These Turtles Go To Eleven!! (Or, The Top Eleven Figures in TMNT: Unplugged!!)

Mikey Injustice 2

A Heroclix set based on a TMNT video game appearance? Sign me up!

Michaelangelo 8-bit

OOOOOoooohhhh… THAT TMNT video game? Even better!

Hello again!!

We’ve been so busy lately talking about Avengers: Infinity Chases and Colossals and Batman: TAS spoilers and broken Superfriends Chases that we almost forgot… there’s a new Turtles set!

And here’s a secret nobody’s talking about… it’s kinda really good!

It’s also got almost 50 different new pieces (if you include the six new Bystander tokens from the Starter), so that means we’re gonna have to determine…

THE TOP TEN ELEVEN FIGURES IN TMNT: UNPLUGGED!!

But first, how about…

SOME NOTES ABOUT THE SET:

TMNT ARCADE Poster.jpg

–In the lead-up to the release, I heard a lot of varying opinions on the “pixelated” sculpts that grace many (but oddly, not all–more on that in a minute) of the new pieces in the set. I actually fall on the “I Like It” side of the ledger, but I see why some wouldn’t like it. The sculpts look better from further away, but I think the video game sculpts are a creative new way to introduce cool new mechanics while still giving us familiar characters (more on that later too).

Krang Unplugged.jpg

–Unfortunately, some of the most interesting dials (Krang; Baxter Stockman; etc.) are essentially just repaints, even though they’re representing the video game version of the character. A ”pixelated” Krang especially would have been great!

–With Wizkids busy pumping out product for their Marvel, DC, TMNT and Star Trek licenses, this might be as close as we get to another video game set for quite awhile! For those who remember releases like the Street Fighter set or Halo-Clix, it’s kind of sad. But who knows what the future will hold? If these 8-bit clix are well-received, is it so far-fetched to think that Wizkids might hop on the nostalgia train again and give us a set of Nintendo characters (Mario! Link! Samus Aran!) or Capcom favorites?

So, without further ado…

THE TOP ELEVEN CLIX IN TMNT: UNPLUGGED!!

 

Rocksteady.jpg

11. TMNT4018 Rocksteady — 50 Points — Uncommon: We’ve got our first “Indie-set” Shifting Focus piece!

Yes, he only has, like, two versions to shift between (at least for now), but the ability to snap your fingers and turn a decent close combat piece into a decent ranged attacker is nice.

 

Blue Foot Elite

10. TMNT4015 Foot Elite (Boomerang) — 25 Points — Uncommon: For 25 Points this guy is an absolute STEAL! His top dial includes Sidestep, a 4 Range, 10 Attack with poor man’s Prob (BOOMERANG: When Foot Elite would miss a range attack by 1 or 2, once per turn you may reroll that attack roll.), a 17 Defense with ES/D AND a natural 3 Damage with Enhancement!!

Play 3 or 4 together and you have a slightly mobile (via Sidestep) Boomerang Turret that can spit out up to 6 Damage an attack! That ES/D makes them tough to hit before they get into range, too, so you have a decent chance of getting a devastating attack or two off before your opponent can pick them apart.

 

Muddy Mud Man

9. TMNT4B006 Mud Man — 20 Points — Fast Forces Bystander Token: Yeah, he costs 10 more points than the other tokens, but he’s probably worth 20 or 30 more points in actuality. For those 20 valuable points, you get Plasticity, Sidestep, Quake with a 10 Attack and Super Senses with Shape Change (always a crowd-pleaser!), 3 natural Damage… that’s a solid POG!

But wait… unlike other Pogs, Mud Man here essentially has 2 more clicks, with the possibility to gain even more if he KO’s opposing pieces (again, look at those stats–it’s certainly possible to KO opposing figures with this piece! Especially if he KO’s multiple characters with a well-timed Sidestep/Quake!).

But wait again! That actually undersells that Engulfing Boss Trait (ENGULFING BOSS: Plasticity. Mud Man starts the game with 2 Life tokens, and gains a Life token each time he KO’s an opposing character. When Mud Man would be KO’d, if he has any Life tokens, instead remove one. Protected: Pulse Wave.). It’s actually better than having two more physical clicks. Instead of clicking, Mud Man can take any amount of damage (even if Chase EW050 Superman hits Mud Man with an object and deals, like, 8 Damage…) and it still just costs him 1 “Life” token.

Then factor in the amount of wasted attacks from Mud Man’s SS/SC combo, and you have twenty points of mud that can cause all kinds of issues for your opponent. Even his main liability (mobility; ie his ability to get into attack range) is somewhat offset by his Sidestep and the fact that he’s a Standard character (and thus able to be carried by normal Taxis or TK’d by supporting pieces).

This is arguably the most solid Pog we’ve seen since Skadi’s Warbot (at least in terms of Pogs you can field by themselves).

 

Raph Auto Scroll.png

8. TMNT4037 Raphael — 100 Points — Chase:

7. TMNT4036 Michaelangelo — 100 Points — Chase:

All of the Chases have ridiculously good mobility via there shared video game level Trait (AUTO-SCROLLING SKATE LEVEL: At the beginning of your turn, you may move Raphael 1 square. FREE: Move up to 3 squares in a direct path.) and the fact that they all Ignore Characters on Movement.

What sets this Raphael apart from, say, the Leo Chase is Raph’s weapon Special (SAIS: Flurry. When making a close attack, Raphael deals penetrating damage.) and the fact that he’s sporting Battle Fury, so he chews right through opposing Shape Change.

Mikey gets slotted one spot higher because he’s got top dial Perp, bottom dial Support and his personal weapon Special (NUNCHAKUS: Flurry. Each time Michelangelo hits an opposing character, after resolutions you may give that character an action token.) that throws action tokens on opposing pieces as long as he simply hits them.

Penetrating Damage is fantastic. But I would personally value the board control offered by Mikey’s ability to give action tokens to pieces he hits.

 

Karai

6. TMNT4026 Karai — 75 Points — Rare:

Finally, a TMNT-Universe Recruiter! Her Trait (REBUILD THE FOOT CLAN IN THE OLD WAYS: Leadership. When building your force, friendly characters 75 points or less with the Martial Artist keyword also have the Foot Clan keyword.) opens up all kinds of Themed Team builds between disparate Martial Artist or Foot characters.

Then you get to her dial:

–She Ignores Hindering and Elevated Terrain on Movement.

–Her top dial Special Movement power (TEACHINGS OF THE ASHI NO HIMITSU: Sidestep, Stealth. When Karai uses Sidestep, if no opposing character has line of fire to her when giving the action, she can move up to 4 squares instead of 2.) will have her hopping all over the board, and she’s rocking an 11 Attack top dial with B/C/F AND a 6 Range with RCE, so Karai is deadly from up close or afar.

The only thing she’s really missing is some form of Willpower. In this era of Equipment, giving her a Symbiote (Shape Change, Plasticity and the possibility of taking her already solid stats to the next level) or Mjolnir (she can hop around with her giant Sidestep Special and strike for boatloads of B/C/F damage from a Stealthy position).

(Incidentally, there’s a pretty good case to be made for Karai as the best TMNT 4 Sealed piece. Usually only matters for release events, but there it is!)

 

Shredder and Clone

5. TMNT4005 Shredder Illusion — 20 Points — Common:

4. TMNT4024 Shredder — 80 + 20 Points — Rare:

Another pair of figures that are really meant to go together.

The Shredder Illusion is a solid little sort of Damage-dealing lottery ticket. He has a micro-Charge (Charge with a Movement Value of 6) and only 1 Damage top dial, but his (its?) B/C/F makes that 1 Damage almost meaningless.

The Illusions also have the ability to be nice little tie-up pieces, with Shape Change and Combat Reflexes making them particularly hard to deal with once they’ve latched on.

They’ve also got one solitary Trait (TEMPORARY SHREDDER ILLUSION: For all characters that can use this trait, whenever a friendly character within 6 squares named Shredder would take damage, you may reduce that damage by 1 in addition to any other effects that reduce damage. If you do, after resolutions, deal 1 unavoidable damage to a friendly character named Shredder Illusion.) that works exceedingly well with any character named Shredder in general and the Rare Main Set Shredder in particular.

Shredder proper is a Close Combat monster, with Charge, 12 Attack with Blades/Claws/Fangs, Mastermind and a native 4 Damage (if you literally don’t want to roll the dice for B/C/F).

The +20 Kicker is certainly worth it, as it activates a Trait ((+20) ILLUSIONARY DOUBLE: FREE: If no friendly character named Shredder Illusion is on your force, generate a TMNTUP #005 Shredder Illusion. Your opponents don’t score that character.) that gives you CONSTANT Mastermind fodder and, again, access to that Temporary Shredder Illusion Trait.

While most pieces have trouble with Outwit, this Shredder in particular is really vulnerable to a well-timed Outwit on his Mastermind or Charge, so that is something to keep in mind when using this guy.

 

Alopex

3. TMNT4033 Alopex — 90 Points — Super Rare: 90 Points gets you Hypersonic Speed with Precision Strike and 3 Damage top dial. She Ignores Hindering and Elevated Terrain on Movement, and she sports the crowd-pleasing Super Senses/Shape Change combo on Defense.

Two Traits also bump her effectiveness and allow her to manipulate probabilities on the Map.

The first (CURSED BLADES OF VENGEANCE: When Alopex hits an opposing character, give them a Curse token. // Characters with one or more Curse tokens modify attack -1, and any attack made by those characters that misses all targets becomes a critical miss.) can have a big effect on your whole team’s survivability.

The second (CATCH A TIGER BY THE TAIL: At the beginning of the game, choose an opposing character. Alopex modifies attack +1 when attacking the chosen character and modifies defense +1 when attacked by the chosen character.) enhances her own survivability, and can pump her Defense up to nigh unhittable levels if she gets a pop in first (which is likely given that Hypersonic Speed she’s sporting).

 

Donnie 2012

2. TMNT4029 Donatello — 80 Points — Super Rare: The whole set of Super Rares in this set is pretty universally solid; having said that, I like the SR Donnie better than his brothers in this series.

While they all share some version of the “Tales… ” Trait (TALES OF THE TMNT: At the beginning of the game, for all characters that can use this trait, choose a “Tale:” trait that a friendly character can use. This game, all friendly characters with a “Tale:” trait can use the chosen trait instead of any other “Tale:” trait.), Donatello’s is perhaps the most gamechanging (TALE: MAZES AND MUTANTS: This character has PROTECTED: opposing Perplex, opposing Probability Control.).

When you factor in his own top dial Prob, you suddenly can field a team of Turtles that pretty much has total control of Prob and Perplex–two of the strongest support abilities in the game–for the whole game!

This is more environmental control than the typical Turtles team allows.

 

Krang Unplugged number one

1. TMNT4034 Krang — 130 Points — Super Rare: Basically the ranged version of the Shredder piece I was just raving about.

Krang’s issue is that he sports Phasing/Teleport top dial instead of a move-and-attack ability, so he needs a good Taxi or a TK’er. Other than that, he’s a straight killer, with an Attack dial that alternates between Pen/Psy and Pulse Wave, Defense that alternates between Invincible, Invulnerable and Impervious.

He also has top dial Outwit and a Damage Special Power (RECOVERED THE TURNSTONE!: Shape Change, but succeeds on a 4-6. Perplex, but modifies the combat value +2 or -2. Opposing characters can’t use Perplex or Shape Change.) on the bottom of his dial that is one of the best Special Powers ever given out.

His Boss Trait, like Shredder’s, also resurrects him TWICE (GAME BOSS: FLASHING RED: The first two times Krang would be KO’d, instead turn him to click #6, then heal him 1 click if an opposing force has 1 or 2 characters on it; otherwise, heal him 2 clicks. Protected: Pulse Wave.), and has a decent chance of landing him on his Turnstone clicks.

Finally, his last Trait (RUTHLESS ALIEN CONQUEROR: When Krang KO’s an opposing character, put a Conquest marker in a square they occupied. Opposing characters modify their attack and defense values -1 for each Conquest marker within 3 squares of them.) can really pin down an opponent who didn’t bring a team with good mobility and/or range.

It is possible for your opponent to just ignore Krang, or try and get him to his less effective middle clicks (Clicks 3 & 4) and keep him there, but it’s not clear that allowing a piece with 8 Range and Pen/Psy essentially unfettered access to attack your team is a really very good idea.

 

Okay!! That’s my list! What’s yours? Let us know in the Comments below!

 

Heroclix in a Half-Shell!! (Or, Let’s Review the Ten Best Figures in TMNT!!)

Black and White Turtles

Oh man, Black & White OG Turtles? They should do these as Chases! … What’s that now?!

Goongala Goongala! And Hello Again!!

Sorry we’ve been radio silent for awhile–both Ninwashui and I have been sick puppies for most of the last 30-odd days. Ninwashui had strep throat, pinkeye, and God knows what else. I think he might’ve even turned into a werewolf at some point… I dunno. I lost track.

As for myself, I’ve had at least one sinus infection (possibly two), a terrible cough (possibly bronchitis) and I’ve produced enough mucus to sculpt a scale replica of Doop. And neither of us has fully recovered yet! Ahhhh, Spring… you can go #@$% yourself.

Annnnnyyyway, life–and Heroclix news–marches on. Wizkids released a bunch of news about some upcoming set themes, then they lost their minds for just a bit and decided to retire almost every set that didn’t come out, like, last week, and then they started previewing a bunch of cool new figures from both Uncanny X-Men (many of you probably have some of these in your hot little hands via the Pre-release tournament program or the release events going on this weekend!) AND TMNT.

The set rotation announcement really deserves its own article, so we’ll table that discussion for a moment. But since we’ve just celebrated the release of TMNT, the first non-Marvel, non-DC Modern Age set in ages (I think Street Fighter was the last such offering), we’re gonna talk about that today.

In fact, let’s talk about…

THE TEN ELEVEN BEST FIGURES IN TEENAGE MUTANT NINJA TURTLES!!

Yup! Think of this as a stealthy, “mini” Top Ten article (yes, it’s still 2500+ words, but I mean, really, anything under 5000 for me still qualifies as “mini.”). The set only really has like 40 figures or so, so we’re going to skip the Honorable Mentions, and we’re only extending the Top Ten out to a Top Eleven (for me, that’s progress!). That’s right–if you want to make it into this review, you have to be Top Ten-worthy! But first, as usual…

SOME BRIEF NOTES ABOUT THE SET:

–Do you like dials under 100 Points? Do you hate Improved Targeting of any kind, especially when it’s passed out like candy at Halloween? Then this is the set for you. It plays remarkably well in Sealed formats. Outside of Krang (and oh, will we get to Krang–don’t you worry), there’s really not anything in the set that towers above everything else the way that the World’s Finest duo ran roughshod over everything in those World’s Finest release tournies. So it’s actually a pretty balanced set for Sealed.

Did you get a few Common Turtles and, like, a Foot Soldier? Don’t worry–you’re not out of it before you’ve even begun. Everything is relatively close to everything else in the set in terms of power level, with very few exceptions (again: KRANG!).

–Which leads us to our customary Power Level check. This set is nowhere near the Power Level of the stuff we just got in World’s Finest (forget the SR’s and Chases; even someone like Zatara or Mary Marvel would have their way with just about any one or even two pieces in this set at the same point level).

However… that doesn’t mean that there’s not Meta potential here. Especially since WizKids seems to be in the midst of scaling back Power Creep to, like, 2008 levels. You won’t notice it as much now, but it’ll become a little bit clearer after Guardians rotates out in, what, July? Then fast forward a year to 2017 when even more good stuff rotates out (like NFAOS, which will only be 2 years old at that point, but after the way WizKids just dumped Deadpool and GotG after the same amount of time–or even less, really–I would not be surprised to see Balls of Fury and all the rest of his rowdy, powerful friends given the heave ho), and suddenly you’ll be left with a lot of little pieces that are very efficient (and probably need to attack from up close).

Uncanny X-Men seems to be following suit with a lot of little 50-80 cost figures that are, point-for-point, the best pieces in the set. So if this is the new normal going forward, if small and efficient is the new, uh, big and efficient, well, you’re gonna want a lot of these TMNT pieces.

(And yes, I realize that World’s Finest and the big, powerful KC Chases are probably always gonna be in Modern at the same time as this Turtles set, so really, as always, forget everything I just said.)

–I really like the consistency of all the new ninja weapon Special Powers. Basically, whether it’s a Chase Turtle or a lowly Foot Clan robot, any character that uses a certain type of weapon has the same Special Power. It really adds a lot of ninja flavor to the figures.

And for the record, those five weapon Specials are:

KATANA: __X__ can use Blades/Claws/Fangs. If __X__ missed a close attack this turn, __X__ can use Sidestep.

SAI: __X__ can use Flurry. __X__ deals penetrating damage when making a close attack.

NUNCHAKUS: __X__ can use Flurry. Each time __X__ hits an opposing character, after actions resolve you may give that character an action token.

BO STAFF: All damage dealt by __X__ causes knockback. Giant Reach: 2.

CHAIN KAMA: When __X__ hits an opposing character with a range attack, after actions resolve you may place the hit character adjacent to __X__ and it can’t be moved or placed during its next turn.

I would love to see these show up even in a Marvel or DC set. Give me an Elektra with the Sai Special or a Katana from Suicide Squad with a, uh, Katana Special! I think these powers represent the effects of the weapons very well. Kudos to the Wizkids design team.

Anyway, without further ado…

April O'neil

11. TMNT019 April O’Neil30 PointsRare: Okay, this is “scientist” April as opposed to the cartoon “reporter” April, which explains the tricksy, support-y dial. Yes, her base defense stinks, even with her Special Defense Power (THEY PROTECT ME, I GIVE THEM A HOME: UNIQUE MODIFIERAs long as one or more friendly characters with the TMNT keyword or named Casey Jones are adjacent, April O’Neil and those adjacent friendly characters modify their defense values by +1.).

But the reason to spend 30 Points on April is because she’s a mobile Outwit unit who can do her job from the BACK of the pack. Her Damage Special (SKILLED PROGRAMMER: April O’Neil can use Outwit and Improved Targeting: Ignores Characters when she does.) combined with her top dial Sidestep means it will be easy to both keep her out of harm’s way AND keep her in the right position to Outwit opposing pieces, which is a very rare combination.

Splinter

10. TMNT011 Splinter40 PointsUncommon: Think of Splinter as the Toymaster of this set, only with slightly less trickery but slightly more offense. His Precision Strike is nice, but his Sidestep is actually the key to his dial.

His Trait (I HAVE TAUGHT YOU ALL I LEARNED: Splinter can use Empower. UNIQUE MODIFIER-Adjacent Friendly characters with the TMNT Keyword modify their attack values by +1.) means he needs to be adjacent to his sons to help them out, but that top dial Sidestep could allow you to boost two different Turtles in one turn even if they themselves are two to three squares away from each other (although many of the Turtles benefit from being adjacent to each other, so why are you separating them in my theoretical example?).

If you play him with some of the Turtle Chases, all of the sudden their Attack Values zoom up into the 12-13 area and they start doing 4 Damage top dial even though they’re all just 75 Points!

At that point, the trick becomes finding a way to move everyone efficiently…

Nobody Hobody

9. TMNT014 Nobody45 Points — Uncommon: Not to be confused with DC’s Mr. Nobody, clearly. He (or she, as there have been several “Nobody”‘s throughout Turtles history, although I believe this is the OG Nobody) sports a 5-Click Tertiary Attacker dial that’s just loaded with mobility and survivability–if you can get him on the right map (the “Jean Grey School for Higher Learning” Map that we just got in the Uncanny X-Men OP Kit has a plethora of walls and would be a perfect battlefield for, well, Nobody).

He ignores Elevated Terrain on movement and his Trait is just bonkers for a piece with such a low cost (SHADOWY AVENGER: Nobody can use Stealth. Nobody can’t be targeted by opposing characters if he’s adjacent to a wall.).

But that Trait just makes him hard to kill. Can your opponent just ignore him? Surprisingly, no. He has top dial Close Combat Expert, so he can pump his damage all the way to 4 if he so wishes. But even worse than that (well, worse for your opponents), Nobody has a top dial Attack Special (CAPE IN YOUR EYES: Give Nobody a power action and choose an adjacent opposing character. That character can’t make an attack during its next turn.) that can all but shutdown ANY opposing character to whom Nobody is adjacent! And since he starts with Sidestep, all you have to do is TK him to within two squares of your opponent’s Primary Attacker and all of the sudden you can attack with no fear of retaliation!

CATWS013 Agent 13 is the last piece I can think of who’s sole mission was to get adjacent to your opponent’s most important piece and stay there, but Nobody does that trick even better–and for 10 less points!!

Baxter Stockman Fly

8. TMNT030 Baxter Stockman60 PointsSuper Rare: Potentially one of the best taxis ever created–but only if you’ve constructed an army of insect-sized figures.

His Trait (FOUR ARMZZZZ: Baxter Stockman may carry up to 4 “tiny damage symbol” characters.) makes him extremely useful in a Modern Age filled with Ant-Men and Elast-Girls. Honestly, I can’t think of a time when we had more useful, viable “Tiny Size” pieces then right now.

This Baxter’s only five clicks long, and his dial alternates between Tertiary Attacker and Support piece, but his mobility and his ability to potentially transport an entire Tiny-Sized army up to 12 Squares at a time is the best reason to play him.

Baxter Stockman No Fly

7. Baxter Stockman — 30 Points — Uncommon: Potentially one of the best taxis ever cre–wait a minute, I just did a Baxter Stockman write-up! Oooooohhh, this is the “evil robotics genius” Baxter, as opposed to the freaky half-man, half-fly version.

So why is this version even better? Well, in addition to Stealth and Outwit, his Trait (I DON’T NEED ANYONE EXCEPT MY MOUSERS!: When a friendly character named Mouser is KO’ed by an opponent’s attack, roll a d6. 4-6: You may place adjacent a TMNT #005 Mouser from outside the game if no other friendly character did.) will let you flood the board with ever-reincarnating Mousers, but the real reason you’ll want to play him is his Special Attack Power (ROBOTICS GENIUS: Give Baxter Stockman a free action to heal an adjacent friendly character with the Robot keyword 1 click. If it can’t be healed, modify its speed and attack values by +1 this turn instead.).

In a world where Juston Seyfert exists [EDITOR’S NOTE: Uh, like ours? Ohhh, I see what you did there. Nice.)], Baxter here is the perfect complementary role player!

Casey Jones

6. TMNT012 Casey Jones30 PointsUncommon: Yes, he tops out with a Damage Value of 2. His Defense Value isn’t great either (it’s a 17). But his with a little help from someone’s Outwit, or if you just send him after support figures with little or no damage absorption, Casey Jones can actually get by as a Secondary Attacker… for just 30 Points!! How? His top dial Attack Special (GOONGALA GOONGALA: Give Casey Jones a close action and make a close attack. If he hits, after actions resolve move him up to two squares automatically breaking away, then make another close attack with his attack and damage values modified by +1.), that’s how.

This is probably the most dangerous 30 Point melee piece we’ve seen since Fear Itself Loki!

(Oh, and if you want to go the Outwit route to cancel opposing defenses, might we suggest Ms. O’Neil from slot number 10? She combos nicely with Casey.)

TMNT Jason Flowers

Click here for more info on this awesome Jason Flowers TMNT print.

5. TMNT034 Donatello — 75 Points — Chase:

4. TMNT035 Leonardo — 75 Points — Chase:

3. TMNT033 Michaelangelo — 75 Points — Chase:

2. TMNT032 Raphael — 75 Points — Chase:

Okay, we’re gonna talk about these four Chase pieces all together since they’re all really similar pieces. Each Turtle again has their signature Weapon Special, and they all share the same two Traits (we’ll use Mikey’s card as an example, since he was always my favorite Turtle): (SHELL TO SHELL DEFENSE: Michelangelo can use Stealth. If Michelangelo is adjacent to a character named Raphael, Donatello, or Leonardo, he can use Impervious.) and (ADVANCED TURTLE TECHNIQUE: When Michelangelo hits one or more opposing characters, after actions resolve Michelangelo can move up to 2 squares automatically breaking away, and then may make a close attack targeting a character he has not attacked this turn.).

So each Chase Turtle gives you six highly efficient Clicks for 75 Points that get even BETTER when played with each other.

Getting melee pieces to their targets in one piece has always and will always be a problem in Heroclix, but giving Stealth and Impervious to these Turtles when they advance in pairs is a huge advantage!

Krang

Shredder, my eyes are down here!

1. TMNT031 Krang — 170 Points — Super Rare: Wow. For everyone who looked at Super Rare Prime Ragnarok from Avengers Assemble and said, “Sure he can unleash unholy destruction when paired with Juston Seyfert, but I wish he was, like, 30 Points cheaper… ,” well, now you have your wish.

Yup, Krang has the “Robot” keyword. He has other keywords as well, I’m sure, but who cares? “Robot” is all Juston needs to go crazy with him.

Krang’s Trait (MOLECULAR AMPLIFICATION CHIP: Give Krang a free action and he has (Giant Damage Symbol) and modifies his combat values by +1 until your next turn. At the end of your turn, deal him 1 unavoidable damage. Give Krang a free action and he has Colossal and modifies his combat values by +2 until your next turn. At the end of your turn, deal him 2 unavoidable damage. You may only activate one of these powers each turn.) is really what all the fuss is about. By making him Colossal, you end up with even better stats than what Ragnarok starts with, and Krang also has top dial Charge, Impervious and Prob Control.

Not a bad little package… but it gets much better! His Attack Special (SHAPESHIFTING HANDS: Give Krang a free action to choose a standard attack power or (Wing Movement Symbol). Krang can use the chosen power or symbol until you choose again.) also gives him a TON of flexibility over how he’s going to kill you.

And if you do manage to knock him off of his first Click, he simply gains a Damage Special Power (IQ OF 968 – UNTIL HE GETS MAD: Krang can use Outwit and Probability Control. His powers can’t be countered by a character on an equal or higher click number.) that makes it REALLY hard to damage him again!

Oh, and speaking of damage, how about we just pair him with “Scientist” Baxter Stockman (number 7 on our list) and let him heal damage every freaking turn… for free!

I will be shocked if Krang doesn’t make a significant impact on the Meta!

 

Okay, that’s all for today. In the coming days and weeks we will be gearing up for our dual Top Ten Set Reviews for Uncanny X-Men, and Ninwashui has a special Meta Build article he’s working on wherein he brainstorms a way to counter everyone’s favorite gun-toting uncle, Nick Fury!!

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

Upcoming Games: Team Spirit, TMNT and… Oh Yeah… MORE SMASHCLIX!!

Just a couple of quick local game announcements for SE Michigan Clix’ers before we go back to our regular scheduled programming!!

Hello once more! Here is the upcoming schedule for Heroclix games at Comics & More in Madison Heights:

03/30/2016:

Team Spirit

Game: TEAM SPIRIT

Entry Fee: $5.00

The Setup:

Man, March is the month of the Hero/Hero faceoff! Batman vs. Superman! Daredevil vs. Punisher! Captain America vs. Iron Man!! Wait, that’s May…

Nevertheless, we will be playing “Team Spirit,” a 400 Point Golden Age game wherein each player constructs two Themed Teams–one Marvel Team, and one DC Team. But not just any Themed Team; you will be constructing Themed Teams that are comprised of members of an actual superhero team. Which superteams you choose to construct will be up to you–there is no master list we’re working from, so you can build any teams that appeal to you, so long as it’s a named supergroup.

NOTE: We are looking for superHERO teams, not supervillain squads. Having said that, please note that this rule only applies to the actual team you select. If, for example, you are playing a traditional Hero team (say, “X-Men”) and happen to include a figure who is traditionally a villain BUT HAS THE APPLICABLE KEYWORD (say, DoFP017 Magneto), that IS allowed.

NOTE PART TWO (ELECTRIC BUGALOO): Very much like the “Civic Pride” game we played previously, you can sort of tune this scenario to your preferred difficulty level. Want to go the easy route? Select Avengers or S.H.I.E.L.D. and Justice League or Green Lantern Corps. Want to make it a little harder? Choose some teams like Marvel Knights or Heroes for Hire and Outsiders or Justice League International. Really want a challenge? Try and beat the field playing teams like Champions or All-Winners Squad and Team 7 or Legion Espionage Squad which–hey!–is actually a thing!

Each round, the LOSER of the Map Roll must select first which team–Marvel or DC–that they wish to play; then their opponent gets to choose which team they would like to play. Note that this could result in matchups of teams from the same universe.

Now here’s the important part: All points earned by DC players will be scored as “DC Points,” and all points earned by Marvel players will be scored as “Marvel Points.”

What do those points get you? Well, we will be giving out 3 Top Prizes for this event. And they will go to:

1st Place: 1st Place will go to the player with the most match victories as normal (total accumulated Victory Points–both Marvel and DC–will be used to determine any tiebreakers). This player will receive a Vampire Batman (wkD-012 Batman).

Overall Marvel Winner: This will go to the player who accumulates the most Marvel points through all three rounds. This player will receive 1 copy of each figure in either the Marvel Knights Monthly OP Kit (Ghost Rider, Daredevil & Punisher) or the Gamma Smash! Monthly OP Kit (Red Hulk, She-Hulk & A-Bomb).

Overall DC Winner: This will go to the player who accumulates the most DC points through all three rounds. This player will receive 1 copy of each figure from an OP Kit of the Judge’s Discretion (basically, it will be the new Brave & The Bold OP Kit IF THAT KIT HAS ARRIVED IN THE STORE AT THE TIME OF THE EVENT!! IF NOT, ANOTHER DC KIT WILL BE SUBSTITUTED!!)

(These prizes will go to three different participants; the 1st Place winner will be ineligible for the other 2 prizes.)

Some final thoughts on this game:

–Each player can bring up to 3 Maps if they wish to do so and choose one of those Maps if that player wins the Map Roll. Otherwise, a random assortment of store Maps will be provided.

–Remember, the LOSER of the Map Roll has to pick which of their teams they’re playing first; the WINNER of the Map Roll gets to see which team he or she is playing against before they choose their own team.

–Even if you lose in the first round, YOU ARE NOT TOTALLY OUT OF IT!! You can still compete for the Marvel or DC prize.

–Again, which team you play each round is up to you; if, for example, you don’t like the way that Marvel team you put together performed in Round 1, you can choose your DC squad in Round 2. Your fate is not determined by the Map Roll in this scenario.

–Because you can play either squad in a given round, you might think about the types of problem pieces you think you’ll face and construct your two teams somewhat differently. If, for example, you come up with a well-rounded Marvel team that you think can take on just about anything except, say, a strong bruiser with Hypersonic Speed, you may want to consider putting together a DC team that would act as counter specifically to Hypersonic Speed pieces (ie characters with Outwit or Plasticity, etc.).

In other words, if you can identify the main weakness of the first team you construct, it may be in your best interest to build your second team to combat any teams that could take advantage of the first team’s weakness.

04/13/2016:

TMNT Nick

As of now, this is the TMNT release date. We will be playing some form of Sealed TMNT–watch this space for further cost and Build details as they become available.

04/27/2016:

SuperSmashBros3

Yup! It’s the return of SmashClix!! We got some pretty great feedback and suggestions from the first go-round running this scenario, so expect even more carnage–and the ability to use more characters in each game!! We’re finalizing the details now, so keep watching this space for all the updated Build and game details as we get closer to this date!

 

That’s all for now for the upcoming game announcements!! And come right back to the main page in a few days for an article focusing in on Nightlantern–this one has been in the works for awhile, so you won’t want to miss it!

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

 

 

 

The Most-Wanted Ghosts of Clix-Mas Future!! (Or,What We Want to See in 2016!!) (Or Or, The 3rd Night of Clix-Mas!!)

[EDITOR’S NOTE: We are unleashing the 12 Nights of Clix-Mas! Tonight is Night 3! If you missed The First Night of Clix-mas, you can catch up right here! Night 2 is here.]

Christmas Future

No, look even farther into your own timeline. Farther still. There? Do you see it? That speck floating on the horizon of a distant future? Yup! That’s the next time they’ll update the Heroclix PAC and rulebook!

Welcome to Night 3 of the 12 Nights of Clix-Mas!!

Tonight I’m gonna take a look at which sets we know are coming in the first half of 2016 and what I hope we’ll get when they arrive!

FEBRUARY 2016:

Worlds Finest

World’s Finest:

–We already know we’re getting in the Lex Luthor/Joker Duo Figure a cooler piece than anything I could have suggested. Having said that, I have to say I’m not overly excited for the known Sub-Themes: Metal Men, Doom Patrol and, uh, magical characters.

I know there are a few Metal Men fans out there, but those characters don’t really move the needle much for me. If we’re getting New 52 Doom Patrol (which we almost have to assume we are, right?), those will be more figs I don’t have to collect. And we pretty much got every DC magic-user I’d ever want in Trinity War. Zatanna and John Constantine are great characters, but I doubt WizKids will think they’re popular enough to warrant inclusion here so soon after their last appearances. That usually only happens for the main Justice League characters (really just the Trinity) and, like, Lex Luthor.

[EDITOR’S NOTE: Tell that to Bizarro and Felix Faust, who seem to be showing up in every DC set lately… ]

–I would have also wanted another Resource at some point in the upcoming year, and now we know we’ll be getting the Justice League Teleporter as a case incentive (not unlike the 2 Resources that debuted with Trinity War earlier this year) AND that it will utilize all the Justice League ID Cards that will come in this set.

Getting another Round Table-style Resource so soon after getting, y’know, the Round Table, is kind of odd; at the same time, you knew this was coming at some point, and I’ve actually found the ID Cards to be kind of fun.

–I really enjoyed the Super Rare Kingdom Come Flash update from Flash last year, and I’d love more updated Kingdom Come figures here. While we don’t know what the six Chases will be, I’d be surprised if they did a full KC Chase run.

Still, I’ve heard rumors of a possible Bat Sentry update, which would be welcome news. Perhaps WizKids could even give us just one KC piece a set, in the way that they’ve been trickling out Squadron Supreme Primes in every Marvel set for the last three years.

batman-v-superman-dawn-of-justice

Batman V. Superman: Dawn of Justice (Movie Tie-In Set):

–So we’re finally getting a DC Movie set with actual Chases and Target Exclusives and the whole nine yards? This actually has me pretty geeked!

–We actually know a good deal already about who will be in this set based upon what we know from the movie news that’s already leaked AND the roster list for the Starter Set! That roster includes:

Batman (sure). Superman (obviously). Wonder Woman (well, she was all over the trailer, so that’s to be expected). Lex Luthor (ditto). Mercy Graves (?! We knew she’d be in the movie, but we weren’t even sure if they’d be doing a version of her with powers.) Annnnd… Aquaman? Apparently Jason Momoa is in more of this movie than we thought.

–Bats, Supes and Wonder Woman should all have Common versions in the main set. Lex and Mercy could be Commons or Rares. I’m guessing Aquaman will be a Rare. Doomsday’s been spoiled now, so he could be a Rare or a Chase. I wouldn’t be surprised if we got a Bats/Supes Duo as a Chase as well. We shall see in… good Lord, in like two months, right? Man this is coming up quick!

MARCH 2016:

Turtles

Teenage Mutant Ninja Turtles (Set 1): 

–I’ve already gotten my big want for this set: that it would be Modern Age legal! Beyond that, I was always more a fan of the cartoons growing up, so as long as we get the Turtles, April, Shredder, Bebop and Rocksteady, I’ll be a pretty happy camper.

APRIL 2016: 

Civil War

Captain America: Civil War Movie Set: 

–My biggest want from this set would be a MCU Black Panther piece (I love the character, so I’m excited for his MCU debut), and since we know he’s in the Starter, we know he’ll also be in the set!

–Even more so than Dawn of Justice, this set has no shortage of figure possibilities. We know Cap, Iron Man, Black Panther, Black Widow, Hawkeye, War Machine, Scarlet Witch, Vision, Falcon and the Winter Soldier will all show up, and all (except maybe Vision?) are pretty safe bets to get at least one figure in the 18-figure main set. So if everyone we just mentioned gets a slot, that’s ten figures right there. We also know Ant-Man and Spider-Man will both show up, and General Thunderbolt Ross is back for the first time since The Incredible Hulk (and may or may not turn into Red Hulk–my money’s on “not,” but whatever).  Brock Rumlow is also back, this time as the villainous Crossbones, so he’s a good be to be Clix’d again, too.

–Having said all that, I think a MCU-debuting Spidey would make for an awesome Chase; I just don’t think we’ll get it. May not even get a Spidey at all (although I’d be pretty bummed if we didn’t get a Scott Lang Ant-Man as well, since Wizkids sat that movie out). I’m betting the Chases will be (yet another) Iron Man/War Machine and Captain America and the Winter Soldier Duo figs. Which I’d be fine with, but would seem like a lost opportunity to blow our minds with Spidey or Ant-Man.

MAY 2016:

Civil War comics

Civil War SLOP:

–Introducing Battle Royals into a SLOP event could either be really fun (if implemented correctly) or really muddled (if implemented incorrectly). The sculpts we’ve seen so far look cool, and I’m interested to see exactly how the Bounty Card system will work. Doesn’t seem like there will be any Chases, which I find a bit disappointing but I know others would prefer, and the set overall seems a bit small, so I’m very interested to see the roster for this release. And the Grand Prize, which still isn’t clear.

"Finally... the X-Men have come BACK... to HeeerrroooClix!"

Finally… the X-Men have come BACK… to HeeerrroooClix!

Uncanny X-Men:

–Wolverine and the X-Men and Deadpool were both so good, I don’t know what I want from this set!

–It would be great to get some of the classic characters in their iconic 80’s uniforms again, and Chases based on a classic event like “Fatal Attractions” would be great. But I think what EVERYONE seems to be asking for, and what WizKids seemed poise to deliver before the unofficial shutdown on the X-Men license, is an…

Stop teasing us, WizKids...

Stop teasing us, WizKids…

–Age of Apocalypse sub-theme! It’s one of the greatest Marvel storylines that has never been fully exploited in a Clix release.

MISC.:

–And of course we also know we’re getting more cool monthly prize kits featuring:

The Sinister Six; White Lanterns; Gamma Smash! (Red Hulk, She-Hulk & A-Bomb); The Brave & The Bold; Guardians of the Galaxy (Sweet!); and the Injustice League.

What will the last six months of 2016 look like? Well, that will require a lot more speculation… and another Night of Clix-Mas!

See ya tomorrow!

 

Thoroughly Modern (Age) Millie! (Or, The First Night of Clix-Mas 2015!!)

I think this actually happened...

I think this actually happened…

Welcome to the 12 Nights of Clix-Mas, 2015!! We had so much fun with this gimmick last year [EDITOR’S NOTE: I said it was “insane and fun,” not “insanely fun.” There’s a difference!] that we’re going to try it again this year!

For those who missed last year’s festivities, every night for the next 12 nights, we’re gonna post some sort of Heroclix-related content. Might be as little as a couple of funny pictures, or as much as a 4000-word essay on the state of the Meta. Each night will bring something new!

Tonight we’re gonna briefly discuss the recent revelation that the upcoming Teenage Mutant Ninja Turtles set will be Modern Age legal and what this might mean for “OtherClix” sets going forward!

Wizkids Prexy Justin Ziran recently granted the Comic Shenanigans podcast a three part print interview. Part One was released here; Part Two can be found here; as of this writing, we’re still waiting for the publishing of Part Three.

But there was plenty of great stuff to talk about stemming from just the first two parts of the interview. In a follow-up forum on HCRealms.com, Justin Ziran responded to a poster by straight-up declaring TMNT WILL be considered Modern Age, thus immediately making that set relevant to just about everyone who plays Clix.

This is now tournament legal. Art by Mike DeCarlo.

This is now tournament legal. Prolly not gonna get theThemed bonus, though.
Art by Mike DeCarlo.

I for one have been waiting for WizKids to do this for quite some time. There’s no doubt that my excitement for certain side sets (read: LotR) dissipated almost immediately when I found out that none of the pieces were Modern Legal. It’s the main reason I didn’t buy a ton of Pacific Rim, even though I loved most of those pieces.

Assuming TMNT hits, hopefully we can expect this sort of treatment on most if not all “OtherClix” sets going forward. I’ve loved that the Movie Sets (Avenges: Age of Ultron, Guardians of the Galaxy, Man of Steel, etc.) are Modern Age tourney legal, since it gives folks many more options to explore when creating a team. Well, this is taking that concept to the Nth Degree, and I personally believe it will only help the game grow.

What good is it trying to draw in more players with a Movie Tie-In set if once they get hooked on the game THEY CAN’T USE ANY OF THE PIECES THEY JUST GOT?!?!

I hope WizKids won’t be shy now about acquiring some great one-off licenses to augment the main Marvel and DC game. Star Wars? World of Warcraft? Starcraft?  Hell, if Halo-Clix had been Modern Age when they came out, I would have bought a metric poop-ton.

Do you think making all “Otherclix” sets Modern Age in the future is a good idea that will lead to Build versatility in the Meta? Or will it just make things more confusing? Sound off in the Comment Section below!

 

And come right back here tomorrow for Night 2! We’ll be taking a closer look at what sets, intellectual properties and characters YOU want in the upcoming year!

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