A Superior Review of the Top Ten Figures in the Superior Foes of Spider-Man!!

Hey everyone! It’s me, Ninwashui! I’m back!

Where have I been? Well, my family life (a.k.a. my kids) occupies a large chunk of my time now, but this set was simply so hot that I just… haaaaad to neglect them all for a few hours and put together my Top Ten list!

With Great Power

That’s me, Mr. Responsibility!

And look, just to be clear, I would never ACTUALLY neglect my family… unless there was a great set that had just come out. I mean, you didn’t see me wasting any father daughter time on Uncanny X-Men, did you?

(Oh, you still want an Uncanny X-Men Second Opinion? Here is what my Top Ten would have been: Iceman, Iceman, Iceman, Proteus, Common Storm, Mystique, Pixie, Quicksilver, Prime Kitty annnnd Iceman! Bleeeeccch. There were, like, three really good pieces in the whole set. Next!)

Anyway, I was very impressed with the dial designs this time around and the Sealed event at our local shop was great–lots of really close games. So let’s get right to it with…

Some Thoughts About the Set:

  • The Super Rares and Chases in this set are awesome. With the exceptions of Ares, Morlun, and Spider-Man 2211, there could be an argument made that all of them deserve to be on this list. Ares is just alright. Morlun and Spider-Man 2211 don’t have a place on any constructed team that I can think of.
  • The Primes kinda suck. There aren’t many bad pieces in this set and even the Serpent Society has their uses (I can envision a Rattler constructed team.).
Rattler

“Hmmm… should I revolve my team around Rattler this evening?

However the Primes in this set just aren’t good. A Prime is supposed to be (theoretically) extra-powerful for the points that’s why you can only ever have one on a team at a time. Even if I ignored that restriction I don’t see myself ever playing any of these guys. If they are going to keep making Primes like this they should just stop making them.

  • The Call in Help From the Spider-Verse Trait is really powerful and fun. I used it to great effect at the Pre-Release and it allows you to chain together attacks from across the map like never before.
  • They are continuing the trend from UXM: point costs are lower (with only a few 200 pointers in the SR slot), almost no one gets Indomitable, almost no Improved Targeting, and a lot less Improved Movement then they should have had in a set full of spider people. I love this new direction the game is heading. It’s nice that Willpower, Phasing, Leap/Climb, Leadership and Stealth are much more useful now.
  • The sketch variants are super cool. I will always buy or trade for a sketch piece over a standard painted one. Not sure why some people don’t like it; doesn’t hurt the game in any way. But hey, that just means more for me.

But enough thinking! Let’s get to…

My Top Five Honorable Mentions:

Miles

5. SFSM031 Spider-Man – 18 Defense with Combat Reflexes and Shape Change makes this guy a top choice for engaging the opposing team’s best figure in close combat. His special white power PARALYZING VENOM STRIKE lets him deal damage AND gives any opposing character hit and action token. That action token doesn’t deal pushing damage, but it still keeps the opposing figure from taking actions. So it’s great in my book.

When you want to tie someone up, this guy is the one you want to call in from the Spider Verse.

Scarlet

4. SFSM017 Scarlet Spider – Another character whose attack deals damage AND gives any characters hit by a ranged attack an action token. The difference is that this character has Running Shot and two targets. He also has a lot of improved movement options. A Defense of 18 with Super Senses which is just fine for his point cost. His real weakness is getting tied up in close combat. Thankfully he has the Spider-man Family keyword so any other character that you have with the CALL IN HELP FROM THE SPIDER-VERSE trait can transport him out of adjacency and safely back to ranged combat.

Cloak 2

3. SFSM036 Cloak – Sure he’s at his best when played with Dagger, but for 35 points Cloak brings enough to the table that he is worth using without her.  He has Stealth, Improved Movement of every kind, the Spider-Man TA, and the Carry ability. What really puts him over the top is his 18 Defense with Defend. Use him to carry a character into battle and then move him around as needed to keep your teams defense consistently high.

Doc Ock

2. SFSM055 Doctor Octopus – Half Superior Scientist, half Weed Whacker.  This guy is delicate in close combat and is fairly vulnerable to Outwit, but he’s still well worth his points. He has a special power up front that allows him to make far more attacks than any 80 point character should ever be able to make in one turn. It reads, “MENTALLY CONTROLLED TENTACLES: When he makes a close combat attack Doctor Octopus can use Giant Reach: 3 and Improved Targeting: Ignores Characters. Give him a power action to make 4 close combat attacks that deal 2 damage. After actions resolve modify the defense value of any character hit more than 2 times by these attacks by -2 until your next turn.” Your opponent is going to see this coming a mile away and target him first, but if you somehow get Doc Ock to make an attack in the middle of the opposing team then it will all be worth it.

SPidey 001

1. SFSM001 Spider-Man – This is a well rounded Spider-Man. 18 Defense, Charge, Super Strength, Close Combat Expert, and a better form of Super Senses are a good value for 70 points. Where he really shines is when he’s Called in from the Spider Verse. If you can call this guy in and have him appear adjacent to an opposing character, then he can combine his Close Combat Expert with a heavy object and make an attack with 12 attack value and 5 damage! It’s got to be the right circumstances, but that’s exceptional for 70 points.

Which brings us right to…

The Top Ten Figures in the set:

Speedy Demony

10. SFSM040 Speed Demon – He’s not as good as his previous version from the Deadpool set that essentially let you move opposing characters around at will, but he is still very good. He has a lower point cost, much better Defense, and Willpower. If you are playing Sinister Syndicate or Thunderbolts he is almost a lock for those teams. Try this team:

Team Name: Need for Speed

Keyword: Sinister Syndicate

  • SFSM040 Speed Demon
  • SFSM029 Overdrive
  • SFSM056 Chameleon
  • WKM16-001 Doctor Octopus
  • 35 points for ATAs, Resources, Thugs, Etc…
  • Total = 300
  • Strategy Tips: Have Chameleon disguise himself as Jester. Start an Alpha strike up to 11 squares away by having Speed Demon run in, attack, and end up one space back from the target after actions resolve. Give Doc Ock the Power Action to double Flurry. Have Overdrive carry Doc Ock and Jester next to Speed Demon. Share attack value. Give Doc Ock 4 attacks. After those resolve have Jester make Jester Bots to tie up the opposing team. Hopefully do it all again next turn.

Betty Brant

9. SFSM007 Betty Brant – It took thirteen damn years, but they have finally made a worthy replacement to the Rookie Con Artist from the X-plosion set in 2003. Anyone who played HeroClix at that time will know this piece. Betty is admittedly 4 more points than the Con Artist, but those extra points give a second useful click where she can heal your team if needed. She also gets a Trait, “I’LL PROVE MY HUSBAND WAS NOT THE HOBGOBLIN IF I HAVE TO RETRIEVE EVERY GLIDER!: UNIQUE MODIFIER. Opposing characters with “Wing Symbol” modify their speed values by -1. If that character is named Hobgoblin, instead modify all of that character’s combat values by -1.” That might not seem like much, but moving one less space can be the difference between making an attack or not.

Moon Knight.jpg

8. SFSM037 Moon Knight – This is a Secondary Attacker that continues to get more dangerous the longer he is ignored. Moon Knight has a great Special Power that helps him land hits and a Trait that essentially gives him a Stop Click at the end of his dial for every two hits that he lands. And SPOILER ALERT: the last Click on his dial is his best click with 11 attack 18 defense and 4 damage. He should have no problem finding a place with Marvel Knights, Mystical, or Soldier teams. 

 

The Battle of New York. We've seen it, and we covered it.

“The Battle of New York. We’ve seen it, and we covered it.”

7. SFSM006 J. Jonah Jameson – I wanted to come up with something witty here, but user MarcSpectre from hcrealms said it best: “He’s the Spider-man Family insurance policy. He knows a thing or two because he’s seen a thing or two.” If you are going to play with any Spider-Man Family pieces you’re going to want him on your team even if he is going to break your Theme. +2 to Defense on the already high defenses of the spider family is just too high to hit for a lot of teams.

Spider-Man_noir

6. SFSM061 Spider-Man Noir – This is actually one the better ranged attackers in the Spider-Man Family. That and his low 75 point cost makes him one of the best for setting off the CALL IN HELP FROM THE SPIDER-VERSE Trait.

His combination of 6 Range, 11 Attack and Sidestep combine with his Stealth and Outwit to make him a well-rounded figure. He alternates between Outwit and Ranged Combat Expert so you can easily switch his function depending on your need. His 18 defense with Super Senses is perfectly acceptable for his point cost. 

Chameleon

5. SFSM056 Chameleon – HypeFox and I both love this guy. I’ll be very surprised if Chameleon is not high on his list. His flexibility is hard to beat.

Some of our favorite characters so far to use as disguises: CWSOP022 Jester, WKD15-010 Miss Arrowette, SMWW003 Batman, WF034 Batman, UXM047 Mystique, AVAS013A Triathlon, and WKD16-007 Captain Cold. That could actually probably be an article on its own.

Anyway, once he’s hit, if Chameleon’s on click 3 or 4  you could choose to be SMWW026 Clark Kent and start throwing out Hypersonic Superman tokens. Or if you are on exactly click 4, going to JLTW055 Tim Hunter can be a game breaking play. It’s going to be tough limiting this guy to just three options a game…

Spider-Gwen

4. SFSM052 Spider-Gwen – She’s got 18 Defense with Combat Reflexes, just like SFSM031 Spider-Man. But unlike him, she also gets Indomitable. Add that to her Super Strength, Improved Movement, a Traited Super Senses that is impossible to bypass with Precision Strike and her last click that may well send you back to her top dial.

There’s no secret combo with her, she’s just that good.

Thug

3. SFSM005 Thug – This guy is the best ten points you can spend on a Themed Team right now. You will be seeing him abused in multiples and en masse in tournaments very soon. Sure he doesn’t get a Themed Team Prob, but he does get to use ATAs. Pick any good ATA and build a team around that. For example, the Wonders of the World ATA which states, “Give a character using this team ability a power action to heal an adjacent friendly character 1 click. Heal 2 clicks instead if the adjacent character has the Wonders of the World keyword. Deal the character given the action 1 unavoidable damage.” Suddenly any thug you play is a heal battery for your real characters. The Sinister 12 ATA is also a good choice, “When you have more characters on the map than each opponent, modify the attack value of each character using this team ability by +1.

They are also really great to fill out keywords that don’t have enough pieces, or enough good pieces, or enough low cost pieces. Want to make an Amazon army? Here are your soldiers. The same can be said for Asgardians, Atlantians, and White Lanterns. The list is endless.

They are also great in situations where a special power on a figure affects your whole army. JLTW050E Superman’s leadership, UXM005A Emma Frost‘s perplex, and SMWW064 Green Light‘s Empower a Brigade Trait are all good examples. And certainly they are some of the best Mastermind fodder out there. You could even take someone with the Green Lantern Team Ability and fly 8 of them up to tie up the opposing team for several turns.

Try this example team:

Team Name: Thunder Thugs

Keyword: Thunderbolts

  • SFSM040 Speed Demon (w/thunderbolts ATA)
  • SFSM051 Baron Zemo (w/thunderbolts ATA)
  • 4* SFSM005 Thug (w/thunderbolts ATA)
  • Full Pandora’s Box
  • Total = 298
  • Strategy Tips: Set The Thunderbolts ATA to Mystics. The Thugs and Speed Demon also get +1 attack and Sidestep from Zemo. Add to that the Relics from Pandora’s Box and you’ll end up with a gaggle of Thugs with some pumped-up kicks. With 6 people on the team it should be fairly easy to distribute all of the sin relics by turn 7. Use Sidestep to edge ever closer to battle when you are low on actions.

Spider-Punk

2. SFSM062 Spider-Punk – This is the best of the Spider Chases and a pretty straight forward pick. His Improved Movement, Charge and Flurry with 3 starting Damage makes him a great choice to teleport in with the Spider-Verse Trait. In addition, his Super Senses and Shape Change along with his 18 Defense makes it hard for opponents to strike back. And if an opponent DOES manage to damage him, then he gives you your choice of Pulse Wave or Close Combat Expert to go along with his Sidestep. He’s a real steal at 75 points.

Spidey 048.jpg

1. SFSM049 Spider-Man – This guy fills a completely different role, but he is Nick Fury-level good. With the Perplex on his dial and his Super Strength, he can pick up an ultra-heavy object, pump up his Attack to 12, Hypersonic 9 spaces and hit someone for 6 Damage. This isn’t Spider-Man, it’s Superman in disguise.

He has Willpower (unlike most of the rest of the set) and the same hard to bypass Super Senses that Spider-Gwen has, but even better. The web Tokens he puts out by hitting people are even more effective here than on other figures because of his Hypersonic Speed. He has Improved Movement and the best keywords of any of the Spider-Man Family (Avengers and Reporter keywords!)

He only has Hypersonic Speed on his first 3 clicks, but on his last three clicks he has a Special Power that states, “LAST DITCH EFFORT: Spider-Man can use Precision Strike. Give Spider-Man a free action to make a close attack.” So he can still move his full movement and use Outwit! And then he can free action close attack. And then call in someone from the Spider-Verse.  And give the hit character a Web Token.  And then Side step away without having to break away (because of the Web Token).  So even his three “weaker” clicks aren’t actually that weak.

 

Okay! That’s it for me today, but keep it tuned to this space. We’ve got a lot of content in the pipeline!

See ya real soon!

 

Local Tournament Report – 10/15/14 Comics & More

Local Tournament Report

 

Okay! Here are the results from The Build 6, the game I had been preparing for earlier in the week!

The Format: 300 points, Modern Age, Anything Goes. Although those who play too much cheese will henceforth be shunned and be nicknamed “Limburger”.

Where is a robotic fly swatter when you really need it?

“Hmmm… I see my 3D graffiti project is already ahead of schedule.”

What I Played: “A Superior Way to Die”: (Scientist Theme)

DP060 Superior Spider-Man (w/ secret Avengers ATA)

IIM037 Iron Monger 2.0

(Sideboarded) DP099A Spider-Bot (Mark 2) * 2

(Sideboarded) DP099B Spider-Bot (Mark 1) * 6

Total= 300 Points

 

The bloodiest game of basketball ever played...

The bloodiest game of basketball ever played.

Round 1: Facing DP050 Wolverine and X-23 (Magik shard) , DP007B The Professor (Emma Frost Shard), DOFP011 Destiny, AVXR100 The Phoenix Force (all shards).

An indoor map was chosen for this battle. I started this match the way I would start every match tonight:  by adding two Spiderbot Mark 1’s to Superior Spider-Man’s base on turns one and two, which gave SSM +2 to his Super Senses rolls for the remainder of the game.

Early on, it was a standoff. My opponent slowly moved up his Duo Figure and The Professor. He had no range, so he couldn’t hit me, but the Duo’s Trait (SNEAK AND KILL: Wolverine and X-Men can use Sidestep and Stealth. Unhindered lines of fire drawn to Wolverine and X-23 during an opponent’s turn are blocked unless Wolverine and X-23 have 2 action tokens or are adjacent to an opposing character not on its starting click.) combined with the Professor’s Defense Special Power (SECRET MASTERMIND: When adjacent to a friendly character, The Professor can’t be targeted by opposing characters.) meant that I couldn’t target his figures with a ranged attack either.

As he advanced, I retreated. I tried to hold Wolverine and X-23 in place with a Plasticity-sporting Spiderbot. Poison from the Phoenix Force made that a non-issue. Finally, I saw an opportunity. He was placing his figures in such a manner that I couldn’t shoot past the two that were advancing and hit destiny. However, I was able to roll a 6 for spider-bot creation and place it so that it could move and tie up destiny the same turn. That kept Destiny out of the fight for almost the rest of the game. Unfortunately, that put me close enough to his other figures that I knew I was going to get Charged that next turn.

The Professor moved up next to me and to tried to Outwit Superior Spidey’s Super Senses. I reminded my opponent of my ATA, and he did nothing with The Professor’s Outwit at that moment. Then he Charged and used Blades/Claws/Fangs with Flurry with his duo figure. Both attacks missed! Wow! I didn’t even have to roll Super Senses. That is some bad luck for my opponent. On my turn, I struck back and hit with a heavy object I was holding and the Duo took 3 (because of the Colossus Shard) That was my second action token. Then, on his turn, Superior suffered double Poison from both The Professor and W/X-23. They missed two more attacks due to Super Senses and then also missed their healing roll with a 1! Now that Spider-Man was injured I could ignore W/X-23’s hiding trait and attack them from range. Iron Monger did just that and hit them for two more damage. I took the Action Tokens off Superior.

On my opponent’s turn, Superior took two more Poison damage and healed for one click. When control was ceded back to me, Superior Rid Himself of That Weakling Parker (RIDDING MYSELF OF THE WEAKLING PARKER: Give Superior Spider-Man a free action and roll a d6. Once per game, on a result of 3-6, for the rest of the game modify Superior Spider-Man’s attack and damage by +1 and damage dealt by him can’t be reduced below 2.) via a Special Attack Power and proceeded to Flurry W/X-23 for the KO. Unfortunately, he took Mystics damage for it and was down to his final click. Iron Monger mopped up The Professor on the next turn taking another Mystics damage in the process. He was left on click three.

Meanwhile, Destiny had finally evaded my Plasticity bot and was on the run. It took several tries but my team finally cornered her, with Iron Monger ready to attack. Superior used Perplex on Iron Monger–then my opponent reminded me of Destiny’s IMPOSSIBLE TO PLAN AGAINST THE FUTURE Trait (IMPOSSIBLE TO PLAN AGAINST THE FUTURE: After an opposing character within 8 squares uses Outwit, Perplex, or Probability Control and actions resolve, deal that character 1 damage if it has not already taken damage from this effect this turn.). Yup! I had just KOed my Superior Spider-Man by using Perplex! Smart. Veeeerrrry smart!

I KO’d Destiny shortly after that, but what should have been a rout turned out to be very close in points.

 

Who is Krampus? He destroys hopes and dreams. Especially mine it turns out...

Who is Krampus? He’s a Christmas monster who destroys hopes and dreams. Especially mine, it turns out…

Round 2: Facing WKWK-002 Krampus (w/Utility belt), SLOSH042 Helspont, DP018 Blind Al, NMLR100 Utility Belt w/NMLR101 Gas Pellets/Smoke Grenade. FYIThis was the best combo team I have ever seen.

The game started off innocently enough. I made a Spiderbot, attached it, and moved up towards my opponent. Then the combo struck…

My opponent used Blind AL to do one damage to Helspont. Helspont used his I INFILTRATED YOU LONG AGO Movement Special (I INFILTRATED YOU LONG AGO: Give Helspont a double power action and select an opposing character of a lower point value. Place Helspont and the chosen character in each other’s squares, and after actions resolve, Helspont may be given a close or ranged combat attack as a free action.) to switch places with Iron Monger 2.0. He’s now next to Superior Spider-Man and he gets to make a free attack. He misses but that’s not the bad part. Iron Monger is now next to Krampus. Krampus is obviously still in his starting area. Krampus uses Capture (with +3 to attack due to Blind Al’s Perplex, the Belt’s bonus, and a Perplex from Helspont). Iron Monger is captured. I haven’t even had my second turn yet and I’ve lost half my team…

The rest of the game plays like any normal game. It’s mostly a one-on-one with Helspont versus Spider-Man. I attached a second Spiderbot to Superior’s base. Over the next ten turns we exchanged attacks back and forth. I had a good streak going of hitting my Super Senses rolls. He wasn’t landing anything. Plus I had spawned some extra Mark I Spiderbots and at least twice they were able to use Exploit Weakness to do damage to Helspont. Unfortunately, for every attack that landed the next attack was stopped short by a Shape Change roll and when Helspont hits Shape Change, he automatically heals one click. All of my characters were only hitting for one at a time and he managed to heal as much as we were hurting him.

At one point Spider-Man lands on click 5 and it looked like he could finally turn things around by Ridding Himself of That Weakling Parker, but then Spidey missed Super Senses for the second turn in row and was KOed shortly after. Bleeeeeeeeeeeeeeeeeeeeeeeeecccch!!!

astros-butt-slide

This is what it’s feels like to face a first turn Krampus capture.

So… that happened.

 

"Obviously, the embodiment of Will is a floating space shark fish. With crazy, shimmery fins. What the $@#& were YOU expecting?"

Giant glowing space sharks. Why does it always have to be giant glowing space sharks?

Round 3: Facing M10A009E Iron Man (Possessed by WOL068P Predator) and AVX102 Lei-Kung the Thunderer (Possessed by WOL062P Ion).  Entity Theme Team. The entire game the Entities gave only some minor stat bumps. However, the powers they granted were ridiculous. Ion granted Lei-Kung Impervious, TK, and Outwit. Predator granted M10 Iron Man Shape Change along with the Quintessence and Mystics Team Abilities.

I started the game by attaching two Spiderbots to Superior before we closed in on each other. My opponent got in the first shot by using TK to move up Iron Man. Iron Man targeted Iron Monger 2.0 and missed. Due to elevation Iron Man had been forced to come close enough to my forces that I could make a Plasticity Spider-Bot adjacent to Iron Man. I did that and passed turn. My opponent responded by moving up Lei-Kung to Outwit Plasticity, and Iron Man tried to break away for a Running Shot. He missed the break away roll and was now double tokened. And then it was my turn.

Spider-man Charged in for a hit with a heavy item on Iron Man, but Impervious reduced the damage to just one. Iron Monger took a ranged shot and missed Iron Man. While it was still my turn I created another Spiderbot adjacent to both Lei Kung and Iron Man. My Opponent realized he was now stuck, but in short order he wisely figured out that he could use Lei-Kung’s Quake to push the bots away before they exploded, but each turn I was remaking them as fast as he could Quake.

That’s pretty much how the game went. Spider-man eventually took enough close combat damage from Iron Man (and pushing damage) to get to click 5. Once there, Doc Ock Rid Himself of That Weakling Parker and things really looked bad for my opponent. Iron Man was KOed by a Flurry the next turn. Then it was my team versus Lei Kung. At one point it looked like he would KO Spider-Man with Precision Strike, but he missed and I used Outwit to counter that power for the rest of the game. Lei Kung stuck around for a quite a while using Quake and Impervious to hold me off, but I was able to KO him just as time was being called.

The Result: My team managed to take second place out of the 6 people attending. With no Resources, Entities, or Team Bases, I was proud of that result.

What I Learned:

  • There now exists a combo that can ruin your team before your second turn. I checked and in the other two games that team played the combo didn’t quite work. In the first game Speed Demon crossed the board in two turns (which he had since Krampus had to double token to try his Capture maneuver) to KO Krampus before he could remove a Captured Iron Pharoah from the game. In the other match, Krampus actually rolled a three and missed the Capture roll. However, in my game the combo was completely deadly and unstoppable. Assuming the best Hypersonic character in the game isn’t left free on the board and your opponent can roll better than a three, I don’t know how you stop this combo. It can even take out a 200 point team base in one shot. It’s stupid and broken. Don’t get me wrong, I think my opponent was a genius  for playing it, but I am kind of bummed something like that exists in HeroClix at the moment. [Editor’s Note: I actually kind of love it. It’s creative, and there’s still a lot that can go wrong–especially if you’re up against a good Hypersonic piece, as you pointed out. And with Flash on the horizon, we’re about to get a bunch more good to great HS pieces. Also, wouldn’t Super Senses and Shape Change also potentially throw a huge monkey wrench into that combo? So, y’know… seems fair to me. Especially since it worked out for me but not for you. Ha!]
  • It thought Helspont was well worth his points during my Slosh Review, but I had never seen him in action before. It turns out I was right.
  • Superior Spider-Man was well worth his points. I want to try him again soon with some other figures on his team. Maybe with Zola next time. The one thing I would never do is play him without the Secret Avengers ATA. That is absolutely required to get the best out of him.
  • Iron Monger 2.0 was only okay for his points. The threat of exploding Spiderbots was neat, but it really happened only once the whole day. Without his Trait getting much use he’s really just not worth the points.

Oh the Inhumanity!! (Or, The Build 6–Comics & More 10/15/2014!!)

The Format: 300 Point Modern Age. Anything goes. I am limited only by my desire to be cool and my desire to avoid being cheesy. I will likely bring several teams and try and field one appropriate to the level of cheese in the room. I don’t want to give away wins by having an under powered team, but I don’t want to blow everyone out all night with no chance of them winning either. I like to play for the experience and not the prize.

My Team Choices (Listed in Order of Cheese):

 

Maximus

This is why Black Bolt won’t let his brother watch the Matrix – ever.

Inhumanity: (Inhumans Theme)

GOTG018 Alpha Primitive

GOTG037 Lockjaw

GOTG038 Maximus

GOTG060 Thane

GOTGS101 Terrigen Crystal

(Sideboarded) GOTG018 Alpha Primitive * 2

Total= 300 Points

I tested the Alpha Primitives recently in a game versus the Black Order and they were well worth their points. In fact, they usually were doing so much damage to the Black Order that they were KOing themselves (via the Black Order Trait). Is doing too much damage a downside?

Lockjaw is there for tie up and transport. Use his Perplex on his own Defense and you’ve got a 19. Add his Probability Control to that and even a figure with a 12 attack is more likely to miss than hit him.

Like I said in my GOTG set review, Maximus is what really makes the Alpha Primitives deadly. He provides Outwit, Perplex, and a Mole Man-style Mind Control. When you consider that he can make two Alpha Primitives himself, after the game has started, you get to play 360 points versus your opponents 300 point team.

Thane has the best Support power I think we’ve ever seen (INHUMAN HEALER: Thane can use Support. When he does he and/or the target may be adjacent to an opposing character. Once per game, Thane can use Pulse Wave as a free action. When you do, he can’t use Support for the rest of the game.). If you are willing to sacrifice him–or at least leave him vulnerable to a counter-attack [EDITOR’S NOTE: Bleeeccch. With Thane having top dial Invincible, without Outwit there’s really no way to even counter-attack him effectively if he cripples your best attacker]–then he can also dish out more punishment in one turn than any character we’ve ever seen near his point cost. He makes a great support piece, but an even better Primary Attacker– especially if you are able to spare a Perplex or two for his Attack Value. Assign the Terrigen Crystal here.

This was likely the team I was going to play, until some guy wrote this exact team up on a FB forum I follow today. I spent money and bought the pieces I didn’t have. Now it seems like I am copying. Sigh…

 

Where is a robotic fly swatter when you really need it?

Where is a robotic fly swatter when you really need it?

A Superior Way to Die: (Scientist Theme)

DP060 Superior Spider-Man (w/ secret Avengers ATA)

IIM037 Iron Monger 2.0

(Sideboarded) DP099A Spider-Bot (Mark 1) * 2

(Sideboarded) DP099B Spider-Bot (Mark 2) * 6

Total= 300 Points

The idea is to make Superior Spider-Man nearly impossible to hit by equipping him with two Spider-Bots (Mark 1) and making his Super Senses rolls only miss on a one or a two. Secret Avengers ATA helps keep his Defense from being Outwitted. So does Spidey’s native top dial Outwit and Iron Monger 2.0’s top dial Damage Special Outwit that can’t be countered.

The battle plan here is to send Spider Man up close and keep Iron Monger 2.0 at maximum range. When you get close enough to an opponent, make a Spider-Bot and use it to tie up the opposing piece. If they spend an action to blow up the Spider-bot then Iron Monger’s trait says they take a damage. The best part is that that’s their action for the turn and you can make a new Spider-bot as a free action next turn.

HypeFox made this a team of the week once in a Weekly Round-Up after I gave him the idea [EDITOR’S NOTE: Yeah, but I thought up the Team Name, genius, which is, like, 90% of the work!]. I recently acquired the pieces I need to play it. It’s a strong contender.

 

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

How not to open a can of red paint.

Hydra Relic Acquisition Commission: (Hydra Theme)

DP006 Hand Ninja

DP054 Arnim Zola

DP103 Wolverine, Agent of Hydra

FIH002 Warbot (Rocket)

FIR100C The Book of the Skull (with all hammers except Nerkkod’s Hammer) [EDITOR’S NOTE: Oooooo, I hope we play on a heavy water map!]

Total= 300 Points

This team is pretty simple. Equip Zola with Nul’s Hammer and then use Willpower to make a Gwen Stacy clone once every other turn. Repeat until your opponent makes you stop. In the mean time you can use the Book of Skull and your three remaining characters to give your team power cosmic. When the opponent gets close, engage with everyone except for Zola. The more Gwen’s the better.

 

Sebastian_Shaw_Dialogue

He’s poppin’ tags.

As Long As Our Love (And My Head) Survives: (Hellfire Club Theme)

WXM035 Black King

WXM020 White King

WOLR106 Power Battery (Star Sapphires)

WOLR306 Star Sapphire Ring

WOLR206.08 Scissors (Violet)

WOLR206.09 Nurse (Violet)

Total= 300 Points

Originally posted here. I proved my team building superiority by making it the greatest Lantern build ever (well, except for my Blue Lantern build [EDITOR’S NOTE: Do not play that damn Blue Lantern Build. I ain’t trying to deal with a 4% chance of damaging your &^(&^& Superior Spidey, which I never should have traded you.]). HypeFox glossed over it in the article and neither of us has fielded it yet so it might be time to test just how bad-@$$ this team really is. I also may change the team name to “Quit Hittin’ Yourself.”

 

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

If I were addicted to winning I would play this team.

Patrick Yapjoco New Mutants: (New Mutants Theme)

WXMT004 New Mutants (All characters)

DP038 Copycat

NMLR100 Utility Belt

NMLR103 Grapnel Gun

NMLR105 Rebreather

NMLR106 Handcuffs

Total= 300 Points

Patrick Yapjoco won a ROC qualifier with this team so you know it’s power level is top notch. I can’t tell you more about playing this team because I’ve never done it. However, the fact that Copycat gives HypeFox nightmares makes me want to play it for that reason alone. I’ve named it most cheesy of the teams today due to the simple fact that it has a resource, a team base, and it’s a known tournament winner.

So there they are–all my choices. Look for a special recap section in the Weekly Roundup for the week of 10/19/2014 BATTLE REPORT to find out how I did!

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

War of Light Alt Members

Welcome Back!

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

To recap, there are two main rules:

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

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

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

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

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

 

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

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

BLUE LANTERN CORPS (Ninwashui Build)

Team Name: The Brooklyn Dodgers

Theme: Scientist

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

Roster:

DP060 Superior Spider-Man – 160 Points

w/ Secret Avengers ATA – 5

GOTG007B Captain Marvel – 82

DP102 Bill, Agent of A.I.M. – 30

WOLR107 Power Battery (Blue Lantern Corps)2

WOLR307 Blue Lantern Ring4

WOLR207.06 Blue Decoy6

WOLR207.11 Blue Bulldozer – 4

WOLR207.14 Blue Sniper Rifle6

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

 

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

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

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

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

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

Seinfeld Good Luck

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

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

Spidey is not your Primary Attacker.

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

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

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

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

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

 

Astonished HypeFox

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

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

 

Superboy Prime Red Lantern

RED LANTERN CORPS (HypeFox Build)

Team Name: The Petulant Children

Theme: Red Lantern Corps

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

Roster:

WOL057B Superboy Prime (Red Lantern) – 190 Points

w/ Kryptonian ATA – 2

DP043 Black Talon – 60

possessed by Butcher25

WOLR102 Power Battery (Red Lantern Corps)2

WOLR302 Red Lantern Ring8

WOLR202.12 Red Spotlight6

WOLR207.14 Red Sniper Rifle6

=299 (GRRRRRRRRRRRRR… )

 

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

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

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

 

Doctor Who What

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

 

Unimpressed DMX

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

 

Tenth Doctor Ninwashui

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

 

Askewed Beanie

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

 

Tenth Doctor Eyeglasses

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

 

Forgetful DMX

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

 

Drunk Raccoon 5

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

Heroclix – Now with extra Deadpool (A set review for Deadpool)

DEADPOOL-CANADA-HEALTHHABITS

About the Set:

I really liked the 12 attack Assassin subtheme (DP036 Bullseye, DP057 TiamatDP201 Deadpool) and 12 attack martial arts sub theme (DP031 Elektra, DP047A Shang-Chi, DP047B Cat). Actually, I like 12 attack on exceptionally skilled characters that have great story reasons for being that skillful or powerful.

Plus I hate missing.

The Chases are cool to have, but not so uber that my team of scrubs has no chance. Which is how they should be. There are some characters that are sub-par (DP002 Headpool), but for the most part it’s a very good set for sealed. Not too many unusable characters like I thought were in the Incredible Iron Man set. Even the weird ones that I’ve never heard of (DP024 Number One, DP025 Flag-Smasher, DP040 Doctor Bong) seem playable for their costs.

A Note on the Current Meta:

The current meta seems to be:

1. Play Shuma Gorath, Mole Man, and a power plant.

2. Play Splitlip, and the BOS.

3. Play Phantom Girl and the belt.

4 ????

My 5 Honorable Mentions for Best Figures in the Set:

*DP041 G.W. Bridge would have made the list here, but look for a different article featuring him soon.

5. DP059 Kingpin – I wouldn’t play this piece without a plan (like including DP021 Outlaw, FIB002 Skadi’s Warbot, SOG038 David Cain to make a good 300 point team). You need to use his white power a lot to make him worthwhile to field. A fun piece to build a team around, especially since he has the assassin keyword.

4. DP020 Weasel – The Weasel in the Deadpool set (who isn’t Pauley Shore – I double checked) is really just a walking relic. In fact, think of him as a hammer that walks next to your primary attacker instead of being equipped. The bonuses he gives are +1  to range, +1 to damage, and essentially +2 to attack! All for 27 points. He’ll mess up your theme team, but for what he brings to the table it’s worth it. Imagine playing two or three of him. Try using him to build (and then power) a doomsday weapon for AVM016 Red Skull.

Not that weasel...

Not that weasel…

3. DP038 Copycat – Mess up your opponent’s theme team. Grab his SLOSH048 Tellus. Have your opponent’s DP019B Evil Deadpool fight right next to yours. The more powerful your opponent’s figures are the better you will get In exchange. Anything under 101 points is fair game.

2. DP048 Blink – To make the most of her powers, the rest of your team needs to share a keyword with her. If they do she will be your team taxi and then your teams close combat expert. She has a way of moving around the board that is unique to her in all of HeroClix. If she had indomitable, she would be in my top 10.

1. DP202 Daredevil – He’s not too flashy, but he is very well rounded with both improved targeting and movement. He is also the only piece for the entire Deadpool set to have made a top 4 team at an ROC tournament.

The top ten figures from the Deadpool set:

10. DP019A Deadpool – Every time I have faced this guy in combat he has done well. Especially when equipped with this his DPW003 “4th Wall? What 4th Wall?” word bubble. He has great up front stats and a long dial. His RIDICULOUS REGENERATION looks confusing, but it’s really just improved super senses (no damage on 4-6) that can’t be countered or bypassed with precision strike. I call that a great power. Compare him to similar IIM029A War Machine and you’ll see you get a lot more for that extra 10 points.

deadpool common sense

9. DP060 Superior Spider-Man – After a few turns of making and attaching DP099A Spider-Bot (Mark 1), the Superior Spider-Man is going to have +2 to all super senses rolls. (missing only on a 1 or 2). After that you can make DP099B Spider-Bot (Mark 2) for free and use the plasticity to hold opposing forces in place until Doc Occ has a chance to deal with them.

Electro: For when you ABSOLUTELY, POSITIVELY HAVE TO ZOMBIFY EVERY M*TH*RF*CK*R IN THE ROOM--ACCEPT NO SUBSTITUTES!

Electro: For when you ABSOLUTELY, POSITIVELY HAVE TO ZOMBIFY EVERY M*TH*RF*CK*R IN THE ROOM–ACCEPT NO SUBSTITUTES!

8. DP064 Electro – Electro is the best of the zombie chases because of his unparalleled ability to spread the zombie plague and earn food tokens for himself. Left unchecked your opponents forces will look they are in the Thriller video very quickly.

7. DP043 Black Talon – When SLOSH048 Tellus came out I said there was a way to break him and I just don’t know what it is yet. The same thing goes for this character. He’s very similar to the soon to be retired Mole Man, except he works with ANYONE. Want to get that wrecking crew team off the ground that’s never been powerful enough before? This is your answer. The same goes with just about anything else. Two actions in a one turn is really powerful when it can be used on anyone. For extra fun use him with DP019B Evil Deadpool whose low defense and high damage potential are perfect to be mind controlled.

Don’t forget he can also mind control your opponents characters at an 8 range. And with his trait even your opponents KOed characters are potential targets. I actually used his charge and BCF to KO an opposing character in sealed, but it felt like I wasn’t using this guy to his full potential that turn.

6. DP057 Tiamat – With Tiamat fronting your team I can see you winning 300 to nothing in short order. I can also see you whiffing the first couple of attacks and losing in short order. At his point level he is the whole team and if he doesn’t hit (and attack twice) then you could be in big trouble. On the other hand, his ability to mow down characters with soft defenses is nothing short of obscene. I played against him in sealed and lost 300 to nothing. You experiences may vary.

5. DP031 Elektra – HCrealm’s ‘Snake Eyes Again’ jokingly gave her the following trait, “Fanboy frenzy: Elektra can use every standard power in the PAC.” He wasn’t far off. On her 4th click she can use Charge, Flurry, Stealth, Blades/Claws/Fangs, Incapacitate, Precision Strike, Close Combat Expert, Exploit Weakness and Ranged Combat Expert. Add to that her improved movement and the fact that the first time she is KOed you can resurrect her and you’ve got a winner. She and four DP006 Hand Ninja are 287 points. That sounds like a lot of fun to me.

4. DP019B Evil Deadpool – You get a lot here for the cost and that’s the key. At 100 points he is likely your secondary attacker. If he gets a chance to regenerate even once then he’s worth far more that that. If you want to make this guy really work for you, you need to control the damage he takes to get him to his regen clicks and not past them. Mastermind looks like a good way to do that. Once Evil Deadpool takes enough damage stop sending it his way for a turn. It seems like IIM042 Iron Doom would make a good partner for this guy.

3. DP055 Deadpool – I took a while comparing this guy to DP049 Deadpool and Bob and in the end decided he brought more to the table. AVX014 Magneto showed me how fun running shot is with Pulse Wave. This guy has a better attack, decent defens and built in prob with his DPW003 “4th Wall? What 4th Wall?” word bubble for those times your opponents actually hit an 18-19 D. Magneto’s starting defenses are better, but “Thorpool” is much more dangerous mid to late dial.

2. DP047A Shang-Chi – With Improved movement, an awesome trait, and more offense this guy is just plain better than SOG039 Lady Shiva. He needs other close combat attackers around to get the best use out of his empower (like AVX102 Lei-Kung the Thunderer), but his stats and power level are unmatched in his price range.

1. DP051 Banshee – If he was 50 points more he would still be darn good. Banshee’s stats are great for his price range and his trait is very good, but the real reason to play him is his improved targeting: ignore elevated. That power is super rare and it’s never been on a figure even half this good. Imagine blasting someone from the other side of Wundagore Mountain while ignoring the mountain completely. That targeting advantage is what makes this character the best in the set.

(EDITOR’S NOTE: And for a slightly different take on the Deadpool set, be sure to check out HypeFox’s Second Opinion article!)