an 11 Attack with TK, which are all things that the other Commons in this set mostly lack. He can also do 3 Damage, which is never a bad thing.
But at 100 Points, there are better attackers and cheaper Taxi’s in this Wave. Down dial, he becomes both a better supporting piece with a Special Defense Power (Magnetic Bubble:Victor Mancha can use Barrier, ESD, and Toughness. Friendly characters adjacent to Victor Mancha when he uses Barrier can use Sidestep this turn.) and a better attacker, since he picks up a Running Shot/Pulse Wave combination.
He’s solid for his points, but I think there are better options in this set.
AAOU015 Ultron Drone — 50 Points — Common: Not much to say here. He’s your basic Swarm-bot that gets (slightly) better the closer it is to other characters with “Ultron” in their name.
AAOU017 Iron Man — 90 Points — Uncommon: This Iron Man comes with a lightning rod Trait (The Original Invincible Iron Man!:If the first ranged combat attack made during an opponent’s turn doesn’t target Iron Man, modify the attacker’s attack and damage values by -1.) that makes him somewhat compelling. Just keeping him in the back while you press the rest of your forces forward almost makes him worth his points for that alone.
He does also offer Charge, Super Strength and Outwit, so he’s an average secondary attacker as well.
AAOU019 Hulk — 80 Points — Uncommon: Basically the close combat version of the Iron Man above, Hulk even comes with a very similar Trait (The Original Incredible Hulk:If the first close combat attack made during an opponent’s turn doesn’t target Hulk, modify the attacker’s attack and damage values by -1.).
His combat values are outstanding for his cost (he even does 4 Damage top dial), but he’s extremely schizophrenic, due to his other Trait (With Each New Dawn, the Weakling Banner Comes Back:At the beginning of your turn, roll a d6 that can’t be rerolled. On a result of 1-2, until your next turn modify Hulk’s combat values by -2 can he can use Outwit, Perplex, and Shape Change and can’t use any other power he possesses. This ability can’t be ignored.).
So basically, you have either a phenomenally good Secondary Attacker (relative to what it costs to field him) or a PRETTY good supporting piece. The problem is, you may not know which figure you have until it’s too late.
AAOU021 Black Knight — 115 Points — Uncommon: Charge and Exploit Weakness are always good, and he starts with an 11 Attack Value. The problem is that he immediately loses that 11 Attack by click 2, he has no Willpower unless he’s already KO’d a character, and one of his Traits (By Sersi’s Side, From One Universe to the Next:If Black Knight is adjacent to a friendly character named Sersi, both characters modify their defense values by +1 unless already modified by this effect.) is completely useless in this set (since the only Modern Sersi we have is in Avengers Assemble. Theoretically, it is possible that your venue might give you one AOU Wave 1 Booster and one AA booster, and that you MIGHT pull both of those characters, but even then they may not be worth playing together).
He has Traited B/C/F and Steal Energy, which will help offset the fact that he doesn’t have Willpower, but it just seems like there are much better ways to spend 115 Points in this set.
AAOU023 She-Hulk — 130/75 Points — Uncommon: Another figure that’s already been previewed on Heroclix.com. I love her 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.), especially when used on an Arcade team. It’s not clear if you would get the +1 modifier on the second roll for Map Choice, but just the ability to try for Arcade’s map a second time if you lose the first roll is huge.
AAOU025 Machine Man — 120 Points — Uncommon: More of a novelty attacker than anything else, Machine Man is a close combatant without Charge or a very high Damage Value. His Trait (Extendable Body Parts:When Machine Man makes a close combat attack, squares within a range of 3 and line of fire are considered adjacent.) somewhat mitigates the first problem, and Super Strength will help with the second.
120 Points seems about right for what he does, and he has some versatility to him, but if he’s your Secondary Attacker, you Damage Output Potential is probably low.
AAOU027 TESS-One — 150 Points — Uncommon: Once again, we have a close combat figure with a significant cost that doesn’t have Charge. Sidestep is better than nothing, but it ain’t Charge.
The ability to move through (and destroy) Blocking Terrain is a big plus, but again we have another figure that’s saddled with yet another narrowly useful Trait (Total Elimination of Super-Soldiers:As long as an opposing character on the map is 100 or more points and named Captain America, TESS-One can use Willpower. When attacking such a character, TESS-One’s damage value is modified by +1.) that will NEVER help you in AOU Sealed. Why? Because, SPOILER ALERT: There is no Captain America in Wave 1.
Frankly, you’re paying for a lot of powers abilities in this dial that you’ll probably never get a chance to effectively use. RCE? Great! Only a 5 Range? Less great (although Sidestep actually will help here…).
The one real positive with TESS-One is that it is really hard to kill. It’s Defense actually gets better (a LOT better) down dial, and it picks up a Movement Special (Rebuilding From The Rubble:At the beginning of your turn, if TESS-One occupies a square containing a debris marker, heal TESS-One of 1 damage.) that gives it a way to (somewhat) reliably heal a click every turn.
AAOU029 Ultron-8 — 120/30 Points — Uncommon: And now we have our first real Ultron. Get used to seeing his Trait (Autonomous or Drone Mode:Ultron-8 costs 120 points, or costs 30 points and begins on the click #1 after the orange KO. Until KO’d, Ultron-8 is considered 120 points.), cuz most of the Ultrons have some form of it. The idea is to play multiple versions of a single Ultron, and your opponent will really have no way of knowing which one is which, because their dials will be exact replicas of each other… except that the Drones only have 2 clicks of life.
As for the dial itself, it’s pretty solid. I’d rather play this Ultron at 120 Points than Machine Man, that’s for sure.
AAOU031 Vision — 100 Points — Rare: This is the semi-evil, fresh on the scene, son-of-Ultron version of Vision, and he’s exactly as he should be! If you pull him in Sealed, just pray that you also pull an Ultron–ANY Ultron!
His Trait (Secret Programming:When a friendly character whose name includes Ultron is given a move action and actions resolve, Vision may be given a move action as a free action.) pretty much completely makes up for the fact that he only starts with Sidestep, and his Movement Special Power (He’s Coming… Through the Wall!: Vision can use Sidestep. When Vision uses Sidestep or is given a move action, he can use Improved Movement:Ignores Blocking Terrain.) works quite gracefully with his Trait.
He also adds Indomitable, Super Senses and Shape Change to go with his Penetrating/Psychic Blast. His 10 Attack is pretty pedestrian, but in this set that’s really par for the course.
This is a much better Vision than his Age of Ultron Movie cousin, even though they cost the same amount of points.
AAOU033 Hercules — 220/130 Points — Rare: The first real solid close combat brick of the set, with improved Charge, Traited Super Strength, Impervious or Invincible for much of his dial and a lot of CCE and Battle Fury (which will help with the surprising amount of Shape Change in this set). If you pull him, you’re probably playing him.
I like his 220 Dial in a 400 Point event, but I LOVE his 130 Point dial in just about any format. Yes, he’s a little top heavy at 130, but man, he is going to be scary to face.
He also gives us a Modern Age Herc to bring in with his Avengers ID card, which is great as well. Definitely a needed figure.
AAOU035 Protector — 100 Points — Rare: There are two big things to remember about Protector. The first is that he’s one of the few (gosh, there’s like, I dunno, 3 or 4) characters to appear in the same Set/Wave as his Avengers ID Card. So, theoretically, you COULD pull both Protector AND his ID card.
Secondly, when it comes to calling for his help via an ID card… that’s probably the best way to play him! On his own, there’s nothing very special about him. He has Sidestep, he flies, he has a 10 Attack with NO Attack powers and he does a ho-hum 3 Damage. He does offer Probability Control and an 18 Defense Value (with Defend), which is nice, but hardly game breaking.
If you could get all that for just one important turn, however, and you only had to spend 5 Points to do it… well, Protector just became very exciting, didn’t he? All of a sudden, you’re opponent has to hit an 18 Defense to hit anybody, and he probably has to do it at least twice, since Protector has that Prob at his disposal.
In Constructed, he offers another alternative for Avengers and Kree teams, but honestly, he’s one of the best ID Card Call-Ins, so that’s how I’d expect to see him used most often.
AAOU037 Grim Reaper — 119 Points — Rare: Wow. Another Trait (Deadly Sibling Rivalry:Give Grim Reaper a free action when he is within 4 squares of a character named Wonder Man and modify all of Grim Reaper’s combat values except damage by +1 until your next turn. When you do, deal Grim Reaper 1 unavoidable damage at the end of this turn.) that gives its owner NOTHING in Sealed. I’m betting we’ll probably see a Wonder Man in Wave 2, which will mean nothing to you if you happen to pull Grim Reaper here in one of your packs.
He’s basically a 119 Point gamble. While he has a tiny amount of Range (4 squares), if you play him, you’re planning on Charging folks and hitting them with his special Energy Stealing B/C/F, since his native Damage never climbs above 2. If he were, say, 79 Points, he might at least be interesting. At 119 Points, he just doesn’t do enough to effect the game (even the Prob Control they gave him doesn’t show up until his last two clicks).
We needed a new Grim Reaper, but this is the one Rare/Super Rare/Chase that I’m hoping I never see in a box that I’m opening for Sealed.
AAOU039 Jocasta — 130/25 Points — Rare: Jocasta was already previewed by WizKids, so there isn’t a lot more to say. Since she can work like an Entity, she’s definitely one of the “buzziest” pieces in the set, but her real talents will shine through more in Constructed that they will in Sealed.
Very solid piece, and a nice tweak of the Entity Possession Trait. This is one of my personal “big wants” from the set.
AAOU041 A & B Ultron-5 — 120/60/30 Points — Rare: AAOU41A is basically a (slightly overcosted) Leadership engine for Masters of Evil teams, while the B-side is very much a swarm dial that operates as a Switch Clix with the same Autonomous or Drone Mode Trait that all the Ultrons have in this set.
AAOU043 Goliath — 140/100/50 Points — Super Rare: A SR Hank Pym. Yay?
Well, you might be cheering after you see his dial. For 140 Points, he actually has one of the the best Close Combat dials in the set. The Morph power is nice, but in most cases, your better off just sticking with Goliath. His top dial Movement Special is amazing (Trample:Goliath can use Charge. When he does and moves in a direct line, after actions resolve, he may make an additional close combat attack targeting all opposing characters whose square he moved through but didn’t already target with an attack this turn. For this attack, each hit character is dealt 3 damage.), but he only keeps it for one click. He does pick it back up on clicks 3 and 4, though, and with top dial Invincible, it’ll be tough for someone to knock him all the way past those “money” clicks (God, especially in this set).
Goliath brings a lot to the table AND leaves you a bunch of room for supporting figs. If your lucky enough to pull him in Sealed, he’s a definite play.
AAOU045 Black Panther — 140 Points — Super Rare: Wow. The hits keep coming with the Super Rares! This is pretty much the quintessential version of Black Panther. He was Previewed by WizKids already, but I’m going to go through his dial anyway because I really love this T’Challa.
First of all, his keyword line is jammed pack with everything from great names like Avengers and Illuminati to the best generics like Mystical and Scientist.
He ignores Elevated and Hindering Terrain on movement, so his mobility is awesome, and he’s also going to be extremely difficult to find at range due to his fantastic Trait (Cloaking Tech:Black Panther can use Stealth and Toughness. When it isn’t your turn, lines of fire to him are blocked if he is adjacent to Blocking Terrain.). Pay very close attention to that wording–it’s very similar to the wording on IIM038 Iron Man‘s Personal Cloaking Device Trait. WizKids already ruled that Iron Man’s Trait gets around Pulse Wave, and I’d imagine they’ll rule that T’Challa’s works the same way.
[EDITOR’S NOTE: On second look, Black Panther’s Trait says Lines of Fire are “BLOCKED,” while Iron Man’s says they “CAN’T BE DRAWN.” It’s a slight difference; we’ll have to wait and see what comes up in the Event System Rules Forum to know for sure.]
All of which means that if you can keep T’Challa adjacent to Blocking Terrain (maybe with a supporting character who sports Barrier?), he’s pretty much invulnerable to any sort of ranged attack.
His Movement Special Power (Spring from the Shadows:Black Panther can use Charge. When Black Panther occupies Hindering Terrain or is adjacent to Blocking Terrain, he can use Sidestep.) goes hand in hand with his Trait, and his Damage Special adds Leadership and Outwit.
On top of all that… he probably has the best sculpt in the set. Another of my biggest wants from the set.
He’s an absolute monster in Sealed, especially with the right supporting pieces behind him (or, really, the right map), and I think he even has potential in the Meta (maybe not a lot, but still) simply based on that ridiculously good Trait. You can’t KO what you can’t see.
AAOU047 Quasar — 225/125 Points — Super Rare: Wow! Now this is a ranged Primary Attacker! His dial almost feels like something out of Justice League: Trinity War or Guardians of the Galaxy rather than this current cycle of Avengers Assemble and Age of Ultron.
He has two dial options, and they’re both terrific. At 225 Points, he is going to be a heavy hitter that can fling 5 natural, penetrating damage up to 9 squares away. In this set, that might as well be 100 damage. He’s going to one-shot some opposing support characters, and it’s going to be tough to retaliate effectively over that distance.
Plus, his first three (of NINE!!) clicks feature Invincible, so even if your opponent retaliates heavy, it’s going to be tough to make any headway. Especially since Quasar has the Power Cosmic TA, so you can’t counter his defenses.
His 125 Point dial is great as well, but for different reasons. His Defense actually gets BETTER against ranged attacks, and he picks up a Damage Special that partially imprisons anyone he hits (Contain Standard Operating Procedure:When Quasar targets and damages a single opposing character, after action resolve, he can use Barrier as a free action, but may only place blocking terrain markers adjacent to the hit character.).
On top of all that, if your opponent does hit him, Quasar goes right into an Attack Special Power that allows him to Steal Energy even with ranged attacks!
Basically, the only piece Quasar really needs to fear in this Wave is probably Black Panther, only because T’Challa is impossible to hit from range.
If you pull Quasar and don’t play him, you’re either an idiot or you’re trying to impress someone for some reason, even though you’ll really just come off as an annoying D-bag. Don’t be either of those guys. They’re A-holes. Play Quasar if you get him.
This is what you look like if you pull Quasar and don’t play him.
AAOU049 M.O.D.A.M. — 131 Points — Super Rare: The latest Preview from WizKids. She’s a fun character, but she’s also limited in what she wants to do by her 5 Range.
AAOU051 A & B Ultron-1 — 120/60/30 Points — Super Rare: Okay, so if Black Panther has the best sculpt, this is probably a close second.
The A-dial is a nifty little trickster who comes packing a couple of cool Traits, including one that really narrows your opponent’s options if you hit (Total Mind Wipe:Once per game, when Ultron-1 hits an opposing character, you may give that character a Mind-Wipe token. A character with a Mind-Wipe token can’t attack Ultron-1 unless that character and Ultron-1 are the only characters on the map.).
His down dial Defense Special (Self-Upgrade:Ultron-1 can use Impervious and Regeneration. When he uses Regeneration and the result is 5 or 6, place an Upgrade token on this card.) offers the chance to gain Upgrade tokens, each of which gives him +1 to all combat values.
He’s not the bruiser that some of the other pieces in this set are, but the longer he’s left alone, the deadlier he gets.
The B-Dial offers the normal Autonomous or Drone options and adds a fantastic Defense Special (The True Creator of Me is… Myself:When a friendly character with the Autonomous or Drone Mode trait is KO’d, you may roll a d6 that can’t be rerolled. On a result of 4-6, place that character in your starting zone on its click #1 after the orange KO.) that can keep the Ultron assembly line going.
AAOU053 A & B Ultron-7 — 150/125/30 Points — Chase: Ultron-7 A is a close combat bruiser who turns into a ranged attacker with a Running Shot/Special Pulse Wave power in the middle of his dial. He has a top dial Damage Special that helps teammates (Hatred of the Horde:Ultron-7 can use Battle Fury and Leadership. Opposing characters that are adjacent to a character friendly to your force can’t use Outwit, Perplex, or Probability Control.), but otherwise his dial is surprisingly straightforward for a Chase.
The B-dial is a surprisingly sturdy (for its points) ranged attacker, but nothing to write home about. Someone is going to find a way to break all these Drones into a great army, but it’s not going to be me.
AAOU55 A & B Ultron — 300/120/30 Points — Chase: Here he is–Ultron himself. At 300 Points, you’d expect a lot from his A-dial, and you might end up a bit disappointed. He doesn’t even have a move-and-attack power top dial–just Phasing/Teleport. And his Attack Value never goes above an 11–until you get to his two Stop Clicks (they appear on consecutive clicks).
Once you get to his Stop Clicks, Ultron will wreck house–provided there is an opposing character within 5 squares that he can Charge (or 8 Squares if you’d rather Quake fools).
In Sealed, you can probably get away with this–especially in a 400 Point game. In Constructed, he’s so easily outmaneuvered that it’s almost comical.
The B-Dial is a glorified Robot Taxi that can moonlight as a Secondary Attacker.
So there you have it! Last year’s Storyline OP featured Chases that were so good they were broken and had to be (mildly) nerfed by a Watch List fix. This year, the Chases are confusing and almost a waste of time, in my opinion. The Super Rare slot is definitely where it’s at. Outside of, say, M.O.D.A.M., there’s not a loser in the bunch (even the Ultron was pretty unique and original).
Good luck with your Month One pulls, and we’ll see you back here soon for our traditional dueling Top Ten Set Reviews for Avengers Assemble! Those should start dropping next week!
Today we’re gonna take a special look at the brand-spanking new Avengers Assemble set! Amongst a host of previously Un-Clix’d figures, WizKids gave us seven new Chases featuring future/past/alternate timeline versions of the six most popular Avengers (and one Chase that featured their OG sidekick–but we’ll get to him in a moment) on kickass translucent red bases.
Now, while the Chases are vaguely connected from a thematic standpoint, this is the first group of Chases from a main set that I can remember that do NOT all have a shared mechanic (think Zombies in Deadpool and Guardians, Bringers of the Great Darkness in SLoSH, Entities in WoL, etc.). Which is cool. While I don’t mind Chases that share mechanics, it’s kind of a nice palette cleanser every once in a while to see a set of Chase figures that all play completely differently.
Which leads me right into today’s main topic. Because they all play somewhat differently, we’re going to construct seven 300-Point Builds all based around one of the new Avengers Assemble Chases!
Let’s dive right in with a living legend… who kinda lives up to the legend!
AVAS061 Steve Rogers — 250/200 Points — Chase:
So, whether he’s played at 250 Points or 200, Steve Rogers hopped up on the Worldmind is gonna be a Primary Attacker. His Trait ( Nova Helmet Targeting Assist: Each turn, one friendly character with the Avengers keyword and another friendly character with the Nova Corps keyword can use Precision Strike, but only when targeting a single character.) is useful, but not exactly the type of thing you usually build an army around. Still, let’s give it a try.
I’m going to play Steve at 200 points so that I can surround him with a little bit of support–specifically, the new Avengers: Age of Ultron Starter Set Hawkeye! Hawkeye is a terrific secondary attacker that Steve can Carry into battle. Clint also offers some top dial Enhancement, so Steve will be shooting for 5 Penetrating Damage on his first click. Together, Steve and Clint come to 275 Points, which leaves 25 Points for a Resource. So our roster will look like this:
Team Name: You and I Remember Xandar Very Differently
AVAS061E Steve Rogers — 200 Points
AAOU106 Hawkeye — 75
AVXR100 The Phoenix Force — 12
AVXR101 Cyclops Fragment — 3
(Assigned to Steve Rogers) — 3
AVXR103 Colossus Fragment — 3
(Assigned to Hawkeye) — 3
Not bad. Playable. Hawkeye can bust any Stealth that you need him to (and unfortunately, Steve will need him to), and his Attack Value is actually higher than Steve’s; you’d probably do well to hit with Clint first, and follow up with Steve for the killshot. With the Precision Strike Steve grants him, Clint’s really only going to be shut down by Shape Change; he’s got an ability to deal with almost every other defensive power in the game. If you can just get the Phoenix Force to its second Click, you suddenly gain two Perplexes (and Hawkeye suddenly has a 19 Defense against ranged attacks), so you’re damage output should be fine from then on.
Still, getting there won’t be easy, and with only two figures, you’ll have little to no margin for error. It will be hard to get in the first attack–especially in such a way that won’t leave you open to a crippling counter-attack.
So, again, this is a decent Build, but I think we can do slightly better defensively than just ES/D. Austin on Dial H for Heroclix noted the potential this particular Chase has for beefing up Police-keyworded rosters, and I completely agree with his assessment! So let’s see what happens when we basically ignore Steve’s Trait (although Steve himself can still use it) and partner him up with a special agent from another universe.
I’m talking, of course, about the Chase Chun-Li D.E.O. Agent!
[EDITOR’S NOTE: Sorry, but please note Critical Missives Build Rule #4: It’s never the Chase Chun-Li.]
“I’m the only Clix in the game that starts with top dial Hypersonic Speed AND an Attack Special that grants Leap/Climb! AND I have a Team Ability that lets me move 3 spaces and attack with the mere cost of a Power Action. Guess which two of those powers I won’t be using!“
So let’s try this again:
Team Name: You and I Remember Central City Very Differently
AVAS061E Steve Rogers — 200 Points
(w/Secret Avengers ATA) — 5
JLTW009 D.E.O. Agent — 56
JLTWR102 Rock of Eternity (Complete) — 28
(Assigned to Steve Rogers)
Rick Jones Avengers ID Card — 5
See?! We’ve suddenly given our 200 Point lynchpin Stealth (via D.E.O. Agent’s Trait: SAFETY IN NUMBERS:When D.E.O. Agent is adjacent to a friendly character with the Police keyword or team ability, both characters can use Stealth.)! Plus access to an Attack Value buff via the D.E.O. Agent’s Police TA. Not to mention we made Steve the Champion of the Rock of Eternity!
No matter what Build we came up with, it was always going to live or die with Steve–that’s true of any piece that costs 2/3 of your force allotment (which is also why so many high level players won’t play anything in the Meta right now that’s more expensive than WoL107 Kyle Rayner). So by giving him the Rock and Stealth, you made him that much tougher to kill.
This won’t win a ROC anytime soon, but if your opponent isn’t packing a solid targeting solution for Stealth, he’s in some deep trouble.
“‘But Chun-Li,’ you say, ‘don’t sell yourself short. You also have Flurry mid-dial. That’s good, right?‘ You bet it is. Especially since my Team Ability grants me the power to move 3 squares and attack for 2 damage! Which isn’t Charge! Which is what I’d need to enable the use of Flurry with it. But congratulations on pulling me! I’m a Chase! You definitely didn’t waste money irresponsibly in acquiring me.“
Uhhh… thanks, Chun-Li. I, uh, I think you’ve made your point. This isn’t really about you–we were just doing a quick bit–
“Oh, hey, speaking of my Special Attack Power, you know who else ignores Elevated Terrain on movement and can Carry friendly figures?“
I don’t–I really don’t think you’re still supposed to be here–
“Any %$&#!^* flyer.”
Sigh… Chun-Li, what did we say about the swearing?
“$#@& you! I’m 140 points and I do 2 damage. $#@& you.“
It’s time for some Heavy Metal…
AVAS062 Iron Man — 270 Points — Chase:
Now here is your classic Brick Sandwich. 270 Points! Yikes. Okay, well, believe it or not, we still have some options here. Iron Man has a great defensive Trait (ULTRA-DENSE ALLOYS:When Iron an would be dealt damage, roll a d6 that can’t be rerolled. On a result of 1, he can use Invulnerability; on a result of 2, he can use Invincible; on a result of 3 – 4, damage dealt is reduced by 3; on a result of 5 – 6, damage dealt is ignored.) and starts with 8 Movement with Sidestep, 11 Attack with a Special (MAGNETIC CONCUSSION:Iron Man can use Force Blast and Pulse Wave.), 18 Defense with Willpower and 4 native Damage with a pretty awesomely named Special Power (GIVE ME ALL THE CAMERAS:Iron Man can use Outwit and has Improved Targeting: Ignores Hindering, Ignores (and Destroys) Blocking, Ignores Characters.).
So, what are his main deficiencies? Well, he doesn’t fly, so even with Sidestep, he’s gonna have a tough time with mobility. At 270 Points, he leaves almost no room for supporting characters. And while his Defense is a solid 18 with a bunch of dampeners, 18 is still pretty hit-able in today’s game. So, having said all that, I would probably look to play him in a non-Resource environment that still allowed 1 Relic per force.
Team Name: Stark’s Industrial Forgers
Theme: Stark Industries
AVAS062 Iron Man — 270 Points
FIS104 Greithoth’s Hammer — 8
FI301 Splitlip — 20
Splitlip gives you a bunch of great little support bonuses. First, Iron Man has a 50% chance to pick up Greithoth’s Hammer, which will give him +2 to his Attack Value, Running Shot and Great Size, so Iron Man can ignore most Terrain types. Second, once Iron Man has that Hammer, he can tote Splitlip around and benefit from Splitlip’s top dial Enhancement. And third, they both form a Stark Industries Themed Team, so Splitlip will be able to use a Themed Probability Control on certain occasions.
In an environment without Resources, you should have a decent chance at setting up an Alpha Strike, especially since Iron Man can shoot through walls on his first two clicks. All in all, I think I like this team sliiiiightly better than the Steve Rogers teams I came up with, but only because there’s a slightly higher damage ceiling with this Build.
AVAS063 King Thor — 369/300/200 Points — Chase:
Another Brick, but one with a slightly different skill set and THREE(!) different dial options. The King here doesn’t pack quite enough of a punch to try him as a one-man army, so again, we’re gonna settle on his 200 Point dial (which is still 6 clicks long. That’s a decent amount of life for a THIRD point option). We’ll go full Asgardian here for a lil’ Map help, plus a few Horde tokens to help dish out Hammers.
Team Name: As-hats
AVAS063R King Thor — 200 Points
FI101R Loki — 30
FI301 Splitlip — 20
FIR100C Book of the Skull (Complete) — 30
CATWSH001 S.H.I.E.L.D. Support — 10
CATWSH001 S.H.I.E.L.D. Support — 10
Once again, we can have our best ranged attacker sling Splitlip over his shoulder and wreck some face. Or, we can have Loki Carry Splitlip first, drop him off in position, and have King Thor finish his Running Shot right next to the lil’ guy. What? King Thor doesn’t have Running Shot? Well, you have four Hammers to choose from. And once he’s equipped, if positioned next to Splitlip correctly, he’ll have two chances (via his own Prob Control) to fling a Hammer 8 squares for 5 Damage. That’s not half bad. The S.H.I.E.L.D. Support is there to help equip Hammers as quickly as possible AND to heal the King should the need arise.
With just a little bit of guile and cunning, you’ll be able to deal some serious dam–
“I’m sorry, did someone say my name?”
No!! Nope! I’m not going through this again with any more Street Fighters, you hear me? You’re not even a Chase!
“I don’t need a Chase. My Uncommon version will dominate any Clix contest! I have a Special Power that lets me move 3 squares and attack for 2 Penetrating Damage–and I get to put an action token on my opponent!“
That… actually, that’s not bad. Not really worth interrupting this article for, but, you know, uh… noted. Good for you.
“Or, for 10 points less, my Common version has a Special Power that lets me straight Incapacitate fools!“
Wait, what? Your other ability already does that. Why would I ever want to save 10 points so badly that I’d cut into you damage output so severely? That 2 Penetrating damage is definitely worth the extra 10 Points!
“Ha! See? I knew you’d be interested.“
I… can’t believe I fell for that. Moving. ON!
AVAS064 Hulk — 325/300/150 Points — Chase:
Okay, remember when I said that King Thor at 300 wasn’t good enough to be a one-man army? Well, meet the guy who is. This is the easiest Build of the article:
Team Name: The Last Last Titan
Theme: Hulk needs no Theme. Hulk strongest Theme there is!!
AVAS064E Hulk — 300 Points
His Trait (THE LAST TITAN:Hulk can use Super Strength and his powers can’t be countered. Hulk begins the game with a Titan token on his card. Once per turn when Hulk damages an opposing character with an attack, place a Titan token on this card.) is awesome; all those times that Ninwashui complained about the fact that the other great Hulks we’ve received this year have no Outwit protection? Yeah, you can forget about that; this guy has total Outwit protection from everyone except, like, Greed with Ophidian and the Omega Drive.
And even if you find yourself sitting across the table from the decked-out orange Sin, you can feel pretty confident in your ability to one-shot the lil’ bastard. On his first click, Hulk can Charge 10 squares (and that DOESN’T include his Giant Reach)–no halving or modifying of his Movement value is required–with a 12 Attack and 5 Damage (or up to 8 with an Ultra-Heavy). He also doesn’t care about Blocking Terrain, other characters, Hindering or Elevated Terrain, either. If you’re on the map, Hulk will find you. And he will obliterate you.
His Defense starts at 18, never falls below 17, and ends with a stupefyingly awesome Special Power (ONLY ONE THERE IS:Hulk can use Invulnerability and, if he has no action tokens, Regeneration. When this click is revealed, stop turning the dial and remove a Titan token from this card. Whenever Hulk would take damage, remove a Titan token from this card instead. Hulk can’t place additional Titan tokens on this card. This power can’t be ignored.).
Now, will there be times when you’re devastating Alpha Strike is ruined when you roll a stinkin’ 3? Sure there will. You have no backup plan with a one-man army. That’s the deal.
But man, you will have some fun with this guy.
“Pssst… you know who else would make a good one-man army?“
Dammit! We know it’s you, baby Akuma. Go away!
“Ha-Ha!! It’s was me, Akuma, the whole time!!“
Yeah, somehow, we guessed that already. And you’re not a one-man army!
“Of course not. And I’m not a Chase, either. Just a Rare. But I do have a special power that lets me make 4 close combat attacks in one turn. With no Damage Depletion Modifier.“
Whaa… ? That can’t be a real power.
“GOSHORYUKEN: Give Akuma a double power action. He can use Flurry as a free action. If he hits at least one character, after actions resolve he can choose a square within 6 squares and be placed in it and then use Flurry again as a free action.“
Waitwaitwait! You get to Flurry, zip around the map Kyle Rayner-style, and then Flurry again? And you’re in the same set as that crappy Chun-Li Chase? What’s your point cost? If she’s 140, you have to be, like 220.
Who created your set?! Good Lord! It’s like, you would only lose in a Sealed if you actually DID pull a Chase.
“To reiterate: $#@& you.”
Hey!! I did not design you, Chun-Li! Don’t yell at me!
That’s it! NO MORE STREET FIGHTERS!! THIS ARTICLE IS ABOUT AVENGERS, DAMMIT!!
[Deeeeeeep breath… ]
Okay. Annnnnnd, we’re back.
AVAS065 Black Widow — 200 Points — Chase:
So, Natasha, the spy, assassin, and all around master of dirty fighting tricks… has been found worthy to wield Mjolnir? Well, it happened! In an alternate universe, sure, but that’s never stopped a character from earning a Clix before! Let’s break down her dial.
Right off the bat, she has a fantastic Trait. Remember all the hoops we jumped through to give 200 Point Steve Rogers Stealth? And how it’s contingent on Steve lugging around a D.E.O. Agent and, y’know, FINDING COVER? Look what comes with Black Widow: “DARK CLOUDS & DIRTY TRICKS:Black Widow can use Stealth. Give Black Widow a free action and place 2 hindering terrain markers, one in her square and another within range and line of fire. These markers remain on the map until she uses this ability to place markers again.”
So, for no additional cost, not only does Natasha have Traited Stealth, BUT SHE MAKES HER OWN HINDERING TERRAIN!! For FREE!!
Looking at her dial, it’s apparent she’s learned a lot from her Asgardian teammate. This is a Thor dial with just a few Black Widow trimmings (like the aforementioned Stealth Trait), most of which don’t show up until the end of her dial. Her Defense Special (WE’RE THE SACRIFICE – WE WILL SAVE THE REST OF THE UNIVERSE:Black Widow can use Combat Reflexes and Toughness. Whenever another friendly character is KO’d by an opposing character, you may heal Black Widow of 2 clicks.) is great, and it coincides with her move from Running Shot to Charge.
I really love Pandora’s Box with Black Widow; any of the Sins you choose to giver her will offer Sidestep (which allows her to better utilize her top dial RCE), and many will even give her ES/D (which gives you a ranged attacker who herself has Invincible and a 19 Defense Value from ranged attacks). Plus, if you can get the Resource Dial to Click #9, she’ll suddenly be able to bust Stealth (and more, depending on which power you get each turn).
We’re also going to stick with an Asgardian Theme for this squad, which will help with Map Choice and offer 3 Themed Team Probs. Since most Asgardians cost quite a bit, we’re gonna have to return to some of the usual suspects to ensure we can get out all the Sins we need to distribute.
Team Name: Strange Clouds
AVAS065 Black Widow — 200 Points
FI101R Loki — 30
FI301 Splitlip — 20
FIB003 Damaged Warbot — 10
JLTWR101 Pandora’s Box (Complete) — 40
Widow Carries Splitlip (once again, for Enhancement), Loki Carries the Damaged Warbot, and all of them can benefit from Pandora’s Box. Patience is your friend here (and Widow’s Stealth will help with that). Pick your spots to attack carefully, and don’t be afraid to move for board control or for future positioning; your pieces are only going to get better as the game goes on, so stretching things out to give yourself more time to distribute Sins is in your best interest.
“Did someone say they want to ‘stretch things out?'”
Nope! I’m not encouraging this. Moving. On.
AVAS066 Goliath — 98 Points — Chase:
Probably my favorite Chase in the set, Goliath may also be the most versatile CHASEr as well. His Trait seems harmless enough (BACK TO THE BLOND-HAIRED BOWSLINGER NAMED HAWKEYE!:Give Goliath a free action and replace him with any character of equal or less points named Hawkeye on the same click number minus 3, minimum 1.), but it really opens up endless possibilities for how you can use Goliath.
You can start you game by having Goliath Carry out one of your key pieces; then, if your facing, say, some Hypersonic Speedsters, or characters whose offense is based on mobility (especially pieces who have Running Shot or Ranged Combat Expert but DON’T have Sharpshooter), you can stay with Goliath and use Charge with either his native 4 Damage or Quake, if you want to reach out and touch a few opponents at once. Goliath’s Damage Special (GROUND SQUASH:Characters hit by Goliath’s attacks can’t automatically break away and modify their break away rolls by -1 until your next turn.) will all but ensure that anyone he hits (note that he DOESN’T have to actually damage them–just hit them) will be stuck exactly where they are for at least a turn.
Now it’s turn two or turn three… and this is when things REALLY get exciting!! Because Goliath’s Trait can help you customize your team… AFTER THE GAME HAS STARTED!
So, imagine this scenario: Goliath has Carried out your big hitter to some prime real estate where your hitter can attack from next turn. Your opponent, however, decides to TK out his or her ranged beast of a Primary Attacker (say, someone who deals 4 or 5 Damage top dial and has Stealth to prevent retaliatory strikes–oh hey, maybe someone JUST LIKE the Black Widow Chase we just talked about) for an Alpha Strike on Goliath, and all of the sudden Clint is drilled all the way to Click 4. Half his dial is wiped away. Crap. Goliath no longer has Charge, and your Primary Attacker never had a way to see through Stealth. What do you do?
Well, since you thought to include Goliath to begin with, all your really need to do is give him a Free Action, sub in, say, AAOU009 Hawkeye, (who can now suddenly Sidestep–while ignoring Elevated AND Hindering Terrain) and start blasting away. Through Stealth. Oh, and by the way, Hawkeye himself now has Stealth, so your opponent’s big hitter? Yeah, if that piece can’t see through Stealth, your opponent is suddenly in for a world of hurt.
Of course, when you bring Hawkeye in, make sure you bring him in top dial, since his Goliath’s Trait specifies that the replacement character comes in on the same click as Goliath MINUS-3 (in this scenario, 4-3=1). So that big hit your opponent just spent all their resources last turn building up to? Completely wiped away.
With one Free Action, you’ve COMPLETELY changed the makeup of your team–and, in this scenario, you’ve also completely changed the complexion of the game. When used correctly, Goliath can actually devastate your opponent’s strategy WITHOUT EVEN ROLLING AN ATTACK! That’s pretty amazing.
Having said all that, we’re going to keep this Build pretty simple. This is a 300 Point, Modern Age, No Resources team.
Team Name: Blonde-Haired, Blue-Eyed & Furious
AVAS066 Goliath — 98 Points
AAOU015 Nick Fury — 45
AAOU005R Thor — 150
AVID015 Manifold— 5
As I stated above, you can get really complicated with a Goliath Build if you want. Here, however, we’re just gonna stick with Goliath (who can change into a ridiculously useful Avengers Age of Ultron Hawkeye) and Thor, with Nick Fury for support. Keep in mind, if you have Thor Carry Nick Fury, your Tertiary Attacker can suddenly do 4 freaking damage! That’ll make your opponent’s head spin!
“Did someone say ‘Electrify?'”
No! Dammit, no one said anything close to that!
Great. You know your own name. Congratulations.
“At least I’m a Chase.”
Yes. You ARE a Chase. You have a perfectly average dial that’s costed just about as one would expect it to be. Which means your perfectly average. Which also means that you’re probably one of the five best clicks in your set, since “perfectly average” is the new “completely broken” when it comes to Street Fighter Clix. There. Are you happy?
Are all of you rude, obnoxious, interrupting jerks from the Street Fighter set happy? Can I finally MOVE THE $#@& ON with my day?
Good. At last.
“Uh… something something, MIRROR SPIN?”
I hate my life.
AVAS067 Rick Jones — 75 Points — Chase:
So Rick Jones is kind of support mixed with some Secondary Attacker skills. He continually spawns some pretty decent Bystander Tokens via his Trait (SUMMON THE HEROES I GREW UP READING ABOUT:At the beginning of the game, place a Captain America bystander token (as included with this card) adjacent to Rick Jones. When a bystander token placed by Rick Jones is KO’d, place a bystander token included with this card adjacent to Rick Jones as per the following. This ability can’t be ignored. Bystander Token KO’d: Bystander Token Placed; Captain America: Namor; Namor: Blazing Skull; Blazing Skull: Captain America.), and once per game, his other Trait allows him to immobilize your opponent’s entire team for a whole turn (GALACTIC BURST OF IMMOBILIZING LIGHT:Once per game, when Rick Jones isn’t on his first click, give Rick Jones a double power action when he is adjacent to an opposing character. Give all opposing characters on the map an action token. For each opposing character you can’t give a token, deal that character 1 unavoidable damage.). Keep in mind too that your opponent gets no points for KO’ing any of the Bystander Tokens.
As Hunter Smith from Dial H for Heroclix likes to say, “Sounds fair.”
He’s somewhat hard to hit at range with ES/D down his whole dial, and he has Pen/Psy with a massive 10 Range for his first 3 Clicks. On his second click, he even picks up Perplex.
So again, as with Goliath, you have a single character who can fill multiple roles. Team him with, say, AVAS066 Goliath and AVAS034 Jarvis, add in like 3 ID cards of your choosing, and suddenly you have an extremely versatile team, especially in a Modern Age, No Resources format. Oh, and you still have 87 MORE POINTS!!
Team Name: Swiss Army Avengers
AVAS067 Rick Jones — 75 Points
AVAS066 Goliath — 98
AVAS034 Jarvis — 40
WXM078 Quicksilver — 87
AVID015 Manifold— FIVE 0 (via Jarvis)
AVID0XX Your Choice — FIVE0 (via Jarvis)
AVID0XX Your Choice — FIVE0 (via Jarvis)
Avengers ID Figure of Your Choice
Avengers ID Figure of Your Choice
Truly, this is a team designed to combat a multitude of threats. Not a hugely favorable damage output, but it should be able to run with most Builds. There’s nothing out there that you shouldn’t be able to bring a piece in to handle.
So, there you go. A whole bunch of Builds and analysis featuring the seven new Avengers Assemble Chases. Plus, random analysis for Golden Age Street Fighter figures that, frankly, no one asked for or wanted. Myself included.
“Speaking of Chases no one wants–“
What?! Don’t be so hard on yourself, Cammy! You’ve actually got a pretty good dial. Granted, it’s all close combat, but still, you can easily get your Attack Value to 11 or 12–
“I was talking about Chun-Li’s Chase again.“
Oh. Wow. Uh, this is awkward. So, you were just popping in to agree with me?
Well, until next time, Stay Safe, and Watch Where You Draw Your Lines of Fire.
Today we’re here to share our first scenario with you. In celebration of the May 2nd premiere of Avengers: Age of Ultron, Ninwashui and I have prepared a couple special scenarios that we’re going to play out on our own time. Our first scenario is detailed here today!
[EDITOR’S NOTE: For those who are unaware, a scenario is any game of Heroclix with special rules that are specific to that particular game. Often times they are meant to be played with either a specific set of figures, or else they give you a much smaller range of figures with which to create your Build. Usually there is also a small bit of story context accompanying the scenario (that justifies its existence and/or explains the comic or movie-based storyline you’re about to play out). WizKids sometimes creates scenarios for added depth of play during their OP events and distributes instructions on how to play them with the OP Scenario Pack (for example, Fear Itself had 2 Scenario Pack, War of Light had 1).]
Ninwashui and I have been chomping at the bit to try out some of these new Age of Ultron Gravity Feed pieces, but this Scenario will also give us a chance to break out some of our favorite older Movie Set pieces as well.
So, without further ado, here is our first Critical Missives Scenario. Taking a page from Survivor, it’s simply titled…
HEROES VS. VILLAINS!!
The Scenario: It’s all out war in the Marvel Cinematic Universe!!
While inside Avengers Tower celebrating their ability to finally subdue the Hulk’s latest rampage, Captain America, Thor, Iron Man and the rest of the Avengers are finally able to relax. During a fun game of “Whosoever Is Worthy to Pick Up Thor’s Hammer,”all of the Tower’s computers suddenly light up. The Tesseract Thor had brought back with him from Asgard begins to spew energy, and a temporal anomaly forms in the Tower’s Quinjet hangar! For a moment, everything seems normal–until the hangar is ripped open, and the Avengers find themselves under attack from the menacing AI of Ultron and his Sentries! But things immediately go from bad to worse as almost EVERY major villain from the MCU–even some they thought they had dealt with permanently–begin flooding in from the anomaly! The fate of the world is in the hands of the Avengers, and to save it, they’ll have to fight their worst enemies or die trying.
But the Villains aren’t the only ones back from the beyond. An ally once thought lost has returned to aid the Avengers, and he’s brought a really big gun…
The Game: Designed for 2 Players. 1600 Points. Oreo Age. One player assumes control of the “Heroes” side. The other will guide the “Villains.”
The Map: Avengers Tower (from the Age of Ultron Movie Set Starter Pack). The “Heroes” should begin in the Starting Zone located on the side with the lab, while the “Villains” should start on the side with the open hangar.
The Special Scenario Rules:
–When forces are being built, the “Heroes” player selects a Named keyword possessed by a character on his team; each character on his force has the selected keyword.
–When forces are being built, the “Villains” player selects a Named keyword possessed by a character on his team; each character on his force has the selected keyword.
–At the beginning of each player’s first turn, that player may select a single Additional Team Ability (ATA) and assign that Team Ability to all eligible members of their team. At least one member of a player’s force must have the printed keyword required for the chosen ATA.
–There is a restriction of 5 actions per team per turn (NOT COUNTING FREE ACTIONS). This total can be increased by Leadership as per normal.
–While we’re not going to bother with declaring Sidelines or anything, the “Heroes” player should have at least 4 Iron Legions stashed off the map (as well as a Captain America and Black Widow & Iron Man and War Machine Duo Figures if available) and the “Villains” should have at least 4 Test Subjects ready to go.
Special Character Rules:
–In addition to his normal stats and powers, Agent Coulson gets the following Special Damage Power on Click number 4: “So That’s What it Does: Once per game, if this click is revealed due to damage taken from an opposing attack, stop turning the dial and select an opposing character. Agent Coulson can use Pulse Wave. When he does, the area of effect for this attack is his range value, he has a locked damage value of 3, and this attack ignores all characters except the opposing character selected for this power. After actions resolve, deal Agent Coulson 1 unavoidable damage. This power cannot be countered or ignored.”
–When forces are being built, the “Villains” player may assign either Loki or Red Skull GGS102 Cosmic Cube without paying its cost. During the game, figures named “Loki,” “Red Skull” or “Captain America” automatically succeed when rolling for the Cosmic Cube.
AAOU003 Captain America — Common — 125 Points
AAOU101 Iron Man Mk. 43 — Starter Pack — 150
AAOU005 Thor — Common — 200
AAOU008E Hulk — Common — 250
AAOU013 Black Widow — Mass Market Rare — 80
AAOU009 Hawkeye — Core Hobby Rare — 94
AAOU010 Scarlet Witch — Core Hobby Rare — 55
AAOU014 Quicksilver — Mass Market Rare — 63
AAOU011 Vision — Core Hobby Rare — 100
IM3016 War Machine — Mass Market Rare — 220
CATWS006 Falcon — Common — 105
AAOU015 Nick Fury — Mass Market Rare — 45
AVM206 Agent Coulson — Common — 50
CATWS011 Maria Hill — Core Hobby Rare — 60
= 1597 (Hmmm… Heroes are apparently so confident that they’re leaving 3 Points on the board!)
AVM211 Loki — Chase — 220 Points
AVM041 Red Skull — Chase — 170
IM3008 Aldrich Killian — Common — 35
TDW004 Malekith — Common — 350
CATWS008 Winter Soldier — Common — 100
GOTGM106 Ronan — Starter Pack — 300
AAOU016 Baron Strucker — Mass Market Rare — 95
AAOU018 Ultron Prime — Mass Market Chase — 250
AAOU007 Ultron Sentry — Common — 40
AAOU007 Ultron Sentry — Common — 40
= 1600 Points!! (Villains got their $#!t together!)
Why These Teams?: Because, as I mentioned before, this gives us a chance to really dig into the new Age of Ultron Movie Set while also providing an opportunity to dust off some old favorites. As for these specific rosters, we chose them because–between the two of us–we happen to have all these pieces and the points match pretty damn close (in a 1600 Point game, I’m prepared to deal with a variance of 3 points).
Handicapping the Squads: While we haven’t decided who will play which side, just looking at the rosters, I’d expect the “Heroes” side to have a distinct advantage. While there is certainly a ton of raw power on the “Villains” side (and Ooooo, Malekith at 350 looks like soooo much fun…), the “Heroes” side is much more synergistic with their “Avengers Assemble!” Traits and such. Still, we shall see…
The Result: Check back in this space next week. Once we play out the Scenario, we’ll post the highlights and tell you who won right here!! (And/or in the next Weekly Roundup–we’re waaaay overdue for one of those!)
Until next time, Stay Safe, and Watch Where You Draw Your Lines of Fire!!
Hope you all had a Happy Easter! Or a Happy Passover, or, if you’re not a person of faith, or at least not a person of a faith that celebrated this season, I hope you had, uh, a Happy Sunday!
As our belated gift to you, Ninwashui and I are teaming up to rip through the just-released Avengers: Age of Ultron Gravity Feed Movie Set! We’re gonna go figure by figure using our popular and patented [EDITOR’S NOTE: Yeah, it’s really neither of those things.] Oxygen Filtration Mask Numeric Scale!
It’s all part of our month-long ramp up celebrating the release of Avengers: Age of Ultron on May 1st! In addition to today’s article, we’re also going to review the Starter pack and write and play a scenario based on the movie (or, y’know, what little we know about the movie since it hasn’t released yet).
But today is about the Age of Ultron Gravity Feed, so let’s get it rolling!
SOME QUICK NOTES ABOUT THE SET:
–The whole set actually gets its flavor not just from AoU but also from prior Marvel movies as well. Iron Man (Iron Man 3), Iron Legion (Iron Man 3) and Nick Fury (Avengers) all have power sets and costumes that reference previous MCU outings. Conversely, Hawkeye and Black Widow are definitely in their Age of Ultron costumes (note Hawkeye’s longer tunic, which gets him a little bit closer to his comic book look), but their power sets almost seem like they’re taken directly from the first Avengers film (going back to Hawkeye, he has Traits and Powers with names like “Rooftop Maneuvers” and “Vantage Point.” He could certainly spend a lot of time on rooftops in Age of Ultron, but these really sound like Hawkeye’s abilities taken from the Battle of Manhattan sequence in the first Avengers film).
–Meanwhile, it seems like the designers went out of their way to make the most generic Cap, Thor and Hulk pieces they could possibly imagine (I’m speaking strictly from a flavor/sculpt standpoint–see each figure’s individual entry to see how we think they stand up as Heroclix figures!). Cap gets an abilities like “Rebounding Shield” and “His Enemies Fear Him,” while Hulk has “Fueled by Anger” and “He Only Leaves Rubble.”
–For those keeping score at home, we finally have MCU Clix for: Scarlet Witch, Quicksilver, Vision, Baron Strucker and Ultron. First time generics include Test Subject and Iron Legion (although IM3 had at least 4 Armor Shell versions from the “House Party Protocol” scene at the end of the movie).
Alright, enough notes about the set! Let’s dig into the dials!
[EDITOR’S NOTE: Sorry bro, we need one more note.As always with Movie Set Reviews, we’re saving the Starter Review for a separate article, since we’re already over 7000 words on the Main Set alone, making this our largest single article ever!]
AAOU001 Iron Man — 250/185 Points — Common:
HypeFox Says: At 250 Points, Iron Man here is certainly beefy, starting with a 12 Attack and an 18 Defense Value with Invincible. His awesomely-named second Trait (THE HOUSE PARTY PROTOCOL, SIR?:Give Iron Man a power action if there are less than 4 friendly undefeated characters named Iron Legion. If you do, place a AAOU002 Iron Legion in your starting area from outside the game.) allows him to bring in armor shells that are two clicks deep, but they come into play in your starting area. Depending on where the action’s centered, the battle may be lost before you can even get the shells into play. This is a bit of a problem, especially since there’s another figure in this set who does the same trick better. Similarly, his Avengers Assemble Trait (AVENGERS ASSEMBLE!:When Iron Man hits one or more characters with an attack and actions resolve, the opposing player chooses: You place a friendly AAOU #002 Iron Legion from outside the game into your starting area or, modify the defense value of your friendly characters by +1 until your next turn.) is a nifty lil’ bonus, but there are better versions of the same Trait on almost every other Avenger.
In a Modern Age environment that also includes Ultron Prime and Trinity War Superman at the 250 Point level, I just don’t know that you’re getting enough damage out of this Iron Man and his Iron Legion shells to really keep up with number of effective actions your opponent will be taking in a 300 Point game. Also, while any piece with the Avengers Initiative Team Ability is going to be a nuisance, his 7 Range is below average for a piece in his price range.
Now, at 185 Points… he’s still over costed. With five clicks of life and middling Attack Values (again, for the points), he still offers the same two Traits as his higher-costed version and the ability to target through Stealth. Still, this feels much more like a 150 or 160 Point dial. 185 is just a rip-off, frankly. Not the worst dial in the world, but not one that I would choose to play, especially with all of the other Iron Man options out there.
GRADE(S): 3 Oxygen Filtration Masks (200 Point Dial); 2 Oxygen Filtration Masks (200 Point Dial)
Pretty short dials for both versions, actually. Both Traits are more fun than competitive. The Iron Legions he can bring into play hit hard enough, sure, but they’re easy to KO and award 50 Points to your opponent for each one that’s KO’d. And really, the Transport Symbol is pretty much wasted on figures that already fly and have top dial Running Shot.
GRADE(S): 2 Oxygen Filtration Masks (200 Point Dial); 3 Oxygen Filtration Masks (200 Point Dial)
AAOU002 Iron Legion — 50 Points — Common:
Ninwashui Says: Mildly effective for his points, but you’re probably not playing him this way very often. He’s useable, but far from groundbreaking. Actually, he’s kind of a boring way to use 50 points, but at least he can Taxi, too.
GRADE: 3 Oxygen Filtration Masks
HypeFox Says: Yeah, he’s only got 4 Clicks, but for 50 Points I get Running Shot, 10 Attack and a Damage Value that never drops below 3 AND never loses Enhancement. A great Tertiary Attacker with a mild amount of support with Enhancement and the ability to Taxi. I think he’s damn effective for 50 Points–I’d put him right up there with some of the better Lantern Recruits we just got.
GRADE: 3 and 3/4 Oxygen Filtration Masks
AAOU003 Captain America —125/80 Points — Common:
HypeFox Says: One of the most creative Caps we’ve seen in awhile. The 125 Point dial is a brutally effective mid-range piece to start. He’s actually at his most deadly when he’s at least two squares away from an opposing figure, even though Cap is normally thought of as a close combatant. His Avengers Assemble Trait is pretty one-sided (there will be very few circumstances when your opponent would rather take a -1 hit to the Attack Value of all his pieces versus letting you give one of your pieces +1 to Damage). His top dial vanilla Leadership is somewhat wasted when the majority of Avengers cost more than him (or at least the majority of Avengers who can Carry him and keep him adjacent–yes, you can sometimes end up adjacent to a friendly after a Running Shot to set up Leadership next turn, but that’s a lil’ tricky to do usually). If he ignored characters on movement (instead of or in addition to) I’d love him; as it is, I merely like this dial.
His Rookie dial, on the other hand, offers a ton of value for 80 Points–and also plays way differently than his Blue dial. Now that’s a great design! He starts with a Leadership Special Power (HIS ENEMIES FEAR HIM:Captain America can use Leadership. When he does and succeeds, he may also either place an action token on a higher point opposing character within range or he may place an action token on each lower point opposing character within range. Placing this action token doesn’t deal pushing damage.) that he keeps his whole dial. He doesn’t even need line of fire to dish out tokens–opposing characters merely need to be within 4 Squares.
His Attack Value never descends below 10, and even gets up to 11 more than once. The only problem is a lack of Indomitable, but the last half of his dial features Willpower anyway. And top dial, once he gets in close on someone, they’re gonna need a 20 to hit him with a Close Combat attack.
This is a fun piece and one of my favorites from the set.
GRADE(S): 3 and 1/2 Oxygen Filtration Masks (125 Point Dial); 4 Oxygen Filtration Masks (80 Point Dial)
Ninwashui Says: Really dig his 125 Point dial. He’s difficult to hit at range, which should allow him to use his Avengers Initiative Team Ability to slowly close in on his opponents. After that first hit he magically transforms into an equally hard to hit close combat headache for your opponent.
His 80 Point dial is almost as good, but his Leadership Special–as powerful as it can potentially be–will only go off 33% of the time. And with no native damage reducers, it’s possible for a heavy hitter like AAOU005 Thor to knock him out with one lucky hit.
GRADE(S): 4 Oxygen Filtration Masks (125 Point Dial); 3 and 1/2 Oxygen Filtration Masks (80 Point Dial)
AAOU004 Test Subject —30 Points — Common:
Ninwashui Says: Ugh. The first real loser of the set. Don’t let the 3 separate dials fool you–even for a generic, this is a bit uninspired. Their Trait (THESE EXPERIMENTS ARE YIELDING… INTERESTING… RESULTS:When Test Subject is first placed on the map, roll a d6 and click the character to the indicated starting line: 1 – 2 red; 3 – 4 blue; 5 – 6 yellow) ensures that you’ll never know which of their dials you’ll actually be playing, which is a problem when you are, y’know, TRYING TO BUILD A COMPLEMENTARY TEAM! These guys need help to be anything more than even just a tie-up piece for a turn. But with such limited mobility, it’ll take them forever just to get next to an opposing figure to tie them up in the first place. I can’t see 4 of these pieces ever taking out any 120 Point figure I can think of.
GRADE: 2 Oxygen Filtration Masks
HypeFox Says: Okay, taken on their own merits, they’re not the best use of 30 Points. However, what if I told you there was a way to easily get them within range of an opposing figure, to the point that they’d be all but guaranteed an Alpha Strike? Then would you be interested? If you can find a way around their awful mobility, these guys suddenly become pretty dangerous–especially since they’re only 30 Points. Having said that, no one is ever going to play them for 30 Points, for reasons we will get into as we get a bit further down the list…
GRADE: 2 and 1/2 Oxygen Filtration Masks
AAOU005 Thor —200/150 Points — Common:
HypeFox Says: Wow. We’ve gotten a ton of 4-Star Thors in the past couple years, but this version might just be a cut above. His AA Trait (AVENGERS ASSEMBLE!:When Thor hits one or more characters with an attack and actions resolve, the opposing player chooses: Opposing characters modify their damage values by -1 until your next turn or, opposing characters can’t make ranged combat attacks until your next turn.) is absolutely brutal.
You: “So, would you prefer to do way less damage next turn, or would you prefer to do no damage next turn?”
Your Opponent: “Uhhh… is that a real power? That doesn’t sound like a real power.”
You: “It’s a Trait, not a power.”
Your Opponent: “I hate you.”
I mean, what kind of choice is that? But beyond that, he starts with 5 native Damage, an 11 Attack Value that alternates between Pulse Wave and Energy Explosion (with an 8 Range and 2 Bolts) and an 18 Defense Value that’s boosted by both Invincible and his second Trait (MJOLNIR TO CARRY ME: When Thor has one or more action tokens, he can use Energy Shield/Deflection.). And remember, he sees through Stealth via his AI Team Ability. The only thing keeping him from 5 Masks at this point is his one glaring weakness: no Willpower.
Still, in a Tactics format, this is pretty easily fixed, and in a No Tactics format, he hits so heavy that it may not even matter. If you only push him once or twice, you’ll be fine–heck, that first push basically just puts him on Pulse Wave. He only loses one Movement and one Defense.
His Rookie dial is a little more subtle, but just as effective.
GRADE(S): 4 and 1/2 Oxygen Filtration Masks (200 Point Dial); 4 Oxygen Filtration Masks (150 Point Dial)
Ninwashui Says: User UncorkedMonk on HCRealms.com said “Hes an indom symbol away from being great. As is hes alright. But theres enough ways to give him willpower I spose.” Despite his clear vendetta against apostrophes, I have to completely agree. Outside of the normal Resource/Relic route, let’s remember that Thor is an Asgardian. For 5 Points, their ATA explicitly GIVES him Willpower on his first click. That’s right. The Asgardian ATA: it’s not just for Splitlip anymore.
His Rookie dial finds him switching from a 5 Damage Primary Attacker to a 4 Damage sniper squad leader. And while he plays differently than his higher point version, he’s just as effective. Especially if you put the right team around him, which you’ll have 50 more points to do with this version.
GRADE(S): 4 Oxygen Filtration Masks (200 Point Dial); 4 Oxygen Filtration Masks (150 Point Dial)
AAOU006 Hydra Soldier — 40 Points — Common:
Ninwashui Says: I think this was the only character in the set I wasn’t looking forward to getting (so guess who I’ve pulled 4 of so far… ). Even in groups, I don’t see this guy ever lasting long enough to hit anyone. I can see what they were trying to do with his Minion power that bestows Leadership (MINION: HAIL HYDRA:When a friendly character with the HYDRA keyword and a higher point value is within 8 squares, Hydra Soldier can use Charge. When that character uses Leadership and succeeds, remove an action token from all characters named Hydra Soldier within that character’s range and line of fire unless one has already been removed this turn from that character from this effect.), but the low inherent Movement and the existence of DP006 Hand Ninja means that this guy will likely never see play from me. On the plus side, he’s got a pretty cool sculpt though.
GRADE: 2 Oxygen Filtration Masks
HypeFox Says: For the first time in this article, I think I finally agree with Ninwa. His TA only works for ranged attacks (well, unless your running him with Wolverine, Agent of Hydra) but his skill set is only viable for close combat attacks. Come to think of it, running him with Hydra Wolvie is really the only way to make him work. Even then, as Ninwashui mentioned, DP006 Hand Ninja is pretty much a better choice all the way around.
GRADE: 2 Oxygen Filtration Masks
AAOU007 Ultron Sentry — 40 — Common:
HypeFox Says: 3 Clicks for 40 Points doesn’t instill a ton of confidence until you look a little closer at those three Clicks. Top dial they have Pen/Psy and Enhancement (although only a 4 Range) with a native 3 Damage. In other words, as they multiply, they can start dishing out 4-5 Penetrating Damage. That’s a huge amount of Damage output for a 40 Point figure. Yes, they can be destroyed quite easily with just a 15 Defense Value, but their Movement Special on Click 2 (THERE’S NO END IN SIGHT!:Once per turn, for all characters with this power, give Ultron Sentry a double power action. Place AAOU #007 Ultron Sentry from outside the game in an adjacent square on click number 3.) means that they can replicate themselves over and over. In other words, for 40 Points, you can create a whole army INSIDE your army.
GRADE: 4Oxygen Filtration Masks
Ninwashui Says: It’s a 40 point character that can duplicate itself as soon as turn 4. And it can keep doing it until you run out of them on your sidelines with no outside help required. And when one dies, a double power action can put that guy right back out. Unlike Iron Legion, the duplicate figures are the exact same strength as the original. And they have two Traits that make it so they can work together to become far more powerful the more of them there are (COMBINED EFFORTS: Modify Ultron Sentry’s attack value by +1 for each adjacent friendly character named Ultron Sentry. Modify Ultron Sentry’s damage value by +1 for each 2 adjacent friendly characters named Ultron Sentry AND CONSISTENT PROGRAMMING: When using the Carry ability, Ultron Sentry may carry any number of adjacent friendly characters named Ultron Sentry regardless of their combat symbols.).
They also have additional Trait that works well with the other versions of Ultron: HIDDEN PROGRAMMING: Once per game, when a friendly character named Ultron Sentry is KO’d by an opposing character, you may roll a d6 that can’t be rerolled. Increase the result by 1 for each character named Ultron Mk 1 or Ultron Prime that began the game on your force. Based on the result, place in your starting area:
3 – 4, place AAOU #007 Ultron Sentry on its starting line; 5, place AAOU #012 Ultron Mk 1 on its yellow starting line; 6, place AAOU #012 Ultron Mk 1 on its blue starting line.”
Try to imagine this: Starting on Turn 4, Ultron Sentry makes another Ultron Sentry. Turn 5, the first Sentry you made makes another. Turn 6, the original makes another. You can just keep doing this in your starting area until you feel like you have enough. A 40 point investment can bring 8 more of these things into play and descend on the opponent as a cloud of nine sentries. Nothing in the game anywhere near 40 points can take that on. If you own enough of these you can bring a 900 point army to a 300 point game.
GRADE: 5Oxygen Filtration Masks
AAOU008 Hulk — 300/250/200 Points — Common:
Ninwashui Says: Going in, you have to know a couple things. First, you’re paying a metric poop-ton of points for a character that has absolutely no range AND that has absolutely NO OUTWIT PROTECTION!! These are major issues. It’s true that if Hulk gets Outwitted, he gets the small bonus of an Anger Token via his Trait (ENORMOUS GREEN MONSTER:Hulk can use Battle Fury. Each time Hulk takes damage from an opponent’s attack or one of his powers or combat abilities is countered, put an Anger token on this card.), but that’s not really Outwit protection, is it?
His 300 Point dial has an awesome top dial, but the chances of you being able to get to swing with that top dial in a 300 or even 400 Point game is minimal. He’ll most likely be picked apart on his approach.
At 250, he runs into the same problems. While his dial is fun, one Outwit can just absolutely ruin his day.
Finally, his Rookie dial actually gets a half-mask more from me because it leaves room for supporting figs (just from this set, adding AAOU015 Nick Fury and AAOU010 Scarlet Witch will form a perfect 300 Point team) that can really help Hulk deal maximum damage.
Just make sure that whichever dial you play, you use Colossal Stamina whenever there is a meaningful action to take UNLESS that would put you on a Stop Click.
GRADE(S): 3 Oxygen Filtration Masks (300 Point Dial); 3 Oxygen Filtration Masks (250 Point Dial); 3 and 1/2 Oxygen Filtration Masks (200 Point Dial)
HypeFox Says: For a Hulk dial, there is a lot going on here, most of which I like. Traited Battle Fury means that Shape Change will not help you–and with a figure that costs this much (no matter which dial you play), any ability that can eliminate the possibility of wasted actions is a very good thing. His Avengers Assemble Trait is good (AVENGERS ASSEMBLE!: When Hulk hits one or more characters with an attack and actions resolve, the opposing player chooses: Deal one target 1 unavoidable damage and give it an action token or, put an Anger token on this card.), but again, it’s pretty much one-sided (no opponent is going to choose to take an additional damage AND lose an action as opposed to giving Hulk a token that lets him increase a potential Regeneration roll somewhere down the line by +1 or increase the chance Hulk won’t take Colossal Stamina damage by just over 16%.). The first choice wreaks havoc on his team right now, while the second option might subtly benefit you at some unspecified juncture down the line. Not much of a choice there. Having said that, getting the Anger Token bonus is better than not having that Trait at all, so it’s not the worst thing in the world.
I like his Rookie dial a little more than Ninwashui, since I believe that his Defense Special Stop Click (HIS ANGER SUSTAINS HIM: When this click is revealed due to taking damage, stop turning the dial and remove all actions tokens from Hulk. This power can’t be ignored.) gives him a little bit of Outwit protection (and Pulse Wave protection). And it shows up twice, in tandem with his Damage Special Power (HE ONLY LEAVES RUBBLE:Hulk can use Invincible and Regeneration. When he uses Regeneration, you may remove any number of Anger tokens from this card. If you do, the d6 roll can’t be rerolled and you may increase the result by 1 for each token removed.).
So while he doesn’t have Outwit protection, he does have some built-in survivability.
GRADE(S): 3 Oxygen Filtration Masks (300 Point Dial); 3 and 1/4 Oxygen Filtration Masks (250 Point Dial); 4 Oxygen Filtration Masks (200 Point Dial)
First of all, he’s got arguably the best AA Trait (AVENGERS ASSEMBLE!:When Hawkeye hits one or more characters with an attack, the opposing player chooses: Hit characters are each dealt 1 unavoidable damage after actions resolve, or Hawkeye isn’t given an action token for this action.). Finally, an Avengers Assemble! where both of the choices really suck for your opponent! Remember, Hawkeye has 3 Bolts and Precision Strike, so chances are he’s already dealt 1 Penetrating Damage to two or three of your opponent’s characters (and keep in mind that Stealth won’t help them, because Clint has Avengers Initiative). Now, does your opponent want each of the hit characters to each take ANOTHER Unavoidable Damage? Or do you want to keep Hawkeye from getting an action token, which means he can do the whole thing over again next turn?
This is an actual dramatization of your next opponent trying to decide which of these options to go with after 3 of his characters have been hit by Hawkeye.
Now before you start worrying about his top dial 10 Attack Value, take a look at his second Trait (VANTAGE POINT:When making a ranged combat attack, modify Hawkeye’s attack value by +1 for each target of the attack. When he hits 3 characters, he may give one hit character an action token if he doesn’t assign that character any damage.). All of which means that it shouldn’t be hard to get Hawkeye a +2 or even +3 modifier to his Attack Value. Forget Perplex–this Hawkeye takes care of his own modifiers.
Finally, Ninwashui is probably gonna come on here and trash Hawkeye’s Movement Value. Sure, it’s a bit low at just 6 Squares, but even that, too, is deceiving. When you break it down, you’ll see that his starting Movement Special (ROOFTOP MANEUVER:Hawkeye can use Sidestep and Stealth. When he uses Sidestep, he can use Improved Movement: Ignores Elevated Terrain.) means that he can actually cover 8 Squares a turn AND he can change elevation, too (AND he can make an Attack afterwards, since it’s Sidestep!)! And since he already ignores Hindering Terrain on movement (again, thanks to the AI Team Ability), you actually have a figure who’s much more nimble than a lot of other figures with higher Movement Values.
Now, I can’t quite give him 5 Masks in an environment where Banshee is still Modern (he’s even more beastly for just 4 more points), but Hawkeye here is darn close. He offers a bunch of powers and abilities that you can’t get from Resources or Relics, and what he lacks CAN be fixed by Resources and Relics (The Phoenix Force or especially the new Pandora’s Box Resource should work wonders with this Hawkeye. If you use Pandora’s Box, I’d recommend it’s first setting–the Path of the Hunter. It’s got pretty easy early access to the abilities that Clint needs the most, like Energy Explosion and Running Shot, and it’s also pretty easy to get Hawkeye permanent access to both ES/D AND Combat Reflexes).
GRADE: 4 and 3/4 Oxygen Filtration Masks
Ninwashui Says: Low Movement Value, no dampeners or anything to help his Defense beyond Stealth and a lack of Running Shot hurt this guy. That being said, if your opponent can’t find a way to hide two or three of his pieces (and it’s admittedly tough to hide guys from a dude who has 8 Range, Sidestep, 3 Bolts and the ability to see through Stealth), then this guy could suddenly be the star of your team. All his is missing is Energy Explosion to be the best figure ever made at taking out clusters of opponents at a time. And AAOU015 Nick Fury (who will get to in a minute) has a Special Attack Power that goes great with this guy.
Ninwashui Says: Her Trait (UNCAGING THE BEAST: Give Scarlet Witch a free action when she has two action tokens and choose a friendly character within range and line of fire. Modify the chosen character’s combat values by +1 until the end of the turn, and, at the end of the turn, deal Scarlet Witch 1 unavoidable damage and don’t clear her action tokens. If the chosen character’s name is Hulk, you may modify the chosen character’s combat values by +2 instead.) seems to be begging for you to play her with some version of the Hulk to make her reach her full potential, but I think she’ll end up seeing a lot of play on a variety of tournament teams regardless of the presence of a Hulk. Even just a +1 boost to all stats is no joke, and she could technically do that for five turns in a row before being KO’d. That ability might be worth 55 Points by itself.
Factor in her 8 Range, 10 Attack and 3 Damage with Perplex top dial and you have a piece that’s useful even before her crazy-good Trait starts to kick in!
GRADE: 4 and 1/2Oxygen Filtration Masks
HypeFox Says: She has no Avengers Assemble! Trait on her own, which is a bit of a bummer. Her Point Cost is reasonable, but if Ninwashui thought that Hawkeye was too crunchy with only Stealth to protect him, I can only imagine what he thinks about a figure with one less Click of life and an even worse Defense Value. If you can get some mileage out of her Trait, she’ll make her cost worth it; if she gets destroyed before that, well… sorry.
GRADE: 3 and 1/2Oxygen Filtration Masks
AAOU011 Vision — 100 Points — Core Hobby Rare:
HypeFox Says: First of all, this is an awesome sculpt and paint job!! Second… yeah, I have no second. At 50 Points, he’d be amazing. Unfortunately he costs double that. Somehow, a figure with no Traits or Improved Movement or Targeting of any kind and with only six Clicks of life costs 100 Points.
He does fly and he has Indomitable, but he doesn’t do enough to be a Secondary Attacker and he costs WAAAAYYY too much to be a Taxi. And he has 0 Range. I’m glad that he has the Avengers keyword, but he is a Theme play only; he’s not turning up in any sort of competitive environment. Even with Hydra Soldier’s existence, this is probably the worst piece in the set (especially since he costs so much more).
GRADE: 1 and 3/4Oxygen Filtration Masks
Ninwashui Says: He’s not as bad as HypeFox makes him out to be, but I have to agree with the idea that if you are actually playing him, you’re playing him because you like the character and not because you think he’s a powerful HeroClix figure. He does have 3 Clicks of Outwit followed by 3 Clicks of Perplex, so I can tell why he’s clocking in at 100 Points. But in a world where even a 43 Point Hand Ninja has Traits and Special Powers [EDITOR’S NOTE: And a Team Ability!], it’s hard to justify a dial that costs more than double and has none of those things unless the power set is just top notch. Vision’s power set, alas, is not.
Ninwashui Says: For 120 Points you get a character that hits hard, but with a low Attack Value. He also is good at absorbing damage with four clicks of Invuln, but he doesn’t match well with other figures in his point range unless you take his Trait into account (HIDDEN PROGRAMMING:Once per game, when a friendly character named Ultron Mk 1 is KO’d by an opposing character, you may roll a d6 that can’t be rerolled. Increase the result by 1 for each character named Ultron Mk 1 or Ultron Prime that began the game on your force. Based on the result, place in your starting area: (4)-(5), place 012 Ultron Mk 1 on its yellow starting line. (6), place either 012 Ultron Mk 1 or 018 Ultron Prime on its blue starting line.). Basically, if you’re running any other Age of Ultron versions of him, then you will likely get him back in your Starting Area on Click one. His stats by themselves are average, but his synergy with other Ultron pieces is the real reason to play him.
His Rookie dial is kind of more of the same. You’d play it to fit in another Ultron on your force, but this dial will never see play otherwise.
GRADE(S): 3 Oxygen Filtration Masks (120 Point Dial); 3 Oxygen Filtration Masks (65 Point Dial)
HypeFox Says: Kind of a must have piece if you’re trying to create an Ultron swarm. On its own, it’s average, but when you start running it with Ultron Prime or Ultron Sentry, it can really start to wear your opponent down.
GRADE(S): 3 Oxygen Filtration Masks (300 Point Dial); 2 and 3/4 Oxygen Filtration Masks (250 Point Dial)
AAOU013 Black Widow — 80 Points — Mass Market Rare:
HypeFox Says: This is one of the stranger Black Widows we’ve gotten in recent years. On the plus side, she’s got a pretty decent AA Trait (AVENGERS ASSEMBLE!:When Black Widow hits one or more characters with an attack and actions resolve, the opposing player chooses: Opposing characters can’t attack Black Widow until your next turn or opposing characters can’t ignore pushing damage until your next turn.) and a cool Attack Special (WIDOW’S STING:When Black Widow hits with a ranged combat attack, after actions resolve, roll a d6. On a result of 4 – 6, Black Widow can use Incapacitate twice, each as a free action, but only to target a hit character.). On the negative side, she’s pretty much set up as a ranged attacker, but she’s only got a 4 Range and no move and attack. And if she can’t attack, her special powers are all wasted.
Having said that, like her former S.H.I.E.L.D. running buddy Hawkeye, much of what ails her can be fixed with a Resource or Relic (Mokk’s Hammer would solve almost all of her top dial problems).
So she has some potential in a Tactics environment, but in a game where you can’t use Resources or Relics, she’s gonna be a tough piece to use effectively. Chances are high that you won’t get out of her what you put into her.
GRADE: 2 and 3/4Oxygen Filtration Masks
Ninwashui Says: She can really shine with an Avengers Themed Team around her, but you’re gonna have to team her up with a really effective Primary Attacker to distract the other team’s best offensive pieces and let her get a ranged attack (or two) off. Nearly full dial Stealth and intermittent Perplex make me like this version slightly more that her Starter pack counterpart (AAOU105 Black Widow, natch!). And, once again, AAOU015 Nick Fury‘s Special Power works really well with her as well.
GRADE: 3 Oxygen Filtration Masks
AAOU014 Quicksilver — 63 Points — Mass Market Rare
Ninwashui Says: He’s the cheapest character in Modern right now with top dial Hypersonic Speed. When you compare him to 65 point FL001A The Flash you’ll see that he moves much farther and has a better chance of hitting because of his ability to use Probability Control on himself. This is also one of the few instances where I think it’s really nice for this character to have Force Blast. I can just imagine him flinging opposing support figures off rooftops or into walls. And let’s be honest, 18 Defense with Energy Shield/Deflection is pretty damn impressive for someone at his point level.
GRADE: 4Oxygen Filtration Masks
HypeFox Says: He’s been growing on me. I still don’t like that his Attack Value never exceeds “meh,” but his Damage Special (FAST ENOUGH TO TRY AGAIN:Quicksilver can use Probability Control, but only to reroll his own rolls.) means that he gets two shots at every attack roll. And an 18 Defense with ES/D is EXTREMELY good for any figure under 80 Points. He’s never going to do much damage, but at 63 Points he’s always going to be a Secondary Attacker at most. But depending on how you construct your army, he might even just be a third attacker on a 300 Point squad. And he’s perfect for that.
GRADE: 3 and 1/2Oxygen Filtration Masks
AAOU015 Nick Fury — 45 Points — Mass Market Rare:
HypeFox Says: So, we’ve already mentioned this guy three or four times, so you probably had an inkling that he’d be good. I think he’s possibly Meta, although he necessitates building an Avengers Themed Team around him. His Trait is great (I STILL BELIEVE IN HEROES:If Nick Fury is part of an Avengers Themed Team and has the lowest point value character on your starting force, he can use Leadership and Outwit. When he uses Leadership, he is considered 300 points.), since at 45 Points he will almost ALWAYS be the lowest point value character on an Avengers Themed Team. So you don’t even really need to alter your team any to fit him in, and in a 300 Point game his Leadership is guaranteed to work on whoever he’s next to as long as you make the roll. On top of that, since he has Avengers Initiative, his Outwit sees through Hindering Terrain!!
Oh, and speaking of rolls, Fury Attack Special (I RECOGNIZE THE COUNCIL HAS MADE A DECISION…:When an opponent makes a choice from an Avengers Assemble! Trait, you may roll a d6. On a result of 5 or 6, change the effect to the other option.) gives him a 33% chance to just completely wreck your opponent’s day. Remember how we mentioned how one-sided some of the Avengers Assemble! Traits were on the figures in this set? Well, if YOU suddenly get to make the choice for your opponent, those AA Traits become stratospherically better!
On top of all that, he has Willpower, Shape Change, Stealth and a native 3 Damage. This is a great package for just 45 Points.
GRADE: 4 and 1/2Oxygen Filtration Masks
Ninwashui Says: He is really only viable on an Avengers Themed Team, but if you’re playing one, he is almost an auto-include if you have the points. Even if your not using his Attack Special because you’re running him with non-AoU Avengers, just the fact that he gives you a working Leadership and Outwit while also being a competent Tertiary Attacker is pretty amazing. I’m not sure if Avengers Themed Teams will start showing up at major tournaments, but if they do, I’m pretty sure they’ll be running this Nick Fury.
GRADE: 4 Oxygen Filtration Masks
AAOU016 Baron Strucker — 95 Points — Mass Market Rare:
Ninwashui Says: And finally we come to my top Want from this set. Sporting a creative and efficient dial, Baron Strucker is capable of changing a game just by himself. Like AAOU001 Iron Man, he can make himself a small army with just a few power actions via his Special Attack Power (WE LEARN SO MUCH FROM THEM…:Give Baron Strucker a power action if there are less than 4 friendly characters with the Test Subject keyword on the map. When you do, place a friendly AAOU004 Test Subject from outside the game on the map within 6 squares of him.). Unlike Iron Man, when Baron Strucker’s army dies, his Trait (THEIR SACRIFICE ENSURES OUR FUTURE:When a friendly character with the Test Subject keyword is KO’d put an Evolution token on Baron Strucker’s card. Modify Baron Strucker’s combat values +1 for every two Evolution tokens on his card.) ensures that the Baron gets stronger! Keep in mind that for a 95 Point piece, he was already sitting on some pretty good stats to begin with. Several of his Clicks sport a 10 Attack Value with 4 Damage. Now imagine if that got pumped up to a 13 Attack and 7 Damage–those are Hulk Smash numbers!
And he has Mastermind, so, depending on how you place your Test Subjects, it’ll be damn near impossible for most of your opponents NOT to KO some Test Subjects along the way to Baron Strucker, unless their pieces are just dripping with Precision Strike. And you get all this for just 1/3 of your 300 Point Build!!
I am already dreaming of playing this guy with DP054 Arnim Zola for some friendly Mind Control shenanigans or IIM037 Iron Monger 2.0 to turn those Test Subjects into Claymore mines. Oh, the destruction I’ll wreak…
GRADE: 5 Oxygen Filtration Masks
HypeFox Says: This is the piece I was referencing in my AAOU001 Iron Man writeup. Whereas the Iron Legion pieces have to come into play all the way back at your Starting Zone, Strucker here can place his Test Subjects wherever the hell he likes within a 6-Square radius! Think about how useful that is! Can’t get through that wall and into the room where your opponent is trying to heal his Primary Attacker back to full? Boom–now there’s a Test Subject adjacent to his healer. Who can make an attack on that same healer THIS TURN!! This ability is kind of like Deadpool’s Sheep Gun Word Balloon, only it’s about a thousand times more useful.
If Strucker’s Dial was crap except for that power, he’d still be good. But he’s got a great dial, and he gets stronger for every Test Subject that’s killed! You just need to get this man some Willpower!
I hate to say it again, but this is another near-Meta piece for me. More importantly, he’s going to be poop-tons of fun at house games…
HypeFox Says: Sort of a disappointing Chase, especially since we know we’re getting a comic version of the Hulkbuster armor one piece at a time in the Nick Fury and the Agents of S.H.I.E.L.D. boosters this summer. But beyond that, his dial seems much more like a 200-250 Point character; at 300, you’re really only playing him in fun, epic games where you think you’re gonna run into other big’uns.
His AA Trait is actually pretty good (AVENGERS ASSEMBLE!:Once per turn, when Hulkbuster hits one or more characters with a close combat attack and actions resolve, the opposing player chooses: Modify Hulkbuster’s defense value by +2 until your next turn or Hulkbuster may make a close combat attack as a free action against a hit target, modifying his attack value by -2 for the attack.), but his other Trait (DESIGNED TO PUT YOU DOWN, BRUCE:At the beginning of the game for all characters with this trait, choose an opposing character with :g-giant:, :g-colossal:, :a-team:, or :d-wheel:. That character can’t ignore pushing damage or have its combat values increased.) and his Defense Special Power (SHE IS BUILT TO FIGHT THE BIG ONES:Hulkbuster can use Invincible. When Hulkbuster is hit by an attack from a character with the :g-giant:, :g-colossal:, :a-team:, or :d-wheel:, modify that’s character’s damage value by -1 for the attack.)are geared specifically towards putting down Giant-sized or Colossal figures, Team Bases or Vehicles. If you’re playing 1000 Point Brawl where those figures are allowed, he’s well worth his Points. If you’re playing almost any other format, you probably overpayed for this dial by at least 50 Points.
His Rookie version is a little bit better, if only because it’s 75 Points cheaper. You lose two really good Clicks, but you’re also closer to his Hypersonic slots.
These pieces are slight misfires for me.
GRADE(S): 2 Oxygen Filtration Masks (300 Point Dial); 2 and 1/2 Oxygen Filtration Masks (225 Point Dial)
Ninwashui Says: I have to agree. You should only play this guy if you know in advance that you have a good shot at facing Giants or Team Bases–and even then I’m not sure that he’ll win that fight. Against Colossals, you’d do much better playing AVX104 Phoenixbuster Iron Man.
It’s not that this guy can’t win; it’s just that he’s a close combat piece that’s likely to get shot crossing the board and his combat values don’t hold up like they do with AAOU008 Hulk. He is also yet another figure above 200 points with no Outwit protection of any kind.
GRADE(S): 2 Oxygen Filtration Masks (300 Point Dial); 2 and 1/2 Oxygen Filtration Masks (225 Point Dial)
AAOU018 Ultron Prime — 250/125 Points — Mass Market Chase:
Ninwashui Says: At 250 points there won’t be much room for support (other than maybe an AAOU007 Ultron Sentry) He can use Energy Explosion with 3 Bolts, but he doesn’t have Running Shot until his third Click. Until then, he’s stuck with Charge or Hypersonic Speed with a 9 Attack. Not horrible, but not worth 250 Points, either.
He’s meant to be a close combat figure and just like AAOU008 Hulk he will have a hard time crossing the board without being weakened (this seems to be a Chase theme this set!). And he’s 250 Points with no Outwit protection (another Chase theme!), only an 18 starting Defense Value and no Stop Clicks. Again, Transport Symbol is really wasted points here, unless you’re in love with low Attack Values for some reason.
His Experienced dial is a little better just by virtue of being able to pack in a lot more compatible supporting figs. His actual power set is still mostly incompatible (and, again, no Running Shot ’til Click 3), and Transport Symbol is still wasted here.
GRADE(S): 3 Oxygen Filtration Masks (250 Point Dial); 3 and 1/2 Oxygen Filtration Masks (125 Point Dial)
HypeFox Says: I think I like him a little better than you do. Yes, he does not have an efficient power mix, but he’s not a pushover, either, and his Trait (HIDDEN PROGRAMMING:Once per game, when Ultron Prime is KO’d, roll a d6 that can’t be rerolled. On a result of 5 – 6 place this character in your starting area on its blue starting line.) gives him a 33% chance to come back and haunt your opponent all over again.
That Trait works even better on his Experienced dial, since it brings him back all the way to his Starting Line.
GRADE(S): 3 and 1/2 Oxygen Filtration Masks (250 Point Dial); 4 Oxygen Filtration Masks (125 Point Dial)
Alrighty! There you have it–the longest article (by word count) we’ve ever published! We hope you enjoyed this look into Avengers: Age of Ultron, and make sure to come back for our Starter Review!
Until then, Stay Safe, and Watch Where You Draw Your Lines of Fire!