Team Ideas: Let’s Kill Nick Fury!! (Or, How to Deal With the Most Dominant Meta Piece in the Game Right Now!!)

Lets Kill Nick Fury

Greetings once more, friends of the blog!!

Today we’re going to discuss the heaviest hitter in the Meta right now… Nick “Balls of” Fury!

Why? Because we’re coming up on WizKids Open Weekend, and if you’re going, you’ll be seeing a lot of him!

(And probably a lot of Mary Marvel, but one problem at a time!)

I checked in with Ninwashui to see what he would play this weekend if he was going (he’s not–family obligations), and I thought what he had to say was interesting and creative enough that it should really be it’s own article! So take it away, Ninwa!

Ninwashui

Before you take his advice, just know that this is the last known photograph of Ninwashui…

NINWASHUI:

“Okay, so I would go with a team that had extreme mobility, so I could bum rush Nick Fury (or whoever the Primary Attacker is) at a time and place of my choosing. To do so, I’d run a little team I like to call…

We're back!

Team Name: Revenge of the Nerfed 3.0Hit and Rann

Theme: None

Roster:

WKD-025 Adam Strange100 Points

(w/WOL063 Ophidian Possessing) — 25 Points

DP018 Blind Al13 Points

WF046 Klarion the Witch Boy70 Points

WXM010 Shatterstar73 Points

WOLR103 Power Battery (Orange Lantern Corps) — 2 Points

WOLR303 Orange Lantern Ring6 Points

WOLR203.03 Mallet (Orange) — 4 Points

WOLR203.12 Spotlight (Orange) — 6 Points

Total:                                                  299 Points

 

Why I’d Play This: If you’re a longtime fan of the blog, you know that sometimes I get on a kick where I like to “rehabilitate” nerfed characters from the Heroclix Watchlist, just like this article and this article show.

Now, for this Saturday’s Wizkids Open,  it’s come to my attention that a lot of people are planning to run teams where the pieces just move across the map one square at a time and from one side to the other. Those players will in fact have to spend time counting spaces, deciding their route and remembering to subtract two when they carry someone. So boring!

What they need is a real change of pace! Why move your figures in the manner dictated by rules and conventional thinking when you can simply just have them appear where you want them to appear and attack that same turn? Hindering terrain? So what. Elevated terrain? No problem. Walls? This team doesn’t even notice them.

How does it work? First, since Ophidian is Possessing Adam Strange, you can pump up either his Attack or Damage Value by one and also give him Sidestep or Pulse Wave. Your first move on the Map is to use Blind Al’s power to deal one damage to Strange and push him out of your starting area.

Adam Strange

If I were a Thor character, I’d be Zeta Ray Bill! Geddit?!”

Now look at Adam Strange’s Trait (ZETA-BEAM: Give Adam Strange a power action. Place a Zeta Beam marker in the square that Adam Strange currently occupies, removing any other of these markers from the map. When you do, place Adam Strange in any legal square on the map and he may then make a ranged combat attack as a free action. After actions resolve, roll a d6 that can’t be rerolled. On a result of 4-6, immediately place Adam Strange in the square with the Zeta Beam marker and remove it from the map. During the beginning of your turn, if the marker is on the map, roll a d6 that can’t be rerolled and on a result of 4-6, place Adam Square in the square with the Zeta Beam marker and remove it from the map.).

This means that you can easily deploy Adam Strange to pick off your opponent’s best supporting pieces OR take a potshot at your opponent’s Primary Attacker, then have a 50% chance to return Adam Strange to the relative safety of your side of the board.

But since that’s not always gonna happen, we’re pairing Adam up with Shatterstar and Klarion the Witch Boy. If you send Adam out and he gets stuck on the other side of the universe board, simply activate Shatterstar’s Trait and escort Klarion to the other side of the Map, where Klarion can unleash Teekl (as a free action!) for some righteous Charge/Blades action!!

(And I haven’t even gotten to the fact that your Orange Battery can be used to take away annoying opposing powers that get in your way!)

Imagine taking out an opposing Fitz or Jason of Sparta before you opponent can use them to properly place a Nick Fury (or two). All of the sudden, Nick becomes a bit of a sitting duck (and his Stealth won’t help him against an Orange Spotlight-wielding Adam Strange!), and you are well on your way to a Match Win!!

HYPEFOX:

I have to say, I was a bit skeptical of this Build until I piloted it against Ninwashui himself in one of our house games. He wasn’t even playing Nick Fury and I still tore his KC Chase Captain Marvel AND 75-Point World’s Finest to shreds (I wiped him pretty quickly while only losing Klarion)! This is a legit team–if you pilot it right!

That’s all for now–I hope everyone has a great Open weekend! Come back here soon for some dueling Uncanny X-Men Top Ten Set Reviews!!

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

 

 

Advertisements

ROC’ing the Meta 2: Electric Boogaloo!! (Or, a Look at the Top Meta Figures for the 2014-2015 ROC Season!)

ROC

Okay! So it’s been awhile since I wrote anything that wasn’t a Weekly Roundup (or that had the “Electric Boogaloo” subtitle!), and I noticed that we really haven’t addressed the new ROC season format in any real detail yet. Well, that changes today!!

In this article, we’re going to look at which figures are doing well–basically, what you can expect to see at the next few ROC’s. In part 2, we’ll discuss which figures are not working like they use to in the Meta, and which figures might yet have their day in sun!

This should explain everything.

This should explain everything.

 

First, let’s take a look at the format the ROC is using this year. I mean, you can’t hit a target if you don’t know what it is, right?

From HCRealms, here is the current format:

1.2.1: The first half of this season the format will be “300 Points, Modern Age, and “No Tactics” “No Entity Possession”.

No figure with a base larger than a double base (peanut). Runs Sep 2014-Mar 2015.

What is “No Tactics?” Again, from the rules:

“Part 4: TACTICS
Tactics are optional elements of HeroClix that you can choose to play in your HeroClix games. Each brings new strategic depth and exciting opportunities to the game, but also additional rules and complexity.
Tactics should be added to your game only when you feel you’ve mastered all other aspects of the HeroClix rules. Even then, you and those you play with might want to add only one Tactic at a time, learning each in turn. Tactics covered in this section include:

• Special Objects
• Resources
• Feats
• Battlefield Conditions
• Event Dials
• Bystanders Tokens
• Themed Teams

That’s right. No Resources, Relics, Colossals or Entities. No Bystander Tokens! No ATA’s, even! Yikes! Annnnd, you have to declare three maps on your Build sheet to choose from if you win Map Roll, so it’s a lot harder to hose teams simply via Map Choice. So what does that leave you? Well, quite a bit, actually, with one mechanic rising above the rest–at least so far. But we’ll get to that in a minute.

Looking at the results of the few ROC’s that have been run so far under these rules (you can see the results of the FAT OGRE ROC right here, and the Dial H guys have talked at length about the ROC they ran in their last couple episodes), here is what you can expect to see.

SUPPORTING CAST:

Ranged figures are at such an advantage in this format. Probably because of that, everyone is looking for supporting figures that aid in targeting and pump up Range, Attack and/or Damage. Also, TK and Support are two KEY abilities that almost every team needs to have or needs to deal with. Healing, especially, is hard to come by in today’s Meta without a Power Battery. As such, these are the solutions some high level players have turned to in order to solve for X so far in this early part of the ROC season:

The Dead Set:

Deadpool Supporting Cast

DP018 Blind Al: She’s cheap (just 13 Points) and she enables shenanigans. She’s only got 2 clicks, but that doesn’t matter. Do you need to get a figure to its second click in a hurry? Do you want the cheapest Perplex in the game for your turtle (read: Iron Pharaoh) team? One of her main drawbacks–her keywords–doesn’t matter a lick in this format, since Theme Teams are disallowed.

DP020 Weasel: Now we’re up to 27 Points and 3 clicks of life! Again, his dial is so useful it doesn’t matter. He’s got 2 specials that just make him the best supporting piece for ranged attackers in the game (Well, a case could be made for the next fig on this list, but I’m getting ahead of myself). Weasel’s Tech-Guru to the Underworld Damage Special essentially allows him to give an adjacent friendly attacker +1 to their Range, Attack AND Damage. His top dial Attack Special is slightly less useful, but it will let you reroll a nearby friendly character’s missed range attack roll if you miss by 1 (unless it’s a critical miss). As a nice little bonus, Weasel has Pulse Wave on the last two clicks of his dial. He only has an 8 Attack to go with his 5 Range (3 on the Pulse Wave), but when you remember that Pulse Wave ignores opposing Shape Change, Super Senses, Energy Shield/Deflection and Probability Control (if the Prob’er is in the area of effect), it’s not inconceivable that  Weasel could actually hit someone with it.

Bill Agent of Aim

DP102 Bill, Agent of A.I.M.: 3 clicks of life for 30 Points! Bill does just about everything Blind Al does, only better! His Defense Special (I’M NOT ACTUALLY A QUALIFIED BLIMP PILOT, IT TURNS OUT: Bill, Agent of A.I.M. can use the Carry ability to carry any number of characters. After he carries a character and actions resolve, roll a d6. On a result of 3-6, deal him and the carried characters 1 damage.) will actually let you move most of your figures into place, and it also gets Bill to his two back clicks, which are absurdly useful for the points. He has the Hydra TA, Sidestep, Willpower and Outwit, but it’s his Attack Special that makes him a must play for a lot of folks (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.). Bascially, as long as your Primary Attacker is in range, he can attack your opponent’s best figure regardless of Terrain or Stealth or whatever, which is never not useful.

Again, Bill’s keywords aren’t the greatest (his best is probably Scientist), but that doesn’t matter a lick in this format.

The War Veterans:

War of Light is one of the largest sets they’ve ever made (actually, it’s gotta be the largest, right?), so just on shear numbers, it would have to offer a ton of great pieces for every role in a Build. As far as supporting pieces go, there’s definitely a few that you will run into again and again:

Soranik Natu

–WOL016 Soranik Natu: This is neither here nor there, but man, as I was looking for Soranik Natu images to put at the top of this entry, I noticed that half of what I found were Cosplay photos. I guess Soranik and her rather boobilicious uniform hit the Cosplay target right in the Bullseye. She’s alien, yet she basically looks like a sunburnt human; her costume wouldn’t be too hard to throw together, and dressing up as Ms. Natu offers the chance to display a lot o’ cleavage. There ya go–I think we just worked out a Cosplay algorithm that solves for the basic elements that need to be satisfied when choosing a character to Cosplay! Well done, us!

Anyway, Soranik Natu is a 70-Point Lantern from Wave 2 offers decent stats for her cost; what makes her Meta-worthy is the back half of her Trait (TANGLED LIVES: Opposing characters named Sinestro modify their combat values by -1 if not already modified by this effect. When Soranik Natu is adjacent to a character named Kyle Rayner, they both modify their attack values by +1 if not already modified by this effect.) and her top dial Attack Special (BATTLEFIELD MEDIC: Soranik Natu can use Telekinesis and Support. When she uses Telekinesis and places a friendly character next to her, she can use Support as a free action, but only to heal that character.). Please believe me when I say that there are very few good characters with Support in this format. Many teams in the normal Meta rely on the Power Battery for Support, or use Agrir’s Hammer for some Steal Energy/Quake shenanigans. Well, you can’t use either of those in the ROC right now. But Soranik here can fit right in with what a lot of Meta teams are already doing, and a 10 Attack Support as a FREE ACTION is a Godsend. Her TK also opens up a lot of doors in terms of your plan of attack.

As far as her Trait goes, we’ll see why that matters (if only a little) a little further on in this article.

Brother Hymn

–WOL029 Brother Hymn: He’s a bit pricey at 85 Points, but he will have just about every supporting power in the game (except maybe Empower, which doesn’t do much for you in the current environment anyway) somewhere on his dial. Top dial, he can use Perplex (only to increase values, but still), Enhancement (that also gives +1 to Range, not unlike Weasel), Barrier and Probability Control. Down dial he also morphs into a warrior monk with Running Shot and 3 damage along with Support (that he can occasionally use as–you guessed it–a Free Action!). He also flies, which means he’s a decent taxi, too.

Sister Sercy

–WOL033 Sister Sercy: She costs less than Brother Hymn (66 Points to his 85), but you get less, too. 1 less click of life, 2 less range, and less damage output throughout her whole dial. What you do get, however, is a phenomenal top click. Flight with 9 Movement and the Blue Lantern Perplex (can only Perplex values UP), 10 Attack with TK (so useful in this format), 17 Defense with Willpower and Prob with 2 Damage. She does pick up the same Support Special at the end of her dial that Brother Hymn has, but with an essentially naked 17 Defense and only 5 clicks, it is very possible someone can one shot her. Still, she is someone that you may see at a ROC.

The Old School:

Void

–SOG035 Void: At 70 Points with Flight and Phasing on all five of her clicks, along with the ability to Carry up to four friendly characters (with no keyword requirement, which, again, works brilliantly in a no Themed Teams environment), she’s one of the best Taxis in the game. She also gives you a (all together now!) Free Action Support after she resolves a move action. If her attack wasn’t stuck at 8 for her whole dial, she’d be nearly broken. She also possesses a wonderful Damage Special (PRECOGNITION: Void can use Outwit, Probability Control, and Super Senses; when an action resolves after she uses any of these powers, roll a d6 that cannot be rerolled and on a result of ‘one’ deal Void 1 unavoidable damage.) that might eat away at her over time, but chances are the game will already be decided before that damage really hurts her enough to matter.

SECONDARY ATTACKERS:

Modern Age currently has a good number of figures (thanks primarily to War of Light) that can act as very efficient Secondary Attackers who cost a pittance compared to what you used to have to pay. Most are Primes, but not all. If you’re going to a ROC soon, expect to see one of these pieces backing up the Primary Attacker:

The Lanterns:

Abin Sur

–WOL046B Abin Sur (Prime): Okay! Now we get to that mechanic I was talking about earlier–the one that’s been rising above the rest. It’s the Construct mechanic (CONSTRUCT: When building your force, you may attach a construct to this character by paying its point cost. Give this character a power action and replace the construct with any other construct, up to 2 points higher than the original construct. If this character has no action tokens and the new construct is a lower point value than the original construct, this is a free action instead.)! And Abin Sur here has it! He also has Running Shot, Energy Explosion, an 8 Range, 3 native Damage and some down dial Support (so useful!) and Perplex. Now, all that might seem pedestrian enough, but there are two MAJOR things to think about with Abin Sur here.

First, consider the WIDE range of abilities Abin’s Construct ability grants him (RCE, ES/D, Free Action Barrier, Free Action Smoke Cloud, Regen, CCE, Exploit Weakness, Improved Targeting: Ignores Hindering Terrain, etc., etc. … ). He can evolve with the game for the low, low price of 10 extra points when building your force (that’s the cost of the most expensive Construct, and he can switch them out at will by using a Power Action or a Free Action depending on which Construct you’re attaching.

Second, you’ll have that extra 10 Points (and more) to spend since Abin Sur ONLY COSTS 50 FREAKING POINTS!! Whaaa… ?!?!? Yep. He’s INSANELY good for his points. The other Construct pieces from War of Light are really good for their points, but 50 Points for everything Abin Sur brings you is just stupid.

Tomar Tu

–WOL013B Tomar Tu (Prime): 99 Points of awesome. He has the Construct ability, a mid-dial mini-Highfather-esque shenanigans-baiting Movement Special (FINAL STAND AGAINST HAL JORDAN: Give Tomar Tu a power action and choose an opposing character within 6 squares and line of fire. Until your next turn, that character can’t target any friendly character with an attack.), an absurd 9 Range, 18 Defense with Super Senses and Running Shot/Pulse Wave top dial. He can also use Willpower and has a conditional Outwit! You will be seeing this piece QUITE a lot in future ROC’s.

The Lil’ Guys:

Despotellis

–WOL099 Despotellis: Despotellis is sometimes referred to as a supporting piece, but make no mistake–his only purpose is dealing damage. Now, a 30-Point Hockey Puck with a 20 Defense is hard to deal with in the normal Meta; take away Resources and Relics, and his 20-Defense becomes ridiculously difficult to deal with. His Penetrating Poison is a great way to bust through particularly tough to deal with defensive abilities like Super Senses, Shape Change, Impervious, and so on. Additionally, some of the Construct-sporting Lanterns can get up to a 20+ Defense from Range with the Shield, so having a way to knock them through their clicks without having to roll attack dice is key.

Headpool

–DP002 Headpool: Okay, he’s more of a tertiary attacker/tie-up piece, but he makes this list because you’re going to see him a lot. While he doesn’t have the Construct ability, he does have the Merc With a Mouth ability, which lets him attach Word Balloons (not as good as Constructs, but useful in and of themselves). He’s easy to get into the fray, and his Exploit Weakness should allow him to get through most defenses. Plus, his Defense Special (IMMORTAL ZOMBIE HEAD THAT EVERYONE WANTS: Headpool ignores other characters’ Poison and all but 1 damage that would be dealt to him. This power can’t be countered or ignored.) will keep him around far longer than his 3 clicks of life might suggest he would stay. The fact that he has the ability to dish out Virus tokens as well is something that might also be exploited, but we’ll touch on that a little more next time in Part 2…

PRIMARY PIECES:

These are the main pieces to watch out for. Not every army will feature one of these, but most will. They’re also not all Primary Attackers–there’s a couple Meta Builds that revolve around pieces that change the game without attacking. Either way, whatever Build you come up with, you are gonna need a way to deal with these guys (and gal) if and when you encounter them.

Yup. More Lanterns:

Kyle Raynor ION 2

–WOL107 Kyle Raynor (Green Lantern): They finally made a good Kyle Raynor?! Yup. His 180 Point cost is worth it, especially since Kyle can use the Construct ability. He can deal a ton of damage his first two clicks, but then a Stop Click (ION: When this click is revealed due to an opponent’s attack, stop turning the dial. Kyle Rayner can use Impervious and the Quintessence team ability. This power can’t be ignored.) on Click 3 kicks things into overdrive. It bumps Kyle up to a 19 native Defense along with 5 Damage and Outwit. But it’s his Movement Special that’s really bonkers (I CAN BE EVERYWHERE I NEED TO BE: Kyle Rayner can use the Duo Attack Ability. When he does, before making each attack, you may place him in a legal square up to half his speed value away.). Read that ability again. It’s stupid, it’s so good. And you still have 110-ish Points (depending on what Construct you buy Kyle) left for supporting pieces. He is fully capable of doing 9 Damage or more while using that crazy Duo Attack of his, and there’s next to nothing that your opponent can do to tie him down!

John Stewart

–WOL105 John Stewart: A more traditional from-range beatstick who becomes more interesting in this format since he has the Construct ability. His top dial includes Running Shot, Precision Strike, RCE and the ability to use RCE as a ranged combat action instead of a power action. He also naturally sees through Hindering Terrain and other characters. For those reasons, he’s better than the 160 Point Hal Jordan that came with the Scenario Pack. He doesn’t have the crazy movement powers that Kyle Raynor does, but he’s damn good in his own right and he still packs a serious punch.

The Kool-Aid Kult Member:

Proxima Midnight

–GOTG050 Proxima Midnight: First of all, how awesome is her sculpt? It’s the exact image above, including the fallen victim at her feet. But I digress. Proxima is 100 points of aggression; her dial has 7 Clicks that start out range-based, then turn to close combat before finishing with some clicks that are somewhere in between. Top dial she has 10 Movement with Running Shot, 11 Attack with Pen/Psy (and Sharpshooter), 18 Defense with Combat Reflexes and 3 native damage. Her Range is dependent on her first Trait (THREE TRACERS OF BLACK LIGHT: Proxima Midnight begins the game with 3 Tracer tokens on this card. Proxima Midnight has a range value equal to the number of Tracer tokens on this card times 3, and has a number of bolts equal to the number of Tracer tokens on this card.), but it’s her second Trait that makes her so useful against foes with strong defensive abilities (THE SPEAR OF PROXIMA MIDNIGHT: When Proxima Midnight hits with a ranged combat attack, remove a Tracer token from this card and place it on a hit character’s card if it doesn’t already have one. At the beginning of your turn, roll a d6 for each of her Tracer tokens on other character’s cards, and on a result of 3-6 deal 1 penetrating damage to the character with that Tracer token on its card. When a character with her Tracer token on its card is KO’d, place the Tracer token on Proxima Midnight’s card.). Yup. Depending on that Spear roll, you could potentially do two separate packets of penetrating damage to a character. For pieces with Stop Clicks or other shenanigans (Bizarro, the Kyle Raynor from above that we just talked about), this is a huge headache.

With her combination of Sharpshooter, Pen/Psy and Combat Reflexes, sometimes your best move is to simply Running Shot right next to your target and stay there–if they don’t have an available Outwit, it’s going to be very tough for most pieces to hit a 20 Defense–especially if Proxima hits them first and they’re mid-dial.

Lots of folks have been teaming her with Bill, Agent of A.I.M. to get that first shot in from a safe place where it’s hard or even impossible for the enemy to return fire. This is certainly a valid strategy; just be ever mindful of your positioning with her, because she can get chewed up from range real quick. Her native 18 Defense isn’t bad by any stretch, but she has no reducers of any kind. Of course, even if she does go down hard, she still has her final Trait (CULL OBSIDIAN: When Proxima Midnight is KO’d by an opposing character’s attack, deal damage to that character equal to the last amount of damage dealt to Proxima Midnight. This damage can’t be reduced below 1.) to leave as a parting gift. Oh, and Ninwashui is kind of a fan.

The Shapeshifter:

Zombie Super Skrull

GOTG062 Super Skrull: This was the winning Primary Piece at the Dial H ROC event, I believe. He’s 170 Points and possesses all the same Zombie Traits that every other Zombie Chase has. Those alone make him pretty good, but what he’s really good at is mimicking that Green Lantern Construct ability! Super Skrull’s Trait (IT’S HARD TO EMULATE FOUR POWERS WITH HALF MY LIMBS: Give Super Skrull a free action and choose up to one each of standard speed, attack, defense, and damage powers. Super Skrull can use the chosen powers until your next turn. For each power chosen this way, place a Power token on his card. At the end of your turn, roll a d6 that can’t be rerolled, and subtract 1 for each Power token on his card and remove all Power tokens from his card. On a result of 1 or less, deal Super Skrull 1 unavoidable damage.) lets him actually choose up to FOUR standard abilities to pick up on the fly, and he does it all AS A FREE ACTION (not every Construct flip with the Lanterns is gonna be a Free Action). He’s a multi-tool for every occasion! And with his Zombie Traits, you frankly don’t care about taking one measly damage, since you have multiple ways to get it back!

And he teams very well with Headpool and some of the other Z-Virus figs like–well, we’ll get into that in Part 2 when we talk about some possibly overlooked figures!

The Ol’ Standards:

"I;m back?! My dear, I never left!"

“I’m back?! My dear, I never left!”

–IIM051 Iron Pharaoh: He is still a thing, going forward. I don’t know if there’s a piece I’ve discussed more on this site. He’s one of my favorites to use, and he’s not going anywhere until he’s rotated out. There’s not really a format that he’s not at least above average in. Krampus/Helspont teams (and, to a lesser extent, Shatterstar teams) are probably his main weakness at the moment, but even then, he probably still has a 40%-50% of coming out on top. I’ll take those odds if I’m matched up against a team designed to exploit my fatal flaw. And while he keywords are actually pretty good, the fact that you can play whoever you want with him in this environment only makes him better–he doesn’t have any NAMED keywords, so he was never gonna get those Theme Team probs anyway!

Shatterstar

–WXM010 Shatterstar: At 73 Points, he seems like he should be considered a Secondary Attacker. And on many builds, he probably will be. However, there’s a good chance that his team is going to revolve around him anyway thanks to his easily exploitable Trait (X PORTAL: Once per game, give Shatterstar a power action. Place Shatterstar and an adjacent friendly character of a lower point value in any adjacent squares on the map.) and the fact that, top dial, he can Charge 5 squares, has an 11 Attack with both Flurry AND B/C/F (Yup. If the rolls go your way, a 73 Point character can dish out 12 Clicks of raw damage on the second freaking turn no matter where your opponent is on the map. And once he’s up close and personal with an opposing figure, they’ll have to hit a 19 to Damage him (17 native Defense plus Combat Reflexes). Hell, you can run two of him and still have almost 150 Points leftover for the rest of your army. He’s that good. And just like the comics, he pairs really well with Rictor, especially since they both have top dial Charge (and Rictor pumps up their Attack values).

Highfather

–SLOSH052 Highfather: Yes, he’s still hanging around. He’s a supporting piece masquerading as a primary figure. His top dial TK , Prob and Support are somewhat useful, but the only reason he’s really played is his Trait (THE PACT: At the beginning of the game, you may announce a pact. If you do, the highest point character on your force and the highest point character on your opponent’s force (300 points or less) can’t target opposing characters with an attack until one of them has taken damage from an attack or they are the only 2 characters on the map. This ability can’t be ignored.). He can shut down Tentpole pieces, but it’s very rare in this environment that you’re going to find yourself facing a really heavy-costed piece outside of Kyle or Zombie Super Skrull. And even then, it’s not inconceivable that they won’t have a supporting piece who can get a shot in on Highfather.

As you’ve probably guessed by now, I think Highfather is a losing strategy at this point. If you go this route, you will run into a few games where he guides you to an easy win. You may even make Top 8, but usually by then you’re gonna face some really well-put-together teams that will have not one but MULTIPLE answers for Highfather, and your day will be done right quick. But I have to include him on this list because he is still out there and you may run into him.

Helspont Krampus 2

WK002 Krampus/SLOSH042 Helspont: These guys come as a pair. An unlikely one, I grant you, but they’re pretty effective. The basic idea here is to use these two along with Blind Al. You Perplex Krampus twice with Blind Al and Helspont (who also has Perplex) to get Krampus to a 12 Attack, then you give Blind Al a power action to activate her Booby Trap power and expel Helspont from the starting area and deal him one unavoidable damage. The tricky part here is to find a spot to place Helspont that’s outside of your starting area yet adjacent to Krampus (not all maps will have a good spot, so winning Map Roll will definitely help you here). Then you activate Helspont’s Movement Special (I INFILTRATED YOU LONG AGO: Give Helspont a double power action and select an opposing character of a lower point value. Place Helspont and the chosen character in each other’s squares, and after actions resolve, Helspont may be given a close or ranged combat attack as a free action.) to trade places with a key member of your opponent’s force who’s 199 Points or less. If at all possible, you want to choose someone who doesn’t have Shape Change, Super Senses or Probability Control (again, with no Themed Teams, Probability Control will be a lil’ easier to avoid) to take as many variables out of the equation as you can.

Then you activate Krampus’s special Capture Trait (NAUGHTY CHILDREN ARE MY HOLIDAY FEAST: Krampus can use the Capture ability. He can use it normally or, if the target is a higher point value, he must be given a double power action instead of a power action. When Krampus releases a captured character in his starting area, in addition to the normal effects, heal Krampus to his starting line.) and hope to all that is holy (or maybe unholy) that you hit. Krampus’s Attack Special gives him +1 to hit as well for each token on the target, so that will help you as well. With a 12-13 Attack, you should have a fighting chance against most figures.

You’ll probably have to wait through one round of clearing before you can release your Captive, but if you can succeed at all those steps, there’s a high probability that the game will be effectively over, especially if you were also able to take a Free Action shot with Helspont at another figure on your opponent’s team (and since there’s no chance of a Colossal-Sized Power Battery being in the way in their starting area in this environment, you should be good to go). Because Krampus never left his starting area, he’s still there, and he can release his Captive as soon as he has the ability to take a Power Action.

Now, if you miss with Krampus, you’re not doomed, since his Plasticity will keep most figures right where they’re at and he other Special Powers that grant him Super Senses and the ability to Perplex Attack Values down by -2, but you’ll also be giving your opponent a LOT more time to react, which is never good with this sort of combo team. There was also a ruling recently in the WizKids rules forum where they basically expanded the first turn Immunity rule to prevent you from doing this on your first turn; waiting until turn two isn’t exactly a dealbreaker, though–if you hit your rolls, crippling your opponent on turn two is just as effective as crippling him on turn one.

Hypersonic Speed is also a horrible matchup for this team (Speed Demon in particular, who people seem to have forgotten about so soon after his domination last season. But with his ability to cross the map in two turns, attack Krampus for 3 Damage AND also catch the creature in a Speed Cyclone Uplift, it’s possible he can KO Krampus in that token-clearing turn after he Captures someone but before he can release them.), but so far, we haven’t seen a ton of those figs show up in this specific Meta (outside of Super Skrull, who can gain it if he wants it). Having said all that, this is still a wickedly viable Build. I’d suspect you’d have much better results playing this than Highfather, at the very least.

The Best of the Rest:

Briefly, IIM001B Silver Centurion, ASM017B Brother Voodoo and WOL104 & WOL104R Guy Gardner are a few other figures you may run into in your ROC travels that are definitely still viable in the Meta.

Okay! So there you have it. Almost 5000 words on what you can expect to run into if you attend a ROC this season. Next time, we’ll discuss which former Meta figures you should avoid, and which figures and Builds you can try that haven’t really shown up yet this season.

Until then, stay safe, and watch where you draw your lines of fire!

The Build 5!! (Or, What I’d Play At The 6/28/14 ROC at Gamer’s Gauntlet!!)

ROCSo Gamer’s Gauntlet is the first (and maybe only) place in Michigan to hold a ROC tournament. As you can tell from my ROC top ten article, I’m a big fan. Now I have a chance to go to one that’s only a few miles from my house. HypeFox can’t go because he has a family event. Ha-ha! The bad news… we’re in the same family. So unfortunately the article below will be what I would have been playing because I also won’t be able to attend. Bummer. Ah well, on with the article.

 

The Format: 300 point modern. Anything goes. The meaner the better. Resources. Entities. Shuma Gorath. Galactus. Cop Cars. Sentry and Void… Yikes.

 

My Team: (That I would be playing)

 

We're back!

We’re back!

Revenge of the Nerfed 2.0

  • WXM042 Fantomex
  • WXM010 Shatterstar
  • DP043 Black Talon
  • WOL063P Ophidian (possessing Fantomex) (If I had access to the Parallax Entity, I would use that instead.)
  • Total = 300 points

This team is more than it appears at face value. It’s hides two powerful power interactions. The first power interaction is one that I published here first in March. Shatterstar was nerfed so that the person he teleports can’t take an action the same turn he teleports. Fantomex can get around that by having WXM042BT E.V.A. take the trip with Shatterstar. That means Shatterstar can teleport E.V.A. and Fantomex can make a surprise attack on anyone anywhere on the board. This combo was designed to cross the board even faster than the Iron Pharaoh’s Falcon and Assassinate him. Shatter Star can’t attack, but hey it’s still pretty cool.

A few weeks ago a guy on hcrealms posted a team he went to nationals with and lost. His team featured two cool combos. WOL067P Adara and WOL099 Despotellis together give any adjacent team members 20 defense. Pretty awesome, but I’m not using it here. His other combo was Shatterstar and Black Talon. If Black Talon mind controls Shatterstar he can then give Shatterstar the once per game teleport to move anywhere on the map. Then because Shatterstar hasn’t taken an action that turn there is nothing keeping him from attacking. So Imagine teleporting across the board next to someone like SLOSH057 Lydea Mallor and just opening up with Blade/Claws/Fangs and Flurry. That’s likely a kill shot.

Now think about combining those two power interactions I talked about. On turn 3 Black Talon mind controls Shatterstar. Shatterstar teleports E.V.A. across the board. E.V.A. uses outwit, Shatterstar uses BCF/flurry, and Fantomex uses RCE before your opponent has a chance to do anything. In a 300 point game, what is your opponent going to have left after that? And using Ophidian (again, I’d prefer Parallax, but Ophidian works nicely too, and he’s who I’d have access to) actually gives me access to Pulse Wave. So if I Charge with Shatterstar to get him out of the way, I can Pulse Wave if there’s a particularly hard to hit fig that I’m just dying to reach out and touch! At the end of your first attack, even if everything goes wrong and your opponent KO’s everything you teleport over to him, you’ve still only lost 73 points. Fantomex and Black Talon were never really there and those two pieces together make a hell of a plan B in a 300 point game.

 

Writing this article makes me wish I could attend, but it’s just not in the cards. If anyone does get a chance to go, post a comment and let me know. I’m curious as to what teams will show up in the top 4.

By your powers combined, I am… the Phoenix! (Or the Build 4/23/2014)

Hmm... 5 people who have powers that combine into a powerful force. Where have I seen that before?

Hmm… 5 people who have powers that combine into a powerful force. Where have I seen that before?

 

Greetings true believers. (Stan Lee stole that from me.) This weeks “article” revolves around different team ideas I’m considering for this month’s AvX tournament at my local venue and copyright infringement. By which I mean, hopefully, the armies below might give you a good idea for your next tournament.

Now on with the show. (Wow that was a cool phrase. I’m an originator.)

The Format: AvX Month 3. 500 Points. You can use the Phoenix force resource and the three parts we’ve received so far (Colossus, Namor, Cyclops). If you need to know what they do look them up on HCrealms. If I told you that would take literally all the time I have to write the rest of this article. It’s not simple or easy to describe.

The Phoenix Force Resource: Through careful analysis, HypeFox and I have determined the best way to use the resource with the pieces we have. It’s the resource itself (12 points), all three fragments (3*3 = 9 points), and 2 assigned characters (2*3 = 6 points). That’s 27 total points. Why do it that way? Because if you leave the Colossus fragment on the resource the 2 assigned people get un-outwit-able (EDITOR’S NOTE: Just say “Unoutwittable.” There! I made it a word now! No more reaching for the “-” key!) poison, flight, and invulnerability! It’s the Invulnerability that makes it all worth it. There have been a lot of clix that are considered very good because of an of un-outwit-able defense on otherwise decent dials. For example SM058 Kal. This means that I have the Namor fragment (which grants nothing useful) and the Cyclops fragment (which grants RCE) to assign to each team I list below. I am also going to note this configuration of the phoenix force resource as “Standard Phoenix Force Resource“.

Now on with the teams!

 

Team 1: TK for the win.

Standard Phoenix Force Resource

AVX014 Magneto

WXM045 Phoenix (With Namor Fragment)

WXM038 Legion (With Cyclops Fragment)

Total = 500 Points

The key to success with this team are the proper uses of the TK power and Legions trait. Legion was assigned the RCE fragment so that he can make a strong attack before using his trait to select a new power. That way you can avoid having your ranged attack canceled by rolling battle fury or the -2 to attack emotions. He also gets Invulnerability over all seven clicks to cover defense. That means you should be free to chose a good supporting (Perplex, Outwit, Probability Control), or healing (Regeneration, Support) power. You may have to choose a power (like Running Shot) before you make a successful attack, but want to avoid doing that as much as possible. That’s where Magneto’s TK comes in handy. If you can attack with him first and add a second token then he can TK Legion into battle and let Legion attack without having to use his trait. Remember also that even though all of your character’s fly, Legion can choose to gain Earthbound via his trait and then be carried.

To start the battle have Magneto, Phoenix, and Legion arranged in a straight horizontal line with Legion in the middle. Try to have no tokens on Legion and on one Magneto. If your opponent gets the drop on you then have Legion gain Support on your next turn via his trait and heal up your injured guys. If you get a chance at an opening shot, use Legion to TK Magneto into battle and have Magneto use Running Shot and Pulse Wave. If that’s a second token for Magneto have him use TK to pull a teammate up into battle. If you use TK on Phoenix, she can then use Running Shot and her 8 range to hit almost anywhere on the board. You could also pull Legion up to Magneto in case you need to use Support next turn.

 

Team 2: Revenge of the Nerfed X-Force.

Standard Phoenix Force Resource

WXM042 Fantomex

WXM041 Spiral (With Cyclops Fragment)

WXM018 Sunspot (With Namor Fragment)

AVX005R Wolverine

WXM010 Shatterstar

Total = 499 Points

I made an entire Revenge of the Nerfed article about the strategies for this team. You shouldn’t need any more explanation than that.

 

Team 3: I finally get to use Iron/Man Iron Patriot.

AVXR100 The Phoenix Force

AVXR101 Fragment – Cyclops

AVXR102 Fragment – Namor

AVXR100X Assigned Character

AVXR100X Assigned Character

IM3017E Iron Man and Iron Patriot (With Cyclops Fragment)

AVX012 Colossus (With Namor Fragment)

Total = 499 Points

Note that this team couldn’t quite fit in the Standard Phoenix Force Resource configuration. (1 point too much) I’ve been looking for a good way to use IM3017E Iron Man and Iron Patriot and this might be it. This team is pretty straightforward with a couple interesting synergies. First, when using a duo attack IM3017E Iron Man and Iron Patriot has a trait that says they get a standard attack and a ranged combat action. With their existing dial that didn’t mean too much, but add the Cyclops fragment to them and that ranged combat action is now RCE. The second interesting synergy is that both pieces in this army have 18 defense with defend. That means that while they are standing together they will each have 18 defense until after your opponent has damaged both of them.

 

Team 4: A balanced team.

Standard Phoenix Force Resource

WXM046 Warlock (With Namor Fragment)

 AVX009 Cyclops (With Cyclops Fragment)

WXM209 Jean Grey

M10A007 Storm

Total = 500 Points

The Idea here is simple. Warlock consistently uses his Perplex on himself to give himself 20 defense. That along with his Shape Change and Invulnerability should keep him safe as he makes a hell of a distraction for the other team up close by using Pulse Wave and Poison. Everyone else uses Jean Grey’s Enhancement to take good sized pot shots from range.

 

Team 5: The Dune Buggy of Death.

Standard Phoenix Force Resource

AVX012 Colossus(With Namor Fragment)

WXM046 Warlock (With Cyclops Fragment)

WXM033 Forge

WXM017 Jean Grey

Total = 496 Points

  • Step 1: choose Steal Energy or Precision Strike with Warlock’s “ANY SHAPE FOR ANY OCCASION” power.
  • Step 2: use Jean Grey to TK Warlock to a vertical axis containing multiple members of the opposing team within the next 11 squares. Elevated, hindering, and outdoor blocking terrain don’t matter because Warlock gets flying from the Phoenix force. If you’re indoors use Colossus to clear the walls away.
  • Step 3: transform to vehicle.
  • Step 4: Walk Forge and Colossus up to Warlock so they can be carried.
  • Step 5: Use the Perplex from Forge and Warlock to add to Warlock’s attack by 2 and his damage by 1. (you don’t want to miss)
  • Step 6: Ram! Move straight forward 11 spaces and make 1 close combat attack roll targeting everyone you pass through. Every hit person takes 5 damage!

When it’s your opponent’s turn Colossus’s 18 defend and Forge’s healing should be enough to protect Warlock from your opponents counterattack.

 

What will I play: It depends on several factors. I’m probably leaning most towards team 1 and 4. But if I sense an Iron Pharaoh, then I’ll go with team 2. Team 3 is probably more of a fun team. Team 5 would have worked as a complete surprise, but Hypefox is going to read this article before the tournament. I’ll post a my results in a week. Until then, “You stay classy San Diego.” (I swear that’s totally my phase.)

I’ll Get Her Out on the Falcon!! (Or, The Weekly Roundup for 03/30/2014!!)

Roundup

 

Well, looks like it’ll be another Mid-Weekly Roundup! Sorry, the beginning of this week has gotten away from me a little bit. But we’re back with the Week (and a half) that was in Clix!! Which means…

IT’S TIME FOR THE WEEKLY ROUNDUP!!

Podcasts:

Dial H

Dial H for Heroclix was new again this week (it’s ALWAYS new!) with Episode 38! Up for discussion this week are the Spoiled dials and cards for AvX Month 4 prizes along with their main topic of what the gang likes and dislikes about the current Storyline OP system. Additionally, their new Best Build Contest for April is live. I kinda like the army I cooked up, but you can check out everyone’s army (and, more importantly, the build parameters so you can construct your own entry) right here (mine is posted under the User Name “The Underneath”). By the way… the Phoenix Force is COMPLICATED! FYI.

Clixcast

ClixCast was dark again this week. C’mon guys, don’t pull a Duo Attack and just vanish on us!

Push to Regen

Push to Regen is still on its two-month hiatus. Although it’s been two months now. Hmmm…

This is Ultimate Play, b!tches!

The Quarry is back with Episode 14. Episode 13 disappeared without a trace and is currently undergoing “editing.” As to what’s being edited, your guess is as good as mine. But Episode 14 is live!


Welcome... to the ROC!

Welcome… to the ROC!

ROC:

–New Tourney announcement!

–Up to date upcoming listings, which you can find right here (minus the new announcement I just listed)!

-Clixathon results are in, and you can view them right here! (Oh, that Meta is CONSTANTLY evolving, ain’t it. Except for Brother Voodoo and Lydea Mallor. They are just CONSTANTS.)

Preview

Previews:

–Once again, every figure in War of the Light has been spoiled (in terms of their name, number in the set and point cost)!! Check ‘em out here! Also, WizKids released all the first Scenario Pack contents along with links to each month’s prizes and suggested builds.

–We’re gettin’ a rare Canucklehead in X-Men, DoFP, and his sculpt will look familiar to comic fans. He’s about as high-costing a Wolverine (156 points) as I can remember, but he’s a Close Combat machine.

–Since his name is on the damn set, you’d almost expect there to be a Deadpool Prime, right? His name is Evil Deadpool, and he’s pretty damn cool.

Entertainment News:

–Wow! What an episode of Agents of S.H.I.E.L.D.! Lots of great guest stars, an intriguing mystery and a badass Deathlok… where has this show been hiding?! My favorite little throwaway bit was when Victoria Hand told Agent Sitwell to basically go and report to the set of Captain America: The Winter Soldier. Btw, if you haven’t picked up Sitwell’s Target exclusive rare fig yet, you are missing out. He’s awesome!

–And I still have not yet decided on an Entertainment News segment logo…

Critical Missives:

–Lots of activity on the site this week! We had:

–Ninwashui’s local tourney report for AvX Month 2!

–His followup article on what he wished he had played in the tourney along with an exploit or two for your future dominating pleasure. (Whoa! That’s an awkward sentence! Not quite what I meant…)

–And my article detailing the results of my second Build column!

Well, that’s all the news that’s fit to print here in ClixLand! See ya later this week!

Until then, Stay Safe, and Watch Your Lines of Fire!

 

 

Revenge of the Nerfed…

X-Force's teams haven't quite been as cool since the Watch List nerfs.

X-Force teams haven’t been quite as cool since the Watch List nerfs.

Everyone remembers WXM010 Shatterstar. No one uses him now because he had an awesome trait that was nerfed to heck. It was the exact same way with his teammate WXM041 Spiral. What if I told you there was a way to use them that would let you beat the well-nigh unstoppable IIM051 Iron Pharaoh (1500 BC) at his own game? If only I had thought of this team before my last game versus the Pharaoh.

The combo pieces are Shatterstar and WXM042 Fantomex. Just teleport Fantomex to the other side of the map and shoot Iron Pharaoh on like turn 3. There you win… Opps! I’m being told that won’t work at all. Fantomex is too many points for Shatterstar to teleport with and the watch list made it so anyone teleported can’t take a non-free action that same turn. Obviously none of this works and I should stop writing now… But wait, I’m still writing so I must know something.

Here’s the deal. It’s true you can’t teleport Fantomex, but nothing says you can’t teleport WXM042BT E.V.A.! So start on turn three with your characters un-tokened and together (because it takes Fantomex a turn to make an E.V.A). Have Shatterstar teleport and base Iron Pharaoh. Put E.V.A. in line of fire one square away. Try to position so you aren’t in the line of fire of the rest of the opposing team. E.V.A. can’t use a non free action that turn, but she can use her outwit to counter the Pharaoh’s defensive ability. Fantomex can now shoot through E.V.A using ranged combat expert to attack the Pharaoh with a 12 attack and hit for 4 damage (which is the sweet spot on the Pharaoh). But what if you miss your Alpha strike? That’s why I mentioned using Spiral earlier. Stand her next to Fantomex and use her probability control to get a second shot. The best part is that an opponent’s probability control is useless, because Fantomex will be well out of range. Include AVX005R Wolverine on your team to round it out to 396 points that can be used in the AvX event.

We’ve gone over what Fantomex and Shatterstar will be doing, but what about your other two characters? Well the same turn that Shatterstar teleports to the other side of the board Spiral should make a portal with one side under Wolverine so that he can use a free action to cross through it on his next turn and come out swinging. You’ll need to put the opposite end of the portal some place where your opponent either can’t move a character over the top of it (like deep in hindering), or where they won’t want to put a character (like adjacent to Shatterstar).

The turn following your Alpha Strike Wolverine and Shatterstar get their chance to chop your opponents to bits in close quarters. The turn after that Fantomex and Spiral will have cleared and can move into the fray via the spiral portal or by just using their advanced movement abilities. Hopefully by then your opponent won’t have much fight left in him.

This team can obviously be adapted to alpha strike any piece that’s necessary to your opponent’s game plan. SLOSH005B Mon-El and SLOSH048 Tellus come to mind as pieces to target, but just about any piece is vulnerable. Don’t try this on SLOSH039 Bizarro

WizKids top executives initial reaction to the reveal of Toyman's dial...

This is what it looked like the last time someone used this plan on Bizarro…

You can change the team to 300 points by dropping Spiral and adding the X-Force ATA. You can also make it close to 500 by adding WXM011A Deathlok. Just like the  Iron Pharaoh combo team I posted here, to the best of my knowledge no one has thought of this combo at the time I published it. If you take this to your local venue it’s likely no one will see this coming. In fact, you might be underestimated by other players for using “nerfed” pieces. Good luck. If you use this team, leave a comment to let me know how you did.