[EDITOR’S NOTE: Once again, we are shamelessly unleashing the 12 Nights of Clix-Mas! Tonight is Night 5! If you missed The First Night of Clix-Mas, you can catch up right here! Night 2 is here. Night 3 is here, and you can find the 4th Night of Clix-Mas by clicking here.]
So in my Mirror Master Team Build article, I lamented the fact that nowhere online does there exist a list showing all 329 possible character Call-Ins available in Modern Age play from the 56 currently available ID cards (we’ll cross the Justice League ID Card bridge when we come to it).
What? How did I know that there are 329 possible Call-Ins? Because I just finished building that list!
So before I get to actually publishing said list, as a special 12 Nights of Clix-Mas treat, I’d like share with you now the Top 3 Call-Ins in Modern Age at each 50 point interval (from 50 to 300)!
The Top 3 Call-Ins in the 1 to 50 Point Range:
Looks like something else just called-in Jemma…
FFNFAOS005 Simmons — 50 Points — Called-In via NFAOSNFID-007 S.H.I.E.L.D. Level 7: If you call Jemma in with her ID card, she has Outwit and can give the person who called her in another yet another use of Outwit. She also has the S.H.I.E.L.D. Team Ability and the FIELD TEAM BACKUP ability if you are using her with other Field Team members. Since she is called in via the Level 7 card, she also gives anyone next to her the S.H.I.E.L.D. TA and modifies their Attack Value by +1 when making a ranged combat attack.
NFAOS014B Hydra Agent H — 30 Points — Called-In via NFAOSNFID-008 S.H.I.E.L.D. Level 1: She has 7 Range, 10 Attack and Ranged Combat Expert. She has both the Hydra and S.H.I.E.L.D. TA’s and the combination of the ID card and her Trait means that she shares those two TA’s with whomever is next to her. Plus, at 30 points, she can be called in by almost anyone (including WOL099 Despotellis).
AOU204EYellowjacket— 50 Points — Called-In via FFOAAUID-100 Hank Pym: Yellowjacket is capable of dealing Penetrating Damage in both close and ranged combat situations with automatic Knockback from Force Blast. In addition, when he comes into play you get a free AOUB001 Ant Swarm Bystander Token that stays in play even after Yellowjacket is removed from the game. The Hank Pym ID Card also gives the following Inspiration: “Modify range value by +3 when using Outwit or Perplex. Modify defense value by +3 when attacked by an opposing character with the Robot keyword.” The Robot clause is obviously situational, but the stipulation-less Range boost to Outwit and Perplex can really catch your opponent by surprise.
The Top 3 Call-Ins in the 51 to 100 Point Range:
AVAS013B3-D Man— 90 Points — Called-In via AVASAVID-015 Triathlon: I could continue to beat this drum and describe to you again why this is possibly the best ID Card character out there, but I already did that once in my Avengers Assemble top 10 article.
GOTG031Nova— 60 Points — Called-In via AVASAVID-007 Nova: His dial is 60 points so you will likely have 2 or 3 characters on a 300 point team that can call him in. And when they do, you’ll have one of the best Pulse Wave pieces in the game. He’s only got a 10 attack, but unlike everyone else in the game when he uses Pulse Wave he does 2 damage (not just 1) to everyone he hits when he targets more than one character. We all know Pulse Wave is the game’s strongest basic power, so access to an improved version of it at a crucial point in the game for just 5 points seems like a great deal to me.
AOU020 Captain America— 65 Points — Called-In via AOUAUID-103 Captain America: He’s a great character to play as well as Call-In. His Special Mmovement Power states, “CAP’S MOTORCYCLE: Captain America can use Defend and has “transporter boot speed symbol”. He doesn’t modify his attack value by -2 from the Move and Attack ability.” On the defensive side, his Trait says “TAKE COVER!: Adjacent friendly characters modify their defense values by +1 against ranged combat attacks, if not already modified by this effect.” Just to review, he has 17 Defense with Defend, his ID card grants ESD to all adjacent figures, and his trait grants +1 versus ranged attacks. Taken together that means that any character standing next to him that turn will have a minimum 20 Defense against ranged attacks.
The Top 3 Call-Ins in the 101 to 150 Point Range:
NFAOS056Nick Fury— 120 Points — Called-In via NFAOSNFID-007 S.H.I.E.L.D. Level 7: As recent ROC results are starting to show, NFAOS056 Nick Fury is the probably the most powerful figure in the game right now (just like I predicted he would be in my Nick Fury, Agent of S.H.I.E.L.D. Top Ten article). Calling him in as a 5 point ID character practically guarantees that he will put a 4-damage-sized hole into your opponent’s most costly figure, and he can do that while shooting through Elevated Terrain, Hindering Terrain and/or characters from 9 spaces away. If you aren’t playing Nick Fury on your team, then there is almost no excuse to not run him as an ID character.
AOU047EQuasar — 125 Points — Called-In via NFAOSNFID-004 Quasar: If an opposing figure is closing in then you can use Quasar’s Pulse Wave, but the real selling point with him is when you target a single opponent. Assuming you hit, you can completely block off your opponent with “CONTAIN STANDARD OPERATING PROCEDURE: When Quasar targets and damages a single opposing character, after action resolve, he can use Barrier as a free action, but may only place blocking terrain markers adjacent to the hit character.” As an added bonus Quasar’s inspiration also gives adjacent characters telekinesis.
NFAOS051Steve Rogers— 150 Points — Called-In via AOUAUID-103 Captain America: He’s not the most damaging attacker with only three base Damage and double target Energy Explosion, but what he is good for is all of the support he can give to other ranged attackers around him. If he hits with his attack (he has a 12 Attack Value), then all other friendly attackers can use Probability Control on their own rolls. He also has Enhancement and the S.H.I.E.L.D. TA. Best of all, on defense he gives everyone Energy Shield/Deflection.
The Top 3 Call Ins in the 151 to 200 Point Range:
AOU26 War Machine — 200 Points — Called-In via NFAOSNFID-010 War Machine: War Machine’s major weakness when played in an army is his lack of Willpower. Thankfully that’s not a problem with ID Card characters. His VARIABLE THREAT RESPONSE power allows you to choose Psychic Blast, Pulse Wave, Precision Strike, or Triple target Energy Explosion! In addition,he ignores Hindering Terrain and if he is attacking more than one character at range, he can use Probability Control.
AOU018 Thor — 200 Points — Called-In via AOUAUID-104 Thor: Thor has double ranged targets and the following power: “GOD OF THUNDER: Thor can use Energy Explosion, when he does, damage dealt is penetrating damage.” He also ignores Hindering Terrain for targeting. But, the real reason to use him is “FOR MY HEART BELONGS TO THEE: Once per game, give Thor a free action and place a Jane Foster bystander token as described on this card into an adjacent square.“
AVX104 Phoenixbuster Iron Man–175 Points — Called-In via AOUAUID-101 Iron Man: This guy has a great power, “HERE GOES NUTHIN’: Phoenixbuster Iron Man’s attacks deal penetrating damage if the target character is assigned a relic or a resource or possesses any of the following: “Giant damage symbol”, “Colossal damage symbol”, the Power Cosmic team ability, the Cosmic or Phoenix Force keyword, or the word Phoenix in its name as a separate word.” As a backup plan he has Running Shot and Pulse Wave, which, historically speaking, is a damn good backup plan.
The Top 3 Call-Ins in the 201 to 250 Point Range:
AOU033 Hercules— 220 Points — Called-In via AVASAVID-004 Hercules: There are two great reasons to choose Hercules. The first is his offense, “IF IT IS BATTLE YOU CRAVE, HERCULES SHALL OBLIGE!: Hercules can use Charge, Flurry, and Improved Movement: Ignores Hindering Terrain, Ignores blocking terrain and destroys blocking terrain as the character moves through it.” “Oh, you thought you were safe from my team because you were hiding behind two-square-thick Blocking Terrain? I think not, scoundrel!” The second is his ability to tie up and weaken the opposing team with “GRAPPLING THE LERNAEAN HYDRA: Hercules can use Plasticity. Each opposing character adjacent to Hercules modifies its attack and damage values by -1 if it has any action tokens.” If you put Hercules next to the opposing army, they will likely just have to pass that next turn. And dead turns for your opponent = victory for you.
AVAS053AThor— 228 Points — Called-In via AOUAUID-104 Thor: I picked this character in this point range because of his great ability to deal damage with Pulse Wave. In addition, he also has some great support with Enhancement and the ability to grant adjacent Avengers Energy Explosion.
AAOU001 Iron Man — 250 Points — Called-In via AOUAUID-101 Iron Man: Iron Man has Avengers Initiative TA, Outwit, 12 Attack and Precision Strike. If you end up hitting an opposing figure, you also get to use his Trait: “AVENGERS ASSEMBLE!: When Iron Man hits one or more characters with an attack and actions resolve, the opposing player chooses: You place a friendly AAOU #002 Iron Legion from outside the game into your starting area or, modify the defense value of your friendly characters by +1 until your next turn.“
The Top 3 Call-Ins in the 251 to 300 Point Range:
AAOU008 Hulk — 300 Points — Called-In via AOUAUID-102 Hulk: With 6 Damage, 13 Attack, Charge and Super Strength, Hulk can deal up to 9 damage in a single hit! With raw stats like that he doesn’t need any other reasons to be on this list. Sadly you won’t be able to call him in during a 300 point game.
WXM058Namor— 295 Points — Called-In via WKMVID-006 Namor: Namor is the highest point level character possible to call in for a 300 point game. He has 12 Attack, 5 Damage, and a Trait “PHOENIX FIVE: Opposing characters targeted by friendly characters with the Phoenix Force keyword subtract 1 from their d6 roll when using Impervious, Shape Change, or Super Senses.“
IIM043 Iron Man and War Machine— 265 Points — Called-In via AOUAUID-101 Iron Man: This figure has 11 Attack, 4 Damage, triple target Energy Explosion, and–most importantly–Duo Attack!
That’s it for this article. I am going to see about getting my ID Card Call-In list published online and I’ll let everyone know about THAT… a little later.
Not what we mean when we say we’re going to call in the Avengers…
After debuting in Avengers Assemble back in May, the Avengers ID Cards have quickly become ubiquitous in both casual and Meta play (if you’re new to the ID Cards, or just want an elaboration on how they work, see this video from WizKids for more details!). But the debate has already started about which figures should be paired with the more popular ID Cards as the corresponding Sideline figure in Modern Age games.
Now, this sort of choice isn’t a problem if you’re planning on using, say, Protector’s card–you’ve got all of one option.
But for certain Avengers, you’re choices are much more varied, and will depend on a number of different factors, such as:
–Is it a Modern Age game, or a Golden Age game? Obviously Modern Age games will have a much narrower roster to choose from.
–Are you using the cards by themselves, with the Round Table Resource or are using the cards without the Round Table but with another Resource (with its own advantages and disadvantages that need to be enhanced/accounted for)?
–What are the strengths and weaknesses of the Build that your looking to enhance with ID Cards?
–What are the individual point totals of the figures in your Build? This matters a great deal when calling figures in, obviously, since it’s, y’know, part of the rules.
There’s probably a dozen more things you could ask yourself before making the proper Card choice, but that’s more relevant for Meta Builds. But even for more casual, fun Builds, you still need to put some thought into how your incorporate ID Cards. If you pick the wrong Cards for your Build, usually one of two things will happen:
–They’ll sit on your Sideline, completely unused (which is no fun–and, at best, a waste of Bystander/Horde points…). Or–
–They’ll slow you down, cost you actions, and ultimately get you no closer to winning.
With all of that on our minds, let’s look at the best Avengers ID Cards and see if we can find some unconventional options that might otherwise go overlooked!
Inspiration: Can use Improved Targeting: Ignores Hindering Terrain. Modify attack value by +1 when making a ranged combat attack.
This is an awesome Inspiration power. If you can’t find another way to get some Stealth-busting on ranged Build, this is just what the doctor ordered. But there is a metric poop-ton of available Iron Men out there, even after the retirement of Iron Man 3, so which piece should you put on your sideline?
Do you want your Call-In Iron Man to… :
—Stick around via the Avengers Assemble Trait?: Okay, this one’s easy. Your best Modern Age Iron Man piece is going to be either IIM001A Iron Man, a 300-point monster that features a 12 Attack, 4 Damage w/ Running Shot, Precision Strike, Perplex AND the ability to shoot through BOTH Hindering Terrain or Blocking Terrain; or AVAS050 Iron Man, a 242-point behemoth that sports an 11 Attack Value and 5 Damage with Running Shot, Penetrating/Psychic Blast, Invincible (so he can’t be damaged off the board by something small like Poison), Probability Control, the ability to target through Hindering Terrain AND a Trait that lets him use Defend if you’re sporting some other Avengers (IT’S AN AVENGERS WORLD:Iron Man and adjacent friendly characters with a lower point value and the Avengers keyword can use Defend. If they are named Captain America or Thor, they don’t have to be adjacent or lower point value.). Either way, if you can get the Round Table to this point and call-in either of these figures, you’re probably going to win the game. Handily.
—Or do you want him to provide as much defense as he does offense?: So, take a look at the brand-spanking new Age of Ultron Iron Man–AOU017 Iron Man. I’ve already talked about how much I like this piece in Sealed. Well, I like him twice as much as a Call-In piece. I think he’s Meta when used this way. Why?
He may be a close combatant with no Range value, but he does come into play packing Charge, Super Strength and Outwit. And he’s damn easy to call in at only 90 Points–there are many Builds that can meet that threshold with a Secondary Attacker!
More importantly, he increases the efficiency of your Range attacks (or, if an opposing figure is Stealthed, allows you to make the damn attack in the first place!) while making it extremely difficult for your opponent to counter attack your pieces in a meaningful way because of his Trait (THE ORIGINAL INVINCIBLE IRON MAN!:If the first ranged combat attack made during an opponent’s turn doesn’t target Iron Man, modify the attacker’s attack and damage values by -1.). Moreover, since he’s a close combat piece, he’s probably going to Charge and base your opponent’s best pieces anyway. Yup! This piece gives adjacent figures a ranged attack bonus AND THEN gets to Charge in for an attack himself. So many other Call-In figures require all kinds of positioning gymnastics so that your other pieces can benefit from the Inspiration bonus while still letting the Call-In figure make their own attack. Not this Iron Man. You just make your ranged attack first, then send in ol’ Shellhead, cuz his bonus won’t be needed anymore!
For all the reasons we just discussed, I believe that this Iron Man is potentially another Time Walk piece for ranged-based teams when used as a Call-In!
[EDITOR’S NOTE: For those who don’t play Magic: The Gathering, “Time Walk” was an early, massively undercosted card from the game’s first few print runs that allowed you to talk another turn after your current turn. Within a few years, the card was essentially retired from modern tournament play. A new version called “Time Warp” eventually made it’s way into the game–and cost more than twice as much mana to cast. Oops.
When used in a Heroclix context, a “Time Walk” piece is any figure that can potentially shut down your opponent’s pieces for a turn–or, more specifically, prevent your opponent’s pieces from attacking your own for at least a turn. To go back to a previous example, using Protector as a Call-In piece for a turn immediately gives all friendly pieces adjacent to him an 18 Defense and Probability Control (when they are attacked). Protector himself has Prob as well, so depending on the proximity of the attacker, unless that figure has access to Pulse Wave, he may have to hit an 18 Defense anywhere from two to four times in a row. Even with a 12 Attack, that’s far from a sure thing, which leads to your opponent having to decide whether he wants to risk missing with one or more of his best attackers, or just pass and try again next turn–a true Time Warp. Both of those choices are bad, and if your opponent opts to go ahead with the attack–and thus gain an action token–and still misses, it takes his bad decision and makes it a potential disaster.
There are many ways to enact the “Time Walk” concept–Chase Rick Jones has a proprietary Trait (GALACTIC BURST OF IMMOBILIZING LIGHT: Once per game, when Rick Jones isn’t on his first click, give Rick Jones a double power action when he is adjacent to an opposing character. Give all opposing characters on the map an action token. For each opposing character you can’t give a token, deal that character 1 unavoidable damage.) that can definitely function as a “Time Walk” if used at the proper (read: most devastating) time.
Felix Faust is basically a “Time Walk” piece on Super Turbo Overdrive, which is a thing I just made up. But the main reason he’s broken is because he gives you the potential to “Time Walk” as a Free Action every turn. Come to think of it, even the original Magic card cost two mana–maybe we should start calling them “Faust” pieces.
Now, having expounded all that, the real fun (I believe–Ninwashui thinks the Meta will go in a different direction) in the current Modern Meta is going to be trying to duplicate Faust’s shutdown effect with pieces that aren’t banned (or gutted by the Watch List, which will almost certainly happen to Faust). I think this will occur with people “chaining” together shutdown pieces via the Call-In ability and other means. It becomes a viable option when you remember that ID Cards by themselves only cost 5 Points, and you probably only need to shut your opponent down for two or three turns in order to put the game out of reach. But more on this concept in a future article! Okay, end of longestEDITOR’S NOTEever!]
For 5 points and one power action, you really CAN’T afford NOT to bring him along!
Inspiration: Can use Charge. Modify attack value by +1 when making a close combat attack.
So this is a little good. But isn’t this just like having half a Hammer? And for just one turn at that? Well, yes. Yes it is. But let me remind you, in Modern Age, Hammers are now bye-bye. And in Golden Age, this bonus would actually stack with the Hammer bonus, so it’s all good. Again, 5 Points is a cheap, cheap price to pay to give a character a move-and-attack ability [EDITOR’S NOTE: That’s not to be confused with the actual ability that’s called “Move and Attack,” natch.] for the turn when it’s most desperately needed and most completely unexpected.
Now, there are, of course, a ton of options out there, so let’s look at the best pieces to fill the different roles you might be looking for.
Do you want your Call-In Hulk to… :
—Stick around via the Avengers Assemble Trait?: Once again, you have two reeeeeeeaaaaallly nasty choices. AVAS064 Hulk is an absolute nightmare. A Chase, he costs 325 Points, can Charge 11 squares through just about any terrain in the game (and also Ignores Characters) with a 12 Attack Value with Super Strength and 5 top dial Damage with Battle Fury, so Shape Change will not help your opponent in the least. He also has Giant Reach, so he really has a 13-Square Threat Range–pretty damn good for a close combatant. And if that Chase Hulk is a nightmare, then the main set Age of Ultron Movie Hulk (AAOU008 Hulk) at least a very bad dream, if not an actual night terror [EDITOR’S NOTE: Of 1927?]. At 300 Points, he gives you top dial stats that you would normally only see on a Colossal: 13 Attack, 6 Damage, 19 Defense with Impervious, 9 Movement with Charge, Super Strength and Traited Battle Fury. That 9 Movement is the only low stat, really, but as a Call-In he has to stay within 5 squares of the figure who called him in, so getting him to the target is something you should have worked out before you called him in.
—Smash someone on the head?: Well, pretty much all Hulks do this, but where it gets tricky is the Point Cost Threshold. Right now in Modern Age, you have two Hulk options that cost 100 Points or less (Yup! Just two–I was as surprised as you were!). This matters if you have any inclination to summon him with a Secondary Attacker (which would presumably then let your Primary Attacker Charge into the fray, giving you two big close combat attacks in one turn).
Your first option is, once again, a brand new figure. AOU019Hulk costs just 80 Points and brings Charge, an 11 Attack with Super Strength and a native 4 Damage into the game for you to smack someone around with. That’s a pretty potent attack to pull out of thin air. His first Trait (THE ORIGINAL INCREDIBLE HULK:If the first close combat attack made during an opponent’s turn doesn’t target Hulk, modify the attacker’s attack and damage values by -1.) also can protect you from close combat retaliations in the same way that Age of Ultron Iron Man we just discussed protects your pieces from ranged reciprocity. Best of all, one of this Hulk’s major weaknesses–his lack of Willpower or Indomitable–doesn’t matter one bit when used as a Call-In figure.
But there is a catch (sort of *): Hulk’s second Trait (WITH EACH NEW DAWN, THE WEAKLING BANNER COMES BACK: At the beginning of your turn, roll a d6 that can’t be rerolled. On a result of 1 – 2, until your next turn modify Hulk’s combat values by -2, he can use Outwit, Perplex and Shape Change and can’t use any other power he possesses. This ability can’t be ignored.) may mean that 1/3 of the time you call him in, Hulk will just stand there and look pretty. And maybe, y’know, Perplex or Outwit something. That’s not nothing, but it’s not a 4-Damage Charge attack, either. Also of note is the fact that this Hulk comes with neither Battle Fury (a calm, rational Hulk? Huh?!) nor Giant Reach, so these are things you’ll have to keep in mind a turn or two prior to actually calling him in so that you can position your pieces accordingly.
Because, as we all know:
[*EDITOR’S NOTE: Man, it seems like we have more Editor’s Notes per paragraph in this article than any other piece we’ve ever done, doesn’t it? Anyway, Heroclix has some very nebulous “At the beginning of your turn” rules. While you can choose the order in which different effects happen on your turn, you can’t actually STOP any from happening or choose not to activate certain effects unless a game effect says otherwise. So, my interpretation would be that you would still have to roll Hulk’s Trait once he comes into play, since the whole “Call-in Help” ability by definition happens at the beginning of turn phase (when Hulk’s Trait would still be active). Sort of makes sense, right? Well, maybe. Having said all that, I have indeed submitted an inquiry to the WizKids Rules Forum to verify the timing of all this, and I’ll update this space as more information becomes available.]
Your lone 100 Point option is FFOA004R Hulk from the recent Original Avengers Fast Forces. While he doesn’t have any useful Traits (unless you’re playing an army composed of Original Avengers Fast Forces pieces–in which case, great! Go with God.), he does still offer Charge with an 11 Attack and 4 Damage–this time with Battle Fury. That’s not a huge addition for the extra 20 Points, but it’s worth noting that you’ll get what you pay for 100% of the time–this Hulk never reverts to Banner.
So now, you might be saying to yourself, or to me, I guess, through the computer screen, or whatever: “Hey, what if I don’t mind using actions from my Primary Attacker to bring Avengers in to help me! What kind of Hulk can I get for 150 Points?” Unfortunately, the answer is, pretty much nothing that you couldn’t get for 100. That Original Avengers Hulk? Top dial at 150 Points, he adds Flurry and Sidestep. And a lower Attack Value (10) than his cheaper version. And Close Combat Expert, which is useless for Charge and Flurry. Chase Hulk has a 150 Point level that gets you Charge, Quake, Super Strength and 4 Damage with Battle Fury. And another 10 Attack. Finally, Age of Ultron Movie Starter Hulk has a 150 Point dial that nets you… literally everything that 100 Point Original Avenger dial does. Like, almost a carbon copy.
Which is why your better off just using one of the other two I just mentioned.
Inspiration: Can use Energy Shield/Deflection. Whenever this character hits an opposing character, add an action to your action total.
This is one of my favorite Inspiration abilities in the game. For some reason, when I’m creating Builds I seem to spend an inordinate amount of time trying to give my pieces Energy Shield/Deflection, so Cap’s card is going to be a welcome addition to my tool kit. The second part of his Inspiration will be an extraordinary boon to Swarm teams, or it might just enable a balanced squad to get that one extra attack off that it needs to take control the game.
Like his Avengers brethren, there are a poop-ton of Caps out there, and he offers a variety of services. Of all the Avengers you can Call-in, Cap is easily the most versatile, so let’s take a look at some of the best Call-In options!
Do you want your Call-In Captain America to… :
—Stick around via the Avengers Assemble Trait?: Admittedly Cap isn’t the best Avenger to choose for this Trait; having said that, your best choice is going to be AVAS061 Steve Rogers, or “Nova Cap.” For 250 Points, he Flies, has Sharpshooter, Running Shot and Pulse Wave and he sports a 20 Defense against most ranged attacks, which should help keep him around awhile. Don’t sleep on AVAS049 Captain America, though. For 150 Points, he also has a 20 Defense from most ranged attacks but adds Sidestep, Precision Strike (with a 12 Attack), Close Combat Expert and Empower. Plus, he pretty much turns every other Avenger adjacent to him into an instant leader–and remember, with all of this happening at the beginning of turn, you get to roll all those Leaderships right away! Depending on how many you hit, it’s conceivable that this Cap can be called in and actually save you a clearing turn somewhere down the line.
—Pull a mini-Juston Seyfert?: Yup. There’s a Cap that can do that now. Well, at least the free move part. If you have someone free who costs 50 Points or more, you can give them a power action and Call-in FFOA006R Captain America. While he offers a 6 Range, 10 Attack and Precision Strike, the best reason to call this version in is to use his Damage Special (AVENGERS, ASSEMBLE:Give Captain America a power action and choose another friendly character that shares a keyword with him and doesn’t have 2 action tokens. That character is immediately given a move action as a free action with their speed value halved for this action.) to get your heaviest hitter in a better position on the board.
Imagine this scenario:
I should probably mention that in this scenario, the part of YOUwill be played by our future Purple Man and resident Time Lord himself, David Tennant.
You: “So, you thought you were two squares out of Thor’s Range, eh? Well, this Captain America I’m calling in doesn’t think so. Alright, so I’m going to go ahead and move Thor 5 squares as a free action, and then double Energy Explode for the Alpha Strike on your candy ass.”
Oh, and playing the part of YOUR OPPONENT in the scenario will be this annoyed baby.
Your Opponent: “What? It’s only turn 2! These stupid ID cards are completely broken.”
You: “Oooo, look, I crit hit! By the way, pretty much the rest of my force has Energy Shield/Deflection now.”
Your Opponent: “You know, I really hate playing with you.”
—Hit two birds with one stone shield?: So, there are two characters you need to hit, but your down to your last character. Just call Steve Rogers. The experienced version of Juston Seyfert Cap (aka FFOA006 Captain America) has an awesome Attack Special (SHIELD RICOCHET:Give Captain America a ranged combat action and his damage value is locked at his printed value until actions resolve. After the ranged combat attack resolves, he may make a second ranged combat attack as a free action.) that will even the playing field real quick as long as you can call someone in for 100 Points. For 125 Points, you can call in CATWS001 Captain America to do the same trick a little better with his Attack Special (I’M PRETTY GOOD WITH THE SHIELD:When Captain America makes a ranged combat attack and hits, after actions resolve, he may make a second ranged attack with a locked damage value of 2 as a free action. When he does, he draws lines of fire and counts range from the hit character’s square.).
—Deal some penetrating close combat damage?: In addition to the Traited Leadership tricks (IT’S AN AVENGERS WORLD:Captain America and adjacent friendly characters with a lower point value and the Avengers keyword can use Leadership. If they are named Iron Man or Thor, they don’t have to be adjacent or lower point value.) of the Veteran piece, AVAS049E Captain America can still Charge 4 squares and deal 3 Damage with Exploit Weakness. He only has a 10 Attack, but the Threshold to call him in is just 75 Points.
—Try and fling action tokens all over your opponent’s force?: Yup. This is actually a thing, too. 80 Point AAOU003R Captain America has Charge, a 4 Range with the ability to Ignore Hindering Terrain on Movement as well as Targeting, an 11 Attack Value and 3 Damage, but probably what’s most interesting about him is his Damage Special (HIS ENEMIES FEAR HIM:Captain America can use Leadership. When he does and succeeds, he may also either place an action token on a higher point opposing character within range or he may place an action token on each lower point opposing character within range. Placing this action token doesn’t deal pushing damage.).
So, in addition to attacking, he also has a 33% chance to steal an action from one of your opponent’s best pieces (or a bunch of his ‘eep ‘eeps). His Trait (AVENGERS ASSEMBLE!:When Captain America hits one or more characters with an attack and actions resolve, the opposing player chooses: Captain America may modify the damage value of a friendly character by +1 this turn or, all opposing characters modify their attack value by -1 until your next turn.) can also either set your team up for a big turn, or really rain on your opponent’s parade the following turn as well.
Clearly, whether you’re using the Round Table, or just playing Cap’s card by itself, he offers a ton of trickeration options in addition to some close combat damage and tie-up potential. You just have to decide which tool you want in your toolbox!
That’s all for today. We’ll be back soon with a look at Thor, Hawkeye and Black Widow Call-In options, as well as a Preview of the second wave of Age of Ultron!
Until Then, Stay Safe, and Watch Where You Draw Your Lines of Fire!
Today we’re gonna take a special look at the brand-spanking new Avengers Assemble set! Amongst a host of previously Un-Clix’d figures, WizKids gave us seven new Chases featuring future/past/alternate timeline versions of the six most popular Avengers (and one Chase that featured their OG sidekick–but we’ll get to him in a moment) on kickass translucent red bases.
Now, while the Chases are vaguely connected from a thematic standpoint, this is the first group of Chases from a main set that I can remember that do NOT all have a shared mechanic (think Zombies in Deadpool and Guardians, Bringers of the Great Darkness in SLoSH, Entities in WoL, etc.). Which is cool. While I don’t mind Chases that share mechanics, it’s kind of a nice palette cleanser every once in a while to see a set of Chase figures that all play completely differently.
Which leads me right into today’s main topic. Because they all play somewhat differently, we’re going to construct seven 300-Point Builds all based around one of the new Avengers Assemble Chases!
Let’s dive right in with a living legend… who kinda lives up to the legend!
AVAS061 Steve Rogers — 250/200 Points — Chase:
So, whether he’s played at 250 Points or 200, Steve Rogers hopped up on the Worldmind is gonna be a Primary Attacker. His Trait ( Nova Helmet Targeting Assist: Each turn, one friendly character with the Avengers keyword and another friendly character with the Nova Corps keyword can use Precision Strike, but only when targeting a single character.) is useful, but not exactly the type of thing you usually build an army around. Still, let’s give it a try.
I’m going to play Steve at 200 points so that I can surround him with a little bit of support–specifically, the new Avengers: Age of Ultron Starter Set Hawkeye! Hawkeye is a terrific secondary attacker that Steve can Carry into battle. Clint also offers some top dial Enhancement, so Steve will be shooting for 5 Penetrating Damage on his first click. Together, Steve and Clint come to 275 Points, which leaves 25 Points for a Resource. So our roster will look like this:
Team Name: You and I Remember Xandar Very Differently
AVAS061E Steve Rogers — 200 Points
AAOU106 Hawkeye — 75
AVXR100 The Phoenix Force — 12
AVXR101 Cyclops Fragment — 3
(Assigned to Steve Rogers) — 3
AVXR103 Colossus Fragment — 3
(Assigned to Hawkeye) — 3
Not bad. Playable. Hawkeye can bust any Stealth that you need him to (and unfortunately, Steve will need him to), and his Attack Value is actually higher than Steve’s; you’d probably do well to hit with Clint first, and follow up with Steve for the killshot. With the Precision Strike Steve grants him, Clint’s really only going to be shut down by Shape Change; he’s got an ability to deal with almost every other defensive power in the game. If you can just get the Phoenix Force to its second Click, you suddenly gain two Perplexes (and Hawkeye suddenly has a 19 Defense against ranged attacks), so you’re damage output should be fine from then on.
Still, getting there won’t be easy, and with only two figures, you’ll have little to no margin for error. It will be hard to get in the first attack–especially in such a way that won’t leave you open to a crippling counter-attack.
So, again, this is a decent Build, but I think we can do slightly better defensively than just ES/D. Austin on Dial H for Heroclix noted the potential this particular Chase has for beefing up Police-keyworded rosters, and I completely agree with his assessment! So let’s see what happens when we basically ignore Steve’s Trait (although Steve himself can still use it) and partner him up with a special agent from another universe.
I’m talking, of course, about the Chase Chun-Li D.E.O. Agent!
[EDITOR’S NOTE: Sorry, but please note Critical Missives Build Rule #4: It’s never the Chase Chun-Li.]
“I’m the only Clix in the game that starts with top dial Hypersonic Speed AND an Attack Special that grants Leap/Climb! AND I have a Team Ability that lets me move 3 spaces and attack with the mere cost of a Power Action. Guess which two of those powers I won’t be using!“
So let’s try this again:
Team Name: You and I Remember Central City Very Differently
AVAS061E Steve Rogers — 200 Points
(w/Secret Avengers ATA) — 5
JLTW009 D.E.O. Agent — 56
JLTWR102 Rock of Eternity (Complete) — 28
(Assigned to Steve Rogers)
Rick Jones Avengers ID Card — 5
See?! We’ve suddenly given our 200 Point lynchpin Stealth (via D.E.O. Agent’s Trait: SAFETY IN NUMBERS:When D.E.O. Agent is adjacent to a friendly character with the Police keyword or team ability, both characters can use Stealth.)! Plus access to an Attack Value buff via the D.E.O. Agent’s Police TA. Not to mention we made Steve the Champion of the Rock of Eternity!
No matter what Build we came up with, it was always going to live or die with Steve–that’s true of any piece that costs 2/3 of your force allotment (which is also why so many high level players won’t play anything in the Meta right now that’s more expensive than WoL107 Kyle Rayner). So by giving him the Rock and Stealth, you made him that much tougher to kill.
This won’t win a ROC anytime soon, but if your opponent isn’t packing a solid targeting solution for Stealth, he’s in some deep trouble.
“‘But Chun-Li,’ you say, ‘don’t sell yourself short. You also have Flurry mid-dial. That’s good, right?‘ You bet it is. Especially since my Team Ability grants me the power to move 3 squares and attack for 2 damage! Which isn’t Charge! Which is what I’d need to enable the use of Flurry with it. But congratulations on pulling me! I’m a Chase! You definitely didn’t waste money irresponsibly in acquiring me.“
Uhhh… thanks, Chun-Li. I, uh, I think you’ve made your point. This isn’t really about you–we were just doing a quick bit–
“Oh, hey, speaking of my Special Attack Power, you know who else ignores Elevated Terrain on movement and can Carry friendly figures?“
I don’t–I really don’t think you’re still supposed to be here–
“Any %$&#!^* flyer.”
Sigh… Chun-Li, what did we say about the swearing?
“$#@& you! I’m 140 points and I do 2 damage. $#@& you.“
It’s time for some Heavy Metal…
AVAS062 Iron Man — 270 Points — Chase:
Now here is your classic Brick Sandwich. 270 Points! Yikes. Okay, well, believe it or not, we still have some options here. Iron Man has a great defensive Trait (ULTRA-DENSE ALLOYS:When Iron an would be dealt damage, roll a d6 that can’t be rerolled. On a result of 1, he can use Invulnerability; on a result of 2, he can use Invincible; on a result of 3 – 4, damage dealt is reduced by 3; on a result of 5 – 6, damage dealt is ignored.) and starts with 8 Movement with Sidestep, 11 Attack with a Special (MAGNETIC CONCUSSION:Iron Man can use Force Blast and Pulse Wave.), 18 Defense with Willpower and 4 native Damage with a pretty awesomely named Special Power (GIVE ME ALL THE CAMERAS:Iron Man can use Outwit and has Improved Targeting: Ignores Hindering, Ignores (and Destroys) Blocking, Ignores Characters.).
So, what are his main deficiencies? Well, he doesn’t fly, so even with Sidestep, he’s gonna have a tough time with mobility. At 270 Points, he leaves almost no room for supporting characters. And while his Defense is a solid 18 with a bunch of dampeners, 18 is still pretty hit-able in today’s game. So, having said all that, I would probably look to play him in a non-Resource environment that still allowed 1 Relic per force.
Team Name: Stark’s Industrial Forgers
Theme: Stark Industries
AVAS062 Iron Man — 270 Points
FIS104 Greithoth’s Hammer — 8
FI301 Splitlip — 20
Splitlip gives you a bunch of great little support bonuses. First, Iron Man has a 50% chance to pick up Greithoth’s Hammer, which will give him +2 to his Attack Value, Running Shot and Great Size, so Iron Man can ignore most Terrain types. Second, once Iron Man has that Hammer, he can tote Splitlip around and benefit from Splitlip’s top dial Enhancement. And third, they both form a Stark Industries Themed Team, so Splitlip will be able to use a Themed Probability Control on certain occasions.
In an environment without Resources, you should have a decent chance at setting up an Alpha Strike, especially since Iron Man can shoot through walls on his first two clicks. All in all, I think I like this team sliiiiightly better than the Steve Rogers teams I came up with, but only because there’s a slightly higher damage ceiling with this Build.
AVAS063 King Thor — 369/300/200 Points — Chase:
Another Brick, but one with a slightly different skill set and THREE(!) different dial options. The King here doesn’t pack quite enough of a punch to try him as a one-man army, so again, we’re gonna settle on his 200 Point dial (which is still 6 clicks long. That’s a decent amount of life for a THIRD point option). We’ll go full Asgardian here for a lil’ Map help, plus a few Horde tokens to help dish out Hammers.
Team Name: As-hats
AVAS063R King Thor — 200 Points
FI101R Loki — 30
FI301 Splitlip — 20
FIR100C Book of the Skull (Complete) — 30
CATWSH001 S.H.I.E.L.D. Support — 10
CATWSH001 S.H.I.E.L.D. Support — 10
Once again, we can have our best ranged attacker sling Splitlip over his shoulder and wreck some face. Or, we can have Loki Carry Splitlip first, drop him off in position, and have King Thor finish his Running Shot right next to the lil’ guy. What? King Thor doesn’t have Running Shot? Well, you have four Hammers to choose from. And once he’s equipped, if positioned next to Splitlip correctly, he’ll have two chances (via his own Prob Control) to fling a Hammer 8 squares for 5 Damage. That’s not half bad. The S.H.I.E.L.D. Support is there to help equip Hammers as quickly as possible AND to heal the King should the need arise.
With just a little bit of guile and cunning, you’ll be able to deal some serious dam–
“I’m sorry, did someone say my name?”
No!! Nope! I’m not going through this again with any more Street Fighters, you hear me? You’re not even a Chase!
“I don’t need a Chase. My Uncommon version will dominate any Clix contest! I have a Special Power that lets me move 3 squares and attack for 2 Penetrating Damage–and I get to put an action token on my opponent!“
That… actually, that’s not bad. Not really worth interrupting this article for, but, you know, uh… noted. Good for you.
“Or, for 10 points less, my Common version has a Special Power that lets me straight Incapacitate fools!“
Wait, what? Your other ability already does that. Why would I ever want to save 10 points so badly that I’d cut into you damage output so severely? That 2 Penetrating damage is definitely worth the extra 10 Points!
“Ha! See? I knew you’d be interested.“
I… can’t believe I fell for that. Moving. ON!
AVAS064 Hulk — 325/300/150 Points — Chase:
Okay, remember when I said that King Thor at 300 wasn’t good enough to be a one-man army? Well, meet the guy who is. This is the easiest Build of the article:
Team Name: The Last Last Titan
Theme: Hulk needs no Theme. Hulk strongest Theme there is!!
AVAS064E Hulk — 300 Points
His Trait (THE LAST TITAN:Hulk can use Super Strength and his powers can’t be countered. Hulk begins the game with a Titan token on his card. Once per turn when Hulk damages an opposing character with an attack, place a Titan token on this card.) is awesome; all those times that Ninwashui complained about the fact that the other great Hulks we’ve received this year have no Outwit protection? Yeah, you can forget about that; this guy has total Outwit protection from everyone except, like, Greed with Ophidian and the Omega Drive.
And even if you find yourself sitting across the table from the decked-out orange Sin, you can feel pretty confident in your ability to one-shot the lil’ bastard. On his first click, Hulk can Charge 10 squares (and that DOESN’T include his Giant Reach)–no halving or modifying of his Movement value is required–with a 12 Attack and 5 Damage (or up to 8 with an Ultra-Heavy). He also doesn’t care about Blocking Terrain, other characters, Hindering or Elevated Terrain, either. If you’re on the map, Hulk will find you. And he will obliterate you.
His Defense starts at 18, never falls below 17, and ends with a stupefyingly awesome Special Power (ONLY ONE THERE IS:Hulk can use Invulnerability and, if he has no action tokens, Regeneration. When this click is revealed, stop turning the dial and remove a Titan token from this card. Whenever Hulk would take damage, remove a Titan token from this card instead. Hulk can’t place additional Titan tokens on this card. This power can’t be ignored.).
Now, will there be times when you’re devastating Alpha Strike is ruined when you roll a stinkin’ 3? Sure there will. You have no backup plan with a one-man army. That’s the deal.
But man, you will have some fun with this guy.
“Pssst… you know who else would make a good one-man army?“
Dammit! We know it’s you, baby Akuma. Go away!
“Ha-Ha!! It’s was me, Akuma, the whole time!!“
Yeah, somehow, we guessed that already. And you’re not a one-man army!
“Of course not. And I’m not a Chase, either. Just a Rare. But I do have a special power that lets me make 4 close combat attacks in one turn. With no Damage Depletion Modifier.“
Whaa… ? That can’t be a real power.
“GOSHORYUKEN: Give Akuma a double power action. He can use Flurry as a free action. If he hits at least one character, after actions resolve he can choose a square within 6 squares and be placed in it and then use Flurry again as a free action.“
Waitwaitwait! You get to Flurry, zip around the map Kyle Rayner-style, and then Flurry again? And you’re in the same set as that crappy Chun-Li Chase? What’s your point cost? If she’s 140, you have to be, like 220.
Who created your set?! Good Lord! It’s like, you would only lose in a Sealed if you actually DID pull a Chase.
“To reiterate: $#@& you.”
Hey!! I did not design you, Chun-Li! Don’t yell at me!
That’s it! NO MORE STREET FIGHTERS!! THIS ARTICLE IS ABOUT AVENGERS, DAMMIT!!
[Deeeeeeep breath… ]
Okay. Annnnnnd, we’re back.
AVAS065 Black Widow — 200 Points — Chase:
So, Natasha, the spy, assassin, and all around master of dirty fighting tricks… has been found worthy to wield Mjolnir? Well, it happened! In an alternate universe, sure, but that’s never stopped a character from earning a Clix before! Let’s break down her dial.
Right off the bat, she has a fantastic Trait. Remember all the hoops we jumped through to give 200 Point Steve Rogers Stealth? And how it’s contingent on Steve lugging around a D.E.O. Agent and, y’know, FINDING COVER? Look what comes with Black Widow: “DARK CLOUDS & DIRTY TRICKS:Black Widow can use Stealth. Give Black Widow a free action and place 2 hindering terrain markers, one in her square and another within range and line of fire. These markers remain on the map until she uses this ability to place markers again.”
So, for no additional cost, not only does Natasha have Traited Stealth, BUT SHE MAKES HER OWN HINDERING TERRAIN!! For FREE!!
Looking at her dial, it’s apparent she’s learned a lot from her Asgardian teammate. This is a Thor dial with just a few Black Widow trimmings (like the aforementioned Stealth Trait), most of which don’t show up until the end of her dial. Her Defense Special (WE’RE THE SACRIFICE – WE WILL SAVE THE REST OF THE UNIVERSE:Black Widow can use Combat Reflexes and Toughness. Whenever another friendly character is KO’d by an opposing character, you may heal Black Widow of 2 clicks.) is great, and it coincides with her move from Running Shot to Charge.
I really love Pandora’s Box with Black Widow; any of the Sins you choose to giver her will offer Sidestep (which allows her to better utilize her top dial RCE), and many will even give her ES/D (which gives you a ranged attacker who herself has Invincible and a 19 Defense Value from ranged attacks). Plus, if you can get the Resource Dial to Click #9, she’ll suddenly be able to bust Stealth (and more, depending on which power you get each turn).
We’re also going to stick with an Asgardian Theme for this squad, which will help with Map Choice and offer 3 Themed Team Probs. Since most Asgardians cost quite a bit, we’re gonna have to return to some of the usual suspects to ensure we can get out all the Sins we need to distribute.
Team Name: Strange Clouds
AVAS065 Black Widow — 200 Points
FI101R Loki — 30
FI301 Splitlip — 20
FIB003 Damaged Warbot — 10
JLTWR101 Pandora’s Box (Complete) — 40
Widow Carries Splitlip (once again, for Enhancement), Loki Carries the Damaged Warbot, and all of them can benefit from Pandora’s Box. Patience is your friend here (and Widow’s Stealth will help with that). Pick your spots to attack carefully, and don’t be afraid to move for board control or for future positioning; your pieces are only going to get better as the game goes on, so stretching things out to give yourself more time to distribute Sins is in your best interest.
“Did someone say they want to ‘stretch things out?'”
Nope! I’m not encouraging this. Moving. On.
AVAS066 Goliath — 98 Points — Chase:
Probably my favorite Chase in the set, Goliath may also be the most versatile CHASEr as well. His Trait seems harmless enough (BACK TO THE BLOND-HAIRED BOWSLINGER NAMED HAWKEYE!:Give Goliath a free action and replace him with any character of equal or less points named Hawkeye on the same click number minus 3, minimum 1.), but it really opens up endless possibilities for how you can use Goliath.
You can start you game by having Goliath Carry out one of your key pieces; then, if your facing, say, some Hypersonic Speedsters, or characters whose offense is based on mobility (especially pieces who have Running Shot or Ranged Combat Expert but DON’T have Sharpshooter), you can stay with Goliath and use Charge with either his native 4 Damage or Quake, if you want to reach out and touch a few opponents at once. Goliath’s Damage Special (GROUND SQUASH:Characters hit by Goliath’s attacks can’t automatically break away and modify their break away rolls by -1 until your next turn.) will all but ensure that anyone he hits (note that he DOESN’T have to actually damage them–just hit them) will be stuck exactly where they are for at least a turn.
Now it’s turn two or turn three… and this is when things REALLY get exciting!! Because Goliath’s Trait can help you customize your team… AFTER THE GAME HAS STARTED!
So, imagine this scenario: Goliath has Carried out your big hitter to some prime real estate where your hitter can attack from next turn. Your opponent, however, decides to TK out his or her ranged beast of a Primary Attacker (say, someone who deals 4 or 5 Damage top dial and has Stealth to prevent retaliatory strikes–oh hey, maybe someone JUST LIKE the Black Widow Chase we just talked about) for an Alpha Strike on Goliath, and all of the sudden Clint is drilled all the way to Click 4. Half his dial is wiped away. Crap. Goliath no longer has Charge, and your Primary Attacker never had a way to see through Stealth. What do you do?
Well, since you thought to include Goliath to begin with, all your really need to do is give him a Free Action, sub in, say, AAOU009 Hawkeye, (who can now suddenly Sidestep–while ignoring Elevated AND Hindering Terrain) and start blasting away. Through Stealth. Oh, and by the way, Hawkeye himself now has Stealth, so your opponent’s big hitter? Yeah, if that piece can’t see through Stealth, your opponent is suddenly in for a world of hurt.
Of course, when you bring Hawkeye in, make sure you bring him in top dial, since his Goliath’s Trait specifies that the replacement character comes in on the same click as Goliath MINUS-3 (in this scenario, 4-3=1). So that big hit your opponent just spent all their resources last turn building up to? Completely wiped away.
With one Free Action, you’ve COMPLETELY changed the makeup of your team–and, in this scenario, you’ve also completely changed the complexion of the game. When used correctly, Goliath can actually devastate your opponent’s strategy WITHOUT EVEN ROLLING AN ATTACK! That’s pretty amazing.
Having said all that, we’re going to keep this Build pretty simple. This is a 300 Point, Modern Age, No Resources team.
Team Name: Blonde-Haired, Blue-Eyed & Furious
AVAS066 Goliath — 98 Points
AAOU015 Nick Fury — 45
AAOU005R Thor — 150
AVID015 Manifold— 5
As I stated above, you can get really complicated with a Goliath Build if you want. Here, however, we’re just gonna stick with Goliath (who can change into a ridiculously useful Avengers Age of Ultron Hawkeye) and Thor, with Nick Fury for support. Keep in mind, if you have Thor Carry Nick Fury, your Tertiary Attacker can suddenly do 4 freaking damage! That’ll make your opponent’s head spin!
“Did someone say ‘Electrify?'”
No! Dammit, no one said anything close to that!
Great. You know your own name. Congratulations.
“At least I’m a Chase.”
Yes. You ARE a Chase. You have a perfectly average dial that’s costed just about as one would expect it to be. Which means your perfectly average. Which also means that you’re probably one of the five best clicks in your set, since “perfectly average” is the new “completely broken” when it comes to Street Fighter Clix. There. Are you happy?
Are all of you rude, obnoxious, interrupting jerks from the Street Fighter set happy? Can I finally MOVE THE $#@& ON with my day?
Good. At last.
“Uh… something something, MIRROR SPIN?”
I hate my life.
AVAS067 Rick Jones — 75 Points — Chase:
So Rick Jones is kind of support mixed with some Secondary Attacker skills. He continually spawns some pretty decent Bystander Tokens via his Trait (SUMMON THE HEROES I GREW UP READING ABOUT:At the beginning of the game, place a Captain America bystander token (as included with this card) adjacent to Rick Jones. When a bystander token placed by Rick Jones is KO’d, place a bystander token included with this card adjacent to Rick Jones as per the following. This ability can’t be ignored. Bystander Token KO’d: Bystander Token Placed; Captain America: Namor; Namor: Blazing Skull; Blazing Skull: Captain America.), and once per game, his other Trait allows him to immobilize your opponent’s entire team for a whole turn (GALACTIC BURST OF IMMOBILIZING LIGHT:Once per game, when Rick Jones isn’t on his first click, give Rick Jones a double power action when he is adjacent to an opposing character. Give all opposing characters on the map an action token. For each opposing character you can’t give a token, deal that character 1 unavoidable damage.). Keep in mind too that your opponent gets no points for KO’ing any of the Bystander Tokens.
As Hunter Smith from Dial H for Heroclix likes to say, “Sounds fair.”
He’s somewhat hard to hit at range with ES/D down his whole dial, and he has Pen/Psy with a massive 10 Range for his first 3 Clicks. On his second click, he even picks up Perplex.
So again, as with Goliath, you have a single character who can fill multiple roles. Team him with, say, AVAS066 Goliath and AVAS034 Jarvis, add in like 3 ID cards of your choosing, and suddenly you have an extremely versatile team, especially in a Modern Age, No Resources format. Oh, and you still have 87 MORE POINTS!!
Team Name: Swiss Army Avengers
AVAS067 Rick Jones — 75 Points
AVAS066 Goliath — 98
AVAS034 Jarvis — 40
WXM078 Quicksilver — 87
AVID015 Manifold— FIVE 0 (via Jarvis)
AVID0XX Your Choice — FIVE0 (via Jarvis)
AVID0XX Your Choice — FIVE0 (via Jarvis)
Avengers ID Figure of Your Choice
Avengers ID Figure of Your Choice
Truly, this is a team designed to combat a multitude of threats. Not a hugely favorable damage output, but it should be able to run with most Builds. There’s nothing out there that you shouldn’t be able to bring a piece in to handle.
So, there you go. A whole bunch of Builds and analysis featuring the seven new Avengers Assemble Chases. Plus, random analysis for Golden Age Street Fighter figures that, frankly, no one asked for or wanted. Myself included.
“Speaking of Chases no one wants–“
What?! Don’t be so hard on yourself, Cammy! You’ve actually got a pretty good dial. Granted, it’s all close combat, but still, you can easily get your Attack Value to 11 or 12–
“I was talking about Chun-Li’s Chase again.“
Oh. Wow. Uh, this is awkward. So, you were just popping in to agree with me?
Well, until next time, Stay Safe, and Watch Where You Draw Your Lines of Fire.
Today we’re here to share our first scenario with you. In celebration of the May 2nd premiere of Avengers: Age of Ultron, Ninwashui and I have prepared a couple special scenarios that we’re going to play out on our own time. Our first scenario is detailed here today!
[EDITOR’S NOTE: For those who are unaware, a scenario is any game of Heroclix with special rules that are specific to that particular game. Often times they are meant to be played with either a specific set of figures, or else they give you a much smaller range of figures with which to create your Build. Usually there is also a small bit of story context accompanying the scenario (that justifies its existence and/or explains the comic or movie-based storyline you’re about to play out). WizKids sometimes creates scenarios for added depth of play during their OP events and distributes instructions on how to play them with the OP Scenario Pack (for example, Fear Itself had 2 Scenario Pack, War of Light had 1).]
Ninwashui and I have been chomping at the bit to try out some of these new Age of Ultron Gravity Feed pieces, but this Scenario will also give us a chance to break out some of our favorite older Movie Set pieces as well.
So, without further ado, here is our first Critical Missives Scenario. Taking a page from Survivor, it’s simply titled…
HEROES VS. VILLAINS!!
The Scenario: It’s all out war in the Marvel Cinematic Universe!!
While inside Avengers Tower celebrating their ability to finally subdue the Hulk’s latest rampage, Captain America, Thor, Iron Man and the rest of the Avengers are finally able to relax. During a fun game of “Whosoever Is Worthy to Pick Up Thor’s Hammer,”all of the Tower’s computers suddenly light up. The Tesseract Thor had brought back with him from Asgard begins to spew energy, and a temporal anomaly forms in the Tower’s Quinjet hangar! For a moment, everything seems normal–until the hangar is ripped open, and the Avengers find themselves under attack from the menacing AI of Ultron and his Sentries! But things immediately go from bad to worse as almost EVERY major villain from the MCU–even some they thought they had dealt with permanently–begin flooding in from the anomaly! The fate of the world is in the hands of the Avengers, and to save it, they’ll have to fight their worst enemies or die trying.
But the Villains aren’t the only ones back from the beyond. An ally once thought lost has returned to aid the Avengers, and he’s brought a really big gun…
The Game: Designed for 2 Players. 1600 Points. Oreo Age. One player assumes control of the “Heroes” side. The other will guide the “Villains.”
The Map: Avengers Tower (from the Age of Ultron Movie Set Starter Pack). The “Heroes” should begin in the Starting Zone located on the side with the lab, while the “Villains” should start on the side with the open hangar.
The Special Scenario Rules:
–When forces are being built, the “Heroes” player selects a Named keyword possessed by a character on his team; each character on his force has the selected keyword.
–When forces are being built, the “Villains” player selects a Named keyword possessed by a character on his team; each character on his force has the selected keyword.
–At the beginning of each player’s first turn, that player may select a single Additional Team Ability (ATA) and assign that Team Ability to all eligible members of their team. At least one member of a player’s force must have the printed keyword required for the chosen ATA.
–There is a restriction of 5 actions per team per turn (NOT COUNTING FREE ACTIONS). This total can be increased by Leadership as per normal.
–While we’re not going to bother with declaring Sidelines or anything, the “Heroes” player should have at least 4 Iron Legions stashed off the map (as well as a Captain America and Black Widow & Iron Man and War Machine Duo Figures if available) and the “Villains” should have at least 4 Test Subjects ready to go.
Special Character Rules:
–In addition to his normal stats and powers, Agent Coulson gets the following Special Damage Power on Click number 4: “So That’s What it Does: Once per game, if this click is revealed due to damage taken from an opposing attack, stop turning the dial and select an opposing character. Agent Coulson can use Pulse Wave. When he does, the area of effect for this attack is his range value, he has a locked damage value of 3, and this attack ignores all characters except the opposing character selected for this power. After actions resolve, deal Agent Coulson 1 unavoidable damage. This power cannot be countered or ignored.”
–When forces are being built, the “Villains” player may assign either Loki or Red Skull GGS102 Cosmic Cube without paying its cost. During the game, figures named “Loki,” “Red Skull” or “Captain America” automatically succeed when rolling for the Cosmic Cube.
AAOU003 Captain America — Common — 125 Points
AAOU101 Iron Man Mk. 43 — Starter Pack — 150
AAOU005 Thor — Common — 200
AAOU008E Hulk — Common — 250
AAOU013 Black Widow — Mass Market Rare — 80
AAOU009 Hawkeye — Core Hobby Rare — 94
AAOU010 Scarlet Witch — Core Hobby Rare — 55
AAOU014 Quicksilver — Mass Market Rare — 63
AAOU011 Vision — Core Hobby Rare — 100
IM3016 War Machine — Mass Market Rare — 220
CATWS006 Falcon — Common — 105
AAOU015 Nick Fury — Mass Market Rare — 45
AVM206 Agent Coulson — Common — 50
CATWS011 Maria Hill — Core Hobby Rare — 60
= 1597 (Hmmm… Heroes are apparently so confident that they’re leaving 3 Points on the board!)
AVM211 Loki — Chase — 220 Points
AVM041 Red Skull — Chase — 170
IM3008 Aldrich Killian — Common — 35
TDW004 Malekith — Common — 350
CATWS008 Winter Soldier — Common — 100
GOTGM106 Ronan — Starter Pack — 300
AAOU016 Baron Strucker — Mass Market Rare — 95
AAOU018 Ultron Prime — Mass Market Chase — 250
AAOU007 Ultron Sentry — Common — 40
AAOU007 Ultron Sentry — Common — 40
= 1600 Points!! (Villains got their $#!t together!)
Why These Teams?: Because, as I mentioned before, this gives us a chance to really dig into the new Age of Ultron Movie Set while also providing an opportunity to dust off some old favorites. As for these specific rosters, we chose them because–between the two of us–we happen to have all these pieces and the points match pretty damn close (in a 1600 Point game, I’m prepared to deal with a variance of 3 points).
Handicapping the Squads: While we haven’t decided who will play which side, just looking at the rosters, I’d expect the “Heroes” side to have a distinct advantage. While there is certainly a ton of raw power on the “Villains” side (and Ooooo, Malekith at 350 looks like soooo much fun…), the “Heroes” side is much more synergistic with their “Avengers Assemble!” Traits and such. Still, we shall see…
The Result: Check back in this space next week. Once we play out the Scenario, we’ll post the highlights and tell you who won right here!! (And/or in the next Weekly Roundup–we’re waaaay overdue for one of those!)
Until next time, Stay Safe, and Watch Where You Draw Your Lines of Fire!!
Hope you all had a Happy Easter! Or a Happy Passover, or, if you’re not a person of faith, or at least not a person of a faith that celebrated this season, I hope you had, uh, a Happy Sunday!
As our belated gift to you, Ninwashui and I are teaming up to rip through the just-released Avengers: Age of Ultron Gravity Feed Movie Set! We’re gonna go figure by figure using our popular and patented [EDITOR’S NOTE: Yeah, it’s really neither of those things.] Oxygen Filtration Mask Numeric Scale!
It’s all part of our month-long ramp up celebrating the release of Avengers: Age of Ultron on May 1st! In addition to today’s article, we’re also going to review the Starter pack and write and play a scenario based on the movie (or, y’know, what little we know about the movie since it hasn’t released yet).
But today is about the Age of Ultron Gravity Feed, so let’s get it rolling!
SOME QUICK NOTES ABOUT THE SET:
–The whole set actually gets its flavor not just from AoU but also from prior Marvel movies as well. Iron Man (Iron Man 3), Iron Legion (Iron Man 3) and Nick Fury (Avengers) all have power sets and costumes that reference previous MCU outings. Conversely, Hawkeye and Black Widow are definitely in their Age of Ultron costumes (note Hawkeye’s longer tunic, which gets him a little bit closer to his comic book look), but their power sets almost seem like they’re taken directly from the first Avengers film (going back to Hawkeye, he has Traits and Powers with names like “Rooftop Maneuvers” and “Vantage Point.” He could certainly spend a lot of time on rooftops in Age of Ultron, but these really sound like Hawkeye’s abilities taken from the Battle of Manhattan sequence in the first Avengers film).
–Meanwhile, it seems like the designers went out of their way to make the most generic Cap, Thor and Hulk pieces they could possibly imagine (I’m speaking strictly from a flavor/sculpt standpoint–see each figure’s individual entry to see how we think they stand up as Heroclix figures!). Cap gets an abilities like “Rebounding Shield” and “His Enemies Fear Him,” while Hulk has “Fueled by Anger” and “He Only Leaves Rubble.”
–For those keeping score at home, we finally have MCU Clix for: Scarlet Witch, Quicksilver, Vision, Baron Strucker and Ultron. First time generics include Test Subject and Iron Legion (although IM3 had at least 4 Armor Shell versions from the “House Party Protocol” scene at the end of the movie).
Alright, enough notes about the set! Let’s dig into the dials!
[EDITOR’S NOTE: Sorry bro, we need one more note.As always with Movie Set Reviews, we’re saving the Starter Review for a separate article, since we’re already over 7000 words on the Main Set alone, making this our largest single article ever!]
AAOU001 Iron Man — 250/185 Points — Common:
HypeFox Says: At 250 Points, Iron Man here is certainly beefy, starting with a 12 Attack and an 18 Defense Value with Invincible. His awesomely-named second Trait (THE HOUSE PARTY PROTOCOL, SIR?:Give Iron Man a power action if there are less than 4 friendly undefeated characters named Iron Legion. If you do, place a AAOU002 Iron Legion in your starting area from outside the game.) allows him to bring in armor shells that are two clicks deep, but they come into play in your starting area. Depending on where the action’s centered, the battle may be lost before you can even get the shells into play. This is a bit of a problem, especially since there’s another figure in this set who does the same trick better. Similarly, his Avengers Assemble Trait (AVENGERS ASSEMBLE!:When Iron Man hits one or more characters with an attack and actions resolve, the opposing player chooses: You place a friendly AAOU #002 Iron Legion from outside the game into your starting area or, modify the defense value of your friendly characters by +1 until your next turn.) is a nifty lil’ bonus, but there are better versions of the same Trait on almost every other Avenger.
In a Modern Age environment that also includes Ultron Prime and Trinity War Superman at the 250 Point level, I just don’t know that you’re getting enough damage out of this Iron Man and his Iron Legion shells to really keep up with number of effective actions your opponent will be taking in a 300 Point game. Also, while any piece with the Avengers Initiative Team Ability is going to be a nuisance, his 7 Range is below average for a piece in his price range.
Now, at 185 Points… he’s still over costed. With five clicks of life and middling Attack Values (again, for the points), he still offers the same two Traits as his higher-costed version and the ability to target through Stealth. Still, this feels much more like a 150 or 160 Point dial. 185 is just a rip-off, frankly. Not the worst dial in the world, but not one that I would choose to play, especially with all of the other Iron Man options out there.
GRADE(S): 3 Oxygen Filtration Masks (200 Point Dial); 2 Oxygen Filtration Masks (200 Point Dial)
Pretty short dials for both versions, actually. Both Traits are more fun than competitive. The Iron Legions he can bring into play hit hard enough, sure, but they’re easy to KO and award 50 Points to your opponent for each one that’s KO’d. And really, the Transport Symbol is pretty much wasted on figures that already fly and have top dial Running Shot.
GRADE(S): 2 Oxygen Filtration Masks (200 Point Dial); 3 Oxygen Filtration Masks (200 Point Dial)
AAOU002 Iron Legion — 50 Points — Common:
Ninwashui Says: Mildly effective for his points, but you’re probably not playing him this way very often. He’s useable, but far from groundbreaking. Actually, he’s kind of a boring way to use 50 points, but at least he can Taxi, too.
GRADE: 3 Oxygen Filtration Masks
HypeFox Says: Yeah, he’s only got 4 Clicks, but for 50 Points I get Running Shot, 10 Attack and a Damage Value that never drops below 3 AND never loses Enhancement. A great Tertiary Attacker with a mild amount of support with Enhancement and the ability to Taxi. I think he’s damn effective for 50 Points–I’d put him right up there with some of the better Lantern Recruits we just got.
GRADE: 3 and 3/4 Oxygen Filtration Masks
AAOU003 Captain America —125/80 Points — Common:
HypeFox Says: One of the most creative Caps we’ve seen in awhile. The 125 Point dial is a brutally effective mid-range piece to start. He’s actually at his most deadly when he’s at least two squares away from an opposing figure, even though Cap is normally thought of as a close combatant. His Avengers Assemble Trait is pretty one-sided (there will be very few circumstances when your opponent would rather take a -1 hit to the Attack Value of all his pieces versus letting you give one of your pieces +1 to Damage). His top dial vanilla Leadership is somewhat wasted when the majority of Avengers cost more than him (or at least the majority of Avengers who can Carry him and keep him adjacent–yes, you can sometimes end up adjacent to a friendly after a Running Shot to set up Leadership next turn, but that’s a lil’ tricky to do usually). If he ignored characters on movement (instead of or in addition to) I’d love him; as it is, I merely like this dial.
His Rookie dial, on the other hand, offers a ton of value for 80 Points–and also plays way differently than his Blue dial. Now that’s a great design! He starts with a Leadership Special Power (HIS ENEMIES FEAR HIM:Captain America can use Leadership. When he does and succeeds, he may also either place an action token on a higher point opposing character within range or he may place an action token on each lower point opposing character within range. Placing this action token doesn’t deal pushing damage.) that he keeps his whole dial. He doesn’t even need line of fire to dish out tokens–opposing characters merely need to be within 4 Squares.
His Attack Value never descends below 10, and even gets up to 11 more than once. The only problem is a lack of Indomitable, but the last half of his dial features Willpower anyway. And top dial, once he gets in close on someone, they’re gonna need a 20 to hit him with a Close Combat attack.
This is a fun piece and one of my favorites from the set.
GRADE(S): 3 and 1/2 Oxygen Filtration Masks (125 Point Dial); 4 Oxygen Filtration Masks (80 Point Dial)
Ninwashui Says: Really dig his 125 Point dial. He’s difficult to hit at range, which should allow him to use his Avengers Initiative Team Ability to slowly close in on his opponents. After that first hit he magically transforms into an equally hard to hit close combat headache for your opponent.
His 80 Point dial is almost as good, but his Leadership Special–as powerful as it can potentially be–will only go off 33% of the time. And with no native damage reducers, it’s possible for a heavy hitter like AAOU005 Thor to knock him out with one lucky hit.
GRADE(S): 4 Oxygen Filtration Masks (125 Point Dial); 3 and 1/2 Oxygen Filtration Masks (80 Point Dial)
AAOU004 Test Subject —30 Points — Common:
Ninwashui Says: Ugh. The first real loser of the set. Don’t let the 3 separate dials fool you–even for a generic, this is a bit uninspired. Their Trait (THESE EXPERIMENTS ARE YIELDING… INTERESTING… RESULTS:When Test Subject is first placed on the map, roll a d6 and click the character to the indicated starting line: 1 – 2 red; 3 – 4 blue; 5 – 6 yellow) ensures that you’ll never know which of their dials you’ll actually be playing, which is a problem when you are, y’know, TRYING TO BUILD A COMPLEMENTARY TEAM! These guys need help to be anything more than even just a tie-up piece for a turn. But with such limited mobility, it’ll take them forever just to get next to an opposing figure to tie them up in the first place. I can’t see 4 of these pieces ever taking out any 120 Point figure I can think of.
GRADE: 2 Oxygen Filtration Masks
HypeFox Says: Okay, taken on their own merits, they’re not the best use of 30 Points. However, what if I told you there was a way to easily get them within range of an opposing figure, to the point that they’d be all but guaranteed an Alpha Strike? Then would you be interested? If you can find a way around their awful mobility, these guys suddenly become pretty dangerous–especially since they’re only 30 Points. Having said that, no one is ever going to play them for 30 Points, for reasons we will get into as we get a bit further down the list…
GRADE: 2 and 1/2 Oxygen Filtration Masks
AAOU005 Thor —200/150 Points — Common:
HypeFox Says: Wow. We’ve gotten a ton of 4-Star Thors in the past couple years, but this version might just be a cut above. His AA Trait (AVENGERS ASSEMBLE!:When Thor hits one or more characters with an attack and actions resolve, the opposing player chooses: Opposing characters modify their damage values by -1 until your next turn or, opposing characters can’t make ranged combat attacks until your next turn.) is absolutely brutal.
You: “So, would you prefer to do way less damage next turn, or would you prefer to do no damage next turn?”
Your Opponent: “Uhhh… is that a real power? That doesn’t sound like a real power.”
You: “It’s a Trait, not a power.”
Your Opponent: “I hate you.”
I mean, what kind of choice is that? But beyond that, he starts with 5 native Damage, an 11 Attack Value that alternates between Pulse Wave and Energy Explosion (with an 8 Range and 2 Bolts) and an 18 Defense Value that’s boosted by both Invincible and his second Trait (MJOLNIR TO CARRY ME: When Thor has one or more action tokens, he can use Energy Shield/Deflection.). And remember, he sees through Stealth via his AI Team Ability. The only thing keeping him from 5 Masks at this point is his one glaring weakness: no Willpower.
Still, in a Tactics format, this is pretty easily fixed, and in a No Tactics format, he hits so heavy that it may not even matter. If you only push him once or twice, you’ll be fine–heck, that first push basically just puts him on Pulse Wave. He only loses one Movement and one Defense.
His Rookie dial is a little more subtle, but just as effective.
GRADE(S): 4 and 1/2 Oxygen Filtration Masks (200 Point Dial); 4 Oxygen Filtration Masks (150 Point Dial)
Ninwashui Says: User UncorkedMonk on HCRealms.com said “Hes an indom symbol away from being great. As is hes alright. But theres enough ways to give him willpower I spose.” Despite his clear vendetta against apostrophes, I have to completely agree. Outside of the normal Resource/Relic route, let’s remember that Thor is an Asgardian. For 5 Points, their ATA explicitly GIVES him Willpower on his first click. That’s right. The Asgardian ATA: it’s not just for Splitlip anymore.
His Rookie dial finds him switching from a 5 Damage Primary Attacker to a 4 Damage sniper squad leader. And while he plays differently than his higher point version, he’s just as effective. Especially if you put the right team around him, which you’ll have 50 more points to do with this version.
GRADE(S): 4 Oxygen Filtration Masks (200 Point Dial); 4 Oxygen Filtration Masks (150 Point Dial)
AAOU006 Hydra Soldier — 40 Points — Common:
Ninwashui Says: I think this was the only character in the set I wasn’t looking forward to getting (so guess who I’ve pulled 4 of so far… ). Even in groups, I don’t see this guy ever lasting long enough to hit anyone. I can see what they were trying to do with his Minion power that bestows Leadership (MINION: HAIL HYDRA:When a friendly character with the HYDRA keyword and a higher point value is within 8 squares, Hydra Soldier can use Charge. When that character uses Leadership and succeeds, remove an action token from all characters named Hydra Soldier within that character’s range and line of fire unless one has already been removed this turn from that character from this effect.), but the low inherent Movement and the existence of DP006 Hand Ninja means that this guy will likely never see play from me. On the plus side, he’s got a pretty cool sculpt though.
GRADE: 2 Oxygen Filtration Masks
HypeFox Says: For the first time in this article, I think I finally agree with Ninwa. His TA only works for ranged attacks (well, unless your running him with Wolverine, Agent of Hydra) but his skill set is only viable for close combat attacks. Come to think of it, running him with Hydra Wolvie is really the only way to make him work. Even then, as Ninwashui mentioned, DP006 Hand Ninja is pretty much a better choice all the way around.
GRADE: 2 Oxygen Filtration Masks
AAOU007 Ultron Sentry — 40 — Common:
HypeFox Says: 3 Clicks for 40 Points doesn’t instill a ton of confidence until you look a little closer at those three Clicks. Top dial they have Pen/Psy and Enhancement (although only a 4 Range) with a native 3 Damage. In other words, as they multiply, they can start dishing out 4-5 Penetrating Damage. That’s a huge amount of Damage output for a 40 Point figure. Yes, they can be destroyed quite easily with just a 15 Defense Value, but their Movement Special on Click 2 (THERE’S NO END IN SIGHT!:Once per turn, for all characters with this power, give Ultron Sentry a double power action. Place AAOU #007 Ultron Sentry from outside the game in an adjacent square on click number 3.) means that they can replicate themselves over and over. In other words, for 40 Points, you can create a whole army INSIDE your army.
GRADE: 4Oxygen Filtration Masks
Ninwashui Says: It’s a 40 point character that can duplicate itself as soon as turn 4. And it can keep doing it until you run out of them on your sidelines with no outside help required. And when one dies, a double power action can put that guy right back out. Unlike Iron Legion, the duplicate figures are the exact same strength as the original. And they have two Traits that make it so they can work together to become far more powerful the more of them there are (COMBINED EFFORTS: Modify Ultron Sentry’s attack value by +1 for each adjacent friendly character named Ultron Sentry. Modify Ultron Sentry’s damage value by +1 for each 2 adjacent friendly characters named Ultron Sentry AND CONSISTENT PROGRAMMING: When using the Carry ability, Ultron Sentry may carry any number of adjacent friendly characters named Ultron Sentry regardless of their combat symbols.).
They also have additional Trait that works well with the other versions of Ultron: HIDDEN PROGRAMMING: Once per game, when a friendly character named Ultron Sentry is KO’d by an opposing character, you may roll a d6 that can’t be rerolled. Increase the result by 1 for each character named Ultron Mk 1 or Ultron Prime that began the game on your force. Based on the result, place in your starting area:
3 – 4, place AAOU #007 Ultron Sentry on its starting line; 5, place AAOU #012 Ultron Mk 1 on its yellow starting line; 6, place AAOU #012 Ultron Mk 1 on its blue starting line.”
Try to imagine this: Starting on Turn 4, Ultron Sentry makes another Ultron Sentry. Turn 5, the first Sentry you made makes another. Turn 6, the original makes another. You can just keep doing this in your starting area until you feel like you have enough. A 40 point investment can bring 8 more of these things into play and descend on the opponent as a cloud of nine sentries. Nothing in the game anywhere near 40 points can take that on. If you own enough of these you can bring a 900 point army to a 300 point game.
GRADE: 5Oxygen Filtration Masks
AAOU008 Hulk — 300/250/200 Points — Common:
Ninwashui Says: Going in, you have to know a couple things. First, you’re paying a metric poop-ton of points for a character that has absolutely no range AND that has absolutely NO OUTWIT PROTECTION!! These are major issues. It’s true that if Hulk gets Outwitted, he gets the small bonus of an Anger Token via his Trait (ENORMOUS GREEN MONSTER:Hulk can use Battle Fury. Each time Hulk takes damage from an opponent’s attack or one of his powers or combat abilities is countered, put an Anger token on this card.), but that’s not really Outwit protection, is it?
His 300 Point dial has an awesome top dial, but the chances of you being able to get to swing with that top dial in a 300 or even 400 Point game is minimal. He’ll most likely be picked apart on his approach.
At 250, he runs into the same problems. While his dial is fun, one Outwit can just absolutely ruin his day.
Finally, his Rookie dial actually gets a half-mask more from me because it leaves room for supporting figs (just from this set, adding AAOU015 Nick Fury and AAOU010 Scarlet Witch will form a perfect 300 Point team) that can really help Hulk deal maximum damage.
Just make sure that whichever dial you play, you use Colossal Stamina whenever there is a meaningful action to take UNLESS that would put you on a Stop Click.
GRADE(S): 3 Oxygen Filtration Masks (300 Point Dial); 3 Oxygen Filtration Masks (250 Point Dial); 3 and 1/2 Oxygen Filtration Masks (200 Point Dial)
HypeFox Says: For a Hulk dial, there is a lot going on here, most of which I like. Traited Battle Fury means that Shape Change will not help you–and with a figure that costs this much (no matter which dial you play), any ability that can eliminate the possibility of wasted actions is a very good thing. His Avengers Assemble Trait is good (AVENGERS ASSEMBLE!: When Hulk hits one or more characters with an attack and actions resolve, the opposing player chooses: Deal one target 1 unavoidable damage and give it an action token or, put an Anger token on this card.), but again, it’s pretty much one-sided (no opponent is going to choose to take an additional damage AND lose an action as opposed to giving Hulk a token that lets him increase a potential Regeneration roll somewhere down the line by +1 or increase the chance Hulk won’t take Colossal Stamina damage by just over 16%.). The first choice wreaks havoc on his team right now, while the second option might subtly benefit you at some unspecified juncture down the line. Not much of a choice there. Having said that, getting the Anger Token bonus is better than not having that Trait at all, so it’s not the worst thing in the world.
I like his Rookie dial a little more than Ninwashui, since I believe that his Defense Special Stop Click (HIS ANGER SUSTAINS HIM: When this click is revealed due to taking damage, stop turning the dial and remove all actions tokens from Hulk. This power can’t be ignored.) gives him a little bit of Outwit protection (and Pulse Wave protection). And it shows up twice, in tandem with his Damage Special Power (HE ONLY LEAVES RUBBLE:Hulk can use Invincible and Regeneration. When he uses Regeneration, you may remove any number of Anger tokens from this card. If you do, the d6 roll can’t be rerolled and you may increase the result by 1 for each token removed.).
So while he doesn’t have Outwit protection, he does have some built-in survivability.
GRADE(S): 3 Oxygen Filtration Masks (300 Point Dial); 3 and 1/4 Oxygen Filtration Masks (250 Point Dial); 4 Oxygen Filtration Masks (200 Point Dial)
First of all, he’s got arguably the best AA Trait (AVENGERS ASSEMBLE!:When Hawkeye hits one or more characters with an attack, the opposing player chooses: Hit characters are each dealt 1 unavoidable damage after actions resolve, or Hawkeye isn’t given an action token for this action.). Finally, an Avengers Assemble! where both of the choices really suck for your opponent! Remember, Hawkeye has 3 Bolts and Precision Strike, so chances are he’s already dealt 1 Penetrating Damage to two or three of your opponent’s characters (and keep in mind that Stealth won’t help them, because Clint has Avengers Initiative). Now, does your opponent want each of the hit characters to each take ANOTHER Unavoidable Damage? Or do you want to keep Hawkeye from getting an action token, which means he can do the whole thing over again next turn?
This is an actual dramatization of your next opponent trying to decide which of these options to go with after 3 of his characters have been hit by Hawkeye.
Now before you start worrying about his top dial 10 Attack Value, take a look at his second Trait (VANTAGE POINT:When making a ranged combat attack, modify Hawkeye’s attack value by +1 for each target of the attack. When he hits 3 characters, he may give one hit character an action token if he doesn’t assign that character any damage.). All of which means that it shouldn’t be hard to get Hawkeye a +2 or even +3 modifier to his Attack Value. Forget Perplex–this Hawkeye takes care of his own modifiers.
Finally, Ninwashui is probably gonna come on here and trash Hawkeye’s Movement Value. Sure, it’s a bit low at just 6 Squares, but even that, too, is deceiving. When you break it down, you’ll see that his starting Movement Special (ROOFTOP MANEUVER:Hawkeye can use Sidestep and Stealth. When he uses Sidestep, he can use Improved Movement: Ignores Elevated Terrain.) means that he can actually cover 8 Squares a turn AND he can change elevation, too (AND he can make an Attack afterwards, since it’s Sidestep!)! And since he already ignores Hindering Terrain on movement (again, thanks to the AI Team Ability), you actually have a figure who’s much more nimble than a lot of other figures with higher Movement Values.
Now, I can’t quite give him 5 Masks in an environment where Banshee is still Modern (he’s even more beastly for just 4 more points), but Hawkeye here is darn close. He offers a bunch of powers and abilities that you can’t get from Resources or Relics, and what he lacks CAN be fixed by Resources and Relics (The Phoenix Force or especially the new Pandora’s Box Resource should work wonders with this Hawkeye. If you use Pandora’s Box, I’d recommend it’s first setting–the Path of the Hunter. It’s got pretty easy early access to the abilities that Clint needs the most, like Energy Explosion and Running Shot, and it’s also pretty easy to get Hawkeye permanent access to both ES/D AND Combat Reflexes).
GRADE: 4 and 3/4 Oxygen Filtration Masks
Ninwashui Says: Low Movement Value, no dampeners or anything to help his Defense beyond Stealth and a lack of Running Shot hurt this guy. That being said, if your opponent can’t find a way to hide two or three of his pieces (and it’s admittedly tough to hide guys from a dude who has 8 Range, Sidestep, 3 Bolts and the ability to see through Stealth), then this guy could suddenly be the star of your team. All his is missing is Energy Explosion to be the best figure ever made at taking out clusters of opponents at a time. And AAOU015 Nick Fury (who will get to in a minute) has a Special Attack Power that goes great with this guy.
Ninwashui Says: Her Trait (UNCAGING THE BEAST: Give Scarlet Witch a free action when she has two action tokens and choose a friendly character within range and line of fire. Modify the chosen character’s combat values by +1 until the end of the turn, and, at the end of the turn, deal Scarlet Witch 1 unavoidable damage and don’t clear her action tokens. If the chosen character’s name is Hulk, you may modify the chosen character’s combat values by +2 instead.) seems to be begging for you to play her with some version of the Hulk to make her reach her full potential, but I think she’ll end up seeing a lot of play on a variety of tournament teams regardless of the presence of a Hulk. Even just a +1 boost to all stats is no joke, and she could technically do that for five turns in a row before being KO’d. That ability might be worth 55 Points by itself.
Factor in her 8 Range, 10 Attack and 3 Damage with Perplex top dial and you have a piece that’s useful even before her crazy-good Trait starts to kick in!
GRADE: 4 and 1/2Oxygen Filtration Masks
HypeFox Says: She has no Avengers Assemble! Trait on her own, which is a bit of a bummer. Her Point Cost is reasonable, but if Ninwashui thought that Hawkeye was too crunchy with only Stealth to protect him, I can only imagine what he thinks about a figure with one less Click of life and an even worse Defense Value. If you can get some mileage out of her Trait, she’ll make her cost worth it; if she gets destroyed before that, well… sorry.
GRADE: 3 and 1/2Oxygen Filtration Masks
AAOU011 Vision — 100 Points — Core Hobby Rare:
HypeFox Says: First of all, this is an awesome sculpt and paint job!! Second… yeah, I have no second. At 50 Points, he’d be amazing. Unfortunately he costs double that. Somehow, a figure with no Traits or Improved Movement or Targeting of any kind and with only six Clicks of life costs 100 Points.
He does fly and he has Indomitable, but he doesn’t do enough to be a Secondary Attacker and he costs WAAAAYYY too much to be a Taxi. And he has 0 Range. I’m glad that he has the Avengers keyword, but he is a Theme play only; he’s not turning up in any sort of competitive environment. Even with Hydra Soldier’s existence, this is probably the worst piece in the set (especially since he costs so much more).
GRADE: 1 and 3/4Oxygen Filtration Masks
Ninwashui Says: He’s not as bad as HypeFox makes him out to be, but I have to agree with the idea that if you are actually playing him, you’re playing him because you like the character and not because you think he’s a powerful HeroClix figure. He does have 3 Clicks of Outwit followed by 3 Clicks of Perplex, so I can tell why he’s clocking in at 100 Points. But in a world where even a 43 Point Hand Ninja has Traits and Special Powers [EDITOR’S NOTE: And a Team Ability!], it’s hard to justify a dial that costs more than double and has none of those things unless the power set is just top notch. Vision’s power set, alas, is not.
Ninwashui Says: For 120 Points you get a character that hits hard, but with a low Attack Value. He also is good at absorbing damage with four clicks of Invuln, but he doesn’t match well with other figures in his point range unless you take his Trait into account (HIDDEN PROGRAMMING:Once per game, when a friendly character named Ultron Mk 1 is KO’d by an opposing character, you may roll a d6 that can’t be rerolled. Increase the result by 1 for each character named Ultron Mk 1 or Ultron Prime that began the game on your force. Based on the result, place in your starting area: (4)-(5), place 012 Ultron Mk 1 on its yellow starting line. (6), place either 012 Ultron Mk 1 or 018 Ultron Prime on its blue starting line.). Basically, if you’re running any other Age of Ultron versions of him, then you will likely get him back in your Starting Area on Click one. His stats by themselves are average, but his synergy with other Ultron pieces is the real reason to play him.
His Rookie dial is kind of more of the same. You’d play it to fit in another Ultron on your force, but this dial will never see play otherwise.
GRADE(S): 3 Oxygen Filtration Masks (120 Point Dial); 3 Oxygen Filtration Masks (65 Point Dial)
HypeFox Says: Kind of a must have piece if you’re trying to create an Ultron swarm. On its own, it’s average, but when you start running it with Ultron Prime or Ultron Sentry, it can really start to wear your opponent down.
GRADE(S): 3 Oxygen Filtration Masks (300 Point Dial); 2 and 3/4 Oxygen Filtration Masks (250 Point Dial)
AAOU013 Black Widow — 80 Points — Mass Market Rare:
HypeFox Says: This is one of the stranger Black Widows we’ve gotten in recent years. On the plus side, she’s got a pretty decent AA Trait (AVENGERS ASSEMBLE!:When Black Widow hits one or more characters with an attack and actions resolve, the opposing player chooses: Opposing characters can’t attack Black Widow until your next turn or opposing characters can’t ignore pushing damage until your next turn.) and a cool Attack Special (WIDOW’S STING:When Black Widow hits with a ranged combat attack, after actions resolve, roll a d6. On a result of 4 – 6, Black Widow can use Incapacitate twice, each as a free action, but only to target a hit character.). On the negative side, she’s pretty much set up as a ranged attacker, but she’s only got a 4 Range and no move and attack. And if she can’t attack, her special powers are all wasted.
Having said that, like her former S.H.I.E.L.D. running buddy Hawkeye, much of what ails her can be fixed with a Resource or Relic (Mokk’s Hammer would solve almost all of her top dial problems).
So she has some potential in a Tactics environment, but in a game where you can’t use Resources or Relics, she’s gonna be a tough piece to use effectively. Chances are high that you won’t get out of her what you put into her.
GRADE: 2 and 3/4Oxygen Filtration Masks
Ninwashui Says: She can really shine with an Avengers Themed Team around her, but you’re gonna have to team her up with a really effective Primary Attacker to distract the other team’s best offensive pieces and let her get a ranged attack (or two) off. Nearly full dial Stealth and intermittent Perplex make me like this version slightly more that her Starter pack counterpart (AAOU105 Black Widow, natch!). And, once again, AAOU015 Nick Fury‘s Special Power works really well with her as well.
GRADE: 3 Oxygen Filtration Masks
AAOU014 Quicksilver — 63 Points — Mass Market Rare
Ninwashui Says: He’s the cheapest character in Modern right now with top dial Hypersonic Speed. When you compare him to 65 point FL001A The Flash you’ll see that he moves much farther and has a better chance of hitting because of his ability to use Probability Control on himself. This is also one of the few instances where I think it’s really nice for this character to have Force Blast. I can just imagine him flinging opposing support figures off rooftops or into walls. And let’s be honest, 18 Defense with Energy Shield/Deflection is pretty damn impressive for someone at his point level.
GRADE: 4Oxygen Filtration Masks
HypeFox Says: He’s been growing on me. I still don’t like that his Attack Value never exceeds “meh,” but his Damage Special (FAST ENOUGH TO TRY AGAIN:Quicksilver can use Probability Control, but only to reroll his own rolls.) means that he gets two shots at every attack roll. And an 18 Defense with ES/D is EXTREMELY good for any figure under 80 Points. He’s never going to do much damage, but at 63 Points he’s always going to be a Secondary Attacker at most. But depending on how you construct your army, he might even just be a third attacker on a 300 Point squad. And he’s perfect for that.
GRADE: 3 and 1/2Oxygen Filtration Masks
AAOU015 Nick Fury — 45 Points — Mass Market Rare:
HypeFox Says: So, we’ve already mentioned this guy three or four times, so you probably had an inkling that he’d be good. I think he’s possibly Meta, although he necessitates building an Avengers Themed Team around him. His Trait is great (I STILL BELIEVE IN HEROES:If Nick Fury is part of an Avengers Themed Team and has the lowest point value character on your starting force, he can use Leadership and Outwit. When he uses Leadership, he is considered 300 points.), since at 45 Points he will almost ALWAYS be the lowest point value character on an Avengers Themed Team. So you don’t even really need to alter your team any to fit him in, and in a 300 Point game his Leadership is guaranteed to work on whoever he’s next to as long as you make the roll. On top of that, since he has Avengers Initiative, his Outwit sees through Hindering Terrain!!
Oh, and speaking of rolls, Fury Attack Special (I RECOGNIZE THE COUNCIL HAS MADE A DECISION…:When an opponent makes a choice from an Avengers Assemble! Trait, you may roll a d6. On a result of 5 or 6, change the effect to the other option.) gives him a 33% chance to just completely wreck your opponent’s day. Remember how we mentioned how one-sided some of the Avengers Assemble! Traits were on the figures in this set? Well, if YOU suddenly get to make the choice for your opponent, those AA Traits become stratospherically better!
On top of all that, he has Willpower, Shape Change, Stealth and a native 3 Damage. This is a great package for just 45 Points.
GRADE: 4 and 1/2Oxygen Filtration Masks
Ninwashui Says: He is really only viable on an Avengers Themed Team, but if you’re playing one, he is almost an auto-include if you have the points. Even if your not using his Attack Special because you’re running him with non-AoU Avengers, just the fact that he gives you a working Leadership and Outwit while also being a competent Tertiary Attacker is pretty amazing. I’m not sure if Avengers Themed Teams will start showing up at major tournaments, but if they do, I’m pretty sure they’ll be running this Nick Fury.
GRADE: 4 Oxygen Filtration Masks
AAOU016 Baron Strucker — 95 Points — Mass Market Rare:
Ninwashui Says: And finally we come to my top Want from this set. Sporting a creative and efficient dial, Baron Strucker is capable of changing a game just by himself. Like AAOU001 Iron Man, he can make himself a small army with just a few power actions via his Special Attack Power (WE LEARN SO MUCH FROM THEM…:Give Baron Strucker a power action if there are less than 4 friendly characters with the Test Subject keyword on the map. When you do, place a friendly AAOU004 Test Subject from outside the game on the map within 6 squares of him.). Unlike Iron Man, when Baron Strucker’s army dies, his Trait (THEIR SACRIFICE ENSURES OUR FUTURE:When a friendly character with the Test Subject keyword is KO’d put an Evolution token on Baron Strucker’s card. Modify Baron Strucker’s combat values +1 for every two Evolution tokens on his card.) ensures that the Baron gets stronger! Keep in mind that for a 95 Point piece, he was already sitting on some pretty good stats to begin with. Several of his Clicks sport a 10 Attack Value with 4 Damage. Now imagine if that got pumped up to a 13 Attack and 7 Damage–those are Hulk Smash numbers!
And he has Mastermind, so, depending on how you place your Test Subjects, it’ll be damn near impossible for most of your opponents NOT to KO some Test Subjects along the way to Baron Strucker, unless their pieces are just dripping with Precision Strike. And you get all this for just 1/3 of your 300 Point Build!!
I am already dreaming of playing this guy with DP054 Arnim Zola for some friendly Mind Control shenanigans or IIM037 Iron Monger 2.0 to turn those Test Subjects into Claymore mines. Oh, the destruction I’ll wreak…
GRADE: 5 Oxygen Filtration Masks
HypeFox Says: This is the piece I was referencing in my AAOU001 Iron Man writeup. Whereas the Iron Legion pieces have to come into play all the way back at your Starting Zone, Strucker here can place his Test Subjects wherever the hell he likes within a 6-Square radius! Think about how useful that is! Can’t get through that wall and into the room where your opponent is trying to heal his Primary Attacker back to full? Boom–now there’s a Test Subject adjacent to his healer. Who can make an attack on that same healer THIS TURN!! This ability is kind of like Deadpool’s Sheep Gun Word Balloon, only it’s about a thousand times more useful.
If Strucker’s Dial was crap except for that power, he’d still be good. But he’s got a great dial, and he gets stronger for every Test Subject that’s killed! You just need to get this man some Willpower!
I hate to say it again, but this is another near-Meta piece for me. More importantly, he’s going to be poop-tons of fun at house games…
HypeFox Says: Sort of a disappointing Chase, especially since we know we’re getting a comic version of the Hulkbuster armor one piece at a time in the Nick Fury and the Agents of S.H.I.E.L.D. boosters this summer. But beyond that, his dial seems much more like a 200-250 Point character; at 300, you’re really only playing him in fun, epic games where you think you’re gonna run into other big’uns.
His AA Trait is actually pretty good (AVENGERS ASSEMBLE!:Once per turn, when Hulkbuster hits one or more characters with a close combat attack and actions resolve, the opposing player chooses: Modify Hulkbuster’s defense value by +2 until your next turn or Hulkbuster may make a close combat attack as a free action against a hit target, modifying his attack value by -2 for the attack.), but his other Trait (DESIGNED TO PUT YOU DOWN, BRUCE:At the beginning of the game for all characters with this trait, choose an opposing character with :g-giant:, :g-colossal:, :a-team:, or :d-wheel:. That character can’t ignore pushing damage or have its combat values increased.) and his Defense Special Power (SHE IS BUILT TO FIGHT THE BIG ONES:Hulkbuster can use Invincible. When Hulkbuster is hit by an attack from a character with the :g-giant:, :g-colossal:, :a-team:, or :d-wheel:, modify that’s character’s damage value by -1 for the attack.)are geared specifically towards putting down Giant-sized or Colossal figures, Team Bases or Vehicles. If you’re playing 1000 Point Brawl where those figures are allowed, he’s well worth his Points. If you’re playing almost any other format, you probably overpayed for this dial by at least 50 Points.
His Rookie version is a little bit better, if only because it’s 75 Points cheaper. You lose two really good Clicks, but you’re also closer to his Hypersonic slots.
These pieces are slight misfires for me.
GRADE(S): 2 Oxygen Filtration Masks (300 Point Dial); 2 and 1/2 Oxygen Filtration Masks (225 Point Dial)
Ninwashui Says: I have to agree. You should only play this guy if you know in advance that you have a good shot at facing Giants or Team Bases–and even then I’m not sure that he’ll win that fight. Against Colossals, you’d do much better playing AVX104 Phoenixbuster Iron Man.
It’s not that this guy can’t win; it’s just that he’s a close combat piece that’s likely to get shot crossing the board and his combat values don’t hold up like they do with AAOU008 Hulk. He is also yet another figure above 200 points with no Outwit protection of any kind.
GRADE(S): 2 Oxygen Filtration Masks (300 Point Dial); 2 and 1/2 Oxygen Filtration Masks (225 Point Dial)
AAOU018 Ultron Prime — 250/125 Points — Mass Market Chase:
Ninwashui Says: At 250 points there won’t be much room for support (other than maybe an AAOU007 Ultron Sentry) He can use Energy Explosion with 3 Bolts, but he doesn’t have Running Shot until his third Click. Until then, he’s stuck with Charge or Hypersonic Speed with a 9 Attack. Not horrible, but not worth 250 Points, either.
He’s meant to be a close combat figure and just like AAOU008 Hulk he will have a hard time crossing the board without being weakened (this seems to be a Chase theme this set!). And he’s 250 Points with no Outwit protection (another Chase theme!), only an 18 starting Defense Value and no Stop Clicks. Again, Transport Symbol is really wasted points here, unless you’re in love with low Attack Values for some reason.
His Experienced dial is a little better just by virtue of being able to pack in a lot more compatible supporting figs. His actual power set is still mostly incompatible (and, again, no Running Shot ’til Click 3), and Transport Symbol is still wasted here.
GRADE(S): 3 Oxygen Filtration Masks (250 Point Dial); 3 and 1/2 Oxygen Filtration Masks (125 Point Dial)
HypeFox Says: I think I like him a little better than you do. Yes, he does not have an efficient power mix, but he’s not a pushover, either, and his Trait (HIDDEN PROGRAMMING:Once per game, when Ultron Prime is KO’d, roll a d6 that can’t be rerolled. On a result of 5 – 6 place this character in your starting area on its blue starting line.) gives him a 33% chance to come back and haunt your opponent all over again.
That Trait works even better on his Experienced dial, since it brings him back all the way to his Starting Line.
GRADE(S): 3 and 1/2 Oxygen Filtration Masks (250 Point Dial); 4 Oxygen Filtration Masks (125 Point Dial)
Alrighty! There you have it–the longest article (by word count) we’ve ever published! We hope you enjoyed this look into Avengers: Age of Ultron, and make sure to come back for our Starter Review!
Until then, Stay Safe, and Watch Where You Draw Your Lines of Fire!