Team Ideas – The Unstoppable Force

Idea

See that? Lightning shoots right out of my hand. You should give up now.

See that? Lightning just shoots right out of my hand. You can’t beat that.

So it’s been quite a while since I posted a team ideas column, but I think the wait was worth it. I’ve got a great team idea for today’s article that is completely original to this blog right now and very tournament worthy. Without further ado here’s the team:

The Unstoppable Force

IIM037 Iron Monger 2.0

DP042 Grasshopper * 4

WOLR102 Power Battery (Red Lantern Corps) [Writers Note: Battery color and construct color don’t matter that much, just make sure the ring is red.]

WOLR302 Red Lantern Ring

WOLR202.03 Mallet (Red)

WOLR202.06 Decoy (Red)

WOLR202.11 Bulldozer (Red)

WOLR202.13 Stop Sign (Red)

Total= 299 points

The most powerful character ever is a Great Lakes Avenger? You bet it is! This team works much better than you might think it does because of timing rules. When multiple effects happen at the start of your turn, you choose the order in which they happen. So the idea is to put a Red Construct on each of your Grasshoppers, which–in addition to the normal effects of the Construct–grants penetrating poison to each character. Once everyone is equipped, use all three actions to Maximum Jump and remove three grasshoppers from the board. They will be double tokened and they will each take a pushing damage. That sounds bad, but stick with me.

Maximum Napalm!

Maximum Napalm!

On your next turn the Grasshoppers hit the board like virtual napalm. Because of beginning of turn timing rules they can land and then do penetrating poison damage to every adjacent opposing figure immediately. That’s 3 penetrating damage dropped out of the sky with no attack rolls and probably hitting multiple opposing pieces at once. The Grasshoppers are still double tokened, but they haven’t taken an action this turn so they will clear at the end of the turn. And then if you need them to they can maximum jump again next turn with the same bad effect for your opponent. Since you’ve done all that damage on your turn but haven’t taken any actions you can use Maximum Jump on your last unused Grasshopper and even get a standard attack in with Iron Monger. But who likes rolling attack dice? Boring. Just keep doing automatic penetrating damage. That’s so much easier.

Then comes the hard part for your opponent. Every turn a Grasshopper survives next to an opposing character is another Penetrating Poison damage it will do the following turn. Depending on tokens, the number characters he’s playing, and positioning your opponent may not be capable of eliminating them all in one turn. Which means more Poison damage next turn. Just to make it harder on your opponent I’ve included Iron Monger 2.0 on this team. Iron Monger 2.0’s trait says that if your opponent kills a Grasshopper he’ll avoid taking a penetrating poison damage to every adjacent opposing figure next turn, but he’ll trade that for a penetrating explosion damage to every adjacent opposing figure right now! It’s a real lose-lose situation. Don’t knock out a Grasshopper? Take penetrating one damage for every one left alive. Knock out a Grasshopper? Take penetrating one damage for each one you kill.

Star-Lord Gif

After your opponent figures out what’s going on, this could be his response.

Something else to keep in mind is that the first Grasshopper that gets KOed resurrects itself for free in your starting area due to it’s Trait. Being in your starting area doesn’t really matter when you are moving around with Maximum Jump and the construct that was on the KOed figure simply returns to the battery to be redeployed on the resurrected figure. It’s really like you are playing 5 Grasshopper napalm bombs, but only paying for 4.

You’ll need a few turns for deploying constructs to get maximum effectiveness out of this team. Waiting until turn 4 is ideal. You can use the fact that this is a theme team to win map roll and make it a map that’s hard to traverse from one side to another. Wundagore Mountain anyone? Then if you need to you can use Iron Monger and any Grasshoppers that are ready to engage the other team for a turn or two from a distance. After taking all those Battery actions early, it should be pretty easy to get to the end of the dial. Which means that if all Grasshoppers are eliminated your opponent will likely still have to face down an Iron Monger 2.0 with Shape Change, Penetrating Poison, Plasticity, and +3 to all stats.

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

Artist’s rendition of what it looks like when Iron Monger 2.0 gets plus three to all stats.

If you surprise people with this team by taking it to you next constructed tournament, there is really only one thing to say to someone trying to beat it.

Seinfeld Good Luck

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Let’s Be Lanterns, Too!! (Or, Let’s Build an Army for Each Lantern Corps–PART 2 of 3!!)

War of Light Alt Members

Welcome Back!

If you missed Part 1 a few days ago, Ninwashui and I are trying to put together competitive Builds for each Lantern Corps, but we’re throwing in a twist–each Build must feature a character who isn’t normally associated with that color of the emotional spectrum and its related Corps.

To recap, there are two main rules:

1. Each Build has to be a Theme Team (although that Theme doesn’t necessarily have to be for the corresponding Corps keyword) that features a character who isn’t known for being a member of the featured color (Hal Jordan Parallax, for example; or someone who’s never been a Lantern of any color in the comics–like a Marvel character!);

2. For each color, each member of a team has to either start with the corresponding Corps keyword, or they must be able to get it during the game.

There are several ways to do this: use a character from War of Light who’s been made in a color different from the norm (Parallax Hal or Kyle Rayner, Orange Lantern Hal or Blue Lantern Hal, White Lantern Kyle Rayner, Red Lantern Guy Gardner, and so on and so forth); use an Entity to bring any other character in the game into that Entity’s color; or just make a general Theme Team and use the Lantern Power Battery to distribute rings during the game and give each member of a team that color’s keyword (along with some kickass powers!).

In part one, we featured the Sinestro Corps, Indigo Tribe and the Orange Lantern Corps.

Today, Ninwashui is starting us off with… the Blue Lantern Corps!! He thinks he’s come up with some Meta-worthy Build. It’s probably terrible, but whatever. Here it is!!

 

"I HOPE I rid myself of that weakling Parker... "

“I HOPE… that I can rid myself of that weakling Parker!”

BLUE LANTERN CORPS (Ninwashui Build)

Team Name: The Brooklyn Dodgers

Theme: Scientist

Characters Not Normally Associated With the Blue Lantern Corps: Superior Spider-Man!! Old School Captain Marvel!!

Roster:

DP060 Superior Spider-Man – 160 Points

w/ Secret Avengers ATA – 5

GOTG007B Captain Marvel – 82

DP102 Bill, Agent of A.I.M. – 30

WOLR107 Power Battery (Blue Lantern Corps)2

WOLR307 Blue Lantern Ring4

WOLR207.06 Blue Decoy6

WOLR207.11 Blue Bulldozer – 4

WOLR207.14 Blue Sniper Rifle6

=299 (Gah! So inefficient!! This must be Parker’s doing somehow…)

 

How It Plays: So, in Magic: The Gathering, blue is the color of counterspells and unsummons–basically, it shuts down offense. Really, it can derail your opponent’s entire strategy. Well, we’re gonna take that idea to Heroclix and run with it!! So if you thought Hal Jordan Parallax was hard to hit with his 19 Defense and -2 to just about every opposing character’s Attack Value, well… meet Superior Spider-Man.

He starts out with an 18 Defense (that bumps up to 19 when he’s next to Captain Marvel, but we will get to the good Captain in a minute) and has Super Senses down his whole dial (which will be important!). He also has a Trait that lets him spit out Spider-Bots for free and attach them with a Power Action. There are two types of Spider-Bots in the game, but you’re really only going to need to make a couple of Mark 1’s at the beginning of the game and attach them. Why? Because each one you attach adds +1 to any Super Senses roll that Spidey makes. Which means that with two Spider-Bots attached, Spidey will straight out AVOID any attack that manages to beat his 18-19 Defense a whopping 66.6% of the time!

But wait! There’s more–a lot more! We’re giving Spidey the Blue Decoy, which adds Shape Change to his repertoire–another 1 in 3 chance that he can’t be attacked. So, to recap, we have a 33.3% chance that Spidey can’t even be attacked, followed by a 66.6% that any attack roll that somehow manages to hit him actually ends up missing him completely! That’s pretty good, right? Nope–not good enough! That’s where the Blue Power Battery comes in! The Battery’s Trait (EMOTIONAL SPECTRUM: HOPE: If the Power Battery, attached Power Ring, and Constructs are all the same color, during each of your opponent’s turns, one friendly Corps member may reroll a roll made for itself.) lets you reroll that 66.6% Super Senses roll. Whew!!

Again, to review, when your opponent declares an attack targeting Spidey, there’s instantly a 33.3% chance that he can’t proceed with that attack. Then, he has to hit at least an 18 Defense (minimum). THEN, if he somehow hits, you get TWO chances at rolling a 3, 4, 5 or 6. Spidey also has the Secret Avengers keyword, which makes it very difficult to Outwit any of his powers. ANNNND Spidey himself has an Outwit to get rid of opposing character’s problem powers (Outwit opposing Precision Strike, Poison or Pulse Wave like it’s the Plague!!).

[EDITOR’S NOTE: I’m not a statistician, but Jerry Seinfeld clearly is, and–as always–he has this advice:]

Seinfeld Good Luck

Um… yeah. I think what Jerry is trying to say is that (assuming a 7 is needed to even hit Spidey in the first place–which means your opponent’s primary attacker better be packing an 11 or 12 Attack Value) for every 30 attacks announced with Spidey as the target, roughly 4 will get through. That’s about a 13.33% chance to deal damage. To put that in perspective, that same theoretical opponent would have a roughly 18% to damage the IIM Absorbing Man LE. BUUUUUUUUT, when we factor in the Blue Power Battery Super Senses reroll, that Spidey number changes to roughly 4 out of every 90 announced attacks that get through–or 4.4%.

Let me type that again: 4 POINT 4 FREAKING PERCENT!! Those are lights out, game over and thanks for playing sorts of numbers! Meanwhile, Spidey is swinging away for 3 damage or more (he has Super Strength) every turn. Yikes. Now, taking all that into account, consider this:

Spidey is not your Primary Attacker.

"What am I, chopped liver? I save galaxies, dammit!"

“What am I, chopped liver? I save galaxies, dammit!”

And now we come to Captain Marvel!! Cap’s Defense Special (DEFEND HUMANITY FROM MY PEOPLE: Captain Marvel can use Defend and Super Senses. Modify the Defense Values of adjacent friendly characters without the Kree keyword by +1. This power can’t be countered.) combined with his native 18 Defense means that Spidey and Bill, Agent of A.I.M. each have a 19 Defense when adjacent to him! But that’s not the best part of Captain Marvel’s arsenal. Nooooo, sir! His Attack Special (UNI-BEAM: Captain Marvel can use Energy Explosion, Incapacitate, and Penetrating/Psychic Blast. When Captain Marvel hits with a ranged combat attack, hit targets can’t make attacks during their next turn.) means that your opponent’s best figures may not even get to announce those attacks against Spidey or take a spin on the 4 out of 90 Wheel of (Mis)Fortune! He doesn’t even need to do damage–he just needs to hit! Does that power sound like fun? Great!

Now give Captain Marvel the Sniper Rifle and watch him do it from 10 Squares away. What’s that, you say? Your opponent’s best piece has Stealth or keeps hiding behind Barrier tokens? Well, that’s why you brought Deadpool’s idiot friend Bill along. On his second click he gets an Attack Special (MY HIGH-ENERGY FINDER THING: Give Bill, Agent of A.I.M. a power action and choose the highest-point opposing character. Until your next turn, that character can be targeted with a ranged combat attack by one friendly character without line of fire to that opposing character.) that is pretty much game over, especially when you consider that every character with a Blue Construct also has the Blue Ring-granted limited Perplex (which means Captain Marvel’s Attack Value could theoretically go to 14!). Captain Marvel can keep your opponent’s best figure locked down every other turn for the entire game!!

To quote the noted philosopher Dane Cook, “Good game America.”

 

Astonished HypeFox

ASTOUNDED HypeFox Says: “…. I… uh, … $#!%. I can’t believe you came up with something this good! I really have nothing to add. This team is stupid. This is like that South Park episode where “Wall-Mart” ran rampant and almost destroyed the world. I don’t think you realize what you’ve done! This team is an abomination! It must never see the light of day! It must be banished back to the depths from whence it came, before it’s too late!!

… I mean, I’m still gonna publish it though. I just have to figure out how to take credit for it first. Hmmmm... ”

 

Superboy Prime Red Lantern

RED LANTERN CORPS (HypeFox Build)

Team Name: The Petulant Children

Theme: Red Lantern Corps

Characters Not Normally Associated With the Blue Lantern Corps: Superboy Prime (As far as the Red Lanterns and Superboy Prime goI mean, really, it was just the one time… he didn’t even really like it…) and Black Talon!!

Roster:

WOL057B Superboy Prime (Red Lantern) – 190 Points

w/ Kryptonian ATA – 2

DP043 Black Talon – 60

possessed by Butcher25

WOLR102 Power Battery (Red Lantern Corps)2

WOLR302 Red Lantern Ring8

WOLR202.12 Red Spotlight6

WOLR207.14 Red Sniper Rifle6

=299 (GRRRRRRRRRRRRR… )

 

How It Plays: This might be the simplest Build of this whole series. The premise is really basic: the only thing better than one Superboy Prime Hypersonic Speed attack each turn is two! Putting the Butcher AND a Construct on Black Talon raises his Attack Value to a 12; a roll of 6 or 7 will give a successful Mind Control hit on SBP, with which you can wreak havoc on the whole board. Superboy Prime’s Movement and Attack will each get +1 with a Construct (giving Superboy a 12 Attack!), and if he hits with his first attack (4 Damage minus any dampeners), you can keep him in range and INSTANTLY ATTACK AGAIN–THIS TIME WITH RANGED COMBAT EXPERT!!

And you can probably just keep Black Talon near the Power Battery so that you can keep healing the damage he takes from Mind Controlling Superboy Prime. And if anyone decides to break off and attack him, he’s packing Charge, B/C/F, and Attack Value that can be modified to 12 (on his top click) along with access to Butcher’s Special Damage Power (HEAT OF RAGE: Once per turn, a friendly character may reroll the d6 roll for Blades/Claws/Fangs.). On Click 3, just when your opponent might expect Black Talon to LOSE B/C/F, he actually picks up access to an Attack Special (BLADES OF THE BUTCHER: Butcher can use Blades/Claws/Fangs. When he does, add 2 to the result.) that gives him B/C/F back AND makes it kinda filthy (I mean, you roll a 6 and all of the sudden it’s Black Talon who’s doing 8 freaking damage in one turn as opposed to SBP, who’s more than capable of that himself.

Of all the teams we’ve designed so far for this series, this team has the highest damage potential. They may not be the best team, but each member is capable of KO’ing even substantial point pieces in one blow!

 

Doctor Who What

UNIMPRESSED TENTH DOCTOR Ninwashui Says: “What? That’s it? That’s what you cobble together after I create one of the greatest Builds known to mankind?! Psssh. My Blue Lantern Build would wipe the floor with this Red Lantern nonsense you’ve come up with here.”

 

Unimpressed DMX

ANGRY AVATAR OF RAGE DMX HypeFox Retorts: “Oh, really? OH REALLY!! I SMELL A CHALLENGE COMING ON!!”

 

Tenth Doctor Ninwashui

AWKWARDLY CLOSE TENTH DOCTOR NINWASHUI CALMLY REPLIES: “Name your terms.”

 

Askewed Beanie

ASKEWED BEANIE’D DMX HYPEFOX States: “Well, we’ve have four Builds left. That’s two apiece. Winner take all! I’ll take the Green Lantern Corps and the Black Lantern Corps.”

 

Tenth Doctor Eyeglasses

INTRIGUED TENTH DOCTOR Ninwashui: “So that leaves me the White Lanterns and the Star Sapphires, eh? Very well then. I accept your challenge, sir! Although there’s one thing you forgot!”

 

Forgetful DMX

POSTURING DMX HypeFox Says: “Oh? And what’s that, playa?”

 

Drunk Raccoon 5

NINWASHUI DROPS A FINAL BOMBSHELL!!: “I’ve been a raccoon the whole time! MWA-HA-HA-HAAAAAAAAA! I hope you’re ready… and I’ll see you next time!!

Let’s Be Lanterns!! (Or, Let’s Build an Army for Each Lantern Corps–PART 1 of 3!!)

Lets Be Cops

So, I’m at the theater a couple weeks ago, Guardians of the Galaxy is starting in a few minutes (FYI, Guardians is awesome–if you’re remotely interested in anything on this blog, you’ll love it and should just go see it right now! I’ll be here when you get back–I promise!), and the last trailer I see is for “Let’s Be Cops,” a new comedy starring Jake Johnson and Damon Wayans, Jr. It’s out now and it’s about a couple of buddies who go to a costume party dressed as cops, then decide to keep the charade going in their everyday lives when they become “neighborhood sensations.” Looks funny enough, but it also gave me an idea for today’s article. If two slackers can put on some uniforms and become cops, then, hey, what’s to stop us from collecting together some ‘Clix and becoming Space Cops?

That’s right!

Today…

Let’s Be Lanterns!!

Lantern Corps

Ninwashui and I are gonna come up with competitive Builds for each color of the emotional spectrum based off of the current Storyline OP War of Light set! But we’re also gonna add in a twist! Each Build has to be Theme (of course), and each build has to feature a character not traditionally associated with that color’s Corps.! Now this can be interpreted in a couple of different ways; sometimes, WizKids has taken care of this for us by printing an “off-color” version of a traditional Green Lantern (Hal Jordan, Kyle Rayner, John Stewart, Guy Gardner, etc.) in the War of Light set (Indigo John Stewart, anyone?); other times, we’ll be getting a lil’ creative by inducting someone (or someONES) into a certain color’s Corps by Possessing them with an Entity!

Are these Builds gonna win multiple ROC’s? Uhhh… no, probably not. But you should be able to take these to a local tourney and stand a chance. That’s the goal, at least.

(EDITOR’S NOTE: Many of these builds use Power Batteries and Constructs; WizKids has been real coy about exactly how you’ll get half the Constructs for each color. As such, many don’t yet have an official designation yet in terms of collector numbers, so occasionally you’ll see something like “WOL???” instead of a full designation for certain Constructs.)

With all that said, here we go!

 

Parallax Hal Jordan

SINESTRO CORPS (HypeFox Build)

Team Name: Pair ‘0 Smacks

Theme: Sinestro Corps

Character Not Normally Associated With the Sinestro Corps: Hal Jordan (normally a Green Lantern)

Roster:

WOL041 Parallax (Hal Jordan)250 Points

WOL099 Despotellis30

WOLR105 Power Battery (Yellow)2

WOLR305 Sinestro Corps Ring4

WOLR205.03 Sinestro Mallet4

WOLR205.09 Sinestro Nurse10

=300 (Woo-Hoo!)

 

 How It Plays: Is anyone else annoyed that the Yellow Lanterns are referred to as the “Sinestro Corps?” You’re Yellow Lanterns. Just be Yellow Lanterns! It makes things soooo much easier. At least the Indigo Tribe still has “Indigo” in their name. Sigh…

Regardless, we’re gonna use someone who’s normally a Lantern, just not this color. Actually, if you subscribe to our Twitter feed (and if not, why not? It’s free!), you would have gotten this army a little bit earlier than everyone else who’s just reading about it now.

Basically, the goal with this army is to make Parallax Hal Jordan as close to un-hittable as possible. Hal Jordan’s base Defense is 18. He has Impervious (which means roughly 33% of the time you’re hit with a non-Precision Strike, non-penetrating attack, you’ll evade it altogether) with the Quintessence Team Ability (which means his powers can’t be countered). Once he gets a Construct on him from the Sinestro Corps Battery, all his stats except Damage get +1; so now his Defense is a 19 with un-Outwittable Impervious. But wait! There’s more!

The Sinestro Corps Power Battery gives every opposing figure with a point cost of 249 or less (roughly 90% of Meta figures, if not more) an additional -2 when attacking Parallax. Yes, this should work even against opposing Pulse Waves since the Battery isn’t a character (and thus could never have a line of fire drawn to it by Pulse Wave).

Let’s say, oh, I dunno, Bullseye (with a stat bump from an Entity) tries to shoot Hal. Normally, with a 12 Attack, he’d need a 7 to hit Hal’s 19 (native 18+1 from the Ring) Defense. But with the Sinestro Corps Power Battery, suddenly Bullseye needs a 9 just to touch Hal Jordan. And if he makes it…. Hal has Probability Control and a 9 Range!

So now, Bullseye–who, again, has a ridiculously good starting Attack Value–needs to hit a 9 or more TWICE! And that’s assuming that Bullseye’s not within Range of the Power Battery, which has the potential to make him Prob AGAIN if it’s on the right Click! Now, if your opponent can roll a 9 or better three times in a row… good luck to him (or her). They must be right with the Lord. Or be sitting on a horseshoe.

Now, you can go a few different ways with the Constructs; I’ve chosen the Nurse and the Mallet. The Nurse absolutely hoses Copycat strategies (and even though she’s 60 more points, I’d still rather keep my Despotellis, thank you veddy much) while the Mallet can be quite useful if the opposition is able to surround and swarm Hal. You could also go with some combination of the Net, Spotlight or Decoy. I just hate dealing with Copycat so much that I’d rather just nerf her with the Nurse Construct, but I’d suspect most folks would rather go with the Spotlight and Net.

 

Bitter Ninwashui

BITTER Ninwashui Says: “I came up with this idea a few weeks ago and sent it to HypeFox, who promptly stole it, took credit for it and gave it away on Twitter. But yes, I was happy with this Build; Parallax Hal Jordan is a beast who cannot be reasoned with. He doesn’t fly, but he does everything else, drops 5-Damage bombs from 9 squares away and he can Carry Despotellis with no penalty to his Movement. And good luck trying to hit either of these yellow jackwagons. But the Nurse? I would definitely go with the spotlight and either the Net or Decoy. The Spotlight makes Hal especially disgusting, which, as always, means you should probably give it to him.

 

"James Howlett, you have a great capacity for compassion. Welcome to--waaaaiiit, did you just stab the $#!t out of someone? I don't think you understand how this ring works. "

“James Howlett, you have a capacity for great compassion. Welcome to–waaaaiiit, is that blood? Hold on, did you just stab the $#!t out of someone? Unless you just used your claws to put down an injured horse, I don’t think you understand how this ring works!”

INDIGO TRIBE (Ninwashui Build)

Team NameThe Replacement Killers

ThemeThe Hand

Character Not Normally Associated With the Indigo Tribe: Uh, all of them? Especially cuz they’re all Marvel characters? And stabby?

Roster:

DP103 Wolverine, Agent of Hydra – 90 Points

w/ The Hand ATA – 7

DP006 Hand Ninja – 43

w/ The Hand ATA – 7

WXM044 Silver Samurai100

w/ The Hand ATA – 7

WOLR104 Power Battery (Indig0)2

WOLR304 Indigo Tribe Ring4

WOLR204.01 Indigo Net8

WOLR204.03 Indigo Mallet – 4

WOLR204.04 Indigo Wall10

WOLR204.08 Indigo Scissors8

WOL204.09 Indigo Nurse10

=300 (Woo-Hoo! Again!!)

 

How It Plays: Waaaaay back in Season 2 of Friends, there was an episode where Monica is hired by a company to come up with recipes for a substance called Mockolate, a synthetic chocolate substitute. By the end of the episode, she returns to the company with a list of Mockolate recipes that are extremely light on actual Mockolate since it turns out that Mockolate is terrible (Phoebe, upon tasting one of Monica’s Mockolate recipes: “Oooohhhh, this is what evil must taste like!”).

Well, as I’m sure you’ve noticed, this Build is light on actual native Indigo Tribe members. They are, in a word, awful–it turns out that the Indigo Tribe is the Mockolate of War of Light. In fact, the Theme of this Build is actually The Hand. And that’s okay–even though these characters are all pretty evil, violent and mostly psychotic, they’re PERFECT for the color of compassion, and we’ll use the Indigo Power Battery to induct them!

Since none of them start with the Indigo Tribe keyword, they’ll all gain that keyword and the Support ability; just as important, when a non-adjacent friendly character within 6 squares takes 3 or more damage, after actions resolve, if that character hasn’t been healed this turn, you may place this character adjacent to that character and heal that character of 1 damage. That’s kind of a strange ability, but since this is a close combat team that will probably never NOT be within six squares of each other, it allows the team to swarm opposing figures when they get significant hits in on your team.

And that’s if they can find your team. One of the perils of close combat-based teams is advancing close enough to attack before your own characters get battered themselves. Well, The Hand ATA–which all three characters have–states that “When it is not your turn, lines of fire to a character using this team ability are blocked if this character is adjacent to a wall or blocking terrain.” Hmmm… if only there was a Construct that allowed a character to use Barrier every turn as a free action so that the team could continue its advance without wasting tokens. Oh wait, there is! It’s the Wall, and it’s part of this very force!

Once you make it to your opponent, you should be able to cut them to ribbons in short order. Wolverine’s Trait (MY KIND OF HYDRA: When friendly characters use the Hydra team ability, they can also affect close combat attacks and don’t need line of fire to the target.) makes it hard for Hand characters to miss, and the fact that both he and Silver Samurai have Leadership means that you should be able to keep up with your opponent on taking meaningful actions even though you only have three characters.

 

Star-Lord Gesture

SURPRISED HypeFox Says: “Wow! I actually did not think of NOT using ANY Indigo Tribe characters at all. I guess we can allow it, since they’ll all get the keyword when they get a Construct. And technically it IS a Theme Team. When I assigned you Indigo Tribe, I thought you were screwed, since they all kind of blow chunks, but I have to say, you pulled a Kobayashi Maru and changed the parameters on me. Good job, sir. I’m pretty sure you cheated somehow, and I’m definitely sure you should be drummed out of Starfleet, but good job!! The fact that this team would be next to impossible to target with a ranged attack would make it downright frustrating to play against and would make me hate the game–the hallmark reaction of anyone who plays against a team designed by Ninwashui. Bravo!

 

Royal Shot to the Nuts

INTROSPECTIVE Ninwashui Responds: “Uh… thanks? I think I detected some sarcasm there. Either way, You’re Welcome! Also, have you noticed that we’ve completed two builds and not used even a single Entity?”

 

LEGO’D HypeFox Predicts: “Yeah, that’s about to change. Like now.”

 

Larfleeze with Battery

 ORANGE LANTERN CORPS (HypeFox Build)

Team Name: Orange Is the New Ultron

Theme: Sinestro Corps

Character Not Normally Associated With the Orange Lantern CorpsSecret Empire Number 9. I mean, he’s ninth–dude’s barely even associated with the Secret Empire, let’s be honest.

Roster:

WOL109 Larfleeze – 200 Points

DP204 Secret Empire Number 9 – 35

WOL063P Ophidian – 25 (Possessing Secret Empire Number 9)

WOLR103 Power Battery (Orange)2

WOLR303 Orange Lantern Ring – 6

WOLR203.04 Orange Wall10

WOLR203.05 Orange Crossbow10

WOLR203.12 Orange Spotlight6

WOLR203.14 Orange Sniper Rifle – 6

=300 (Woo-Hoo! Still got it!!)

 

How It Plays: Remember that scene in Aliens at the end when Ripley goes back for Newt and we finally see the Alien Queen for the first time, and she’s just chilling in her brood cave spawning gooey egg after gooey egg? Yeah, on this team, Larfleeze is that Alien Queen, constantly spawning sticky,Glomulus-shaped eggs.

Larfleeze is, himself, a brick, especially when you give him a Construct (like, say, the Spotlight or the Crossbow–in addition to their Relic effects, since Larfleeze is already an Orange Lantern, they pump up all his stats except Damage by +1), but the real fun in playing him is summoning the Orange Lantern Corps with his Attack Special (SUMMON THE ORANGE LANTERN CORPS: Give Larfleeze a free action to place a WOL #H001 Orange Lantern Absorbed into an adjacent square. Give Larfleeze a power action to place a WOL #001 Orange Lantern Construct into an adjacent square. Use these abilities only if no more than 3 total friendly characters, including tokens within stacks, with either name are on the map.).

Secret Empire Number 9 is there to provide support with his Hydra ATA, native Enhancement (if Larfleeze has the Crossbow and is adjacent to Secret Empire Number 9, he’s rocking a 12 Attack and 5 Damage BEFORE you divvy up your RCE bonus!) and a top dial Ophidian-granted Outwit Special (DESIRE OF GREED: Ophidian can use Outwit. When it does it can use the countered power or ability for as long as it’s countered.). With Ophidian Possessing him, S.E.M#9 (as all the cool kids call him) is even a half decent secondary attacker, since he alternates between Pen/Psy and Energy Explosion. Annnnnd, when you give him the Orange Sniper Rifle, things start to get scary. Suddenly he’s stealing powers FROM 10 SQUARES AWAY! He’s Pen/Psy’ing FROM 10 SQUARES AWAY! I mean, I’m’a chill on the capital letters for a minute, but you get the point! While all the lil’ Glomulus’s are swarming problem pieces, your freaking Secret Empire Number 9 can be taking pot shots–and doing pretty decent damage.

And if you win Map Roll and go first (or really, even if you don’t–it’s just more effective if you’re going first), you can even use the Battery’s Emotional Spectrum Power (EMOTIONAL SPECTRUM: GREED: If the Power Battery, attached Power Ring, and Constructs are all the same color, give the Power Battery a power action and choose a power, combat ability or team ability that a friendly Corps member can use. Opposing characters can’t use that power or ability until your next turn.) to pull a Shaman and keep your opponent from using basic abilities like Flight, which means they’ll take forever to get across the map, which means that Larfleeze’ll have all day to summon his army!

If you’re patient with this team, you’ll usually get what you want–a victory.

 

Drunk Raccoon

DRUNK RACCOON Ninwashui Says: “I thought Larfleeze’s whole deal was that he doesn’t share power. This seems thematically wrong. Having said that, this isn’t a bad way to go. If I were playing this team, Larfleeze’s lack of Willpower/Indomitable would worry me; you’d really have to be good at picking your spots with Larfleeze in terms of spitting out reinforcements, using his Barrier SP or just straight out attacking for a bazillion on one figure. I wasn’t wild about your choice of S.E.M.#9 at first; yes, he’s a great boon to Larfleeze, but you won’t always be attacking with Larfleeze, will you? But the more I think about it, the more I like the possibilities that he offers. You could theoretically throw a Sniper Rifle on an Orange Lantern Construct and–if he’s adjacent to Mr. Empire–the OLC (See? I can do acronyms too) will suddenly be rocking a 10 Attack (which equates to an 11 with Mr. Empire’s Hydra TA) and 3 Damage… from 10 SQUARES AWAY (See, I can hit Caps Lock too)!! That’s not bad. Off subject–um, is that Raccoon in the picture–

 

Kanye Interrupting

INTERRUPTING HypeFox Says: “You mean you?”

 

Drunk Raccoon 2

DRUNK RACCOON Ninwashui Continues: “No, not me–fine me, you, whoever. <Sigh> I don’t even know where this bit is going–it’s so damn random. Nevertheless, can we even run that picture? I mean, isn’t that first raccoon a lil’… y’know… excited?”

 

John Krasinski

 

 

Drunk Raccoon 3

DRUNK RACCOON Ninwashui: “Uh… hello?”

 

John Krasinski Paw

 HypeFox Responds: “Look againThat’s his PAW.”

 

Drunk Raccoon 4

DRUNK RACCOON Ninwashui: “Ooooooooohhh, right.”

 

WizKids face palm

FRUSTRATED HypeFox Decrees: “Okay, you’re weirdly obsessed with raccoon paws and we’re officially off the rails. I’m ending this before you hurt yourself–or worse yet, me. Be ready next time with your Blue Lantern team–they’re kicking off Part 2 later this week!”

 

Drunk Raccoon 5

DRUNK, PLOTTING RACCOON Ninwashui Whispers: “Oooohhh, don’t worry. I’ll be ready…