Local Tournament Report: War of the Light Month 5 (10/29/14 @ Comics & More)

Local Tournament Report

The Format: 400 points, Sealed, one Pack of WOL Wave 1 and one pack of WOL Wave 2. In addition Lantern Resources, Rings, and Constructs may be used, but they must match what has already been given out as tournament prizes. The means the only allowable constructs are: Crossbow, Decoy, Catapult, Scissors. The Constructs, Ring, and Battery may be of any color.

What I Pulled:

  • WOL002 Red Lantern Recruit
  • WOL005 Green Lantern Recruit
  • WOL011B Hal Jordan (Blue Lantern)
  • WOL015 Arisia
  • WOL018 Munk
  • WOL023 Mongul
  • WOL026 Sodam Yat
  • WOL030B Guy Gardner (Red Lantern)
  • WOL044 Fatality
  • WOL059A Zilius Zox

What I Played:

  • WOL023 Mongul
  • WOL030B Guy Gardner (Red Lantern)
  • WOL059A Zilius Zox
  • WOLR102 Power Battery (Red Lantern Corps)
  • WOLR302 Red Lantern Ring
  • WOLR202.05 Crossbow (Red)
  • WOLR202.06 Decoy (Red)
  • WOLR202.08 Scissors (Red)
  • Total = 393 points

WOL 5-1

Round 1!

Versus:

  • WOL035B Sayd (Blue Lantern) (w/WOL066P Butcher)
  • WOL020B Laira (Green Lantern)
  • WOL003 Sinestro Corps Recruit
  • WOLR300 Green Lantern Ring
  • WOLR100 Power Battery (Green Lantern Corps)
  • WOLR200 Shield (Green)
  • WOLR200.08 Scissors (Green)
  • WOLR200.07 Catapult (Green)
  • Total = 399 points

This game(like every game tonight) was played on the indoor map “Nok”. Also, in every game I equipped the Scissors on Zilius Zox, the Decoy on Guy Gardner and Crossbow on Mongul. I always did this the first three turns of the game.

Game 1 was against a fairly new player so the start of the game went slowly. Entities are a lot to think about for new players. I had an entirely close combat team and his featured Sayd, who sported a 9 range. I was at a disadvantage approaching his team. I sent Zilus Zox up the center and had him stand on an object. Mongul and Guy Gardner went into room and hid behind some blocking terrain in little room at the center of the map. He responded by moving his team to the outside of that room and it was back to my turn. I cleared. He moved Laira up to the entrance of the room. He then used Sidestep with Sayd to get into range and then (after using Probability Control) he hit Zilius Zox from 9 spaces away for 3 clicks of damage minus toughness. His Sinestro Corps Recruit was lurking on his side of the map nearest to Laira.

On my turn Guy Gardner was in range to Charge Laria and he did so, but he missed both Flurry attacks. Mongul moved adjacent to her and Zilus Zox moved adjacent to Sayd. Sayd was able to hit Zilus Zox again and knock him to click 5, but the rest of his team was pushed and cleared action tokens to end his turn. On my turn the penetrating Poison damage started. Laira took two clicks right away. She additionally got damaged from Mongul’s attack.

That was pretty much how the game went from that point forward. Mongul and Gardner took out Laria quickly. Then Mongul helped Zilus Zox KO Sayd and Gardner took out the Sinestro Corps Recruit. In all of that only Gardner took any additional damage and that just knocked him into penetrating Poison.

WOl 5-2

Round 2!

Versus:

  • WOL009 Controller Construct
  • WOL013B Tomar Tu
  • WOL029 Brother Hymn
  • WOL042B John Stewart (Indigo Tribe)
  • WOLR103 Power Battery (Orange Lantern Corps)
  • WOLR200.05 Crossbow (Green)
  • WOLR200.06 Decoy (Green)
  • WOLR303 Orange Lantern Ring
  • Total = 393 points

As I closed with my opponent I hid in that same little room. My opponent used Running Shot with Tomar Tu and John Stewart both targeting Mongul through the side entrance of that room. Tomar hit and Stewart rolled a 3 and missed. Because of a Perplex from Brother Hymn, Mongul takes 2 damage. Tomar Tu is too close to John Stewart to use Outwit. On my turn, Mongul uses the Red Crossbow to target John Stewart and rolls a 4 to miss. That would be the only ranged attack my team makes all tournament. Zilus Zox goes into “open space” between Tomar Tu and John Stewart and attacks Tomar Tu. Tomar Tu hits his Super Senses roll. Because of the “open space” special terrain feature of the “Nok” map, Guy Gardner (who doesn’t fly) can charge only next to Tomar Tu. He rolls a 7 and then a 12 on his two Flurry rolls. His Precision Strike allowed him to ignore Super Senses and get a 2 hit instant KO on Tomar Tu.

Everyone clears. Mongul and Zilus Zox double team John Stewart. Guy Gardner moves next to the Controller Construct. On my opponents turn, Brother Hymn moves to help John Stewart and John Stewart shoots Guy Gardner in the back for 2 clicks of damage. Poison from Mongul and a strong penetrating Blades attack from Zilus Zox KO John Stewart in short order. Guy Gardner knocks the Controller Construct to it’s last click, but can’t finish the job due to Knockback into open space terrain.

The game ends shortly after with Mongul Poisoning Brother Hymn to death and Zilus Zox hunting down the Controller Construct.

tournament 3

Round 3!

Versus:

  •  WOL015 Arisia
  • WOL025 The Weaponer of Qward
  • WOL004 Indigo Tribe Recruit
  • WOL001 Orange Lantern Construct
  • WOLR100 Power Battery (Green Lantern Corps)
  • WOLR200 Shield (Green)
  • WOLR200.05 Crossbow (Green)
  • WOLR200.06 Decoy (Green)
  • WOLR300 Green Lantern Ring
  • Total = 395 points

This third game is against a very experienced player who loves to use Telekinesis to make strategic strikes. He’s a great guy, but on the HeroClix battlefield I consider him my personal nemesis (or at least my personal nemesis who isn’t named Hypefox). Besides, I still owe him after he “Krampused” me the last time we met.

So the game gets going and I’m in that same little room in the center of the map again. Zilus Zox and Guy Gardner are up front. His characters are still huddled around his Lantern in his starting zone except for Arisa who is about 5 squares up and the Orange Construct who waits just outside the room. The Weaponer chooses Psychic Blast and moves up 6 spaces to declare a ranged attack on Zilus Zox. Zilus Zox makes his Shape Change roll, but unfortunately Guy Gardner doesn’t. Just like that Guy Gardner is on his last click. Then he uses Arisa to TK the Weaponer back to his starting area and I have no chance to strike back.

On my turn I know I have to do something desperate or I will lose this match without scoring any points. I take Mongul and move him his full twelve range to base Arisa on the side opposite the Weaponer, but Mongul is now double tokened. This freezes Arisa in place within 3 of the Weaponer and now she can’t use her Outwit. Zilus Zox and Guy Gardner clear. On my opponents turn he misses with Arisa and the Indigo Recruit uses Sidestep to move the Weaponer and himself away from Arisa.

Unfortunately for my opponent, moving the Weaponer around moved him within 11 spaces of Zilus Zox and on my turn Zilus Zox bases both him and the Recruit. Guy Gardner engages the Orange Construct and Mongul can’t attack, but he Poisons Arisa for 1. On my opponents next turn Zilus Zox makes a Shape Change roll against the Weaponer and the Indigo Recruit misses. Arisa clears. Back to my turn and more penetrating Poison damage is dished out by Mongul and Zilus Zox. Mongul finishes off Arisa. Zilus Zox hits an Exploit Weakness attack on the Weaponer for 4 damage.

The Weaponer eventually hits Zilus Zox onto his 4th click. The Recruit tries to break away unsuccessfully for several turns. Zilus Zox strikes back by knocking the Weaponer to his last click. The Recruit finally breaks away and carries the Weaponer to the Battery to be healed. He returns to click 6. The next turn he is surrounded by the weakened Gardner and Zilus Zox. He uses Flurry to knock them both out in one turn, but now he’s double tokened. Mongul Charges him and knocks the Weaponer to his last click. On my opponent’s turn, the Recruit misses two break away rolls and there is nothing he can do after that. He can’t use Regeneration because he’s double tokened and he can’t use Support from the Battery because I’m still next to him. On my turn the Weaponer is KOed via Poison and Mongul knocks out the Recruit with an attack.

Learning

What I learned:

  • Red Penetrating Poison is extremely strong! I did almost as much damage with that as I did with attacks.
  • I’m going to make sure to play Arisia if I pull her in Month 6. Her TK plus Outwit and her ability to be a decent secondary attacker are great for her point cost. I’d love to pull my own TK Shenanigans in month 6.
  • It’s been a while since I played against a Weaponer of Qward. He’s still ridiculous.
  • Laira and Tomar Tu are both good for their point cost. Both are worth playing if you pull them.
  • Mongul was good, but his range drives up his point cost and I only made one ranged attack all day. I also had chances to use the Black Mercy special, but in every case I deemed his natural 4 damage to be the better option. If I was playing more figures that had damage reducers then maybe I’d feel differently. The way I used him today it was more wasted points.
  • Guy Gardner and his mobility were great for his point cost. He could move up to 7 squares and still make and attack. His 12 attack value was awesome.
  • Zilus Zox was the star of my team. His great Defense and off the charts offensive abilities are worth every point. The penetrating Poison on his first 4 clicks is the best among all the reds who typically don’t get penetrating Poison until later in the dial. Throw a red Scissors on him and watch him take down figures twice his point cost!

Local Tournament Report – 9/03/14 @ Gamers Gauntlet (War of the Light Month 4)

Local Tournament Report

It’s been a little while I wrote a solo article. I’ve been having a mini vacation while at the same time submitting superior Lantern builds and beating Hypefox at his own article. Vote for me in his poll. It’ll be awesome.

In the meantime I attended War of the Light month 3 at Comics N’ More. I sat next to HypeFox as he pulled the only entity… again. Between that and my round one battle (which was the slowest game of HeroClix I ever played – Lost 0 points to 40) I just didn’t have the heart to write the month 3 battle report. The one good part of that was that I got experience playing Sodam Yat. On my team, he wasn’t KOed the whole tournament. Unfortunately, opponents kept knocking him to his 9 attack value click and ignoring him. A trick I would remember.

astros-butt-slide

This is what War of the Light Month 3 looked like for me.

Gamers Gauntlet in Clinton Township is not my usual venue, but I thought it would be nice to try for a change. Turns out there are some great guys there. I’m still loyal to my regular venue, but I wouldn’t hesitate to go back to Gamer’s Gauntlet again. Special thanks to Dan for letting me borrow his White Battery and constructs when I came with none of my own. [EDITOR’S NOTE: Seriously? You forgot your Power Battery again? My God, man!]

LOCAL TOURNAMENT REPORT!!

The Format: Each participant is given 1 boosters of the limited edition War of Light DC Heroclix wave 2 set and another of a recent set. From the figures contained within the two boosters, competitors must make the best 400 Point army they can and compete in 3 Rounds of competitive play. You can also include standard objects and any war of the light constructs and resources you’ve acquired so far.

What I Opened:

SLOSH002 Saturn Girl

SLOSH007 Shrinking Violet

SLOSH028 Lightray

SLOSH034 Starman

SLOSH046 Superboy

WOL006 Star Sapphire Recruit

WOL014 Rankorr

WOL022 Katma Tui

WOL024 Saarek

WOL036 Bleez

My Jujitsu works on Ion. That's right... I'm a ninja.

My Jujitsu works on Ion. That’s right… I’m a ninja.

What I Played:

SLOSH007 Shrinking Violet

SLOSH034 Starman

SLOSH046 Superboy

WOLR101 Power Battery (White Lantern Corps)

WOLR306 Star Sapphire Ring

WOLR201.05 Crossbow (White)

WOLR201.06 Decoy (White)

WOLR201.07 Catapult (White)

WOLR201.08 Scissors (White)

WOLR201.09 Nurse (White)

That’s right I went to a War of the Light event and played a SLOSH team. The team abilities were just too good to pass up. Shrinking violet could share her 19 defense using by copying Starman’s JSA Team Ability OR she could Outwit through Stealth using the Superman TA. Having a team with 19 base defense across the board in sealed doesn’t happen very often. Starman also has an exceptional defensive abilities. Add in shared Willpower from Superboy, and then everyone gets Shape Change and Mystics from the Battery when I use the Star Sapphires ring (which, as far as War of Light rings go, is severely underrated). This team would be considered “great” in constructed and I was playing sealed. I’d hate to be facing it.

Fun fact: in HeroClix you can outwit Medusa with a Gallon of Conditioner.

Fun fact: You can render Medusa powerless with a Gallon of Conditioner.

Round 1 versus WOL026 Sodam Yat, GOTG039 Medusa, and a WOL002 Red Lantern Recruit. I won map roll and we played on the Black Mercy Map. That meant there was no elevated and no blocking terrain to hide behind. My Range focused team had a huge advantage. I don’t remember all of the details of this match, but I do remember the ending. I had KOed everyone but Sodam Yat and surrounded him with my team. Between my Shape Change and his Decoy and Impervious the game ended up looking like we were playing dice masters. I counted at least 6 turns going by with no one able to land an attack even though everyone was based. We just started rushing through turns and they lasted 20 seconds each. The game still almost went to time. It was ridiculous.

stargirl

She was secretly in the final running to become the new Captain America.

Round 2 versus SLOSH033 Stargirl possessed by ION, WOL030A Guy Gardner (Star Sapphires), WOL038 Dex-Starr, WOL002 Red Lantern Recruit, WOL006 Star Sapphire Recruit. We played on the same Black Mercy map that gave my team a huge advantage in round one. I moved up the board unafraid and my opponent was almost completely unable to hit my defense. I started off by hitting the Red Lantern Recruit from Range not wanting to face his penetrating Pois0n. Next I outwitted the special power on Guy Gardner and the Star Saphire Recruit so I didn’t take Mystics damage. I was then able to pick them off at will. As much as my opponent was missing me I also couldn’t touch his remaining characters. Dex-Starr had two Unoutwittable defensive abilities and Stargirl usually had Unoutwittable Impervious and Energy Shield Deflection.

I still hadn’t taken any damage up to that point and then Dex-Starr Pushed to hit for 2 on Starman. Thankfully that was the exact opening that I needed. Starman got Pulse Wave after being hit. The next turn I moved all my characters away and used Pulse Wave to KO Dex-Starr. I had done 4 damage to Stargirl and I was aiming for the kill on the following turn when the judge called time.

 

In one form or another I ended up fighting this guy all night.

Round 3 versus WOL026 Sodam Yat, WOL016 Soranik Natu, a Green Battery, various constructs, and a green ring. This turned out to be a really good game. No more Black Mercy map. This map had elevated to block my LoF. I started off by moving to the middle of the map and putting the crossbow on Superboy. My opponent used TK to move up Sodam Yat. Sodam then activated Charge, grabbed and Ultra-heavy object, and KOed Shrinking Violet just that fast. My remaining two characters had Running shot so I took two shots at Sodam Yat. Unfortunately the Shield and the ring combined to give him +3 to his ranged defense and I missed. He assigned the Decoy to Soranik and cleared Sodam. I assigned the Nurse to Starman and cleared. He charged and attacked Starman and missed. Starman’s trait added another token to him (awesome). On my turn I hit him for 2 damage with Starman and knocked him to click 3. He cleared. On my turn again Superboy missed again and Starman knocked him to Click 5. On his turn he activated Hypersonic, hit Starman for 3, took a Mystics damage, and ran Soranik away. We all cleared on the next turns. I used the Nurse to Regen Starman for 2. Seeing that I could heal to full, my opponent used Hypersonic and ran back to attack Starman. He missed and this time the second token gave him a pushing damage.

We each continued to damage our respective Lanterns by using powers and soon we each got each other’s Batteries to the end of the dials. I was on click 19 he was on click 20. Suddenly all of the stats on the characters in play went up by +2 or +3. The rest of the game went fairly quickly after that. Sodam Yat took a couple of hits right away and was on his last click. He couldn’t KO Starman without be KOed by mystics damage so he ran. I went after Soranik. She did 6 damage to Superboy, but he only took three due to invincible. Soranik was KOed the next turn. Sodam Yat tried to KO my power battery to even the odds. Unfortunately the power battery takes printed damage minus 2. In this case it was only one damage. It survived. The following turn Superboy KOed Sodam Yat with a running shot.

Conclusion: I won all of my matches, but I actually took second place on points. Thankfully, that was still enough to earn WOL112 Atrocitus.

What I Learned:

  • Anyone with a star rod is awesome. I mean SLOSH034 Starman and SLOSH033 Stargirl. Star-lord doesn’t count. Both had Traited defenses that were just killer in the games I played tonight. Stargirl was helped a lot by being possessed by Ion, but it seemed like she is able to add energy shield deflection almost at will and the was my teams “Kryptonite” tonight. Starman’s jujitsu that adds a token happened at least three times tonight. That’s so disheartening for your opponent, especially when it happens to their 250 point WOL026 Sodam Yat.
  • WOL026 Sodam Yat is good as long as you pay the full point value, but his offense isn’t that great until you get to the Ion clicks. I remember playing him several times in month 3 just wanting opponents to do damage to him so that I could play the Ion clicks and finally be able to KO someone. I turned the tables and gave my opponents that feeling this tournament.
  • People have been saying WOL038 Dex-Starr isn’t worth the points he costs, but after seeing him in action I tend to disagree. His defenses are top notch and his Penetrating Poison starts with an easy push to click 2. Add to that the fact that he can be carried by just about anyone and Dex-Starr seems like a winning piece to me.
  • I didn’t give SLOSH046 Superboy the credit he deserved in my SLOSH top 10. He’s a very competent attacker and his ability to grant Willpower to adjacent figures can make teams like the one I played much better. 18 with invincible to start with is very good. I’d definitely play him again.
  • Apparently the SLOSH set was the most over powered set to come out recently. Doubt me? Ask the ROC Champion or the HeroClix World Champion (You’ll definitely get the same answer from both since they are the same guy).

Local Tournament Report – 7/23/14 Comics and More (War of the Light Month 2)

Local Tournament Report

The Format: 400 point Sealed with two boosters of War of the Light. No outside anything, except we can play any rings, batteries, and constructs from month 1. The judge also let us include the green ring and shield construct from the scenario pack. I didn’t have those.

What I pulled:

WOL003 Sinestro Corps Recruit

WOL005 Green Lantern Recruit

WOL005 Green Lantern Recruit

WOL007 Blue Lantern Recruit

WOL009 Controller Construct

WOL027 Graf Toren

WOL027 Graf Toren

WOL029 Brother Hymn

WOL039 Kryb

WOL053 Swamp Thing

 

What I Played:

"Oh look, that 'Lost Lantern' is standing next to two other people. They found him!"

“Oh look, that ‘Lost Lantern’ is standing next to two other people. They found him!”

WOL007 Blue Lantern Recruit

WOL027 Graf Toren

WOL053 Swamp Thing

WOLR100 Power Battery (Green Lantern Corps)

WOLR200.05 Crossbow

WOLR305 Sinestro Corps Ring

Total = 386 points

 

Round 1: Facing WOL021 Lyssa Drak, WOL037 Karu-Sil, and WOL035A Sayd (Orange Lantern) = 396 points

IMG_20140723_201520_931

This match went slow. We were both playing characters we were unfamiliar with. I had created my team hastily and it took a couple of times reading through Swamp Thing’s card to get the gist of his Sort-Of! Hypersonic Attack. Apparently, he’s essentially FULLY Hypersonic and leaves Hindering Terrain wherever he goes. Wow! Of course, the small print will tell you that if your opponent is already sitting in Hindering Terrain then Swamp Thing’s Hypersonic 2: Electric Bugaloo-ish attack can’t touch them. Which makes about as much sense as the Hal Jordan Parallax not being able to fly (talk about the ring being a crutch). But whatever.

My opponent was trying to think of useful things to do with Sayd and Lyssa Drak. He may still be wondering at the time of this writing. This ended up being a mostly one sided affair, although the score would likely have been higher had we moved a little faster.

The action started out with both of us moving our teams out 8 spaces and then clearing. I equipped the Crossbow onto Graf Toren. My opponent had the first turn and moved his Sayd within firing range (9 squares) of my Graf Toren. His Karu-Sil and Lyssa Drak stayed back a few spaces further. Karu-Sil popped out her Pack and the turn ended. On my turn I went all out. I used the Blue Latern Recruit to TK Graf Toren into firing position on Sayd (since his range was shorter). Not wanting to miss, I used the Blue Latern Recruit’s Perplex and the Crossbow’s Ranged Combat expert to pump my attack up to 14! I would have also Outwitted Sayd’s Defense with Graf Toren‘s Traited Outwit, but Sayd’s Team Ability prevented me. At the time I had hoped that this encounter would be the last time I saw that TA this tournament because a lot of Graf Toren’s usefulness is based upon that Outwit. Sayd had 18 defense and was sitting in hindering terrain. Graf Toren’s 14 attack value meant I had no problem hitting Sayd; unfortunately, I rolled too well,  knocking him back two squares. Sayd moved to click 3. It was then that White Lantern Swamp Thing entered the fray.

Sayd was still in hindering, and Karu-sil was too far away, but Lyssa Drak was within Swamp Thing’s Movement range and he slogged through the map until he was adjacent to both her and Karu-Sil. It was an easy 4 clicks of damage even after her traited Prob reroll.

On my opponent’s turn, he shot back with Sayd and missed Graf Toren who was in Hindering. The Pack used Sidestep to attack Swamp Thing, which moved to bog monster to Click 2 after all the dice rolls. Karu-Sil missed, but she did Perplex down one of Swamp Thing’s combat values, which also decreased his speed by three. Lyssa Drak then created a Barrier around herself that–unsurprisingly, given how useless her dial is–didn’t protect any of the other characters. I’m going to omit her from the rest of this battle report because, while she wasn’t KO’d, she never took a meaningful action for the rest of the game. Such is life for Lyssa Drak. Don’t blame me, I didn’t create her.

On my turn, Blue Lantern Recruit TK’ed Graf Toren, who then attacked Sayd again. This time he hit for 6 which caused 3 real damage. Swamp Thing attacked Karu-Sil and missed. Both teams cleared over the next two turns.

One my opponent’s turn The Pack and Karu-Sil both dug into Swamp Thing and knocked him down to his Regen/Stop click. Then it was my turn and the judge called time. I finished my turn by having Graf Toren knock Sayd to her last click and then Swamp finished her for the games only KO.

 

Round 2: Facing WOL025 The Weaponer of Qward, WOL025E The Weaponer of Qward, WOLR100 Power Battery (Green Lantern Corps), WOLR200 Shield, WOLR200.05 Crossbow, and WOLR300 Green Lantern Ring = 374 points

IMG_20140723_192817_883

Seriously? Two freaking Weaponers? Who gets that lucky? I mean, besides HypeFox last month. Actually, now that I’m remembering HypeFox’s pulls last month, two Weaponers seems reasonable. Regardless, on paper, I would have given this match to my opponent easily. Then again, this game isn’t played on paper. (EDITOR’S NOTE: Actually, it kinda is.)

(AUTHOR’S NOTE: Shut up. I’m on a roll. Oh, and your proctologist called–he can see you Monday at 3:00pm to get that MAGICAL HORSESHOE PHYSICALLY REMOVED FROM YOUR POSTERIOR!!)

(EDITOR’S NOTE: If you’re trying to imply that luck had anything to do with–)

(AUTHOR’S NOTE: Hey, who’s telling this story? Me or you?)

(EDITOR’S NOTE: <sigh> Continue.)

Thank you. What I was trying to say was that anything can happen in HeroClix. And I knew that the more expensive Weaponer was an incredible threat. I had never faced one before, but I had read about him online. My opponent went first. We both moved up and cleared. He moved both his guys about 11 squares away and put the shield on the more expensive one. That was opening I needed. I used the same TK, Perplex, RCE trick that I had pulled on my opening shot in game one, but this time I could use Outwit. I hit his 20 ranged Defense and he took four clicks of damage. I got smart and had Swamp Thing throw up a Barrier between me and the Weaponers. Rather than use both of his characters just to try and get one attack through, my opponent just cleared.

On my turn Graf Toren hit again for 4 more clicks of damage. Then Swamp Thing gained Shape Change, moved in, hit for 4 damage and tied up both characters. My opponent got a couple of turns in a row and did manage to knock Swamp Thing down to click 5, but that was it. After that, Graf Toren knocked each Weaponer to their stop clicks and my other characters got the KOs. It’s a odd sight to see a Blue Lantern Recruit KO a Weaponer of Qward, but it happened. This game just happened to break my way, and I was lucky that I didn’t miss when I found that first opening.

 

Round 3: Facing WOL003 Sinestro Corps Recruit, WOL013A Romat-Ru, WOL041 Parallax (Hal Jordan), WOLR100 Power Battery (Green Lantern Corps), WOLR200.05 Crossbow, and WOLR303 Orange Lantern Ring = 395 points

IMG_20140723_201858_201

So this match really came down to two pieces and their (mostly) one on one duel. Oh, and this was me and Hypefox in the final.

My opponent moved Parallax close enough to my forces that I got in an alpha strike with the same plan I used in the first two games. I couldn’t use Outwit, but I hit easily. He made his Impervious roll, so I did no damage! Swamp Thing couldn’t base him because he was too far away and instead moved halfway to Parallax. Parallax of course easily hit Graf Toren on his turn. Parallax’s allies just moved closer and in fact wouldn’t do much for most of the game.

I got another turn with a weakened Graf Toren and took a shot. It was a hit! Then Parallax used his top dial Probability Control and it turned my beautiful hit into a #$^#($^ Critical Miss!! I thought about basing Parallax with Swamp Thing, but he would be double tokened then and Parallax’s Pulse Wave would make short work of him. I cleared the rest of my forces.

Parallax scored another hit and knocked Graf Torn down to his last click. On my turn I tried to get him back to the battery or hide him with TK, but there just wasn’t much I could do. Parallax had been in Hindering Terrain this whole time so Swamp Thing was having trouble attacking him. I put Graf Toren in a place where Parallax would have to move out of Hindering for the KO.

"Oh, baby, I am SO out of my MIND right now! I'm'a go $@#%-up a Swamp Thing! I saw him on my way into what's left of Coast City when I WASN'T FLYING, apparently!"

“Oh, baby, I am SO out of my MIND right now! I’m’a go $@#%-up a Swamp Thing! I saw him on my way into what’s left of Coast City when I WASN’T FLYING, apparently!”

Everyone cleared and then Parallax moved out of Hindering and shot Graf Toren for the KO. On my turn I struck with Swamp thing and… missed horribly. I ended Swamp Thing’s movement next to my Power Battery hoping to use its Support to stay in this game. And that’s the way the game stayed. Parallax KO’d the Blue Lantern Recruit next. Swamp Thing probably got in 5 Ranged attacks before the game ended, but he couldn’t beat Parallax’s Defense and Probability Control. The game ends about 10 turns later (Stop Click + Regen +Support) and I haven’t done a single point of damage to his team. I was, however, once again able to capture every one of my attempts to damage Parallax on video. Here, then, is a repeating loop of every time I attacked Parallax this game:

astros-butt-slide

This horrible defeat sent me from the penthouse to the outhouse as far as this tournament’s outcome was concerned. Because I was not just beaten, but beaten down to the point where I captured no points of my own, I found myself sliding from second place (and competing for a possible tournament win) to fifth (and, well, competing for nothing–which is exactly what fifth place awarded me!).

What I Learned:

  • WOL053 Swamp Thing is darn tough and had a few tricks opponents wouldn’t expect (Barrier, TK, etc.). However, once an opponent realizes the benefits of keeping figures on Hindering Terrain, Swamp Thing’s offensive punch drops a lot. I would play him again on a team that could really make use of the “forest” of Hindering Terrain markers he makes. Batman Allies, or Poison Ivy maybe?
  • WOL007 Blue Lantern Recruit is well worth his points as a Scarlet Witch/Enchantress/Mercy type of support figure. I’ll be playing him again soon.
  • WOL027 Graf Toren was good but not great. If he can’t use his Outwit then he is a waste of points.
  • In a set full of ranged centered offense and defense, WOL037 Karu-Sil and her pack are well worth the points.
  • The full point WOL025 The Weaponer of Qward is scary. The lesser pointed one is only just “good”.
  • HypeFox beat me again with a high point high-powered character. (WOL041 Parallax (Hal Jordan)) Apparently I need to tell him the wrong day if I want to win the next WOL event. Or just pray that he gets, say, one month where he doesn’t pull a bomb that has all the specific TA’s and Powers that I’m trying to avoid.
  • The participation prize for this week (WOL104 Guy Gardner (Green Lantern)) is really quite good for the points. I think with all the high point characters in the set people are looking past him. I’m looking forward to using him in constructed. (EDITOR’S NOTE: I second that emotion. His dial is great, and he’s the best Turn One Taxi in the game!)
  • WOL021 Lyssa Drak is still useless. You could graft an Entity on her, and she’d still be useless. She’d suddenly be worth another $100, but she’d still be useless. Scientists in Luxembourg have just confirmed that Lyssa falls right before Kim on the K.U.S. (Kardashian Uselessness Scale). I may have made up the last 3 points, but I think you get my drift.
  • The WOL039 Kryb that I pulled and didn’t use doesn’t look much better. Honestly, I read the Blackest Night TPB and the War of the Green Lanterns TPB in preparation for this Storyline Event, and I don’t remember this dude/gal/thing/creepfestival from any of those stories. UPDATE: I just Wiki’d her. Apparently it’s a her. Also apparently, her body just happens to have a cage where her back should be, and she goes around stealing the children of Green Lanterns, which begs all SORTS of questions. First of all, for the other members of Kryb’s species that don’t have access to a cosmic-level powerful, wish-granting ring, what exactly do they keep in the cages in their backs? As in, what sort of biosphere exists on their planet of origin that necessitated (or, really, even allowed) for the adopted adaptation of built-in back cages? Secondly, exactly how powerful are Yellow Lanterns (sorry, “Sinestro Corps. members”) in comparison to Green Lanterns? Because if she’he’it has taken as many Green Lantern children as she’s constantly depicted to have taken (I mean, every picture of her has legions of floating limbs sprouting from her back), wouldn’t some of these pissed-off parents (who, remember, ALL WIELD RINGS THAT BRINGS THEIR WILDEST, MOST OUTLANDISHLY CREATIVE THOUGHTS TO LIFE IN THE FORM OF GREEN ENERGY) have banded together and straight up murdered THE ALIEN PSYCHOPATH THAT HAS BEEN STEALING THEIR CHILDREN?! I know most Lanterns aren’t the killing type, but doesn’t all that go out the window when your kids are being stolen? Yet when they finally catch up with her, they send her to Zamaron to be rehabilitated? Uh, no. All of which leads to my last question: Are there big Kryb fans out there? I’m just wondering who you are and what you’re doing with your life.

Local Tournament Report: War of the Light Month One (06/18/2014 @ Comics And More)!!

DCU Fast Fact: Most Lantern rings found their masters by being discovered at the bottom of a cereal box!

DCU Fast Fact: Most Lantern rings found their masters by being discovered at the bottom of a cereal box! Saint Walker prefers Boo-Berry while Atrocitus is, of course, a Franken-Berry man… alien… thing.

Welcome back!! Outside of Ninwashui’s recap that just hit yesterday, it’s been a little while since we ran a Build column or a Local Tournament Report of any kind (I think Month 4 of AvX!), so we’re going to correct that right here! Why? The War of the Light isn’t just coming any more–it’s here!! As we said, you already got Ninwashui’s take. But here’s what happened from a different perspective–mine!

We played Month One of War of Light at our trusty local venue Comics & More, so you know what that means!! It’s time for a…

Local Tournament Report

LOCAL TOURNAMENT REPORT!!

The Format: Each participant is given 2 boosters of the limited edition War of Light DC Heroclix set. From the figures contained within the two boosters, competitors must make the best 300 Point army they can and compete in 3 Rounds of competitive play.

The Stipulations: No outside Relics or Resources (since this was Month One at this venue, the Power Battery wouldn’t technically be “released” until after the games were done), but if you pulled a Ring, you could play it!

What I Opened: Okay… here’s where things took a turn. Keep a couple things in mind:  first, most venues were only going to open one pack of WoL per person; we just got fortunate enough that we had nearly the perfect number to open 2 packs per person. Again, we were just lucky, since everyone and their mother is trying to get their hands on this set. Having said that, most people opened packs that contained one rare; some opened their packs and discovered that one of them had a Super Rare, which are generally more powerful than most of the rares in this set and, thus, give a slight advantage to the player opening them than if they had just opened two rares. And then there was me. The ten figures I opened were:

COMMONS:

WOL001 Orange Construct35

WOL003 Sinestro Corps Recruit50

WOL007 Blue Lantern Recruit50

WOL015 Arisia75 

WOL017 Boodikka75

Common Options Analysis: Some decent pulls there. The generic recruits in Wave One are all pretty solid for their points; moreover, because they’re generics and thus fewer points than many of the named characters, they’re great for filling in that last 35-50 points you might have left over when building a team in Sealed. That being said…

I didn’t use a one of these.

UNCOMMONS:

WOL023 Mongul165

WOL029 Brother Hymn85

Uncommon Options Analysis: Some really cool Uncommons. Mongul is a good pull because he can be you primary attacker if you don’t pull anything beefier in your Rare/Super Rare/etc. slot. Brother Hymn is flat out one of the best support pieces in the set. Top dial, he flies, has Barrier, Prob with 3 damage (so he can even be a secondary attacker if circumstances demand him to be), a limited Perplex, Enhancement AND he can pump up the Range of adjacent characters! Not bad for 85 Points.

I ended up using Brother Hymn.

RARES:

WOL041 Parallax (Hal Jordan)250

Rare Options Analysis: Now this is more like it! Hal Jordan as Parallax is definitely the sort of heavy hitter that can wipe the floor with opposing figures in this sort of format. His only problem is that he can’t fly (no, this doesn’t make sense on any level, but whatever–if he could fly, he’d probably be close to an even 300 in terms of point cost), but since I pulled a Sinestro Corps Recruit, I had a ready-made taxi whose 5o Point cost would fit beautifully with Parallax’s 250 Point cost. But…

I went another way.

SUPER RARES:

WOL057B Red Lantern Superboy Prime190

Super Rare Analysis: Wow! This is one of those heavy hitting Super Rares I was talking about! Superboy Prime has great top dial stats (he could easily go toe-t0-toe with Parallax, who costs another 60 Points) to combine with an even better power set that featured abilities like Hypersonic Speed, Invincible and Super Strength!

I chose to use Red Lantern Superboy Prime and teamed him with Brother Hymn!

But wait… that’s only 9 figures… and I’m 25 Points shy of 300. Hmmmm…

"Rawr! I mean, hisssss..."

“Rawr! I mean, hisssss…”

CHASES:

WOL063 Ophidian185/25

Chase Analysis: Okay, these are the types of pulls that make people hate you in Sealed. All I can tell you is, it’s not my fault! These were random pulls! Ophidian in particular and the Entities in general are basically like resources when you use their “Entity Possession” Trait. Considering that this is Month One, and peeps aren’t even allowed to use the Green Lantern Power Battery yet, the fact that I was the only one who pulled an Entity means that I’m effectively the only one with a resource.

Sometimes, it is better to be lucky than good.

So, to review, my team was:

This is what dumb, stupid luck looks like.

This is what dumb, stupid luck looks like.

Brother Hymn and Red Lantern Superboy Prime (Possessed by Ophidian).

And now, to the Report!

 

ROUND 1:

VERSUS: Ninwashui!

FACING:

A Rock and a soft (blue) face.

A Rock and a soft (blue) face.

WOL047 Ganthet – 175 Points

WOL019 Bedovian – 115

WOLR305 Sinestro Corps Ring – 4

=294 Points

THE MAP:

Coast City Map

Coast City

FIGHT!

This, unfortunately for my writing partner, ended up being a stomp. Ninwashui pretty much ran into a brick wall. He won Map Roll and not much else.

Ninwashui started by moving up, but he made a couple mistakes with his initial placement of Bedovian; he put him right next to Ganthet (which negated Bedovian’s top dial Movement Special DID THAT ROCK JUST BLINK?: When it isn’t your turn and no other characters are within 2 squares of Bedovian, lines of fire to him are blocked.); and he forgot that Ophidian gave Superboy Prime the ability to gain Sidestep and +1 to his Range or Movement. This really didn’t end up being that big of a deal, since I ended up missing the attack roll, but the extra spaces I saved by being able to use a ranged attack instead of having to run up all the way let me move out Superboy Prime up to some Elevated Terrain after the attack and out of harm’s way (because neither of his figures had any move-and-attack powers top dial).

On his second turn, Ninwashui clears (with no move-and-attack top dial, he doesn’t have many options here), and when my next turn starts, I Perplex up Superboy Prime and go to town on Bedovian, hitting him for 5 damage (3 actual, after Bedovian’s Invuln reducer). Luckily for me, this knocks Bedovian off of his best damage clicks (no more RCE) and on to his Yellow Lantern Perplex down clicks. While this is normally a decent power, I’ve seen what Superboy Prime becomes in his mid-dial (since I now own his figure!) and I am not too worried. Brother Hymn takes a shot at Bedovian to (hopefully) finish him off but misses.

On Ninwa’s turn, he bases Superboy Prime with both of his figures. I clear on my turn, which allows Ninwashui to open fire on Superboy. He uses Ganthet’s Perplex to pump up his own damage, and then uses Ganthet’s Special Attack Power (WITH PAIN, HOPE: Ganthet can use Incapacitate. When he does, after actions resolve, hit characters are each dealt his printed damage value and, until your next turn, each hit character increases its defense value by the number of action tokens it is assigned.) and hits. Superboy Prime takes 3 actual damage and gets an action token (and a corresponding +1 to his Defense). Unfortunately for Ninwashui, he’s about to find out what I already know. On Click 4, Superboy Prime gains a Special Attack Power of his own (RAGE OF A PETULANT CHILD: Superboy Prime can use Poison and deals penetrating damage while using it. Opposing characters can’t counter Superboy Prime’s other powers and abilities or modify his combat values.). So now he has penetrating Poison and both Ninwashui’s figures are based with him. Bedovian now has a base of 3 damage and a Perplex that no longer works on Superboy Prime. Oh, and Click 4 on Ophidian bascially gave back Superboy Prime access to all the powers he lost from his top dial.

Essentially, the rest of the match goes like this for Ninwashui:

Actual footage of Ninwashui attempting to break Ganthet away from Red Lantern Superboy Prime for a Running Shot.

Actual footage of Ninwashui attempting to break Ganthet away from Red Lantern Superboy Prime for a Running Shot during War of the Light Month One.

Within the next two turns, Bedovian is dead and Ganthet is hurting (Poison plus a successful attack), and the game ends soon afterwards (I don’t recall if it was another Superboy Prime attack or just his Poison, but it doesn’t really matter).

DECISION:

VICTORY! 300-0.

Learning

WHAT I LEARNED:

–Red Lantern Superboy Prime is a beast, but his low-ish Defense stats (especially mid-dial) mean that you CAN hit him. Still, his top dial Invincible and mid-dial un-Outwittable Impervious also mean that it’s gonna take A LOT of damage to chew through his 8 Clicks of life, and he’s got a great Regeneration power on his last two clicks. If you pull him, he’s very close to a Must Play. His offensive potential is consistent throughout his entire dial, and he’s great in close (really good mid-dial with that penetrating Poison) or from range. I don’t think he’s Meta, but you can have a ton of fun with him in Constructed.

–Ophidian (and, presumably, the rest of the Entities) are the real deal. The recent results from Nationals at Origins and the ROC’s this month confirm that the Entities are here to stay for the next two(-ish) years in the Meta. I’d expect their price to fall marginally in the next few months as more are opened, but not by much, and once their gone (basically, once War of the Light is over), I wouldn’t be surprised if their price jumps up again. They seem to be opened at an approximate rate of 2 per every 3 bricks, so we’ll see. Keep in mind too, that we don’t know what the Red, Indigo, Violet or Green Entities will do (and we’re presuming that there will be no Black Entity, since that Battery–if memory serves–was powered by the Anti-Monitor, who we already know is going to be a Con-Exclusive Colossal and who does NOT have the “Entity Possession” ability).

ROUND 2:

VERSUS: Dan, a regular at our venue.

FACING:

My, that's a white hot Lantern!

My, that’s a White hot Lantern!

WOL053 Swamp Thing – 150 Points

WOL017 Boodikka – 75

WOL015 Arisia75

=300 Points

THE MAP:

Coast City Map

Coast City (Again)

FIGHT!

Dan won Map Roll and went first. He advanced to the large Elevated Terrain in the center of the map, taking care to stay out of range of any sniping spots from the small Elevated area in front of my starting zone. On my turn, I used Ophidian to increase Superboy Prime’s Range by +1, then upped it again with Brother Hymn. I then Sidestepped Superboy Prime up to the small patch of Elevated Terrain and took a RCE shot (+1 to Attack and +1 to Damage) at White Lantern Swamp Thing. Hit! 5 Damage (4 get through due to Swamp Thing’s Toughness). That leaves Swamp Thing on a problem click for me with a Special Damage power (RESURRECT THE FALLEN: When a friendly character within range and occupying hindering terrain would be KO’d, roll a d6. On a result of 5, instead click them to their last non-KO click, heal them 1 click, and they are now assigned 1 action token. On a result of 6, instead click them to their last non-KO click, heal them 2 clicks, and remove all action tokens they are assigned.) that means I have to be very careful about when I try to take down Swamp Thing’s supporting crew. Swamp Thing’s Trait (RESTORE THE GREEN: Give Swamp Thing a move action, after actions resolve, you may place hindering terrain markers in any clear squares he moved through and he may make a close combat attack targeting one opposing character occupying a hindering terrain marker Swamp Thing just placed. These markers aren’t removed when Swamp Thing is KO’d.) means that Dan can get Hindering Terrain almost anywhere he wants.

Meanwhile, Boodikka and Arisia close on Brother Hymn while I keep Superboy Prime just out of line of fire and take Swamp Thing down to his Stop Click. While I de-token, Dan takes out Brother Hymn and Regenerates Swamp Thing back to click 5. I decide to change tactics and use Hypersonic Speed to take out Arisia (who happened to be standing in Clear Terrain). By pumping up Superboy Prime’s Movement +1 with Ophidian, I’m able to dart around the map and take pot shots at Swamp Thing and Boodikka while usually avoiding a counter-attack. Of course, with my team a figure down, I’m also hard-pressed in terms of actions to do anything but get Swamp Thing to his Stop Click. Finally, I take out Boodikka on the Elevated Terrain in the Center of the map, and Dan meets me there with Swamp (back at Click 5 again, I believe). At this point, Superboy Prime is down a few clicks, and Swamp Thing can Ignore Characters on Movement, so waiting on Superboy’s penetrating Poison clicks won’t do anything.

Finally, I solved Swamp Thing’s stop click by choosing Pulse Wave from Ophidian and getting, well, lucky. I roll two fives for doubles on Pulse Wave, which knocked Swamp Thing off of elevation… AFTER he hit his Stop Click. Game over.

DECISION:

Victory! 300-85 (Though, as you can probably guess from the description above, this was MUCH closer than the score might indicate.)

Learning

WHAT I LEARNED:

–White Lantern Swamp Thing is the Truth! He’s got decent values, but the White Lantern “Life” Stop Click is great, and his special resurrection Damage Power really makes an opponent think about what order they should attack your figures in. Yes, it only has a 33% chance of going off, but that’s just as good as Shape Change or Super Senses, except HE’S GIVING THE POWER TO OTHER FIGURES! Very cool. The fact that he ignores everything on movement and has a TRAITED move-and-attack power means that he’s not just a support piece–he’s a legitimate threat as an attacker. That he can also place Hindering Terrain markers wherever you want on the map offers a ton of possibilities for army building in Constructed as well.

–Let there be no doubt–Ophidian was the difference in this battle. The fact that I could simply pick up a power as useful as Pulse Wave at the drop of a hat was really the difference in the game. If the roles had been reversed, and Swamp Thing had been Possessed by Ophidian, I would have been staring at a loss here.

ROUND 3:

VERSUS: A new player we’ll call A.

FACING:

"Get it? I'm the First Lantern. And I live... IN A LANTERN! Booyah!"

“Get it? I’m the First Lantern. And I live… IN A LIGHT LANTERN! Booyah! Honestly, this stuff writes itself at this point!”

WOL049 First Lantern – 260 Points

WOL001 Orange Lantern Construct – 35

=295 Points

THE MAP:

Coast City Map

Coast City (Again, again)

FIGHT!

For the final round, I faced a brand new player. I didn’t know a lot about the First Lantern, but I did know that A would need some advice during the game, given that it was only the second tourney game he’d ever played (he had a Round 1 bye).

Basically, First Lantern’s top dial Damage Special (DISCOVERED THE EMOTIONAL SPECTRUM FIRST: At the beginning of your turn, choose a color other than white. Until your next turn, any opposing character within range and line of fire can’t use powers of that color.) allowed A to take away my ability to use Hypersonic Speed. I was still able to slightly out-maneuver A’s team with Superboy Prime picking Sidestep from Ophidian and meeting up at the main Elevated Terrain with the patch of Blocking Terrain in the center. Finally, he got off a shot on Brother Hymn because of some careless placement and a failed attack by me, and then he brought in his Orange Lantern Construct on a Charge/Blades/Claws/Fangs, which finished off the good Brother. At this point, I realized that I needed to stop providing advice and start worrying about the fact that A was kicking my butt!

Because he kept choosing Brown (or Gold–however you want to describe the color of Hypersonic Speed and Impervious), he actually had Superboy on the ropes (or specifically, his penetrating Poison clicks). Eventually, I Poisoned the Construct to oblivion, but it wasn’t until I got a hit in on the First Lantern and got him past his Invincible clicks that the Poison actually did anything. Still, the game came down to A’s turn when he still had Superboy’s Impervious negated and 3 Damage showing. Superboy Prime had Shape Change from Ophidian… and hit it. Otherwise, a roll of six or higher would have ended the game.

Unfortunately for A, while I missed several more attacks, I proceeded to hit Shape Change TWICE MORE in the next couple rounds. Finally, a penetrating Poison went off, and the First Lantern was no more.

DECISION:

Victory295-85 (This was the closest game yet, and it was only through-yep!-more dumb luck that I won.)

Learning

–No one deserves to be on the receiving end of three Shape Changes in a row when they have the game basically won, but there it is. Yikes. Still, for just his second tourney game, A played very well.

–First Lantern is a good piece that would be great if he could either fly or if he cost about 200 Points. At 260 points, he’s just a bit expensive for what he does. Still, going forward, as the Build total increases each month, First Lantern will become a better and better piece with the ability to team more and better support figures with him.

–Orange Lantern Construct is a GREAT piece for his points. He’s the cheapest non-Entity piece in Wave One, and he’s well worth including in your force if you can fit him in.

–I just noticed that I haven’t said anything about Brother Hymn, but he was a champ. He’s arguably the BEST support piece in Wave One.

With the Final Round results, I finished first.

THE SPOILS:

He's MINE! AND MINE AND MINE AND MINE!!

He’s MINE! AND MINE AND MINE AND MINE!!

(Although, if we’re being honest, Red Lantern Superboy Prime and freaking Ophidian are a pretty damn good haul on their own!!)

1-2-3-4!! Let’s Have a Light War!! (Or, The Weekly Roundup for 06/22/2014!!)

Roundup

Howdy folks!! Has it been another week already?

My Tigers have been extremely schizophrenic this season (can a person or entity be “extremely” schizophrenic? Or is it one of those things where you’re either schizophrenic or you’re not? Hmmm…), but at least we’ve won our last four games and retaken first place from the Royals. Good Lord, the Royals… even typing the words “retaken first place from the Royals” makes me queasy. How in the blue hell did the Royals ever get themselves into first place in the Central (even if it was just for a few days). For our international readers who don’t follow baseball, this would be like, say, Fulham finding itself in first place midway through the Premier League season last year (of course, Fulham ended up relegated, so hopefully the Royals will find themselves in a similar swoon soon…).

I mean, here is a typical shot of the Royals fan base during a normal season:

Yep. These are Royals fans.

Yep. These are Royals fans.

And here is a typical Royals highlight:

What entering a War of the Light event feels like after you open your two boosters and find that the best figure you pulled is Brother Warth.

What entering a War of the Light event feels like after you open your two boosters and find that the best figure you’ve pulled is Brother Warth.

Opposing players celebrating at home plate while a Royals catcher looks plaintively into the dugout for some sort of clue on what to do next?

Check.

Check.

So you see, these are the Royals I’m used to dealing with. I can’t handle First-place Royals. It’s not natural. It throws off the balance of the universe. The only team the Royals should be looking down at is the Houston Astros, and only because Houston is in year nine of their three-year rebuilding plan. But, the Tigers have once again dethroned KC, at least for the time being, and all is right with the world.

Now then, with work, a friend’s wedding and a few other things requiring my attention this week, I’m a day or two late with my regular wrap-up this week, for which I apologize. But, that does mean that now is the perfect time for….

THE WEEKLY ROUNDUP!!

PODCASTS:

Dial H

Dial H for Heroclix just released Episode 50! What a fantastic achievement! Keep it up, gentlemen! This week they discuss some War of the Light Wave One Sealed Advice!

Push to Regen

Episode 2.4 is still Push to Regen’s most recent podcast. You can also check their Podbean for updates and the first three episodes of Season 2!

This is Ultimate Play, b!tches!

–The Quarry’s latest episode is … still Episode 20, which sees the return of the Round Table!! Also, if you missed the announcement two weeks ago, Hunter Smith has decided that he will be leaving as a regular on the Quarry Round Table episodes; while he didn’t rule out an occasional pop-in, Hunter is done after this month as a continual presence due to nothing other than not enough time.


Welcome... to the ROC!

Welcome… to the ROC!

ROC:

Lot going on with the ROC this week! Let’s dive in!

-You can catch up with most of the recent ROC upcoming tourney announcements right here!

-Due to my schedule, I’ll not be able to attend myself, but local southeastern Michigan venue Gamer’s Gauntlet has a ROC event scheduled for the end of this month. I’ve heard nothing else about this from any other source; check out their website for more details (via the link above). NOTE: If anyone is attending this event and wants to write a Local Tourney Report or even just a Top 8 recap, you can send it in and we’ll publish it. Or, if you want to write it up for your own site/blog/social media outlet, send us a link here or via Twitter (@criticalmissive) so we can spread it around!

-If you missed it three weeks ago, a brief announcement was made that the recent “Watchlist 2: Electric Bugaloo” changes will go into effect, well, immediately.

-Mama, there goes that man again! Patrick Yapjoco has won YET ANOTHER ROC!! And the sun rises in the morning, and the sky is still blue, etc. etc. … Honestly, the thread link to the left is worth checking out just to see who played what. It sounds like one of the funner ROC events just in terms of the varied rosters that folks were fielding. Patrick won with Iron Pharaoh (Possessed by the Parallax Entity), Bullseye (Possessed by the, uh, Utility Belt), Despotellis and Astral Dr. Strange (which’ll rotate out at the end of the month).

We’ve talked (and talked AND TALKED!!) about how great the Pharaoh is, and I don’t think this is the last we’ll see of Bullseye either. But the second place finisher that Patrick beat to win was playing a Captain America and the Winter Soldier fueled S.H.I.E.L.D. Theme Team that featured the AWESOME Cap and Black Widow Duo Figure that we’ve been on about here and here! Cool stuff. I love seeing the various mutations the Meta takes as people really start to find new techniques for winning.

Wizkids

WIZKIDS NEWS:

-Origins has come and gone, which means there is a newly crowned U.S. National Champion! Check the link to see what he played…

-A U.K. Champion was also crowned a short while back!!

-Also, if you were living under a rock last week, or just, y’know, away from the internet (that’ll learn ya for going camping with the family!!), WizKids is rotating sets finally, which should juice the Meta starting July 1st!! Pretty much everything Marvel and DC BEFORE M:10 and DC:10

-A general FYI: a month ago, WizKids announced a monthly New OP kit system!


Preview

Previews:

–No previews of any note this week, although there are now rumors of a Yu-Gi-Oh! resource and storyline event coming up! Whaaa… ? More details as they available…

Army of the Week

Army of the Week:

This week we’re gonna take a break from my ramblings and publish the second place team from Tyler Martin that I was just talking about in the ROC section. Let’s see what he played!

Team Name: Tyler Martin Don’t Have Time For You

Theme: S.H.I.E.L.D. (+3 to Map Roll)

Build Roster:

CATWS017 Captain America and Black Widow – 130 Points

ASM017B Brother Voodoo – 79 

CATWS013 Agent 13 – 55

AVXR100 The Phoenix Force – 12

(with 3 Assigned Characters and 5 Fragments) – 24

(EDITOR’S NOTE: The report lists the Phoenix Force in Tyler’s army as costing 36 points while having 3 Assigned Characters and only one Fragment left on the base, which would only cost 33 Points. So either Tyler’s army was 3 points lighter than reported, or he was using all 5 Frags. For our purposes here today, we’ll say it was the latter, since that gives us a nice even 300 Point army!)

=300

The Captain America and Black Widow Duo is fantastic. At this point and Shard level, the Phoenix Force would be providing them with +1 Defense to start (giving them a 19 Defense value) and Charge, and they already have Sidestep, Stealth and the ability to ignore Hindering on Movement and Targeting with the Avengers Initiative TA!! Brother Voodoo can Phasing/Teleport to almost anywhere on the map to support with his Prob Control, and–by the way–Mind Control someone as a free action when he’s done. Agent 13 can shut down any figure’s defensive powers when she gets to her second click, and using the Phoenix Force with her gives her a Poison that suddenly is penetrating. Her attack isn’t much to writer home about, but with Shape Change and Combat Reflexes, it’s unlikely the figure she’s tying up will hit her either.

All in all, a really solid effort and great design by Tyler!

Hooray for Hollllllywooood!!

Hooray for Hollllllywooood!!

–No big Hollywood news to speak of this past week. More Gotham trailers are rolling in, but really, everyone’s waiting for Guardians of the Galaxy to hit at the beginning of August!)

Critical Missives:

–No new articles this past week (didn’t have time, unfortunately), but you can look for a War of the Light-themed Local Tournament Report tomorrow!!

–In other big news… we’re finally on Twitter! You can follow us @criticalmissive to stay up to date on articles (think I’ve got the kinks worked out; it should Tweet the link every time there’s something new to read).

Wait--it's already listing this post!! Huh?! Whaa?! Must be magic!!

Wait–it’s already listing this post!! Huh?! Whaa?! Must be magic!!

So until the next article (which–just a guess–will release tomorrow, God help me),

Stay Safe, and Watch Your Lines of Fire!

National Origins!! (Or, The Mid-Weekly Roundup for 06/15/2014!!)

Roundup

Hey There!!

No, you haven’t stumbled upon the never-before-seen prequel script for some Nicholas Cage-starring Indiana Jones clone! We’re here to talk about Heroclix!

And the World Cup. Team USA over Ghana? Did not see that coming! Course, I don’t follow soccer/futbol too much outside of the World Cup, so I’d probably be the last guy you’d want to predict these things. Between baseball, football, basketball and hockey, I just never got into it.

"Wait, Delta Force-era Chuck Norris plays soccer? I'm in!"

“Wait, Delta Force-era Chuck Norris plays soccer? I’m in!”

All of which is to say, sorry for the delay; but it looks like this is gonna be a…

MID-WEEKLY ROUNDUP!!

PODCASTS:

Dial H

Dial H for Heroclix just released Episode 49! Lots of great discussion about recent significant tourney winners and runners up, as well as a discussion about the Return of the King pieces that just released.

Also, June’s Best Build Contest is underway; I finally found time to submit (mine’s the Iron Pharaoh/Fantomex/Shaman team; yeah, I basically submitted a version of the same team I’m always on about–sue me. We’ll take a look at a Modern age version of that team in just a little bit).

Push to Regen

Episode 2.4 is still Push to Regen’s most recent podcast. You can also check their Podbean for updates and the first three episodes of Season 2!

This is Ultimate Play, b!tches!

–The Quarry’s latest episode is … still Episode 20, which sees the return of the Round Table!! Also, if you missed the announcement last week, Hunter Smith let it be known on last week’s Dial H For Heroclix Podcast that he unfortunately will be leaving as a regular on the Quarry Round Table episodes; while he didn’t rule out an occasional pop-in, Hunter is done after this month as a continual presence due to nothing other than not enough time.


Welcome... to the ROC!

Welcome… to the ROC!

ROC:

-Catch up with most of the recent ROC upcoming tourney announcements right here!

-Not that I’ll be able to attend, unfortunately, but local venue Gamer’s Gauntlet has a ROC event scheduled for the end of this month. I’ve heard nothing else about this from any other source; check out their website for more details (via the link above).

-If you missed it a couple weeks ago, a brief announcement was made that the recent “Watchlist 2: Electric Bugaloo” changes will go into effect, well, immediately.

-And once again, if you want to know what the most frequently used ROC figures are, check out Ninwashui’s latest article that dropped a couple weeks ago!

Wizkids

WIZKIDS NEWS:

-Origins has come and gone, which means there is a newly crowned U.S. National Champion! Check the link to see what he played…

-A U.K. Champion was also crowned!!

-Also, if you were living under a rock last week, or just, y’know, away from the internet (that’ll learn ya for going camping with the family!!), WizKids is rotating sets finally, which should juice the Meta starting July 1st!! Pretty much everything Marvel and DC BEFORE M:10 and DC:10

-A general FYI: a few weeks ago, WizKids announced a monthly New OP kit system!


Preview

Previews:

–No previews of any note this week, which is fine, since there was a lot else going on!

Army of the Week

Army of the Week:

Okay, like I said before, this week we’re going to revisit an old build and add some new pieces. At the U.S. National Heroclix Championships (see above), Tim Bold piloted a team that featured Iron Pharaoh and Black Talon to a 2nd place finish (similar in concept to Ninwashui’s “Who’s the Boss? Tony is the Boss!” column). Well, I’m going to take that concept and merge it with my old Iron Pharaoh/Shaman concept. Let’s see what it looks like:

Team Name: Lockheed and Loaded

Theme: Mystical (+4 to Map Roll)

Build Roster:

IIM051 Iron Pharaoh – 110 Points

(with the Cyclops Fragment)

IIM0040 Shaman – 92 

DP043 Black Talon- 60

WXM080 Lockheed16

AVXR100 The Phoenix Force – 12

(with the Colossus Fragment still Attached) – 3

1 Assigned Character – 3

=299

So, the strategy here is the same as it is every time with this group, really–delay and conquer. The harder you can make it for your opponent to get to you, the more body blows you can throw at their best pieces with the Pharaoh and the better your chances of success will be. If you win Map Roll, you’re gonna choose something like the Wundagore Mountain (hard to move around without flying or the ability to ignore Elevated Terrain) or K’un Lun maps (lots of blocking terrain to set up impassable Barriers).

When it comes time to attack, Iron Pharaoh will have 1 Outwit (his own), 1 Perplex (Shaman’s), a native 10 Attack and 3 Damage as well as RCE to split however he wants, and a possible +1 to Damage and Attack depending on the keywords of his target, all while seeing through just about everything via his Falcon… and then Black Talon gets to try and Mind Control him to do it all over again. Wash, Rinse and Repeat!

Shaman is your secondary attacker and support piece all in one, and Lockheed is there to provide another figure for Map Roll, to act as a tertiary attacker if your opponent approaches in any sort of Enhance Ball (he has EE) and to fly peeps away four squares if it’s not to your advantage to use “No Flights” for some reason (no, he’s not tiny, so he can Carry… up until Shaman does his thing.). 80% of the time, you’ll probably want to bust it off first turn, but if your opponent is using taxis who don’t depend on the Wing Symbol to Carry, it might behoove you to hold off.

 

Hooray for Hollllllywooood!!

Hooray for Hollllllywooood!!

–No big Hollywood news to speak of this past week.

Critical Missives:

–Another week gone by, another couple big articles by yours truly (a postmortem on the AvX set, now that it’s all finished) and a look at GW Bridge and the various Build possibilities he opens up by Ninwashui (as promised three weeks ago in his Deadpool set review!).

–In other big news… we’re finally on Twitter! You can follow us @criticalmissive to stay up to date on articles (think I’ve got the kinks worked out; it should Tweet the link every time there’s something new to read).

Wait--it's already listing this post!! Huh?! Whaa?! Must be magic!!

Wait–it’s already listing this post!! Huh?! Whaa?! Must be magic!!

So until the next article (which–just a guess–will have something to do with War of the Light),

Stay Safe, and Watch Your Lines of Fire!

 

The AvX Postmortem!! (Or, 4000 Words on Why Cyclops Was Wrong!!)

"Son, unless the category is convoluted character back stories, you gonna lose this one."

“Scott! Unless this conflict is decided by which side has the most convoluted back stories, your X-Men will lose!”

AvX has come and gone, and outside of some Local Tourney Reports and a few article mentions of Scarlet Witch, we really didn’t cover the actual pieces too much. Well, that changes today. Today, we’ll go through the best and the worst pieces and talk about which ones will be relevant in the Meta six months from now and which ones you won’t even pull out to complete a Theme Team. We’ve talked at length before about what the Phoenix Force Resource can do for your squad, so today we’ll focus on the individual characters in this set. Before we begin with the individual spotlights, you should probably be aware that there are (including all the different Team Base Dials) 42 different dials in this set (pretty much every starter fig comes with at least a V and E dial). So it’s actually a bit bigger than most people realize. And with that, we’ll get on to:

 

THE 6 BEST:

"Let's see Elizabeth Olsen pull off this costume!"

“Let’s see Elizabeth Olsen pull off this costume!”

AVX006E Scarlet Witch 100 Points: She’s support in a bottle, with Perplex, Prob and Support all contained in her Damage Special Power. She can virtually eliminate your opponent’s best TA with her Trait (NO MORE MUTANTS: Once per game, give Scarlet Witch a double power action and choose a team ability. Any other character that can use that team ability must roll a d6 that can’t be rerolled and if the result is 1 – 5, that character can’t use the chosen team ability for the rest of the game.), which is one of the coolest Traits in the game in terms of function and flavor. Her Defense Special is also one of the best in the game (MYSTICAL WARDS: Scarlet Witch can use Energy Shield/Deflection. When Scarlet Witch is hit with an attack, the roll is ignored and the attacker must roll again. This new roll can’t be rerolled or ignored.), and she has both the Avengers and the Mystics TA on top of that! With a top dial 3 damage with Precision Strike and 8 Range, she’s that rare support piece that’s actually a useful tertiary attacker too! FFCW006R Scarlet Witch and JL52016R Enchantress both offer similar powers for 50 less points, so there hasn’t been an overwhelming need for this Wanda on the Meta scene yet. But with those pieces retiring and with only FFDP006R Mercy available as a replacement in the same point range (it should be noted that War of the Light is bringing us WOL033 Sister Sercy, who has a similar dial to the pieces I mentioned and costs 66 Points; however, her only keyword is Blue Lantern Corps., which means she’d probably break theme on any Meta team she’s included on, since I don’t see Blue Lantern Corps. as being viable in a tournament environment; Map Choice can become so important at that level, so I don’t think she’ll get used a ton, but I guess we’ll see), I wouldn’t be surprised to see people take another look at this Scarlet Witch, since she fills so many role for such a reasonable cost (and has great keywords; Mercy has Thunderbolts and that’s it. That’s better than just having BLC, but it still narrows your build options). And if you play her with the Phoenix Force, you can give her TK, too (with the Emma Fragment).

Cyclops, right before he turned into Magneto. CYCLOPS WAS WRONG!

Cyclops, right before he turned into Magneto. CYCLOPS WAS WRONG!

 AVX009E Cyclops – 100 Points: He has enough offense (Running Shot and 4 top dial damage with an awesome 8 Range and Improved Targeting: Ignores Blocking Terrain and, when he does, blow up that blocking terrain after actions resolve) to be considered a primary attacker, but you get him at secondary attacker prices! He offers a bit of support as well with Outwit and Leadership; as of Watchlist 2, however, he’s lost some of his luster. His defense at this point level is a mere 17 with Toughness and only 5 clicks of life, so he represents a big risk that was greatly mitigated by firing from the other end of the map when used in conjunction with SLOSH048 Tellus. Now that Tellus’s Link Telepathically Trait (LINK TELEPATHICALLY: Friendly characters within 4 squares can draw lines of fire and count range and squares from the square of any one friendly character within 4 squares of Tellus.) only works with other LoSH keyworded figures, I’d expect that this version of Scott Summers is a little to chewy to stay in the ranks of the Meta.

Buuuuuut, having said that, if Cyclops does stick around the tourney scene, it’ll be because of his good buddy Sean Cassidy. We know DP051 Banshee is going to be a Meta piece, and it just so happens that this particular Cyclops makes an awesome running buddy for him. Banshee is 98 points; unlike Scott Summers’s WXM version (94 Points), Cyke here clocks in at an even 100, which means his Leadership can pull tokens off of Banshee (which is huge, since the lack of Indomitable is one of the only drawbacks to playing Banshee). Banshee’s Police TA will help Cyclops’s 10 Attack; Cyclops’s Outwit can counter (even through Blocking Terrain!) opposing Precision Strike or any other ability your opponent might use to get around Sean’s 18 Defense with Super Senses. And they each have the X-Men TA, so they can each heal the other of one damage if there’s a click you just need them to stay on (like Cyke’s Top Dial–or Banshee’s second click). That’s a fairly formidable pair, there, and you still have 102 points left for more X-Men and Resources. Let’s see what that might look like real quick:

Team Name: Ech0-Disintegration

Theme: X-Men

DP051 Banshee98 Points

(Assigned the Colossus Fragment) – 3

AVX009E Cyclops100

(Assigned the Cyclops Fragment) – 3

WXM204 Shadowcat70

(Assigned the Magik Fragment) – 3

AVXR100 Phoenix Force – 12

3x Assigned Characters – 9

= 298 

As described above, this team is designed for all sorts of synergistic shenanigans between Banshee and Cyclops. If you win Map Roll, you want something with a lot of Elevated, Hindering AND Blocking Terrain. Wundagore Mountain is just one example of a map that should work for you, with a top level of elevation that also has plenty of walls for Cyclops to blow through. There’s several from FEAR ITSELF that will work just fine too. Also, with the Phoenix Force and this setup, Banshee has an 18 Defense with Super Senses and Invuln–not too shabby. If your opponent has any bystander tokens (likely if it’s a Hammer team) or any figure that you think you can pick off early, it’s in your best interest to do so. Once you either roll doubles and hit or KO an opposing character with an attack, the Phoenix dial turns to Click 2, where all of your team would get Force Blast, +1 to their Attack, ES/D AND Perplex!! Shadowcat is simply there to Carry Cyclops if need be and to keep Incapping M10 Iron Man if he ever shows his face–plus she’s a great Outwit source and tie-up piece.

"I assure you, that WAS your card!"

“I assure you, that WAS your card!”

AVX008 Professor X – 150 Points: The main reason I have Xavier on here is his awesome Movement Special (I CAN’T LET YOU DO THIS: Professor X can use Mind Control and is not dealt unavoidable damage from it. Opposing characters within range must be given double power actions instead of power actions.). Giving opposing figs 2 chips instead of one, or just plain preventing them from doing what they want in the first place is a great power. In effect it is similar to Mokk’s main Trait from Fear Itself (ADVANCED PETRIFICATION: Opposing characters with a lower point value within 4 squares of Mokk can’t be given non-free actions if they already have one action token.), except the good Professor here only stops power actions. On the surface, Xavier’s power may not seem quite as good, but the Prof doesn’t care about other characters point cost, if effective out to 8 squares instead of 4… and–oh yeah!–he gives you that stopping power for 90 less points!! And he comes with both the Avengers and X-Men keywords (and can attach to either base!). Lot to like here.

150 Points is too much for a non-Primary attacker in 300 Point Meta games, but if you find yourself in a 400 Point tourney (or more), he’s a strong choice. In AvX months three and four, he showed up quite a bit, and for good reason (or REASONS, as we just discussed above!).

"Mooooooortalllllll Kombat!"

“Mooooooortalllllll Kombat!”

AVX102 Lei-Kung the Thunderer125 Points: His Trait is fine if you’re pairing him with Iron Fist or Shang-Chi (TEACHER & PUPIL: During the beginning of your turn, give Lei-Kung the Thunderer a free action and choose a friendly character within 3 squares, with the Martial Artist keyword, and with a lower point value. The chosen character may modify either their attack or defense value by +1 until your next turn.), but his special Movement and Damage powers are what make him really efficient, giving him Charge, Flurry, Plasticity and a special version of Quake that gives hit characters action tokens.

Let’s take a look at another Flash Build with Lei-Kung!

Team Name: Thunderer Cats!!

Theme: Martial Artist

AVX102 Lei-Kung the Thunderer100 Points

DP047B The Cat81

(w/ Complete Utility Belt) –14

DOFP009 Nightcrawler86

=300 

Martial Artist teams are in a weird spot right now. With the new Theme Team rules, they don’t really have any easy access to Probability Control. They’ve actually got a few pretty decent Taxi options now, however, which used to be an issue. I’ve gone with Nightcrawler because he’s so hard to hit AND can make a Close Combat attack if he carries someone 6 squares or less. The Cat is quite dangerous on his own, but he’s especially deadly with the Belt, and if you keep him close to Lei-Kung, you can pump his Attack to 13 or his Defense to 18, depending on the situation. And then, of course, Lei-Kung himself can come and bring the Thunder (read: action tokens) to break up any of your opponent’s formations. If you can win Map Roll and find a map with enough hiding spots (Hindering Terrain), you’d have a good chance of getting to your opponent before he can get too many shots off at your team. Alternatively, if you wanted to use the Phoenix Force, you could sub in Colleen Wing for The Cat.

"I am the Lord... of this hollowed out rubble!"

“I am the Lord… of this hollowed out rubble!”

AVX014 Magneto200 Points: Again, an awesome Trait (ARE YOU SURE ABOUT THIS, SCOTT?: Magneto can use Energy Shield/Deflection and Telekinesis. During the beginning of your turn, if Magneto has two action tokens, he can use Telekinesis as a free action, but may only use it to place friendly characters.) that makes him so hard to hit with a ranged attack (plop him in Hindering and it’s a 21 to hit for most characters!), especially now that Chaos War Hawkeye is rotating out in 3 weeks. Invincible means that even if you hit him, you’re not doing much damage, and after his top dial 4 damage he stays at 3 for most of the rest of his dial and even picks up Outwit. Rare was the X-Men team I played against during AvX that didn’t feature Magneto. He’s not 300 Points Meta, but in 400 or more, he should get a lot of consideration.

"Wait, is it safe for Thor to channel lightning this close to Iron Man's suit?"

“Wait, is it safe for Thor to channel lightning this close to Iron Man’s suit?”

AVXT001R Avengers200 Points: Their attack value is looooooow (9 to start though, like Spinal Tap’s amps, eventually it goes to 11–I’ll steal the .gif Ninwashui found for his last article to illustrate that).

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

They have top dial Perplex and Running Shot with 3 Bolts, but otherwise, every power you would want them to have they get down dial. So patience is a key. But the real reason they’re here in the Top 5 Best instead of the Top 5 Worst is because they can get just about EVERY power under the sun via the Asset Dial depending on which Avengers roster you choose to field.

Just look at these Team Base powers:

AVX001 Captain America: This team character can use Combat Reflexes and Defend.

AVX002 Iron Man: This team character can use Perplex. When they do and Black Panther is also attached, you may modify an opposing character’s combat value by -2 instead.

AVX003 Thor: This team character can use Energy Explosion.

AVX004 Spider-Man: This team character can use Super Senses.

AVX005 Wolverine: This team character Blades/Claws/Fangs and Regeneration.

AVX006 Scarlet Witch: This team character can use Probability Control.

AVX007 Black Panther: This team character can use Outwit. When they do and Iron Man is also attached, you may counter a team ability as if it were a power.

AVX008 Professor X: When this team character uses Solo Adventure to place Professor X on the map, he may immediately use Mind Control as a free action.

AVX016 Hope Summers: Give this team character a free action and choose the asset ability of any character that could be attached to the team base but isn’t. This team character can use that asset ability until your next turn.

DP015 Daredevil: This team character ignores opposing characters’ Stealth.

DP019 Deadpool: When this team character is attached, opposing characters can’t use the Avengers or X-Men team abilities.

DP033 Red Hulk: This team character can use Poison. They can use it normally, or damage dealt from it can be penetrating damage. If damage dealt from Poison is penetrating damage, at the end of your turn you must roll the d6 and turn the asset dial that many times clockwise.

That is a WIDE array of choices, and you can put them in whatever order you choose! This team base offers the most customization of any 200 point character in the game! The X-Men Team Base is also good at the same point level; I just prefer the (at least currently) superior variety of the Avengers abilities.

Turbo from Go-Bots, twenty years past his prime and with a heavy drinking problem...

Turbo from Go-Bots, twenty years past his prime and with a heavy drinking problem…

AVX104 Phoenixbuster Iron Man175 Points: People made a lot of noise at first about how “narrow” his Trait was in terms of characters he could actually deal penetrating damage to (HERE GOES NUTHIN’: Phoenixbuster Iron Man’s attacks deal penetrating damage if the target character is assigned a relic or a resource or possesses any of the following: “Giant damage symbol”, “Colossal damage symbol”, the Power Cosmic team ability, the Cosmic or Phoenix Force keyword, or the word Phoenix in its name as a separate word.), but I actually think his Trait is great! First, if you’re playing a ROC event or even a local tourney, unless Relics and Resources are banned, lotsa folks are gonna be playing them, and most (pretty much all of them except the Utility Belt, Penguin and the Bat Cave, although, to be honest, I forgot how the Bat Cave even works since it’s so rarely played…) affect either the entire team or a good portion of it. Second, even if you’re opponent isn’t playing a Relic or Resource, the “Cosmic” keyword is more prevalent then ever, considering we just saw DC Heroclix get a space-based set in SLoSH (11 characters with the Cosmic keyword, including Highfather), they’re about to get another one in War of the Light, and Marvel’s about to get a couple in the Guardians of the Galaxy Movie set along with the Guardians of the Galaxy set proper!

Third… his dial is actually really good! Running Shot with 10 Movement and a 10 Range means he can swing 15 squares in a single attack. That’s pretty damn good. Top dial 11 Attack with Pulse Wave is also pretty nasty. Let’s take a look at what Tony can do for you:

Team Name: Busted Lips

Theme: Armor

AVX104 Phoenixbuster Iron Man175 Points

(w/ Secret Avengers ATA) – 5

FI301 Splitlip20 

IIM015 Tony Stark70

FIB018 Store Clerk3

FIR100 Book of the Skull6

(w/ 7 Hammers) – 21

 =300 (Exactly! Yay!)

So, this is probably a pretty obvious build, but you Hammer up Tony Stark and Phoenixbuster Iron Man as quick as possible with Splitlip’s ability, then you start going to town. Tony Stark should only need a 6 at that point to Mind Control–well, himself, really. Then you try and destroy your opponent’s best figure with a couple doses of Running Shot/Pulse Wave via a 13 Attack (with a Hammer) and 10 Range! Yes, this is a variation on Ninwashui’s Tony Stark/Iron Pharaoh team from a few months ago. And that’s fine, cuz it’s not a bad idea at all, especially with a fig that has a chance to do penetrating damage each time he attacks! Remember, even if his Trait doesn’t help you, PB Iron Man still has Pulse Wave for 4 Clicks and Pen/Psy for his last three–you’ll have chances to get damage through, I promise you.

 

And we're sure she's not talking about the source of her marital problems with Bill?

And we’re sure she’s not talking about the source of her marital problems with Bill?

HONORABLE MENTIONS:

AVX003R Thor100 Points: Great scuplt with a great Trait (CALL THE STORM & TEAR OPEN THE SKY: Thor can use Super Strength. When Thor targets and hits more than 1 opposing character with an attack, targets of the attack are dealt penetrating damage.) that really makes him into a sort of mini-Phoenixbuster Iron Man. For 75 less points.

AVX004 Spider-Man125 Points: Extremely effective for his points, and definitely worth fielding depending on the build. He’d be the best Spidey out there if WizKids hadn’t just released DP060 Superior Spider-Man, who is an absolute beast.

 -AVX007 Black Panther100 Points: A Swiss Army knife of close combat abilities, T’Challa’s Damage Special Power (KING OF WAKANDA: Black Panther can use Empower, Leadership, and Outwit. When he uses Leadership and the result is 6, in addition to the normal effects he may remove an action token from himself.) makes him another “support in a bottle” type of character, only he can deal some melee damage as well. He actually makes a great teammate for the previously discussed AVX006E Scarlet Witch because of his Trait (YOU DON’T GET TO GIVE UP: Once during your turn, another friendly character within 4 squares that shares a keyword with Black Panther can use Willpower.), which allows Wanda to use her “No More Mutants” Trait without taking pushing damage. Wild Card TA, top dial Stealth, the ability to ignore Hindering Terrain and Characters while moving and a bevy of good keywords (Avengers, Illuminati, Scientist, etc.) make him a solid choice for a bunch of different builds. He’s probably the best Panther they’ve ever made, although AV024 Black Panther from Avengers is close.

-AVXG001 Dark Phoenix Cyclops1000 Points: If 1000 Point tourneys were more common, this dial would have made the Top 6. He’s insane for his points (mostly because of his Special Pulse Wave, which can hit multiple characters for up to 5 damage the first time it appears on his dial), but he’ll rarely see play because most venues only do large enough builds for him every 3 months or so. Incidentally, Cyke’s 300 Point dial actually made a Top 16 at a ROC recently, but didn’t go any further because it’s too easy for him to get out-actioned at that point level. Still, all three of his dials are solid, and he’s a rare piece that you need to be aware of in Epic games.

The Sculpted Facepalm.

The Sculpted Facepalm.

THE 4 WORST!!

And finally, a few mentions about the pieces I think should be avoided… AT ALL COSTS!

A visual comparison of IIM001AE Iron Man and AVX002 Iron Man.

A visual comparison of IIM001AE Iron Man and AVX002 Iron Man.

AVX002 Iron Man150 Points: The worst Modern Age Iron Man, this exercise in frustration only saw play in AvX from those desperate souls who fielded him in Month 1 hoping to take advantage of his Trait (ENHANCED REPULSORS: All of Iron Man’s attacks generate knock back.) on a map that featured a mountain in the middle. Which was fine, except that you better hope you win Map Roll and that your opponent decides that it’s a good idea to engage you on the top of said mountain. Even then, you still have to actually hit, which–with a dial that sports only a few 10’s and 9’s for Attack Value–might be fairly difficult. His Damage Special is just annoying (INVENTING ON THE FLY: Once per turn, Iron Man can use Outwit or Perplex.) since it’s an either/or proposition AND it doesn’t appear top dial. Just compare what you get here with what you get with IIM001AE Iron Man for the exact same amount of points. It’s not even close. One final note: His keywords suck (No Stark Industries? Really?!).

"Uh, sure, Illyana, you, uh, you definitely made the list."

“Uh, sure, Illyana, you, uh, you definitely made the list.”

AVX013E Magik75 Points: She looks like she should be really good. She’s got a cool sculpt, 2 Team Abilities (Mystics and X-Men) and a vast array of powers like top dial TK, ES/D and a Special Movement Power that lets her deal penetrating damage to characters with the Mystical keyword. All backed up by her Taxi Trait (TELEPORTATION DISKS: Give Magik a power action and choose an adjacent character. Place Magik in any square within range, place the chosen character in an adjacent square, and roll a d6. On a result of 1-4, the chosen character can’t be given a non-free action until your next turn.). So why is she on this list?

Let’s start with her Trait. It’s basically a very fancy way of saying “I can carry someone 5 squares.” Yes, one third of the time, you might be able to do something after that, and she’s not restricted by any symbols or the size of the base of the chosen character, so her Trait is slightly useful from that regard. But if you’re not playing her with a Colossal or peanut base fig, or having her carry a flier or something like that, then she’s pretty useless as a Taxi service with a route of only 5 squares (Ironically, one of the best figures for her to carry would probably be Phoenixbuster Iron Man, who would then have a 33% chance to make a Running Shot that would cover another 15 squares for a 20 square swing).

Well, what about her Movement Special? All of her attacks deal penetrating damage to other Mystical characters! Okay, that’s fine–certainly a popular keyword. But in this era of Power Creep, somehow Magik got stuck with a bunch of 9’s and 8’s for her Attack Values like she’s straight out of Infinity Challenge or something. Which makes her B/C/F and–to a slightly lesser extent–Pulse Wave almost useless. Ah, but she’s got top dial TK! Lots of people played 75 Point FFCW006 Scarlet Witch just for her top dial TK! Well, that’s not nearly the only reason they played her, but if you’re using Magik’s TK, then her Trait is really useless, isn’t it? Neither is a free action, which means you can only choose one or the other. Which means you’re paying “Taxi” points twice for her.

Basically, for almost everything she does, there are better options. Oh, and if you thought Iron Man’s keywords sucked, you should probably know that he looks like DP101 Deadpool compared to Magik (X-Men, Mystical and–wait, that’s it.)

Build your army around Hope Summers and you'll end up in a corner with your head down too.

Build your army around Hope Summers and you’ll end up in a corner with your head down too.

AVX016 Hope Summers122 Points: Her Trait makes her interesting (POWER MIMIC: Give Hope Summers a free action. Choose a standard power possessed by any character within 4 squares. Hope Summers can use that power until your next turn as if she had a range value of 6.); her point cost makes her almost unusable. For 3 more points, I’ll take Lei-Kung every time. The only reason she’s a must own is because she has the best Asset Dial power for both Team Bases (see above).

Probably more effective than AvX Cable.

Probably more effective than AvX Cable.

AVX101 Cable124 Points: The same issues as his sister, although they both get slightly better when played together (although not nearly better enough to, y’know, ACTUALLY PLAY THEM TOGETHER). If you know you’re gonna play against some Avengers, he’s passable. Now that AvX is over, however, I don’t see him being useful in life.

 

Okay, that’s just about everything I can think to say about AvX! Thanks for checking out the AvX Postmortem! Back Monday for the Weekly Roundup!! Until then, as always, stay safe and watch those lines of fire!

 

 

 

 

 

Days of Past Sets Future!! (Or, The Weekly Roundup for 06/08/2014!!)

Roundup

Hello Again!!

(Or perhaps–as our site’s metrics indicate we’ve picked up quite a few new readers this week–hello for the first time!)

Welcome to the Critical Missives Weekly Roundup, where we recap the week in Clix, offer some news and community updates, a few random opinions on stuff, and get you caught up on life–or at least your gaming life. Or at least some of the stuff that happened. With Heroclix. It’s a low bar, but we usually manage to reach it!

So then, without further ado, here is…

THE WEEKLY ROUNDUP!!

PODCASTS:

Dial H

Dial H for Heroclix just released Episode 48! I jumped the gun a little bit in reporting host Hunter’s nuptials and honeymoon, but he sits in with the guys and discusses both a new format for their show and which important Modern Age figures will be rotating out come July when, well, a whole bunch of sets will rotate out of Modern (more on this in a little bit in the WizKids section).

Also, June’s Dial Design just finished Week 2; incidentally, I was, unfortunately, too busy to submit this month, but there have been some really cool entries.

Push to Regen

–Push to Regen is done cooking up Episode 2.4!! You can also check their Podbean for updates and the first three episodes of Season 2!

This is Ultimate Play, b!tches!

–The Quarry’s latest episode is … Episode 20, which sees the return of the Round Table!! Having said that, Hunter Smith announced on this week’s Dial H For Heroclix Podcast that he will be leaving as a regular on the Quarry Round Table episodes; while he didn’t rule out an occasional pop-in, Hunter is done after this month as a continual presence.


Welcome... to the ROC!

Welcome… to the ROC!

ROC:

-A couple new ROC’s have been announced for Kentucky and Indiana!

-Not that I’ll be able to attend, unfortunately, but local venue Gamer’s Gauntlet has a ROC event scheduled for the end of this month. I’ve heard nothing else about this from any other source; check out their website for more details (via the link above).

–If you missed it a couple weeks ago, a brief announcement was made that the recent “Watchlist 2: Electric Bugaloo” changes will go into effect, well, immediately.

–If you want to know what the most frequently used ROC figures are, check out Ninwashui’s latest article that dropped yesterday!

As far as what will be used frequently going forward, I think we’ll see:

-From War of the Light, all of the Entity Chases (but especially Parallax and Entity) will be huge (when played at their 25-point level as “Possessors”); Despotellis should also see a lot of usage;

-From Deadpool, Speed Demon (in particular) and Thunderbolts Teams (in general) should become popular as Speed Demon’s Cyclone Trait offers one of the only ways in the game right now to deal damage without making so much as an attack roll. He’s relatively cheap on eBay at the moment (plenty available around $14.00, which is basically the price of one pack), but once he starts dominating the Meta, look for that price to go up in a hurry. Especially because there’s slightly less of him than other Super Rare, since he’s a Prime;

"'Top o' the morning to ye."

“‘Top o’ the morning to ye.”

-And also from Deadpool… yeah, Banshee. Of course. And possibly Zombie Electro;

-Someone will take a shot at building an army around Phoenixbuster Iron Man, and that person will be awesome in all aspects of life (but they’ll still lose, probably, unless their match-ups fall perfectly).

-Someone will try building a Mystical team around Shaman, as I’ve previously predicted! (Hint: He teams best with Iron Pharaoh!! Also, Map Choice is really important with that type of team!)

-Mercy from the DeadPool Fast Forces is basically the next Scarlet Witch from Chaos War! Of course, at 100 points, AvX Scarlet Witch is pretty good too; but run out and get FF:DP before they’re all sold out and your paying $40 for a $17 quick set! The 75-Point Fast Forces Elektra is also really efficient for her points!

Wizkids

WIZKIDS NEWS:

–WizKids is rotating sets finally, which should juice the Meta starting July 1st!! Pretty much everything Marvel and DC BEFORE M:10 and DC:10

–A general FYI: a few weeks ago, WizKids announced a monthly New OP kit system!


Preview

Previews:

–Final War of the Light color (Black) went live on Newsarama. Black Lantern Spectre looks sweeeeeet.

Army of the Week

Army of the Week:

This week, we’re gonna keep it new and simple for you guys out there:

Team Name: You’lllllll Neveeeerrrr Seeeee Me Commmmmiiiiinng

ThemeThunderbolts

DP053A Speed Demon – 110 Points

FFDP006R Mercy50 

DP036 Bullseye- 110

AVXR100 The Phoenix Force12

(with the Colossus Fragment still Attached) – 3

Cyclops, Emma Frost and Magik Fragments 9

2x Assigned Characters6

=300

Bullseye is taxi’d by Mercy, and then he simply runs amok with his 12 Attack value and triple target 8 Range Precision Strike (remember, Fragments give characters the Flight ability but NOT the Wing symbol, so Mercy can still carry them!). Speed Demon agitates everyone and uses his Trait to fling opposing figures into position for Bullseye to mutilate. Also, with 2 Assigned Characters and 2 Fragments left on the base, Bullseye and Speed Demon get the Defense pumped up +1 to 18 (or 20 against Close Combat attacks as they both have Combat Reflexes) until you KO an opposing figure or roll doubles on an attack roll and hit (the 2 ways the Phoenix Force Resource moves). Bullseye and Speed Demon also get Empower, Charge and Blades/Claws/Fangs, which opens up some interesting possibilities, especially for Speed Demon. Since he ignores characters, he can still make his Cyclone Trait go off by Charging 6 or 7 squares around a character and then he can B/C/F them for the possibility of six damage BEFORE he spins them away in his Cyclone. Then you simply rinse and repeat!!

This is a team that would be a lot of fun to play, and it uses all new characters!

Hooray for Hollllllywooood!!

Hooray for Hollllllywooood!!

–Dr. Strange: The Movie may in fact have a director!

Otherwise, not a ton of Hollywood news at the moment. Well, Ben Affleck went to a Tigers game (he’s in town shooting Batman and Superman, or whatever they’re calling it right now). That was kinda cool.

Critical Missives:

–Two big articles last week: A second opinion on the DeadPool set by yours truly; and the frequency of pieces used in the ROC tournaments!

And we’ll be back this week with a special look at Six Pack possibilities in Flash Figure #2 by Ninwashui and some other goodness from me! And in two weeks… a WOL !! Wheeee!

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

 

War of the Light…ened Wallets!! (Or, The Weekly Roundup for 06/01/2014!!)

Roundup

 

Let the games begin!! With many venues running War of the Light Month 1 this week (and some of the pieces ALREADY turning up on eBay–naughty naughty!!), peeps are getting excited for some batteries and rings! Of course, if you don’t pull that Chase or Prime you’re looking for, you’re still in luck! They can be yours for a mere $100+!! Good Lord. This set is going to cause some divorces and bankruptcies. Which is to say, it should be a lot of fun!

Speaking of the opposite of fun, my Tigers–just like that guy you know who dropped out of community college after his third year to, y’know, go “find himself”–suddenly just cannot get there s#!t together.

In the last two weeks:

–Joe Nathan, the closer, decided it was a good idea to blame his rookie third baseman Nick Castellanos for causing Nathan’s billionth blown save of the year because Castellanos dropped what would have been out number 2 in the ninth inning of a game against Oakland. That drop, according to Nathan, is why Nathan went ahead AND SERVED UP A #$%^#($&^#)$^)#^$)#^$in’ meatball on the very first pitch to Josh Donaldson for a walkoff 3-run homerun. Without that drop, by Nathan’s insane reasoning, that homerun never would have happened, because Nathan could have taken a different “approach” to the Donaldson at-bat, and could have “played with him” a little more.” Excuse me? Because of one error, you had to throw every subsequent pitch slow and right down the middle like it’s a glorified batting practice session and not the bottom of the freaking NINTH?!?! Bravo, Joe Nathan. Not only did you fail again, but this time you almost took down your entire team using only your ego! Closers blow saves around the league all the time. You know what most of those Closers do, Joe? They get back at it the next day, and sooner than later people forget about the blown save. Part of being a Closer is not being a slave to your own ego and admitting when you screwed up, neither of which involves laying the blame for a loss on the shoulders of a rookie whose had less than a year to learn third base after being moved from the outfield and whose error DID NOT END THE GAME!! That is weak.

Great job, Joe. Not only did you fail again, but this time you almost took down your entire team using only your ego!

This is what “Fail” looks like.

–Our starters have gone from the best in the league to the flat-out worst. Why? Only God and Pitching Coach Jeff Jones know. Scratch that–if Jones knew, presumably he would FIX IT! And hey, Max Scherzer–let’s stop throwing teammates under the bus as well, eh? How about everyone just chills the #^#@ out? Just for a minute, okay? Geeezzzz…

–Suddenly, if Victor or Miggy doesn’t light it up, our offense can’t hit. Grrrrr…..

Alright!! Enough negativity!! You’re not here to read my Tigers screeds! No, you’re here for…

THE WEEKLY ROUNDUP!!

PODCASTS:

Dial H

Dial H for Heroclix just released Episode 47! It was a little shorter than normal because host Hunter Smith is knee-deep in Wedding prep–in fact, he should be married and off on his Honeymoon as you read this!

Push to Regen

–Push to Regen is still cooking up Episode 2.4!! Check their Podbean for updates and the first three episodes of Season 2!

This is Ultimate Play, b!tches!

The Quarry’s latest episode is … Episode 19, which features interviews with and perspectives from a bunch of different recent ROC winners (the Roundtable has the week off). I listened to most of this ep–some great insight from the recent tourney champs!


Welcome... to the ROC!

Welcome… to the ROC!

ROC:

–Up to date upcoming ROC tourney listings have been released, which you can find right HERE!

–A brief announcement was made that the recent “Watchlist 2: Electric Bugaloo” changes will go into effect, well, immediately.

–What’s been winning at the ROC Super Qualifiers lately? Well, to answer that, I’d have to review every ROC team that made the Top Four and compile all that data into an article that was able to articulate the information in a way that makes sense. And… I’m sure Ninwashui will get right on that.

Wizkids

WIZKIDS NEWS:

–A few weeks ago, WizKids announced a monthly New OP kit system!


Preview

Previews:

–New War of the Light dials went up last week–most notably Kyle Rayner as a White Lantern–but pretty much every Wave 1 dial is up at HCREALMS.com in their Unit section!

–They weren’t officially spoiled, but four of the Light Entity Chases went up on HCREALMS.com as well, and my, are they (very nearly, depending on which figures you choose to put them on! If you choose, say, Banshee, he can become a World Breaker in no time fast! What’s that? He already basically is a Worldbreaker? Uh… well, here’s a quick Build to make my point–in fact we’re going to make this our:

Army of the Week

Army of the Week:

Team Name: It’s Going to Get a Little Loud

Theme: None (Honestly, you probably won’t need it)

DP051 Banshee98 Points

WOL061P Entity – 25

FI301 Splitlip20

FIH005 Navy Seaman8

DP059 Kingpin118

FIR001C The Book of the Skull30

=299

With this army, you’re sacrificing Theme Team Bonuses for the right to essentially use 2 Resources on one character-Banshee. Assuming you select Banshee with the Book and choose Damage Power and Damage Value via the Possessed Trait from Entity (POSSESSED: Click the Possessor’s dial to the same click number as this character and change it during the game in the same way that this character’s dial changes. At the beginning of each of your turns or after this character takes or is healed of damage and actions resolve, you may choose 1 power showing on one Possessor’s dial and 1 combat value on one Possessor’s dial higher than this character’s printed combat value. This character can use that power and modifies that combat value by +1 until your next turn or until it is healed or takes damage. If the Possessor is turned to a KO click, it is removed from the game immediately.), on his top click, Banshee has: the Police and X-Men abilities; 8 Range; Running Shot with a BotS-enhanced 12 Movement; 11 Attack with Penetrating/Psychic Blast and Smoke Cloud; 18 Defense with Super Senses and Barrier; 4 Damage with Probability Control and Perplex. Then, if he chooses to Carry Kingpin with him (Holy God!!), he gets all that (Except he can only move 4 spaces for Running Shot instead of 6) PLUS his Damage goes up to 5 (from Kingpin’s Enhancement) and he also gains Sharpshooter, RCE and freakin’ Precision Strike. Oh, and due to Banshee’s own Trait, from which this army gets its name (IT’S GOING TO GET A LITTLE LOUD: Opposing characters within 6 squares can’t use Super Senses. Opposing characters within 6 squares can’t use Impervious, Invincible, or Invulnerability but can use Toughness instead. When Banshee hits a character that can’t use a power due to this trait, increase damage dealt to that character by 1.), if you’re close enough, your target can’t use Super Senses AND your damage goes to 6. Again, you still have a Perplex floating around.  I mean, that’s borderline psychotic.

And that’s without a Theme Team. One of these Chases may actually make someone like White Phoenix Hope viable–and still be a Theme Team! Who thought we’d see that?!

 

Hooray for Hollllllywooood!!

Hooray for Hollllllywooood!!

–X-Men: Days of Future Past was pretty damn good! Really solid flick, prolly the second best of the entire franchise (after X2: X-Men United). 3 out of 4 Stars, by my reckoning!

Critical Missives:

–Two big articles last week: a gigantic 4600+ word monster on the best Chases in the Meta (not including the upcoming War of the Light Chases, which easily would have made the cut); and our first DeadPool set review (Ninwashui’s)–my version will be coming in the next couple days!

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

 

 

 

Weekly Once More!! (Or, The Weekly Roundup for 04/27/2014!!)

Roundup

 

Well then! Been awhile, hasn’t it? Between the Easter Holiday and my Tigers suffering their 22nd postponement even though we’re only like 3 weeks into the season, it’s safe to say I’ve been a bit distracted.

I mean, a few days ago against the Twins, we brought in a rookie named Jose Ortega to pitch in a pressure situation about twenty minutes after he got off the bus from Toledo. SPOILER ALERT: It didn’t go well. I think he managed like 1 Strike for every 5 Balls he threw. By the time his manager, Brad Ausmus, made his way to the mound to show mercy on the poor kid and take him out, he had managed to load the bases on no hits. Seriously, not one stinkin’ hit. Not something you see everyday from a Major League pitcher, so maybe I should have celebrated my good fortune of having borne witness to such a rare event, but at that point I had heard enough and was too busy trying to choke on my own tongue like Hilary Swank in Million Dollar Baby. Finally, Ausmus marched slowly back to the mound, took the ball, looked solemnly at the bullpen and raised his left hand, which, as all Tigers fans know, is the universal gesture for “Phil Coke, can you please come in here and make things worse?”

We, uh, … Yeah. We didn’t win that game.

I hope Ortega does better in the future–I really don’t wish him ill–but, statistically speaking, a half-asleep visiting Tigers fan roused from the coldest section of Target Field bleachers should be able to put up a box score of 4 BB’s and 4 ER on no hits in 1 and 1/3 innings, right?

Anyway, this is the part of the Weekly Roundup where I normally wallow in a happier Tigers memory from years gone by:

 

Ah, Joaquin Benoit, where have you gone? What’s that? San Diego?! Uh… good luck with that!

 

Anyway, we’re back in the saddle again as we review the week that was in Heroclix!! After a week away, it’s time for…

THE WEEKLY ROUNDUP!!

PODCASTS:

Dial H

Dial H for Heroclix is up to Episode 42! This week the guys discuss more of the spoiled War of the Light dials (from Newsarama) and discuss the upcoming FLASH set that has just been announced before touching on what they played this past week and some Community news.

Clixcast

ClixCast,,, still dark.

Push to Regen

–Push to Regen is back from their two-month hiatus. Their last new episode was April 5th. Check their Podbean for updates!

This is Ultimate Play, b!tches!

The Quarry’s latest episode is … Episode 16!

 

Welcome... to the ROC!

Welcome… to the ROC!

ROC:

–Up to date upcoming tourney listings, which you can find right here!

–Not much else going on in the ROC at the moment, but if you check the ROC page on HCRealms.com, new ROC announcements come down every day!

Preview

Previews:

-New War of the Light dials seem to go up every day–Newsarama is a good place to look, but eventually all that info filters down to HCRealms, so you can always check their Units page. Too many to comment on here, but so far, most look like a lot of fun, even if they’re not quite Meta-worthy. But man, this set is gonna be impossible to collect!

-Triple DeadPool spoiler! Banshee, Black Tom Cassidy and Siryn! Black Tom has a ridiculously useful Force Blast ability that simultaneously deals 1-3 penetrating damage, and his dial only costs 57 measly points! Siryn seems slightly less useful at 86 points, although she has a bizarre Pulse Wave that can also Mind Control anyone it hits, even if they’re friendly (I think–definitely some wonky wording there). But the big winner here is the Super Rare Banshee! Man, his Echolocation is sick (8 Range, Ignores Hindering AND Elevated Terrain), and his “It’s Going to Get A Little Loud” Trait is disgusting–go look at it right now. All that with two team abilities, and he’s still less than 100 points! Outstanding. You folks know how much I love Improved Targeting, and Improved Targeting: Ignores Elevated Terrain is as rare as it is useful–which is to say, it’s EXTREMELY useful! Out of these three, he’s the one who excites me the most.

Yep, after 2 months, this was the best image I could come up with for "Entertainment News."

Yep, after 2 months, this was the best image I could come up with for “Entertainment News.”

Entertainment News:

-Marvel’s Agents of S.H.I.E.L.D. continues to accelerate–this is a show you need to catch up on if you gave up on it earlier. Hopefully I’ll have a special tie-in article at some point soon that will feature a complete Episode Guide for the first season.

Critical Missives:

–Just one new article last week, but it was one I had a lot of fun writing. It featured a look back at Invincible Iron Man from six months on and considered the different ways this set has affected the Heroclix environment.

Okay!! That’s all I got this week! See ya later this week for more wonderful Clix goodness!

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