The Totally Awesome Set!! (Or, a Top Ten Set Review of Avengers Defenders War!!)

AVD War.png

Well now! It’s been awhile, but I’m finally back, and my return to writing articles here on Critical Missives couldn’t have come at a better time!

Because Avengers Defenders War is here, and it’s so much more than “Marvel’s Joker’s Wild,” as some around here (HypeFox) have dubbed it, although there are some such comparisons to be made..

To wit:

(AKA, Some Notes About the Set:)

Porcupine

Yup. If you open Porcupine in a meaningful tournament, you are definitely “FIKKT.”

  • The Commons and Uncommons are both exciting  and good, but the Rares kinda suck. And by “kinda” I mean, like, they are really, truly, awfully garbage-y. There are MAYBE three Rares that might ever see play from me in this set. Opening a pack with ADW049 Porcupine or ADW043 Machete as your Rare is just a real downer. 
Gladiator

Pull me as your Rare in Sealed and you’ll have the same look on your face.

  • While I had some very good experiences using this set in Sealed, most people (HypeFox) were not as enthusiastic. I spoke to one person playing sealed at a Wizkids Open whose Rares were ADW042 Gladiator and ADW041 Foggy Nelson. In fact, Gladiator was his most expensive piece at 60 points. It’s hard to face off against pieces that are 150 points or more like ADW040 Count Nefaria when nothing you have to use is over 60 points. Those boosters might as well have come with a note telling you what time Battle Royals were going to start.

Ron Burgandy Wizkids

  • There were no Primes in this set. That meant a case might have 3 SR’s and a Chase in one brick, and just 3 SR’s in the other. So if you bought just a brick you weren’t guaranteed a Chase or a Prime.

Sir Not Appearing.png

  • Big pictures of Thor and Namor on the boxes, no trace of  them in set. I’m still waiting to pull one.

Shifting Focus key

  • And finally, on a personal level, I really love Shifting Focus and I hope they do more of it in sets to come.

Okay! Enough of that! Let’s get into some…

TOP FIVE HONORABLE MENTIONS:

Vision Phasing

5. ADW006 Vision —  50 Points — Common: I don’t remember ever seeing a dial with 5 clicks of Invincible and Impervious for 50 Points. It’s also unusual to see a 50 Point dial with Indomitable. Add to that an offense that lets him do 3 Damage through reducers and you’ve got yourself a great package.

His only weaknesses are a complete lack of range and no move and attack save for two top clicks of Sidestep. Thankfully, both of those weaknesses can be fixed with a free action when you shift to ADW024 Vision because, oh yeah, HE ALSO SHIFTS FOCUS IN CASE HE WASN’T ALREADY OVERPOWERED FOR HIS POINTS!

Hulk Gray

4. ADW021 Hulk —  75 Points — Uncommon: For 75 points you get 6 Clicks featuring Invincible and then Impervious. He has 4 Damage for his entire dial and Traited Super Strength to add to the damage even more (and add knockback under the new rules that are coming out). When he does get hurt, his combination of Flurry and Steal Energy will help minimize the pain.

He’s very undercosted for his points which is why Wizkids added a negative Trait to his card (LEAVE HULK ALONE!: At the beginning of your turn, if Hulk was targeted with an attack since your last turn, place an Anger token on his card. If Hulk wasn’t targeted with an attack since your last turn, remove an Anger token from his card. After placing or removing Anger tokens, if Hulk has 5 Anger tokens or more he is immediately KO’d.). Fortunately for Hulk enthusiasts, Wizkids was too conservative with the trait and I have a hard time imagining it ever mattering in a game. 

Wasp Costume Change.gif

3. ADW023 Wasp —  40 Points — Uncommon: I’ll bet a fair amount of you reading this article will think that that this an unusual choice. But I love this piece. She is one part Secondary Attacker and one part Support Figure. Offensively she is similar to ADW035 Dr. Strange, but instead of hiding behind your other characters she can remain in the open. Why? Because this 40 point character has a 21 defense against ranged attacks! Psychic Blast allows her to bypass damage reducers when she wants to get offensive or she can Costume Change to ADW023 Wasp and use her dual target Incapacitate. Her supporting Leadership power allows her to remove tokens from a much higher point character and her small size also allows almost anyone to carry her.

Batroc.jpg

2. ADW050 Batroc —  40 Points — Rare: Batroc usually doesn’t get much respect in the comics, but in the HeroClix world he’s the real deal. Even though his Attack and Defense values are average, he really stands out in three areas: His low point cost of 40; his Improved Movement that ignores Hindering and Elevated Terrain and also Characters; and his Special Movement Power Zey Call Me… Ze Lee-Pair. It reads,Batroc can use Sidestep. When he has one action token, he may use Sidestep twice this turn and may be given a free action to make a close attack.” If he starts a turn with one action token, he can move up to 4 spaces (ignoring most terrain and moving through characters) and make a free action attack with Precision Strike. And after all that, he still clears tokens!

Klaw.jpg

1. ADW059 Klaw —  110 Points — Super Rare: Klaw is that rare balance of strong offense, defense, and movement. On offense he’s got a starting 4 Damage Value and the ability to pick any Attack Power once each turn. That can be Psychic Blast, Pulse Wave, or even Telekinesis if the situation warrants it. He also has a Movement Special Power that lets him ignore almost all terrain and Sidestep as many as 6 squares each turn.

That means he could Sidestep through a wall and then Pulse Wave someone on the other side. On defense he has Can’t Hurt What’s Made of Sound which states,Klaw can use Super Senses. If Klaw would take more than 2 damage, he takes 2 damage instead.” The only thing keeping him from going higher on this list are low(-ish) Attack Values and a lack of Willpower.

All of which brings us to…

THE TOP TEN FIGURES IN AVENGERS DEFENDERS WAR!!

Ghost Rider

10. ADW064 Ghost Rider —  75 Points — Super Rare: This is the best of the mounted figures that move through opposing forces in a straight line, but all three in this set are worth owning. He starts with his super movement power that lets you do 2 Penetrating Damage by attacking every opposing figure in a straight line.  On defense he starts with Invulnerability and Indomitable.

What sets him apart from the other mounted figures is that when he hits an opposing figure he can move them one space to either side of the path he traveled. Taking into account that he ignores most terrain this could make him very good against opposing Stealthy characters or really any piece that relies on adjacency (defense balls, Mastermind, etc.).

Nuke

9. ADW048 Nuke —  70 Points — Super Rare:  I love characters that can heal themselves and Nuke has that covered. At the start of his turn he can choose the Red Pill for +1 attack in close combat, the Blue Pill for Precision Strike, or the White Pill for a one click heal in lieu of attacking this turn.

He starts with Running Shot, Energy Explosion (which combos nicely with the Blue Pill and Precision Strike) and when he gets damaged he gains Charge plus Super Strength (which is when you’ll want to start popping Red Pills to grant him +1 attack). When it’s time to clear tokens a White Pill will heal some of the damage he’s taken. He’s not going to take down a 150 point (or more) figure single-handedly, but he offers a lot for just 70 points.

Totally Awesome Hulk

8. ADW052 (Totally Awesome) Hulk —  160 Points — Super Rare: I’ll say it again. I love characters that can heal themselves. Before you play him (or play against him) his healing isn’t obvious. He is one of those pieces that is better in practice than on paper.

His BATTLING MONSTERS! Trait (BATTLING MONSTERS!: When Hulk hits an opposing character with the Monster keyword or with a printed damage value of 4 or more, after actions resolve remove an action token from him.) doesn’t come in handy that often, but his BEST HULK EVER Trait is one of the best Traits I’ve ever seen. It reads, “Hulk can use Super Strength. When he KO’s an opposing character, heal him a number of clicks equal to the damage that would have been taken minus the actual damage taken.” When you combine the Traited Super Strength with his printed 4 damage on every click, he can dish out a lot of damage. That leads to high damage KOs which in turn power his healing.

I used him in Sealed to take first place during a Prerelease. In all three games he was knocked down to at least his second to last click, but ended each game near the top of his dial. While he can’t do everything himself, with the proper supporting figures he can soak up damage and KO his way to good health.

CountNefaria

7. ADW040 Count Nefaria —  200 Points — Rare: He has bad keywords (Lethal Legion, Maggia, Ruler), but a pretty decent dial for 200 points. He starts with Running Shot, Psychic Blast, Invincible to go along with his Stealth. His 7 Range and Stealth helps keep Outwit from targeting him on his first three clicks and Flight means that his movement won’t be hampered by hiding in Hindering Terrain.

The reason why he is so high on this list is his improved form of regeneration “IONIC RESERVES.” He has it sprinkled through out his dial. It says, “Count Nefaria can use Invulnerability and Regeneration. When he uses Regeneration and has one action token, he doesn’t subtract 2 from the d6 roll.” With a lucky roll he could regenerate for 6 clicks of healing!

Chairdevil

6. ADW068 Daredevil (AKA Chair Devil)—  80 Points — Chase: For 80 Points you get the 6 clicks with the Mystics TA, Traited Stealth, Precision Strike, and Super Senses. He has better than average attack and Flurry in the middle of his dial to make that Precision Strike hurt.

That might be enough to justify his point cost right there, but his Trait “LEADER OF THE HAND” allows him to generate nearly unlimited tie up figures with Stealth and the Hydra TA. It reads, “Once per turn, give Daredevil a power action to place a #adw015 Hand Ninja from outside the game in a square of hindering terrain within range and line of fire. If a friendly character with The Hand keyword was KO’d since your last turn, this is a free action instead.

So at the beginning of the game you can make a few ADW015 Hand Ninja before the other force even gets close. Then for the rest of the game when ANY other member of the Hand on your team gets KOed you can make another ADW015 Hand Ninja as a free action on your turn.

Doc Strange SF

5. ADW035 Dr. Strange —  50 Points — Rare: This version of the Doctor is equal parts Finger Bang DXF017 Deadpool (Sidestep, Psy Blast) and DXF059B Wiz Kid (+1 to stats to adjacent characters)Add to that his Shifting Focus versions that Transport your team (ADW001 Dr. Strange) or Defend it (ADW019 Dr. Strange) and you’ve got a great figure and one of the most versatile pieces in the set!

Punisher Rocket Launcher.png

4. ADW030 Punisher-–  50 Points — Uncommon: Everyone who attended an ADW Prerelease knows about (Rocket Launcher) ADW009 Punisher. That guy dished out ranged group damage that far exceeds his 50 point value. Unfortunately, as easily as he can dish out the damage he can also easily take it in return. That means that most of the time you will need to use the much more subtle ADW030 Punisher.

This close combat version of the Punisher features an improved form of BCF, Combat Reflexes, Indomitable, Wildcard TA, and most importantly Stealth. This dial alone is worth the 50 points even if you never switch forms. So keep him in that form until it’s just the right time to strike and then “say hello to my little friend!” for fun and profit!

Iron Man ADW.jpg

3. ADW053 Iron Man —  165 Points — Super Rare: So the first thing everyone thinks of when they see a Primary Attacker character in Modern that allows them to pick a power is “how does that character compare to JW053B Jakeem Thunder?”

Here are Iron Man’s advantages:

  • Better Keywords
  • Slightly better combat values
  • Better powers before you start picking powers (including damage reducers)
  • He can gain new powers via a free action, not just at the start of turn

Here are Jakeem’s advantages:

  • 1 click longer dial
  • 25 points less cost
  • 1 square longer range
  • Can chose a Defense Power
  • Doesn’t lose existing powers when he gains new powers
  • Choosing powers is Traited and lasts the whole dial
  • Has a Team Ability

JW053B Jakeem Thunder is still a better piece, but there are some situations where Iron Man is better. Keeping in mind that Jakeem Thunder is the piece to beat right now in competitive play, coming close means that this Iron Man is a piece you should look to own.

RiRi Williams.jpg

2. ADW071 Iron Heart—  25 Points — Chase: She is one part ADW007 Black Panther (cheap Outwit), one part JW025 Hawkman (cheap Taxi),  and one part JW060V The Joker (she doesn’t die easy).

Her Sidestep, Flight, and 10 Movement make her a top tier Taxi and at 25 points there is no Taxi piece cheaper in Modern Age. She starts with Outwit, but she shuffles among all the best supporting powers (Outwit, Perplex and Probability Control) as she takes damage.

Her 18 defense is bolstered by the Trait ARMOR’S FALLING APART ON ME. It reads, “Iron Heart begins the game with 1 Broken Armor token. When she is dealt damage, instead roll a d6 that can’t be rerolled. If the result is equal to or less than the number of Broken Armor tokens, she is KO’d. If not, turn her to that click number and give her another Broken Armor token. This can’t be ignored.” So the first time she takes damage she has an 17% chance of being KOed. After 2 hits it’s 33%. After 3 it’s 50%. On average she will be KOed after 3 hits, but it can take as many as 6 hits to KO her if you have lucky rolls. Also, it’s only the number of hits that count, not the amount of damage, not even if it’s Pulse Wave damage. It’s all the same to RiRi.

WF061 Superman with an Ultra Heavy Object will do 8 damage to any other character, but it still is just one broken token for Iron Heart. WF048 Zatara can sacrifice himself to do a 4 damage Pulse Wave attack. Iron Heart will just take one broken token in place of that damage. That’s insane for 25 points.

Dr. Strange Earth's Guardian.png

1. ADW051 Dr. Strange, Earth’s Guardian—  80 Points — Super Rare (Title Character): One of my main complaints about DXF060 Deadpool, Merc With A Mouth is that his keywords (Initiative and X-Factor) don’t leave a lot of options for team building. In fact they kinda suck. Well, Wizkids must have heard those complaints because Dr. Strange was made with the Avengers and Mystical keywords. If you can’t find good team building options with those keywords then I have nothing for you.

His dial alone is almost worth 80 points. 7 range with Sidestep, 11 Attack, Psychic Blast, 3 Damage, and Probability Control should do well on offense. Defensively, 18 Defense, the Mystics TA, and Energy Shield/Deflection are above average for his point cost. He also has 6 clicks of life and his values for attack and defense stay relatively the same throughout.

He has three Title Character Abilities. His first ability reads “Every Scrap Of Hidden Sorcery: Modify Dr. Strange, Earth’s Guardian’s or an adjacent friendly character’s damage value by +1 this turn.” That’s a great effect and I would use that often, but it’s his third title ability that really blows me away. It says, “Sorceror Supreme: For the rest of the game, as long as Dr. Strange, Earth’s Guardian is on the map you may reroll an attack roll each turn.” That’s huge. It’s in addition to any use of Probability Control your team might have, and it lets him join the ranks of the only two other characters in Modern who can affect your rolls anywhere on the board: SMWW060 Mr. Mxyzptlk and TMNT2029 Renet Tilley.

And that’s why Dr. Strange, Earth’s Guardian is the best character in this set.

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

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

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

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

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

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

 

Punisher THunderbolts

1. DP032 Punisher100 PointsUncommon:

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

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

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

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

The Executives at Ingen:

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

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

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

Probably Not A Good Idea

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

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

Team Name: The Difference Between Justice Love & Punishment

Theme: Star Sapphires

Roster:

DP032 Punisher100 Points

(w/ ATA004 Thunderbolts) — 8

(Possessed by WOL068P Predator) — 25

WOL032 Miri Riam85

WOL006 Star Sapphire Recruit45

WOLR106 Power Battery (Star Sapphires) — 2

WOLR306 Star Sapphire Ring8

WOLR206.04 Wall (Violet) — 10

WOLR206.06 Decoy (Violet) — 6

WOLR206.14 Sniper Rifle (Violet) — 6

AVASAVID-002 Hawkeye5

=300 

Sideline:

AVAS002 Hawkeye85

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

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

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

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

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

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

Punisher Kills the Marvel Universe

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

Liam Neeson Good Luck

Next!

Arcade AVAS

2. AVAS044 Arcade70 PointsRare:

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

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

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

Jennifer Walters for the Defense

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

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

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

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

Let’s see what we can Build:

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

Theme: None, but you won’t need one.

Roster:

AVAS044 Arcade70

AAOU023E She-Hulk75

WKM-015 Doop95

FI301 Splitlip20

FIR100C The Book of the Skull30

AVASAVID-002 Hawkeye5

AVASAVID-015 Triathlon5

=300

Sideline:

AVAS013B 3-D Man90

AAOU106 Hawkeye75

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

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

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

 

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

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

Until next time,

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

Local Tournament Report – 5/14/14 Ninwashui’s Kitchen Table

There's a new HeroClix set out -today's going to be a wonderful day!

There’s a new HeroClix set out – today’s going to be a wonderful day!

The Format: Ninwashui and Hypefox each bought two boosters of Deadpool the day it came out because they are like addicts and can’t wait until their normal venue has a sealed tournament next week. They decide to justify their purchases by saying they are “practicing” for next week’s Deadpool 400 point sealed event at Comics n’ More. No prize, but the loser will receive a large helping of shame for not being able to win a tournament with only two people in it. Because of the unusual venue there are battlefield conditions that will affect play. Namely my kids who think HeroClix figures look like toys. The game is delayed for about 20 minutes after team construction while the kids steal figures and run off with them. Concentration is difficult under these circumstances.

What I played:

DP011 Silver Sable

DP022 Kidpool (DPW005 “Broccoli! Why Can’t it Be Meat?”)

DP023 Black Cat

DP028 Siryn

DP048 Blink

Total: 397 points

 

"My precious..."

This was actually a picture of normal Cyclops trying to light his grill. Ouch.

Round 1 Facing:

DP003 Dogpool (with DPW002 “I’m Going to Lick Your Hand”)

DP019A Deadpool (with DPW003 “4th Wall? What 4th Wall?”)

DP032 Punisher

DP058A Typhoid Mary

Total: 400 points

My opponent  is the recent champion of my venue’s AvX and earned the Dark Phoenix Cyclops. He’s fresh off his big win, possibly over confident, and easily distracted by my children. I’m fresh off coming in near last place in that series, hungry for some payback, and exceptionally skilled at ignoring my children. That came out wrong, but you know what I mean.

FIGHT!

We fight on the K’un Lun map from the AvX Month 4 kit. I have my team move to the elevated terrain on the left hand side. Blink carries Kidpool. Siryn carries Silver Sable. I leave my whole team out of danger away from the edge, except for Siryn who has energy shield deflection. On his turn My opponent sends Dogpool and Deadpool up the center. Punisher and Typhoid Mary stay on elevated terrain. Deadpool has exactly enough range and movement to juuuuust get a running shot off on Siryn. I sit back confident knowing he is more likely to miss than hit. Deadpool rolls a 10. Instant hit for 4 damage. Siryn is on her second to last click. On my turn I realize no one on my team has will power and I don’t want to push. That leaves me only Kidpool and Silver Sable. Kidpool runs to base Deadpool so he doesn’t get another shot off and KO Siryn. Silver Sable outwits Dogpool’s see-through-stealth-Perplex to avoid the embarrassment of standing in front of the other team with no Stealth while covered in doggie drool.

Ninwashui's worst nightmare is facing this lil' guy directly across from his Stealthed characters on a  Heroclix map.

Ninwashui’s worst nightmare is facing this lil’ guy directly across from his Stealthed characters on a Heroclix map.

On my opponent’s turn Typhoid Mary outwits Kidpool’s Shape change and shoots him for two damage… with knockback. Deadpool is suddenly free. He takes a shot at Siryn. She (of course) misses her super sense roll and is KOed. Dogpool opts not to push and Punisher doesn’t as well. On my turn Black Cat bases Dogpool. Blinks “blinks” in to attack Dogpool. She rolls a 4 and misses. Silver Sable Shoots Typhoid Mary for 3 and after taking two Typhoid transforms to Bloody Mary. I point out her transformation power is useless in sealed because you need her other half until Hypefox snickers and shows me that it came in the same pack as a separate base. Yep, Typhoid Mary… is a switch click. Very cool. Silver Sable then outwits Deadpool’s toughness and Kidpool charges in with blades/flurry/precision strike. I roll a 5 and then a 3 to miss twice. Kidpool takes a click of pushing damage and is on his last click. Things aren’t going well.

On my opponent’s turn he uses Dogpool’s perplex to outwit black cat’s stealth. Punisher proceeds to do 4 with a running shot. Dogpool attacks her but misses. Deadpool KOs Kidpool. The other pieces clear. On my turn Black Cat uses blades/flurry to take Dogpool from full to KO.

And it’s then that battlefield conditions take over, which is to say my 3 year old climbed on Hypefox’s head and stayed there for a good five minutes.

(EDITOR’S NOTE: By “five minutes” I assume you mean THE REST OF THE GAME.)

(AUTHOR’S NOTE: I wish I had a picture.)

It looked kinda like that...

It looked kinda like that…

From there everything changed. Our luck reversed. He started rolling threes and I started rolling tens. Bloody Mary charged Black Cat and took her out. Silver Sable shot her again and turned her back into Typhoid Mary on a poison click. She based Silver Sable and used poison to do a damage and cancel Stealth. Punisher not wanting to miss gave himself 12 Attack, but only hit for 2. That gave Sable her Stealth back. She unloaded on Mary for the KO. While that was going on, Blink decided to “Blink” over and tie up Deadpool They both missed each other for several turns. After KO’ing Mary, Sable hit Punisher for 4 and then Blink swooped in to finish him off before opting to return to her original place keeping Deadpool based. Deadpool keeps missing. When my team next clears Sable hits Deadpool for 4 from range and Blink hits twice with flurry for the KO and the win.

What I learned:

  • All casual games needed to be played with my kids around from now on. They just love their Uncle Hype.
  • I knew Deadpool’s dial was tough, there was a reason I left him for last. He’s good on offense and defense (especially with his word balloon).
  • Kidpool was unimpressive and his word balloon was useless.
  • Siryn died too quickly to learn anything, but seems like she should be promising.
  • Typhoid Mary was nice. Bravo to WizKids for including her switch click in the pack with her.
  • Punisher seems promising if you don’t have a kid on your head and can remember his trait. Great Offense. Average Defense.
  • HypeFox forgot about Punisher's The Guilty Must Be Punished Trait. In his defense, it's hard to remember that a character like the Punisher would have a Trait called "The Guilty Must Be Punished."

    HypeFox forgot about Punisher’s Trait. In his defense, it’s hard to remember that a character like the Punisher would have a Trait called “The Guilty Must Be Punished.”

  • Silver Sable did quite well even after taking a hit.
  • Blink was great. I would definitely play her again.