Team Ideas–Special Gen Con Edition!!

Idea

Okay! Annnnnd, we’re back with a very special Team Ideas column!

Gen Con is coming up, and we’re going to be publishing a series of team-building teams for several of the Gen Con-exclusive WizKids events that were recently announced! While it wasn’t clear for a while if WizKids would even BE at Gen Con, their recent announcements not only confirmed their appearance but also delineated several new game types that players could prepare for.

Many of these games are great because their Build possibilities are nearly endless. Regardless, Ninwashui and I are going to posit several Builds and then choose the one we like best to take to Gen Con!

Today, I’m gonna focus on the Rumbles! We’ll start with the…

MARVEL HEROCLIX CONVENTION EXCLUSIVE RUMBLE:

Wizkids

WizKids Says: “All players bring 5 Marvel Comics HeroClix Modern Age figures with them; one for each of the following point values: 0-50, 51-100, 101-150, 151-200, and 201-250. Players begin the game with only the lowest point value figure on their force. Every 5 minutes after the beginning of the game, players place the next highest point value figure on the map next to one of their figures or in their starting area. Players must play in the complete event in order to get their participation prizes.

What We Assume That Means: So, we’re going to take these Build rules at face value. We’re going to assume this means that you’re not building a FORCE per se, but rather taking 5 individual figures that will be played together with the 5-minute timing caveat. Which means no Themed Team rules (so no Themed Team probs, etc.), no Relics and no Resources. Also, only your 0-50 Point character will actually BEGIN THE GAME on the map, so characters with effects that go off at the beginning of the game (Chase Rick Jones and his supporting POG’s, for example) are going to be neutered some.

Also, while I see nothing in here disallowing Colossals (provided you play them at an eligible point level), I’m also going to assume that Team Bases are disallowed, since it seems that you add team members to the base during Force Construction and, again, you’re not constructing a Force here. And if you can’t add team members to your team base, then you have ZERO team members, and it’s pretty much automatically removed from the map (unless an effect specifies otherwise, team bases MUST have a minimum of three team members attached to it at all times). Further–and this is where the wording gets a little murky–team bases are (at least originally–I know there’s been some wording updates) defined thusly: “Characters with the new Team combat icon symbol are Teams.  A Team has locations on it where figures from corresponding SwitchClix bases can be placed.  Each such character is called a team member.” So, if we parse through WizKids’s wording there, even they seem to define Team Bases as “Teams” and individual team members as “figures.” And, going back to the original game posting, only “figures” are allowed, which means Team Bases should be ineligible. Right?

(Honestly, there are so many interpretations of Team Base rules out there, it’s hard to figure out what’s legit and what’s not–so we’re going to operate on the premise that they are not allowed for this game)

Okay! With all that legalese disseminated, let’s look at some Builds!!

Legalese

First up:

Lilandra

Team Name: So Long As My Lilandra Survives

Roster:
1-50: WXM005 Oracle49 Points

51-100: WXM052 Lilandra93 Points

101-150: WKM-013R Gladiator150 Points

151-200: WXM048 Warstar177 Points

201-250: GOTG065 Gladiator250 Points

Total Points Used: 719 out of a possible 750

How It Works: This is a pretty fun Build. You’re basically playing a “Best-of” Shi’ar team. But wait, you say, you just wrote a billion words on why Themed Teams don’t matter for this game. Yup. They don’t. You won’t get any Themed Team probs for fielding an all-Shi’ar squad. But what you will get is +1 to both Attack and Damage to every character on this team that stays within 8 squares of Lilandra, thanks to her Trait (DEFEND ME, SHI’AR WARRIORS!: Other friendly characters with the Shi’ar keyword and within 8 squares modify their attack values +1. Other friendly characters with the Imperial Guard keyword and within 8 squares modify their damage values +1.). That’s like 8 free Perplexes a turn.

Oracle, you’re starting character, offers Probability Control and Barrier, which you may need early on to keep Lilandra unharmed when she shows up after five minutes. You’re basically playing a keepaway game for the first ten minutes of the match, until Rookie Gladiator shows up. For those who haven’t seen this particular Gladiator, he heats up in a hurry. Provided that he hits the board within 8 squares of Lilandra (probable, since you can bring him in adjacent to her), you’re looking at a character who has Hypersonic Speed, a 13 Attack, 18 Defense with Invincible and 6 freaking Damage. He can start one-shotting your opponent’s characters IMMEDIATELY upon arrival.

Warstar and B’Nee are also capable of ruining your opponent’s day very quickly. Warstar can essentially Charge about 8 squares with his B’Nee shenanigans, and if he ends up attacking from within  8 squares of Lilandra, he’ll be rocking a 12 Attack and 5 Damage (and that’s if you DON’T use his Super Strength). He features an 18 Defense with Invincible, and if he still has B’Nee attached, his powers can’t be countered. All of which means he’ll be extremely tough to retaliate against. And, if your opponent does try to focus fire on Warstar, he gets Pulse Wave down dial, so he really only gets MORE dangerous.

Finally, Zombie Chase Gladiator from Guardians of the Galaxy is a great 250 Point option. Again, if you can keep Lilandra alive, you’re looking at a character that can come in with a Running Shot Pulse Wave that features a 12 Attack and 6 Damage!

Despite the fact that Themed Teams don’t matter in this sort of Build, it’s so synergistic that you’ll have a significant advantage over many of your opponents when it comes to buffs. Just remember to keep Lilandra as far back as possible while still allowing for her influence to reach the rest of your team. She is the key to your success.

 

When are we getting a Miguel Herrera Clix?

Actually, Miguel Herrera will not be appearing in this Build. But I think we’ve proved that we love this meme so much that we’ll run it for no reason whatsoever.

Team Name: Enormous Green Free Movement Monster!!

Roster:

1-50: FFOA006R Captain America50 Points

51-100: AVAS013B 3-D Man90 Points

101-150: FFOA003 Iron Man150 Points

151-200: AVX003 Thor200 Points

201-250: AAOU104 Hulk250 Points

Total Points Used: 740 out of a possible 750

How It Works: This one is pretty straight-forward. You’re using your first character, Cap, to give free movement to your other characters via his top dial Damage Special (AVENGERS, ASSEMBLE: Give Captain America a power action and choose another friendly character that shares a keyword with him and doesn’t have 2 action tokens. That character is immediately given a move action as a free action with their speed value halved for this action.). This should give you a leg up on board control, and given the firepower of your next four figures, you should be able to Alpha Strike your opponent’s pieces into oblivion.

 

Avengers Assemble Top Image

Team Name: Avengers Assemble!!

Roster:

1-50: AAOU015 Nick Fury45 Points

51-100: AAOU009 Hawkeye95 Points

101-150: AAOU005R Thor150 Points

151-200: AAOU008R Hulk200 Points

201-250: AAOU001 Iron Man250 Points

Total Points Used: 740 out of a possible 750

How It Works: Another Build where we’re using our starting piece–in this case, Nick Fury–to make all the pieces that come into play after him more efficient. The Avengers Assemble! Traits are all very good, but they have the possibility of completely ruining your opponent’s day if you’re allowed to pick the effect. That’s just what Fury’s Attack Special (I RECOGNIZE THE COUNCIL HAS MADE A DECISION…: When an opponent makes a choice from an Avengers Assemble! trait, you may roll a d6. On a result of 5 or 6, change the effect to the other option.) does 33% of the time.

Movie Hawkeye (from Age of Ultron) is an absolute beast for his points, and all the other members of the team, like Hawkeye, sport an easily exploitable Avengers Assemble! Trait. Oh, and if your opponent was counting on using any form of Stealth, he’s gonna be pretty pissed when he realizes that your entire team ignores it…

 

Zombie Villains

Team Name: Z-Virus Will See You Now

Roster:

1-50: FFDP006R Mercy50 Points

51-100: DP064 Electro90 Points

101-150: GOTG066 Red Skull120 Points

151-200: GOTG062 Super Skrull170 Points

201-250: GOTG065 Gladiator 250 Points

Total Points Used: 680 out of a possible 750

How It Works: Zombies, zombies everywhere! We’re running four Zombies with a rookie Mercy for support. She brings Flying, Phasing/Teleport, Telekinesis AND Probability Control, which are all things the Zombie pieces usually need.

Electro is, well, lightning in a bottle. He is straight offense and great at dishing out damage to multiple parties at once.

Red Skull is actually a slightly overcosted support-y type piece who also offers a decent amount of Penetrating close combat damage. But his Special Leadership Power (THE UBER-SCHEUSAL RACE: Red Skull can use Leadership as if he were 300 points. If he removes a token from a friendly character with the Hydra or Z-Virus keyword, modify that character’s combat values by +1 until your next turn.) is really useful for your final two hitters, and his third Trait (COLONEL AMERICA’S BRAINS WERE SO DELICIOUS…: When Red Skull uses Zombie Infection to add an opposing character to your force, Red Skull can use any standard powers that character possesses while it is on the map.) actually has the potential to make the Skull a very dangerous piece indeed.

Super Skrull is one of the most dominant tournament pieces in Modern right now, so he needs little explanation. And we just discussed Gladiator in the first entry.

Zombies as a group have decent values, but their true power lies in their ability to corrupt your opponent’s forces onto your side. Even if the early rolls don’t go your way, keep an open mind, because all it takes is one quick KO of any of your opponent’s pieces to turn the tide of the game to your favor in a hurry. Plus, their Zombie healing Trait means you don’t have to pack a dedicated healer. Having said that, Mercy might be able to help with that in a pinch, even though that’s not really her role on this team.

Incidentally, if you wanted to change the feel of this Build a little bit, you could substitute Zombie Magneto (13o Points) for Zombie Red Skull and/or Zombie Galactus for Super Skrull. Just keep in mind that Zombie Galactus doesn’t actually HAVE the Z-Virus keyword, so he doesn’t work with the other three Zombie characters in terms of building up Infection tokens and such.

So, personally, I would stick with Zombie Super Skrull since he’s, y’know, pretty good.

"Oh, so you're telling me Super Skrull is a good piece?"

Oh, so you’re telling me Super Skrull is a good piece?

So those are four possibilities for the Marvel Rumble (again, there are almost LIMITLESS combinations); now let’s take a look at the…

DC HEROCLIX CONVENTION EXCLUSIVE RUMBLE:

Wizkids

WizKids Says: “All players bring 5 DC Comics HeroClix Modern Age figures with them; one for each of the following point values: 0-50, 51-100, 101-150, 151-200, and 201-250. Players begin the game with only the lowest point value figure on their force. Every 5 minutes after the beginning of the game, players place the next highest point value figure on the map next to one of their figures or in their starting area. Players must play in the complete event in order to get their participation prizes.

What We Assume That Means: Pretty much the same as we noted above, with the Marvel version. This game works exactly the same, only with DC characters.

Look, the easy way to go with the DC Rumble is to just field, like, three or four Bizarros and a Felix Faust. We’re not doing that here. We’re gonna try and be a little more creative. Having said that, don’t be surprised if you run into more than a few copies of those two characters.

With that said, here we go…

Secret Society of SUpervillains

Team Name: Mind Your Manners

Roster:

1-50: JLTW016 Signalman50 Points

51-100: JLTW032 Dr. Sivana83 Points

101-150: FL047 Zoom150 Points

151-200: FL056 Gorilla Grodd175 Points

201-250: JLTW059 Despero235 Points

Total Points Used: 693 out of a possible 750

How It Works: This team checks in closer to the “fun” side of the fun/competitive Heroclix Build Venn Diagram, but that doesn’t mean you can’t win with it. Signalman (yes, that Signalman) takes to the map first, and he’s there solely to help enable Mind Control shenanigans. His sole Trait (SYMBOLS AND SIGNS CONTROL OUR LIVES: At the beginning of the game, choose a combat symbol other than “boot symbol”, “fist symbol”, “shield symbol”, or “starburst symbol”. When an opposing character with the chosen symbol is targeted by Mind Control, modify that character’s defense value by -1 or, if Signalman is the attacker, by -2.) basically acts as a walking Perplex for any Mind Control attack you choose to launch at an opposing figure.

Your second piece to drop will be Dr. Sivana (yes, that Dr. Sivana), who offers an awesome Outwit Damage Special (EYE SEE YOUR MAGIC: Dr. Sivana can use Outwit. Dr. Sivana may activate Outwit with a power action and when he does, the countered power or ability is also countered on all opposing characters within 8 squares of Dr. Sivana that share a keyword with the target.) and protects everyone on the team from any possibility of Mystics damage with his only Trait (MAGIC AVOIDANCE: Friendly characters with the Secret Society of Super Villains keyword ignore the Mystics team ability.). He also offers down dial Mind Control, so he can eventually take advantage of Signalman’s Trait if Signalman is still around by that point.

[EDITOR’S NOTE: Once again, everyone and their mother will probably play Felix Faust in this slot; he is unquestionably a better choice, given that he’s the most broken character in the game–even more so when teamed with his Secret Society of Super Villains teammate Zoom and his multiple Probs. Well, we’re not going to be those people. Screw Felix Faust!!]

Zoom is, simply put, a pain in the backside to deal with. He gives you a great Hypersonic attacker who also offers some solid support.

Grodd is your first heavy hitter. Signalman’s Trait actually means that Grodd effectively has a 12 Attack for Mind Control, and if he hits with that, after actions resolve, he can use Penetrating/Psychic Blast as a Free Action AND takes no damage from Mind Control! He also has a 50% chance to be untargetable when he’s targeted with Mind Control, Outwit, Penetrating/Psychic Blast, or Perplex.

Finally, Despero’s Trait (PSYCHIC JUGGERNAUT: Despero can’t be the target of Incapacitate, Mind Control, Outwit, or Penetrating/Psychic Blast by characters of a lower point value.) also makes him hard to pin down with a plethora of attacks, and he packs a huge wallop on his own.

 

Sinestro Corps

Team Name: The Pieces You Have Come to Fear the Most

Roster:

1-50: WOL099 Despotellis30 Points

51-100: WOL021 Lyssa Drak91 Points

101-150: FLo53B Zoom (Black Lantern) — 120 Points

151-200: JLTW049 Sinestro200 Points

201-250: WOL041 Parallax (Hal Jordan) — 250 Points 

Total Points Used: 691 out of a possible 750

How It Works: When you choose Despotellis, you’re basically punting on first down with your first character, but in a way, so is your opponent. Look, it’s not impossible that your opponent will field someone at 50 Points who can hit Despotellis and his 20 Defense top dial (Bizarro at 50 Points with some dice luck would have a fighting chance), but it’s unlikely. Then Lyssa Drak comes in, and you suddenly have not just a Sidestepping Taxi for Despotellis but also a Barrier-laying supporting piece that can Prob opposing attacks from anywhere on the map (since she shares a keyword with everyone on this team!) thanks to her Trait (BOOK OF PARALLAX/BOOK OF THE BLACK: Lyssa Drak can use Probability Control regardless of range and line of fire, but can only target opposing characters with it, and only when they attack a character with a keyword she possesses.).

Black Lantern Zoom comes in with instant mobility, and given that your opponent will almost certainly have two lower costed figures still on the board, he’ll have plenty of fodder to pick off. Even if Zoom takes 3-4 Damage right from jumpstreet, he’s still amazing. His Damage Special (DEATH: WILL MAKE YOU BETTER: Zoom can use Steal Energy. When an opposing character is KO’d, heal Zoom of 1 damage and place a Speed token on this card.) makes it super easy to not only heal but to also build Speed Force tokens in a hurry. Heck, on click 3, it’s quite possible for him to nail your opponent’s 1-50 slot character for 3 damage and heal all the way to top dial (if the 3 damage KO’s that figure). Even though he’s under the points threshold for his slot, he works beautifully with the rest of this team (and Lyssa can Prob any attack aimed at him from anywhere on the board!!).

Trinity War Sinestro is a Quintessence-blessed behemoth with a wicked Attack Special (DEATH TO THE GUARDIANS: Sinestro can use Pulse Wave. Opposing characters that can use the Quintessence team ability instead can’t use it and modify their combat values by -1.) that can wreck pieces by itself if your opponents were also feeling frisky enough to field some Quintessence-wielders of their own. His Damage Special (FEAR THE SINESTRO CORP: Sinestro can use Perplex, but only to decrease combat values. Until your next turn, a character targeted by this Perplex can’t target Sinestro unless the targeted character or Sinestro are the only characters on their force on the map.) also means that you can essentially make Sinestro immune to an opposing figure of your choice.

Imagine that Black Lantern Zoom has done his job and eliminated one or even two of your opponents lower-point characters. Well, if Sinestro Perplexes down ANY combat value on their 151-200 slot big’gun, your opponent will be left with only one character who can even target Sinestro. And this scenario becomes even more dire for them if Despotellis is still around Poisoning his best guys.

Finally, Hal Jordan Parallax is just sick and wrong. Running Shot, Pulse Wave and Probability Control with a 12 Attack Value and 5 top dial damage? Again, he could start one-shotting folks as soon as he hits the board!

 

Justice League

Team Name: Justice… Like Lightning!! (Wait a minute, that’s a Marvel tagline!! Oh Hell No!)

Roster:

1-50: FL046E Harley Quinn50 Points

51-100: JLTW034 Element Woman88 Points

101-150: JLTW051 Batman150 Points

151-200: JLTW052 Wonder Woman200 Points

201-250: JLTW050 Superman250 Points

Total Points Used: 738 out of a possible 750

How It Works: Harley is really just there to start the game and see if she can stick around to really make dealing with the Trinity even that much harder. Element Woman is a little undercosted for her slot, but man, pick a supporting power, and she’s got it. No really, that’s her Trait–pick a supporting power: ELEMENTAL ARTISTE: At the beginning of your turn, choose one: Earth, Fire, or Ice. Element Woman can use the associated powers until your next turn.

Earth Barrier and Impervious
Fire Energy Explosion and Penetrating/Psychic Blast
Ice Incapacitate and Perplex

Batman is an absolute stud who will be public enemy number one as soon as he hits the board. Not only are his stats fantastic for his points, but his Trait (A NEW KIND OF JUSTICE LEAGUE: Adjacent friendly characters with a lower point value and the Justice League keyword can use the Batman Ally team ability. Friendly characters named Superman or Wonder Woman don’t have to be adjacent or a lower point value.) also makes dealing with what’s coming an absolute nightmare.

Wonder Woman’s Trait (A NEW KIND OF JUSTICE LEAGUE: Adjacent friendly characters with a lower point value and the Justice League keyword can use Support. Friendly characters named Batman or Superman don’t have to be adjacent or a lower point value.) gives Bats and Supes Support, and she can shut down opposing supporting pieces with one hit with her second Trait (LASSO OF TRUTH: Adjacent opposing characters that have been hit by Wonder Woman since the beginning of your last turn can’t use Outwit, Perplex, or Probability Control.). And that’s assuming that her 4 top dial damage didn’t straight up KO said figure.

Finally, Superman is everything you want in your 250 point-slot selection. 12 Attack, 19 Defense and 5 Damage top dial to go along with his starting Hypersonic Speed and Invincible. His Trait (A NEW KIND OF JUSTICE LEAGUE: Adjacent friendly characters with a lower point value and the Justice League keyword can use the Superman Ally team ability. Friendly characters named Batman or Wonder Woman don’t have to be adjacent or a lower point value.) gives Bats the ability to see through Stealth and move through Hindering (really the only thing that Batman is missing!). If your opponent hasn’t taken out at least one of your other two Trinity pieces by the time Supes hits the board, it’s probably goodnight Gracie.

 

Well, what do you think? Which Marvel and DC Builds are your favorites? Which ones should I take to Gen Con? Sound off in the comments below!

Check back soon for more Gen Con Builds, and until next time, Stay Safe, and Watch Where You Draw Your Lines of Fire!

 

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It Might Get Loud!! (Or, Critical Missives Scenario #1: MCU Heroes Versus Villains!!)

Avengers poster

Hello again!

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…

 

AvU

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:

 

Avengers 1 MCU

Heroes:

 AAOU003 Captain AmericaCommon125 Points

AAOU101 Iron Man Mk. 43Starter Pack150 

AAOU005 ThorCommon200

AAOU008E HulkCommon250

AAOU013 Black WidowMass Market Rare 80

AAOU009 HawkeyeCore Hobby Rare94

AAOU010 Scarlet WitchCore Hobby Rare55

AAOU014 Quicksilver Mass Market Rare63

AAOU011 VisionCore Hobby Rare100

IM3016 War MachineMass Market Rare220

CATWS006 FalconCommon105

AAOU015 Nick FuryMass Market Rare45

AVM206 Agent CoulsonCommon50

CATWS011 Maria HillCore Hobby Rare60

= 1597 (Hmmm… Heroes are apparently so confident that they’re leaving 3 Points on the board!)

 

Marvel Villains

Villains:

AVM211 LokiChase220 Points

AVM041 Red SkullChase170

IM3008 Aldrich KillianCommon35

TDW004 MalekithCommon350

CATWS008 Winter SoldierCommon100 

GOTGM106 RonanStarter Pack300

AAOU016 Baron StruckerMass Market Rare95

AAOU018 Ultron PrimeMass Market Chase250

AAOU007 Ultron SentryCommon40

AAOU007 Ultron SentryCommon40

= 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!!

Team Ideas – An Army of Gwen

Idea

DP054 Arnim Zola was one of the most interesting pieces to come out in the Deadpool set. He’s got a combo of Running Shot and Pulse Wave that AVX014 Magneto showed us was really good. Except Arnim doesn’t have Magneto’s defenses, or really his offensive firepower. Wait, why do I want to play this guy again? Oh yeah it’s his Trait:

YOU CLONED WHO?!?: Give Arnim Zola a free action to place a Gwen Stacy Clone bystander token as described on this card adjacent to him on the map. If there is already 1 friendly one on the map, this is a power action instead. If there are 2 or more friendly ones, this is a double power action instead.

I prefer to think of Gwen Stacy Clones as Fembots. Groovy baby. Yeah!

I prefer to think of Gwen Stacy Clones as Fembots. Groovy baby. Yeah!

Basically this trait can let him pop out a couple of XP001 Con Artists pretty effortlessly. Except, the Gwen tokens don’t need to be pushed to get to their Perplex and they don’t give the other team points when KOed. Pretty Cool. Unfortunately, the downside is that if you have two on the board, Arnim Zola needs a double power action to make another one. Because he lacks Willpower, a double action token means pushing damage. Can you imagine if the AVM016 Red Skull was still in modern? Between their two traits. you could set up a mad science lab in your starting zone.

That brings us my first (Silver Age) team:

Little known fact: this is how Michael Jackson would have looked in another 10 years.

Why is my doomsday device filled with all these young women?

Team Name: H.D.D.D. (Hydra Doomsday Device Division)

Theme: Hydra

Roster:

DP054 Arnim Zola

AVM016 Red Skull

AVM040 Hydra Technician

AVM040 Hydra Technician

FIB003 Damaged Warbot

FIB003 Damaged Warbot

Total300 Points

That’s a total of 4 Perplexes (two Gwens, two techs), two Enhancements, a Leadership, and Outwit. That’s a lot of support. The Warbots are there to hold off the other team while you are building. Backed up by that much support they can be dangerous. If The Red Skull can finish his doomsday weapon, then the other team is in for some real trouble.

Now that team was fun, but Arnim would take pushing damage if he tried to have more than two Gwen tokens on the board at once. If you could counteract the problem of Arnim taking damage from a double power action, you could flood the board with Gwen Stacy tokens. There would be no theoretical limit. 3? 6? 12? You can keep making them in your starting area until your opponent’s team shows up to make you stop. How many Gwen Stacy Perplexers would it take to give the mugger that murdered Uncle Ben a fighting chance against Spider-Man? With Arnim Zola you can find out.

There are two ways to offset the damage Arnim takes from his double power action:

  • Granting him Willpower (Nul’s hammer, Bat belt, AVX007 Black Panther, SLOSH046 Superboy, WOL065P Parallax)
  • Healing the damage he takes (WOL061P Entity, DOFP016 Moira MacTaggert, DOFP007 Franklin Richards, IM3008 Aldrich Killian, FFBM005 Alfred Pennyworth, BM031 Alfred Pennyworth)

Sadly, using Black Talon or Tony Stark to mind control him wouldn’t work because per the rules, “A double power action can’t be given as a free action.”

So when you put these pieces together with Arnim, you get a team like this:

Sometimes his chest TV shows his face, other times it shows Game of Thrones.

Gwen Stacy will be the model T of my clone Assembly line!

Maximum Gwen

DP054 Arnim Zola

DP054 Arnim Zola

FIB003 Damaged Warbot

FIB003 Damaged Warbot

DOFP016 Moira MacTaggert

Total = 298 points

With two Armin Zola’s you can pump out an average of one Gwen a turn.  Moira is there to offset pushing damage. Unfortunately when the other team finally does come to find you, your mobility isn’t great and your primary attackers have only on click of running shot and no willpower. If you have a lot of Gwen tokens out, you should have a shot at taking down anyone. Good luck.

For  a team I might consider taking to a tournament try this one:

For the glory of Wakanda we shall crush our foes with an army young women!

“Though I was loathe to employ someone as nefarious as Arnim Zola, I am proud to report that he has secured the future of Wakanda by creating an army of high school girls!”

Arnim Zola, friend of Wakanda

DP054 Arnim Zola

AVX007 Black Panther

M10A004 Green Goblin

Total = 300 Points

Green Goblin can carry Arnim Zola around and help you avoid the other team a little longer. The longer you avoid them the more Gwens you have. With enough Perplex Green Goblin makes an awesome primary attacker. Perplex his attack by +3 and there is nothing he can’t hit. Perplex his damage by +3 and there will be not much left of whatever he does hit.

Good luck with your Arnim team, and, as always, may the Gwen be with you

Good luck with your Arnim team, and, as always, may the Gwen be with you

 

Team Ideas – The Bridge to S.H.I.E.L.D.

Idea

Among the other competitive pieces to come out in the Deadpool set (detailed here and here), we got a new figure that falls into a category of pieces that I refer to as “recruiters,” DP041 G.W. Bridge. Like TDW015 Duhg and SLOSH201 Cosmic Boy, DP041 G.W. Bridge has the ability to give any character a keyword that they didn’t have before. In a correctly built team, he can give any character the Six Pack, Weapon X, or Solider keywords. Just one problem… those are boring. Reasonable but boring. And they aren’t worth all the hoops you have to jump through to get them. That leaves the S.H.I.E.L.D keyword. That’s more fun.

So what does it take to get that keyword in a 300 point army? Well G.W. himself is 68 points, and the cheapest S.H.I.E.L.D generic, AVM003 Agent of S.H.I.E.L.D., is 19 points. Together the 4 generics required and G.W. are 144. That means I can give the S.H.I.E.L.D keyword to any character 156 points or less. So I can easily create a team like this:

 

Little known fact: this is how Michael Jackson would have looked in another 10 years.

Little known fact: Red Skull’s appearance is actually the result of the world’s worst nose job.

Welcome to S.H.I.E.L.D, Director Skull

DP041 G.W. Bridge

CATWS014 Agent Sitwell

CATWS002 S.H.I.E.L.D. Soldier

AVM003 Agent of S.H.I.E.L.D.

AVM003 Agent of S.H.I.E.L.D.

AVM016 Red Skull

Total = 296 points

 

See that was way more fun than the Six Pack keyword. Let’s try Another one for those of you who saw the latest Captain America Movie:

 

Sometimes his chest TV shows his face, other times it shows Game of Thrones.

My face, now in HD…

Arnim, Head of the I.T. Department

DP041 G.W. Bridge

AVM206 Agent Coulson

AVM003 Agent of S.H.I.E.L.D.

AVM003 Agent of S.H.I.E.L.D.

AVM003 Agent of S.H.I.E.L.D.

DP054 Arnim Zola

Total = 300 points

 

Now I know what you’re thinking, that’s fun but not all that competitive. Is there any way giving someone S.H.I.E.L.D. keyword actually helps you in battle other than giving you a theme team bonus? Just one. It’s this guy: CATWS005 S.H.I.E.L.D. Agent. I’ve tried this guy out in battle and he’s the real deal. Just about any attack aimed at the pieces you care about get redirected to this guy and you lose a 36 point character instead of your 100+ character. Alpha Strike? Just stand there and take it. If they swoop in for a hit on your team that just means they’ll be in a great position for you to hit them next turn. To bump it up a notch the special mastermind power on CATWS005 S.H.I.E.L.D. Agent also works with CATWS106 S.H.I.E.L.D. Agent because they share the same name. That means you would only lose 25 points of your force to an attack instead of 36. Even better.

The downside of having six S.H.I.E.L.D. characters on a team in a 300 point game is that it will take you all of your actions just to move them around, much less make any attacks. S.H.I.E.L.D. keyworded figures aren’t know for flying. What a S.H.I.E.L.D. team really needs is something to carry them. There is no helicarrier in HeroClix (currently), but I thought of the next best thing. Here’s my final (competitive) team:

 

The ring is the mightiest weapon in the universe... and it get's HBO.

The ring is the mightiest weapon in the universe… and it gets HBO.

Hal Jordan, Agent of S.H.I.E.L.D.

DP041 G.W. Bridge

CATWS005 S.H.I.E.L.D. Agent

CATWS005 S.H.I.E.L.D. Agent

CATWS106 S.H.I.E.L.D. Agent

CATWS106 S.H.I.E.L.D. Agent

TT033E Green Lantern

Total = 300 points

 

TT033E Green Lantern is exactly what S.H.I.E.L.D. needs. He can carry your whole team. That means moving all 6 guys in 1 action. He’s a virtual helicarrier. The offense on this guy is great. He’s got 8 range, perplex, and he can choose to gain Close Combat Expert, or Ranged Combat Expert as the situation warrants. Since the rest of his team all has the S.H.I.E.L.D. TA, that will allow him to turn his range up to 11.

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

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

DP041 G.W. Bridge is very similar to TT033E Green Lantern offensively as he also can gain Close Combat Expert, or Ranged Combat Expert as needed, but instead of perplex he has outwit. Additionally, they both strikingly similar defensively – which means they both have a lousy defense. That’s their weak point. At least it was until they got to this team. With two CATWS005 S.H.I.E.L.D. Agent, and two CATWS106 S.H.I.E.L.D. Agent, it’s likely the first four times your team takes a hit neither Green Lantern or G.W. Bridge will take any damage at all. They will just be able to sit there and take pot shots with their RCE and willpower while any living S.H.I.E.L.D. Agents enhance their damage with the S.H.I.E.L.D. TA. The other team isn’t going to out range you with all the S.H.I.E.L.D. TA floating around and even if they base you, your damage dealers can get Close Combat Expert and your two CATWS005 S.H.I.E.L.D. Agents have empower! That’s a no win situation for the opponent. The only things you need to fear are Precision Strike, Pulse Wave, and Energy Explosion. You have an outwit to help nullify those powers.

Just like with my Iron Pharaoh team, I feel my Green Lantern S.H.I.E.L.D. team is very capable of competing at an event like the ROC and I haven’t seen anything like it published anywhere. It’s original to me right here and now. It’s designed to win in a no resource allowed tournament and will need to be changed for a tournament where resources are allowed. If you get a chance to play this team at a real tournament, leave a comment here and let me know how you did.