The Fourth is here once more! A Happy Holiday is wished by all of us here at Critical Missives to all of you out there celebrating! And, for our non-American readers, we’d like to once again wish you a Happy Saturday!
We’ll be back on Sunday or Monday with a look at some of the better Avengers ID Cards, and Ninwashui has been cooking up even more Team Ideas as well.
So we’ll see you soon! Until then, as always:
Stay Safe (especially when shooting off fireworks!), and Watch Where You Draw Your Lines of Fire (um, again, ESPECIALLY when shooting off fireworks!)!!
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!
IRON MAN:
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!
HULK:
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.
CAPTAIN AMERICA:
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!
An early version of “Survivor: The Super Hero Edition.”
So last week HypeFox came out with his Fixer Upper Article which got me thinking about AVAS044Arcade. I came up with some additional tech that he didn’t have in his article.
I discovered that Arcade often starts on click 7 [EDITOR’S NOTE: Yeah. Like 50% of the time! Unless you have She-Hulk...] because of his Trait, “WELCOME TO MURDERWORLD!: When rolling to determine first player, no player receives a modifier to their roll. When on a map whose name includes “Arcade’s Arena,” at the beginning of the game you may start Arcade on click 7. If you do, Arcade has Power Cosmic team ability, can use Improved Targeting: Ignores Hindering, and other friendly characters have the Robot keyword for the rest of the game.”
Starting on click 7 is extra significant because the Parallax entity on click 7 has a Special Power that states “GRIP OF FEAR: Opposing characters can’t ignore pushing damage.” Just to sum it up, for the additional 25 point investment in Parallax, if you hit your roll for Arcade’s map then your opponent loses all forms of Willpower for almost the entire game–basically as long as Arcade is alive. Green Lantern ring, Power Cosmic, or even Indomitable… none of those work against Arcade/Parallax. Think of how disappointed people were that AAOU005Thor and SLOSH005BMon-El didn’t have Indomitable or Willpower. Well, now you’re applying that level of disappointment to your opponent’s entire team.
Since Hypefox and I typically agree on nothing, we both came up with different ways of using this new tech:
“I mean, don’t I look like an Assassin? Look at these guns! Not my biceps. I mean literally my giant guns.“
Team Name: Why Isn’t Fantomex an Assassin? I Seriously Thought He Was an Assassin! (Team Ninwashui)
Theme: None
Roster:
AVAS044Arcade
(w/WOL065PParallax)
WXM042Fantomex
(w/WOL063POphidian)
IIMR100CPower Plant (Complete)
AVASAVID-008Ronin
Total = 297 Points
Smiling Raccoon Ninwashui Says, “I used Fantomex and X-force a lot when they first came out. I haven’t had an opportunity to use him recently, but reading this awesome article by Batarang96 made me remember how much fun I had playing him. He’s 142 points with only a part time damage reducer and no Willpower. However, his ability to target through his E.V.A. token had me launching virtual “drone strikes” repeatedly at my local venue when WATX came out. The fun part about teaming him with Arcade is that if you hit your roll, Arcade can shoot through E.V.A. as well. Sure your opponent will eventually close in on your Starting Area, but you should have significantly damaged his force by then.
Remember, when using the rings from the Power Plant that Arcade can only use the powers printed on his dial when targeting through other friendly members of his force. No Psychic Blast, Incapacitate, Barrier, or Mind Control allowed. Fantomex, however, has no such restrictions.
“Yoooouuuu’llllll nevvverrrrr seeeeee meeeee coming. Wait, someone else used that line? But they didn’t pronounce it all weird like that, I bet!“
Team Name: Diplomatic Immunity (Team Hypefox)
Keyword Theme: None
Roster:
AVAS044Arcade
(w/WOL065PParallax)
AOU045Black Panther
(w/WOL060PBlack Hand)
IIMR100CPower Plant (Complete)
AVASAVID-008Ronin
FFOAAUID-100Hank Pym
Total = 300 Points
Drunk Puppy Hypefox says, “With my version, AOU045Black Panther will be like the falcon for IIM051 Iron Pharaoh (1500 BC), except this falcon has claws… and Combat Reflexes! He’s almost completely invisible when it’s not your turn. His Trait reads, “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.” Don’t think of him as a jungle cat, think of him as the Predator and Arcade as, like, his laser cannon.
Welcome to Wakanda.
I used Black Panther recently in Sealed and he is well worth his points. I am confident he will be great in Constructed as well.”
Now, after coming up with those two armies, Hypefox mentioned we should combine together AVAS044Arcade , WOL065PParallax, and AOU023EShe-Hulk from his article (for reasons he elaborates on in said article). It would be a grand merging of both of our new techs, which could finally bring peace to the Critical Missives realm, bring balance to the Force and usher in a new age of advancement and enlightenment!
So of course we couldn’t agree on those teams either.
“The LexCorp legal team is the only armor Lex Luthor needs! Hahaha–What? No… I mean, of course I’m still gonna wear the armor that gives me super strength and the power of flight–I was just being metaphorical, you idiot. Also, you’re fired.“
Team Name: Lex Luthor, Murderworld Robot? (Team Ninwashui)
Theme: None
Roster: AVAS044Arcade
(w/WOL065PParallax)
AOU023EShe-Hulk
JLTW033ELex Luthor
IIMR100CPower Plant (Complete)
Total = 300 Points
Friendly Raccoon Ninwashui Says, “Now this time I’m featuring the untouchable Clix on my team. Lex’s Trait says, “RIGHT UNDER THEIR NOSES: Lex Luthor begins the game with a Subterfuge token on his card. When Lex Luthor has a Subterfuge token on his card, opposing characters can only target him if they began the turn adjacent to him. When Lex Luthor targets an opposing character with an attack, remove all Subterfuge tokens from his card.” Fortunately, if Arcade attacks the opposing team through Lex it does not break Lex’s Subterfuge. So Lex can just walk towards the other team while holding an ultra heavy object, use his Outwit and serve as a prism for Arcade’s attacks.
If the other team does decide to base him, they face his Ultra Heavy pimp hand. I’d have She-Hulk trail behind Lex with a heavy object of her own and ready to Charge anyone who tries to base Lex.
Team Name: You Are My Mission (Team Hypefox)
Theme: None
Roster: AVAS044Arcade
(w/WOL065PParallax)
AOU023EShe-Hulk
CATWS008Winter Soldier
IIMR100CPower Plant (Complete)
Total = 300 Points
Inebriated Puppy Hypefox Says, “I’ve taken our shared combos and combined them with the guy who shot Nick Fury and knocked out Captain America in his own movie. In HeroClix, his Trait will let him teleport across the board and let Arcade get off an attack on anyone immediately after he sets up in his Sniper’s Nests. It reads, “SNIPER’S NEST: Once per game, give Winter Soldier a power action, place three Sniper’s Nest terrain markers on the map, and place Winter Soldier in one of these squares. When he occupies one of these markers, he can use Ranged Combat Expert, lines of fire can’t be drawn to him, and he may not be given actions except power actions to use Ranged Combat Expert. Once per turn, you may place Winter Soldier in the square of a different one of his Sniper’s Nest markers. When an opposing character becomes adjacent to one of these markers, roll a d6 that can’t be rerolled. On a result of 1 or 2, place Winter Soldier in the square of a different one of his Sniper’s Nest markers. On a 3-6, remove the marker and, if Winter Soldier occupies that square, place him in another of his Sniper’s Nest markers if there is one on the map.”
Using that power with Arcade, you can do up 5 damage to your opponent’s key figure before they even have a chance to get near your team. Against a lot of teams that should give you a huge edge. Have She-Hulk ready to Charge anyone that tries to base the Winter Soldier at his final nest.
So which team is better? Comment below to let us know. or vote in our handy dandy poll!.
“The only way to fix a fixer upper… is to give them a way to unleash horror from range while ignoring Stealth!”
Welcome back! In this article, we’re going to revisit our “Fixer Upper” gimmick to see if we can’t help some 4 and even 5-star figures become truly Meta-Worthy!
So, some figures are Meta-bait as soon as they show up in a preview on Heroclix.com. You know the ones. You just know it the first time you see them. But other pieces come oh-so-close to that Meta-tier, but they fall just short because they’re missing… something. That last game element that’s keeping them on the wrong side of greatness divide.
Well, today, we’re gonna help two of those lucky pieces become forces to be reckoned with and foes for your foes to fear (try saying THAT five times fast! Oh, you can? Yeah, it’s actually not much of a tongue-twister. Unless you’ve bitten your tongue while chewing gum recently like I have. Sigh… let’s just move on…)!
1. DP032 Punisher — 100 Points — Uncommon:
The Only Way to Fix a Fixer Upper: We’re gonna give Frank Castle the Thunderbolts ATA!!
Why It’s the Best Fix: For 8 Points, you’ve just effectively given Frank the Avengers Initiative Team Ability (via the Thunderbolts ATA). It allows him to Ignore Hindering Terrain on both movement AND targeting. Just what this 5-star figure needs to take it to the next level!
(Yes, you could instead choose Mystics or a host of other Team Abilities, but 90% of the time, Avengers Initiative will be your best choice, for reasons we’re about to get into!)
So, if you’ve been to the movies in the last two weeks, this first scenario is a lot like the Heroclix version of the plot of Jurassic World:
The Executives at Ingen:
“Our scientists are gonna splice together some superhero DNA to give the Punisher even MORE deadly new abilities!”
Your Opponent: “Wait a minute. He’s already called “The Punisher.” He’s already an unstoppable killing machine who can’t be controlled and who can’t be reasoned with… and you want to make him MORE dangerous? …
Because now there’s no hiding from Frank’s wrath anymore. Combined with Punisher’s other powers, particularly his Trait (THE GUILTY MUST BE PUNISHED:Once for all characters with this ability, each time an opposing character hits a friendly character, put a Guilty token on the attacker’s card. When Punisher attacks a character, modify Punisher’s attack value by +1 for each Guilty token on its card, and modify his damage value by +1 for every 2 tokens on its card.) and Attack Special (FRAG GRENADE: Punisher can use Energy Explosion. When he does and targets only one character, damage dealt is penetrating damage.), not to mention his Damage Special (CONCENTRATED FIRE:Punisher can use Ranged Combat Expert as a ranged combat action.), the Punisher instantly becomes the most feared piece on your side.
His one offensive weakness and his main mobility issue (it’s hard to take advantage of his down dial Stealth if skulking in Hindering completely neuters his ability to move) are both solved in one 8-point-costing swoop. Best of all, we can still assign a Resource and/or Entity to him, since we didn’t have to use either to fix his flaws! Check this out:
This Build takes that 100 Point Punisher and turns him up to 11!! Punisher was already a damage fountain; now he’s more like a damage volcano–and there’s nowhere for opposing pieces to hide!
Punisher has so many options here it’s scary. Before any of your figures are hit (which would activate his “The Guilty Must Be Punished” Trait), once you put either the Decoy or the Sniper Rifle on Frank, the Punisher gets +1 to all of his combat values except Damage. So his Attack becomes 11 and his Defense is now 18. On top of that, you can choose to modify ANYONE of his combat values an additional +1, since Predator has higher values in every slot (I’d choose Defense at the beginning of the game). Then, you can choose to give Frank Sidestep, Energy Shield/Deflection or Shape Change. I’d recommend putting the Decoy on Frank, which should free you up to choose ES/D most turns.
So again, before ANY of your figures has taken a hit, you’ve created a Punisher that (we’ll just use my suggested choices for this example) has: 9 Movement (that Ignores Hindering Terrain) with Running Shot; 11 Attack (that Ignores Hindering Terrain on targeting) with Sharpshooter and an improved version of Energy Explosion that deals Penetrating Damage in most circumstances; 20 Defense against ranged attacks (18 Defense against close combat attacks) with Toughness; and 2 native Damage with an improved version of Ranged Combat Expert that allows Frank to use it in tandem with Running Shot (so you can boost your Damage to 3 or 4 quite easily) and Shape Change!
Oh, I forgot to mention his Range. It’s subpar at 6, but remember the Star Sapphires Emotional Spectrum power (EMOTIONAL SPECTRUM: LOVE:If the Power Battery, attached Power Ring, and Constructs are all the same color, friendly Corps Members modify their range values by +1 for each opposing character within line of fire.). That 6 can become an 8 or 9 very quickly (especially with the Avengers Initiative Team Ability–any Stealthed opposing figures suddenly add to your range value, since they’re now within your line of fire). And if you need to reach out even more, give Mr. Castle the Sniper Rifle instead of the Decoy and watch his Range soar to a 12 or even 13 (the Golden Rule of “Replace, then Modify” should result in you replacing Punisher’s Range Value of 6 with a 10, which you then modify per the Emotional Spectrum Power).
As the game goes on and some of your characters take Damage, Frank’s effectiveness goes up even more. Remember, if any opposing character connects with attacks against any of your characters twice, Frank’s Attack Value modifiers will be maxed out when attacking that piece, so you can start throwing your Predator and RCE modifiers on his Damage Value. What this means is, as long as you can limit Frank to taking 1 Damage or less, at this point Frank turns into a 13 Attack, 5 Penetrating Damage, 20 Defense (from ranged attacks) Monster when Punishing the Guilty. Oh, and he sees through Stealth. And he can hit you from across the map if he wants.
And God help you if you actually have characters adjacent to each other, cuz Frank and his Frag Grenades deal Penetrating EE Damage… basically, you end up with this:
And if your opponent decides they want a piece of that:
Next!
2. AVAS044 Arcade — 70 Points — Rare:
The Only Way to Fix a Fixer Upper: All this “Murderworld” shadiness has opened Arcade up to just an insane amount of civil liability, so we’re going to find Arcade a good lawyer! And when someone in the Marvel Universe needs a good lawyer, they Better Call Wal! Jennifer Walters, that is. AAOU023E She-Hulk is gonna take the case!
Why It’s the Best Fix: Arcade sports a split dial; the first part (his “default” dial) is very support-y, featuring Mind Control with a 7 Range, Poison with just a 9 Attack, Mastermind with just a 16 Defense and Perplex with 2 native Damage. All in all, it’s a pretty average dial for the points. Not bad, but nothing to write home over. However, the second part of his split dial features 4 “God Clicks,” especially when you consider his point cost. How do you access those clicks? Via Arcade’s Trait (WELCOME TO MURDERWORLD!:When rolling to determine first player, no player receives a modifier to their roll. When on a map whose name includes “Arcade’s Arena,” at the beginning of the game you may start Arcade on click 7. If you do, Arcade has Power Cosmic team ability, can use Improved Targeting: Ignores Hindering, and other friendly characters have the Robot keyword for the rest of the game.).
The problem is, you really don’t know which Arcade you’re going to get–because Arcade’s Trait disallows modifiers, the Map Choice roll is a straight coin flip. And a 50% chance to field a “God Mode” Arcade is, frankly, not good enough. But, if we could hire some to improve those odds…
That’s where Arcade’s representation comes in. She-Hulk’s Trait (FILE FOR CHANGE OF VENUE:If She-Hulk isn’t part of a themed team, the first time this game you wouldn’t win the roll for first player, you may roll again and add +1 to the result.) allows you a second chance at the Map Choice roll (yes, I know it’s technically “the roll to determine first player.” But that’s a mouthful, and much less fun to type than “Map Choice.” So there, verbiage lawyers!).
I’ll spare you the math (mostly because I haven’t been any good at statistics or probability since high school), but if one assumes that both parties are using non-biased dice with no modifiers (again, Arcade’s Trait nullifies that–even, alas, Jennifer’s +1 on the “if necessary” roll), then you ramp your odds up to 75%!! Now that’s a legal strategy I can get behind!
(Okay, if you want to see the math, here’s is the technical jargon on a similar problem where there are only 2 outcomes: flipping coins.)
Assuming you win one of those rolls, Arcade’s Attack Value shoots up to the 11-12 range and he gains Prob, a Special Attack Power (I CONTROL MURDERWORLD. SUCKS TO BE YOU.:Arcade can use Energy Explosion and Precision Strike. If Arcade occupies a player’s starting area, he can draw lines of fire and count range for his attack and damage powers from the square of any friendly character.) and a Special Defense Power (THIS IS MY WORLD, YOU’RE JUST LIVING IN IT. FOR NOW.:Arcade ignores Poison and all but 1 damage dealt to him from an attack. After Arcade is dealt damage from an opposing character, you may place him in any square within any player’s starting area. This power can’t be ignored.) that take him near the border of Primary Attacker territory.
Let’s see what we can Build:
Team Name: Welcome to Murderworld. Sucks to Be You!
Theme: None, but you won’t need one.
Roster:
AVAS044 Arcade — 70
AAOU023E She-Hulk — 75
WKM-015 Doop — 95
FI301 Splitlip — 20
FIR100C The Book of the Skull — 30
AVASAVID-002 Hawkeye — 5
AVASAVID-015 Triathlon — 5
=300
Sideline:
AVAS013B 3-D Man — 90
AAOU106 Hawkeye — 75
So, adding Doop gives Arcade a great, durable friendly fig (he’s got a pretty good Defense Value at 18, but no matter what, he can’t take more than 1 Damage from an opposing attack!) to count range and draw lines of fire from. Also, he can reassign your opponent’s best Relic or Resource, and since he has the X-Men TA, Doop and Arcade can heal each other a click if the need arises.
Splitlip, makes it easier to dish out Hammers, but he can also pop a squat next to Arcade in a Starting Zone and pump Arcade’s Damage up to 3 or 4 (depending on what click Arcade is on). The Hammers themselves take Doop and She-Hulk up to a 12 Attack, and Arcade will start raining fire from across the map with a 14 Attack Value!
Finally, if She-Hulk just isn’t cutting it because your opponent is more vulnerable from range, she can call in Hawkeye for assistance. Conversely, if you need another close combatant, you can have Doop bring in 3-D Man for a massive 13 Attack, 4 Damage smackdown.
So there we are! Two great figures that work even better with just a little tweaking. Of course, these Builds are only the tip of iceberg. How would you improve these two pieces? Or better yet, which other Modern Age pieces should we “Fix Up” next?
Sound off in the Comments below, and maybe one of your suggestions will inspire “The Only Way to Fix a Fixer Upper 3!!”
Until next time,
Stay Safe, and Watch Where You Draw Your Lines of Fire!
“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… “
Welcome back!
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…
HONORABLE MENTIONS!!
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.
For example:
Team Name: Al-eph You Up!!
Theme: None
Roster:
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
=297
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!!
You’re welcome.
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
Theme: Animal
Roster:
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
=300
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!
Once again, I would like to wish a Happy Memorial Day weekend to our American readers!
For our international audience, as we mentioned last year, Memorial Day is an American Holiday wherein we celebrate the sacrifice of those who have fallen in defense of our country and the many freedoms we enjoy here–like nerding out over comic plotlines or playing ‘Clix whenever we want!
And given that I’m a huge fan of “Secret Warriors,” AND that Nick Fury and the Agents of S.H.I.E.L.D. is our next set (out this July, I believe), the ol’ warhorse himself (on one of his classic Steranko covers!) seemed like the best choice for our cover art!
I’ll be back tomorrow with an article about Assembling Armies for the Avengers Assemble Chases! That’s right, it’s “Straight, With CHASEr 3!”
Until then, Thank a Veteran or Active-Duty Serviceman, Stay Safe and Watch Where You Draw Your Lines of Fire!!
And this just covers the rosters from their first 30 years. Hickman’s run alone probably doubled that number…
Quick local game announcement for SE Michigan Clix’ers!!
Comics & More in Madison Heights is back in action exactly one week from today! Wednesday, May 27th at 6:15pm, we will be running a game called “Assemble Your Avengers!”
The Rules: Your team must be a 400-point, Golden Age AVENGERS-keyworded Named Themed Team! Avengers ID Cards are legal, but must follow normal ID card rules (and of course you must have the corresponding figure on your sideline).
-Relics, Resources and Bystander/Horde Tokens are NOT allowed as part of your Build UNLESS they are brought into play via a power or Trait possessed by one of your characters (For example, the new Rick Jones Chase figure brings special Bystander tokens into play at the start of the game and when certain conditions are met during the game–that is legal for this game).
Special Stipulations (aka The Legalese):
-The Avengers Team Base may not be played in this event (for reasons that will become clear in a moment);
-Note that the rules for this game mean that you can still use certain pieces like CW049 Morgan Le Fay if you wish; even though she doesn’t have the Avengers keyword, an Avengers Themed Teams that includes her is still a Themed Team.
-This field DOES include non-carded figures; you can consult resources like the Units section of HCRealms.com to figure out which old figures have the Avengers keyword and which do not (Hint: Rookie Infinity Challenge Black Panther does, Veteran Infinity Challenge Black Panther does not).
The Entry Fee:
There is no specific entry fee per say; all we ask is that you purchase at least 1 Comic Book, Action Figure, Heroclix Booster Pack or Gravity Feed Pack when you get to the store as a thank you to the owner for hosting this event.
The (Avengers-Themed) Prizes:
-The overall winner will receive an AVX#T001 Avengers Team Base! You may recall that this bad boy was given out exclusively to Avengers players in the last month of AvX!! Well, if you missed out then, are new to the game (or if you just want another one), come on down and win one! But that’s not all! With that Avengers Team Base, the overall winner will also receive the Rare Red Hulk and Common Daredevil from the Deadpool expansion, both of whom work with this very Team Base! All cards are, obviously, included.
-Second Place gets a Rare Shang-Chi figure w/card from the Deadpool expansion!
-The Fellowship Prize is a Fear Itself #021 Dr. Strange w/ card (and one of the few Dr. Strange figs with the Avengers-keyword! What can we say–it’s the Theme of the night!).
So come on out for a fun night of Clix, and continue to check this site for future Comics & More game announcements!
-And for anyone looking for your regularly schedule Critical Missives column, click here for Ninwashui’s take on the best ways to use AVAS037 Manifold!
Also, look for a new article on building armies around each of the new Avengers Assemble Chases coming very soon to the front page!
Until then, 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.
THE ROSTERS:
Heroes:
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!)
Villains:
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)
Ninwashui Says:
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)
AAOU009 Hawkeye — 94 Points — Core Hobby Rare:
HypeFox Says: Wow. Back in our set preview a few weeks ago, I said that this was the figure of the set. And I’m not backing off. I think he’s ridiculously good, and here’s why.
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!