Team Ideas–Special Gen Con Edition!!

Idea

Okay! Annnnnd, we’re back with a very special Team Ideas column!

Gen Con is coming up, and we’re going to be publishing a series of team-building teams for several of the Gen Con-exclusive WizKids events that were recently announced! While it wasn’t clear for a while if WizKids would even BE at Gen Con, their recent announcements not only confirmed their appearance but also delineated several new game types that players could prepare for.

Many of these games are great because their Build possibilities are nearly endless. Regardless, Ninwashui and I are going to posit several Builds and then choose the one we like best to take to Gen Con!

Today, I’m gonna focus on the Rumbles! We’ll start with the…

MARVEL HEROCLIX CONVENTION EXCLUSIVE RUMBLE:

Wizkids

WizKids Says: “All players bring 5 Marvel Comics HeroClix Modern Age figures with them; one for each of the following point values: 0-50, 51-100, 101-150, 151-200, and 201-250. Players begin the game with only the lowest point value figure on their force. Every 5 minutes after the beginning of the game, players place the next highest point value figure on the map next to one of their figures or in their starting area. Players must play in the complete event in order to get their participation prizes.

What We Assume That Means: So, we’re going to take these Build rules at face value. We’re going to assume this means that you’re not building a FORCE per se, but rather taking 5 individual figures that will be played together with the 5-minute timing caveat. Which means no Themed Team rules (so no Themed Team probs, etc.), no Relics and no Resources. Also, only your 0-50 Point character will actually BEGIN THE GAME on the map, so characters with effects that go off at the beginning of the game (Chase Rick Jones and his supporting POG’s, for example) are going to be neutered some.

Also, while I see nothing in here disallowing Colossals (provided you play them at an eligible point level), I’m also going to assume that Team Bases are disallowed, since it seems that you add team members to the base during Force Construction and, again, you’re not constructing a Force here. And if you can’t add team members to your team base, then you have ZERO team members, and it’s pretty much automatically removed from the map (unless an effect specifies otherwise, team bases MUST have a minimum of three team members attached to it at all times). Further–and this is where the wording gets a little murky–team bases are (at least originally–I know there’s been some wording updates) defined thusly: “Characters with the new Team combat icon symbol are Teams.  A Team has locations on it where figures from corresponding SwitchClix bases can be placed.  Each such character is called a team member.” So, if we parse through WizKids’s wording there, even they seem to define Team Bases as “Teams” and individual team members as “figures.” And, going back to the original game posting, only “figures” are allowed, which means Team Bases should be ineligible. Right?

(Honestly, there are so many interpretations of Team Base rules out there, it’s hard to figure out what’s legit and what’s not–so we’re going to operate on the premise that they are not allowed for this game)

Okay! With all that legalese disseminated, let’s look at some Builds!!

Legalese

First up:

Lilandra

Team Name: So Long As My Lilandra Survives

Roster:
1-50: WXM005 Oracle49 Points

51-100: WXM052 Lilandra93 Points

101-150: WKM-013R Gladiator150 Points

151-200: WXM048 Warstar177 Points

201-250: GOTG065 Gladiator250 Points

Total Points Used: 719 out of a possible 750

How It Works: This is a pretty fun Build. You’re basically playing a “Best-of” Shi’ar team. But wait, you say, you just wrote a billion words on why Themed Teams don’t matter for this game. Yup. They don’t. You won’t get any Themed Team probs for fielding an all-Shi’ar squad. But what you will get is +1 to both Attack and Damage to every character on this team that stays within 8 squares of Lilandra, thanks to her Trait (DEFEND ME, SHI’AR WARRIORS!: Other friendly characters with the Shi’ar keyword and within 8 squares modify their attack values +1. Other friendly characters with the Imperial Guard keyword and within 8 squares modify their damage values +1.). That’s like 8 free Perplexes a turn.

Oracle, you’re starting character, offers Probability Control and Barrier, which you may need early on to keep Lilandra unharmed when she shows up after five minutes. You’re basically playing a keepaway game for the first ten minutes of the match, until Rookie Gladiator shows up. For those who haven’t seen this particular Gladiator, he heats up in a hurry. Provided that he hits the board within 8 squares of Lilandra (probable, since you can bring him in adjacent to her), you’re looking at a character who has Hypersonic Speed, a 13 Attack, 18 Defense with Invincible and 6 freaking Damage. He can start one-shotting your opponent’s characters IMMEDIATELY upon arrival.

Warstar and B’Nee are also capable of ruining your opponent’s day very quickly. Warstar can essentially Charge about 8 squares with his B’Nee shenanigans, and if he ends up attacking from within  8 squares of Lilandra, he’ll be rocking a 12 Attack and 5 Damage (and that’s if you DON’T use his Super Strength). He features an 18 Defense with Invincible, and if he still has B’Nee attached, his powers can’t be countered. All of which means he’ll be extremely tough to retaliate against. And, if your opponent does try to focus fire on Warstar, he gets Pulse Wave down dial, so he really only gets MORE dangerous.

Finally, Zombie Chase Gladiator from Guardians of the Galaxy is a great 250 Point option. Again, if you can keep Lilandra alive, you’re looking at a character that can come in with a Running Shot Pulse Wave that features a 12 Attack and 6 Damage!

Despite the fact that Themed Teams don’t matter in this sort of Build, it’s so synergistic that you’ll have a significant advantage over many of your opponents when it comes to buffs. Just remember to keep Lilandra as far back as possible while still allowing for her influence to reach the rest of your team. She is the key to your success.

 

When are we getting a Miguel Herrera Clix?

Actually, Miguel Herrera will not be appearing in this Build. But I think we’ve proved that we love this meme so much that we’ll run it for no reason whatsoever.

Team Name: Enormous Green Free Movement Monster!!

Roster:

1-50: FFOA006R Captain America50 Points

51-100: AVAS013B 3-D Man90 Points

101-150: FFOA003 Iron Man150 Points

151-200: AVX003 Thor200 Points

201-250: AAOU104 Hulk250 Points

Total Points Used: 740 out of a possible 750

How It Works: This one is pretty straight-forward. You’re using your first character, Cap, to give free movement to your other characters via his top dial Damage Special (AVENGERS, ASSEMBLE: Give Captain America a power action and choose another friendly character that shares a keyword with him and doesn’t have 2 action tokens. That character is immediately given a move action as a free action with their speed value halved for this action.). This should give you a leg up on board control, and given the firepower of your next four figures, you should be able to Alpha Strike your opponent’s pieces into oblivion.

 

Avengers Assemble Top Image

Team Name: Avengers Assemble!!

Roster:

1-50: AAOU015 Nick Fury45 Points

51-100: AAOU009 Hawkeye95 Points

101-150: AAOU005R Thor150 Points

151-200: AAOU008R Hulk200 Points

201-250: AAOU001 Iron Man250 Points

Total Points Used: 740 out of a possible 750

How It Works: Another Build where we’re using our starting piece–in this case, Nick Fury–to make all the pieces that come into play after him more efficient. The Avengers Assemble! Traits are all very good, but they have the possibility of completely ruining your opponent’s day if you’re allowed to pick the effect. That’s just what Fury’s Attack Special (I RECOGNIZE THE COUNCIL HAS MADE A DECISION…: When an opponent makes a choice from an Avengers Assemble! trait, you may roll a d6. On a result of 5 or 6, change the effect to the other option.) does 33% of the time.

Movie Hawkeye (from Age of Ultron) is an absolute beast for his points, and all the other members of the team, like Hawkeye, sport an easily exploitable Avengers Assemble! Trait. Oh, and if your opponent was counting on using any form of Stealth, he’s gonna be pretty pissed when he realizes that your entire team ignores it…

 

Zombie Villains

Team Name: Z-Virus Will See You Now

Roster:

1-50: FFDP006R Mercy50 Points

51-100: DP064 Electro90 Points

101-150: GOTG066 Red Skull120 Points

151-200: GOTG062 Super Skrull170 Points

201-250: GOTG065 Gladiator 250 Points

Total Points Used: 680 out of a possible 750

How It Works: Zombies, zombies everywhere! We’re running four Zombies with a rookie Mercy for support. She brings Flying, Phasing/Teleport, Telekinesis AND Probability Control, which are all things the Zombie pieces usually need.

Electro is, well, lightning in a bottle. He is straight offense and great at dishing out damage to multiple parties at once.

Red Skull is actually a slightly overcosted support-y type piece who also offers a decent amount of Penetrating close combat damage. But his Special Leadership Power (THE UBER-SCHEUSAL RACE: Red Skull can use Leadership as if he were 300 points. If he removes a token from a friendly character with the Hydra or Z-Virus keyword, modify that character’s combat values by +1 until your next turn.) is really useful for your final two hitters, and his third Trait (COLONEL AMERICA’S BRAINS WERE SO DELICIOUS…: When Red Skull uses Zombie Infection to add an opposing character to your force, Red Skull can use any standard powers that character possesses while it is on the map.) actually has the potential to make the Skull a very dangerous piece indeed.

Super Skrull is one of the most dominant tournament pieces in Modern right now, so he needs little explanation. And we just discussed Gladiator in the first entry.

Zombies as a group have decent values, but their true power lies in their ability to corrupt your opponent’s forces onto your side. Even if the early rolls don’t go your way, keep an open mind, because all it takes is one quick KO of any of your opponent’s pieces to turn the tide of the game to your favor in a hurry. Plus, their Zombie healing Trait means you don’t have to pack a dedicated healer. Having said that, Mercy might be able to help with that in a pinch, even though that’s not really her role on this team.

Incidentally, if you wanted to change the feel of this Build a little bit, you could substitute Zombie Magneto (13o Points) for Zombie Red Skull and/or Zombie Galactus for Super Skrull. Just keep in mind that Zombie Galactus doesn’t actually HAVE the Z-Virus keyword, so he doesn’t work with the other three Zombie characters in terms of building up Infection tokens and such.

So, personally, I would stick with Zombie Super Skrull since he’s, y’know, pretty good.

"Oh, so you're telling me Super Skrull is a good piece?"

Oh, so you’re telling me Super Skrull is a good piece?

So those are four possibilities for the Marvel Rumble (again, there are almost LIMITLESS combinations); now let’s take a look at the…

DC HEROCLIX CONVENTION EXCLUSIVE RUMBLE:

Wizkids

WizKids Says: “All players bring 5 DC Comics HeroClix Modern Age figures with them; one for each of the following point values: 0-50, 51-100, 101-150, 151-200, and 201-250. Players begin the game with only the lowest point value figure on their force. Every 5 minutes after the beginning of the game, players place the next highest point value figure on the map next to one of their figures or in their starting area. Players must play in the complete event in order to get their participation prizes.

What We Assume That Means: Pretty much the same as we noted above, with the Marvel version. This game works exactly the same, only with DC characters.

Look, the easy way to go with the DC Rumble is to just field, like, three or four Bizarros and a Felix Faust. We’re not doing that here. We’re gonna try and be a little more creative. Having said that, don’t be surprised if you run into more than a few copies of those two characters.

With that said, here we go…

Secret Society of SUpervillains

Team Name: Mind Your Manners

Roster:

1-50: JLTW016 Signalman50 Points

51-100: JLTW032 Dr. Sivana83 Points

101-150: FL047 Zoom150 Points

151-200: FL056 Gorilla Grodd175 Points

201-250: JLTW059 Despero235 Points

Total Points Used: 693 out of a possible 750

How It Works: This team checks in closer to the “fun” side of the fun/competitive Heroclix Build Venn Diagram, but that doesn’t mean you can’t win with it. Signalman (yes, that Signalman) takes to the map first, and he’s there solely to help enable Mind Control shenanigans. His sole Trait (SYMBOLS AND SIGNS CONTROL OUR LIVES: At the beginning of the game, choose a combat symbol other than “boot symbol”, “fist symbol”, “shield symbol”, or “starburst symbol”. When an opposing character with the chosen symbol is targeted by Mind Control, modify that character’s defense value by -1 or, if Signalman is the attacker, by -2.) basically acts as a walking Perplex for any Mind Control attack you choose to launch at an opposing figure.

Your second piece to drop will be Dr. Sivana (yes, that Dr. Sivana), who offers an awesome Outwit Damage Special (EYE SEE YOUR MAGIC: Dr. Sivana can use Outwit. Dr. Sivana may activate Outwit with a power action and when he does, the countered power or ability is also countered on all opposing characters within 8 squares of Dr. Sivana that share a keyword with the target.) and protects everyone on the team from any possibility of Mystics damage with his only Trait (MAGIC AVOIDANCE: Friendly characters with the Secret Society of Super Villains keyword ignore the Mystics team ability.). He also offers down dial Mind Control, so he can eventually take advantage of Signalman’s Trait if Signalman is still around by that point.

[EDITOR’S NOTE: Once again, everyone and their mother will probably play Felix Faust in this slot; he is unquestionably a better choice, given that he’s the most broken character in the game–even more so when teamed with his Secret Society of Super Villains teammate Zoom and his multiple Probs. Well, we’re not going to be those people. Screw Felix Faust!!]

Zoom is, simply put, a pain in the backside to deal with. He gives you a great Hypersonic attacker who also offers some solid support.

Grodd is your first heavy hitter. Signalman’s Trait actually means that Grodd effectively has a 12 Attack for Mind Control, and if he hits with that, after actions resolve, he can use Penetrating/Psychic Blast as a Free Action AND takes no damage from Mind Control! He also has a 50% chance to be untargetable when he’s targeted with Mind Control, Outwit, Penetrating/Psychic Blast, or Perplex.

Finally, Despero’s Trait (PSYCHIC JUGGERNAUT: Despero can’t be the target of Incapacitate, Mind Control, Outwit, or Penetrating/Psychic Blast by characters of a lower point value.) also makes him hard to pin down with a plethora of attacks, and he packs a huge wallop on his own.

 

Sinestro Corps

Team Name: The Pieces You Have Come to Fear the Most

Roster:

1-50: WOL099 Despotellis30 Points

51-100: WOL021 Lyssa Drak91 Points

101-150: FLo53B Zoom (Black Lantern) — 120 Points

151-200: JLTW049 Sinestro200 Points

201-250: WOL041 Parallax (Hal Jordan) — 250 Points 

Total Points Used: 691 out of a possible 750

How It Works: When you choose Despotellis, you’re basically punting on first down with your first character, but in a way, so is your opponent. Look, it’s not impossible that your opponent will field someone at 50 Points who can hit Despotellis and his 20 Defense top dial (Bizarro at 50 Points with some dice luck would have a fighting chance), but it’s unlikely. Then Lyssa Drak comes in, and you suddenly have not just a Sidestepping Taxi for Despotellis but also a Barrier-laying supporting piece that can Prob opposing attacks from anywhere on the map (since she shares a keyword with everyone on this team!) thanks to her Trait (BOOK OF PARALLAX/BOOK OF THE BLACK: Lyssa Drak can use Probability Control regardless of range and line of fire, but can only target opposing characters with it, and only when they attack a character with a keyword she possesses.).

Black Lantern Zoom comes in with instant mobility, and given that your opponent will almost certainly have two lower costed figures still on the board, he’ll have plenty of fodder to pick off. Even if Zoom takes 3-4 Damage right from jumpstreet, he’s still amazing. His Damage Special (DEATH: WILL MAKE YOU BETTER: Zoom can use Steal Energy. When an opposing character is KO’d, heal Zoom of 1 damage and place a Speed token on this card.) makes it super easy to not only heal but to also build Speed Force tokens in a hurry. Heck, on click 3, it’s quite possible for him to nail your opponent’s 1-50 slot character for 3 damage and heal all the way to top dial (if the 3 damage KO’s that figure). Even though he’s under the points threshold for his slot, he works beautifully with the rest of this team (and Lyssa can Prob any attack aimed at him from anywhere on the board!!).

Trinity War Sinestro is a Quintessence-blessed behemoth with a wicked Attack Special (DEATH TO THE GUARDIANS: Sinestro can use Pulse Wave. Opposing characters that can use the Quintessence team ability instead can’t use it and modify their combat values by -1.) that can wreck pieces by itself if your opponents were also feeling frisky enough to field some Quintessence-wielders of their own. His Damage Special (FEAR THE SINESTRO CORP: Sinestro can use Perplex, but only to decrease combat values. Until your next turn, a character targeted by this Perplex can’t target Sinestro unless the targeted character or Sinestro are the only characters on their force on the map.) also means that you can essentially make Sinestro immune to an opposing figure of your choice.

Imagine that Black Lantern Zoom has done his job and eliminated one or even two of your opponents lower-point characters. Well, if Sinestro Perplexes down ANY combat value on their 151-200 slot big’gun, your opponent will be left with only one character who can even target Sinestro. And this scenario becomes even more dire for them if Despotellis is still around Poisoning his best guys.

Finally, Hal Jordan Parallax is just sick and wrong. Running Shot, Pulse Wave and Probability Control with a 12 Attack Value and 5 top dial damage? Again, he could start one-shotting folks as soon as he hits the board!

 

Justice League

Team Name: Justice… Like Lightning!! (Wait a minute, that’s a Marvel tagline!! Oh Hell No!)

Roster:

1-50: FL046E Harley Quinn50 Points

51-100: JLTW034 Element Woman88 Points

101-150: JLTW051 Batman150 Points

151-200: JLTW052 Wonder Woman200 Points

201-250: JLTW050 Superman250 Points

Total Points Used: 738 out of a possible 750

How It Works: Harley is really just there to start the game and see if she can stick around to really make dealing with the Trinity even that much harder. Element Woman is a little undercosted for her slot, but man, pick a supporting power, and she’s got it. No really, that’s her Trait–pick a supporting power: ELEMENTAL ARTISTE: At the beginning of your turn, choose one: Earth, Fire, or Ice. Element Woman can use the associated powers until your next turn.

Earth Barrier and Impervious
Fire Energy Explosion and Penetrating/Psychic Blast
Ice Incapacitate and Perplex

Batman is an absolute stud who will be public enemy number one as soon as he hits the board. Not only are his stats fantastic for his points, but his Trait (A NEW KIND OF JUSTICE LEAGUE: Adjacent friendly characters with a lower point value and the Justice League keyword can use the Batman Ally team ability. Friendly characters named Superman or Wonder Woman don’t have to be adjacent or a lower point value.) also makes dealing with what’s coming an absolute nightmare.

Wonder Woman’s Trait (A NEW KIND OF JUSTICE LEAGUE: Adjacent friendly characters with a lower point value and the Justice League keyword can use Support. Friendly characters named Batman or Superman don’t have to be adjacent or a lower point value.) gives Bats and Supes Support, and she can shut down opposing supporting pieces with one hit with her second Trait (LASSO OF TRUTH: Adjacent opposing characters that have been hit by Wonder Woman since the beginning of your last turn can’t use Outwit, Perplex, or Probability Control.). And that’s assuming that her 4 top dial damage didn’t straight up KO said figure.

Finally, Superman is everything you want in your 250 point-slot selection. 12 Attack, 19 Defense and 5 Damage top dial to go along with his starting Hypersonic Speed and Invincible. His Trait (A NEW KIND OF JUSTICE LEAGUE: Adjacent friendly characters with a lower point value and the Justice League keyword can use the Superman Ally team ability. Friendly characters named Batman or Wonder Woman don’t have to be adjacent or a lower point value.) gives Bats the ability to see through Stealth and move through Hindering (really the only thing that Batman is missing!). If your opponent hasn’t taken out at least one of your other two Trinity pieces by the time Supes hits the board, it’s probably goodnight Gracie.

 

Well, what do you think? Which Marvel and DC Builds are your favorites? Which ones should I take to Gen Con? Sound off in the comments below!

Check back soon for more Gen Con Builds, and until next time, Stay Safe, and Watch Where You Draw Your Lines of Fire!

 

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Team Ideas!! (Or, The Immortal Super Skrull)

Idea

So it’s been quite a while since I posted a column. It’s been pretty busy in my life. My kids thought it would be funny to start sleeping in alternating shifts and I didn’t get to write earlier in the week because the Arrow and Flash teamed up on CW and it was must see TV [EDITOR’S NOTE: Have you seen S.H.I.E.L.D. lately? They’re about to find Attilan! Maybe! And poor SPOILER REDACTED! Man, next Tuesday can’t come fast enough!]. The days are just packed.

Todays article features two different takes the same idea in both a tactics and non-tactics environment. The idea being to make your team completely un-killable. I’m not a mathematician by trade, but zero points for your opponent should make it a lot easier to beat them on points.

"Zombie Kl'rt you have shown great love for... eating other people. Welcome to the Star Sapphires."

Zombie Kl’rt, you have shown great love for… uh, eating other people. Which, y’know, still counts. As love. I’m not gonna lie, we’re desperate. Welcome to the Star Sapphires!

Team Name: Zombie Super Skrull, Agent of Love

Theme: Z-virus

Roster:

GOTG062 Super Skrull

DP064 Electro

WOLR106 Power Battery (Star Sapphires)

WOLR306 Star Sapphire Ring

WOLR206.04 Wall (Violet)

WOLR206.05 Crossbow (Violet)

WOLR206.09 Nurse (Violet)

Total = 300 Points

How it Works:

This is a team that needs tactics to work. It’s based off an idea I read on the Realms. A guy [EDITOR’S NOTE: Knak12 on the Realms.] preparing for Worlds figured out that any Chase Zombies are effectively immortal when given the Mystics TA. He ended up going in another direction in preparing a Build for Worlds, but I think that was a mistake–his Zombie idea was awesome!Here’s how it works:

All the chase zombies have the same great Trait(ZOMBIE HUNGER: When Super Skrull damages an opposing character, place a Food token on this card if there are less than 5 Food tokens. When Super Skrull would be KO’d by an opponent’s attack, turn to its first KO click, remove all Food tokens from this card, and heal it that many clicks.). Now, the Trait doesn’t specify that the damage you do has to be from an attack to get the Food counter. If an opponent attacks you, he takes an unavoidable damage back via the Star Sapphire Ring-granted Mystics TA. Even if you are KOed in a single hit they will take 1 damage and you’re Zombie will thus resurrect on its last click.

While it’s not foolproof, there really aren’t many ways past this combo. Outwit is useless, but Pulse Wave can be successfully used for the killing blow on a Zombie and not trigger Mystics. This team is also vulnerable to being killed via damage that isn’t from an attack (like Penetrating Poison or Incapacitate-generated pushing damage). Your pieces can also be Captured (so be very careful with that stupid Krampus/Helspont combo team that is the absolute bane of my existence). Scarlet Witch or Iron Monger can interfere with your TA. Finally, Lydea Mallor or Catwoman can interfere with the Resource and ruin your nefarious plans. However, if your opponent didn’t come packing one of those answers, congratulations–it’s almost impossible for you to earn anything less than a tie.

 

Wait 'til you get a load of my little... tree.

“Say hello to my little… tree.”

Team Name: Zombie Super Skrull, Monster Mastermind

Theme: Monster

Roster:

GOTG062 Super Skrull

GOTG051 Groot

Total = 270 Points

How it Works:

This is a No Tactics team that I developed on my own a few months back. It’s only 270 points instead of 300. You could add a 1 click Bizarro to use up the extra points, but I wouldn’t recommend it because that would be something your opponent could actually KO and get points for. Here’s how you play it:  Groot has a Trait that says “REGROW FROM A RESCUED SPRIG: Each time Groot would be KO’d, if he’s adjacent to a friendly character that shares a keyword with him, instead turn him to click #9.” Super Skrull shares the Monster keyword with him. So as long as Groot is next to Super Skrull, he can never be KOed. He can take any amount of damage and survive. Super Skrull can use any defensive power in the game via his “IT’S HARD TO EMULATE FOUR POWERS WITH HALF MY LIMBS” Trait. So he’ll chose Mastermind every turn. If the opponent hits Groot then Groot goes to click 9 (eventually), but he can’t be KOed. If the opponent chooses to focus on Super Skrull then all the damage is Masterminded over to Groot and it’s basically the same as if he was shooting at Groot in the first place.

The resource team I listed above is more powerful on offense, but this team is actually tougher on defense. Penetrating poison, Lydea Mallor, Cat Woman, Scarlet Witch, and Iron Monger don’t bother this team. It’s real enemy is Precision Strike. Try giving Super Skrull Outwit to counter it. There is also a small chance that Groot can be knocked back on click nine and thus KOed when he moves away from Super Skrull. You can stop that by keeping Groot off his last few earthbound clicks so he’ll be a Giant and immune to Knockback.

Beyond that you’ll only need to worry about Pulse Wave and pushing damage. Like I said when I wrote The Unstoppable Force, tell your opponent…

Seinfeld Good Luck

Blam!! Murdered You!! (Or, 5000+ Words About The Top 10 Figures in Guardians of the Galaxy!!)

"And remember, cool guys don't look at explosions."

“And remember Annihilators, cool guys don’t look at explosions. I’m mostly talking to you, Quasar.”

Okay! And we’re back to business as usual! War of Light is still going hot and heavy as we head into Month 4, but methinks we’ve got that set covered and then some! I mean, really.

Besides, we have a whole new set of cosmic goodness to talk about. Guardians of the Galaxy (not to be confused with the awesome GotG Movie Set that released in July) came out in August; it’s high time we had a Top Ten review!!

But first, as usual…

Some General Notes About the Set:

–There is a metric Poop-Ton of generic figures in this set… which, for once, is actually awesome! Taking a page from War of Light, there are a bunch of non-Prime A and B sides to most of the low-numbered sculpts. I know a lot of folks hate repaints, but doing the Common figures this way allowed WizKids to sneak a bunch of different races and characters into the set than they normally would have (like Brother Royal, Jason of Sparta, Ikon, etc.). And these aren’t just cheapies that you’ll never use–many of these are legitimate pieces to build an army around. For example, while the Spaceknight generic is cool, the B-side Ikon is a brick with two different dials that can power an Annihilators Theme Team with free action attacks and (with the Annihilators ATA) remove tokens from her brethren whenever she KO’s an opposing figure. Recorder #451 can enhance Scientist teams (especially those featuring Iron Man) to a lethal degree while being an attacker to reckon with on his own. And so on; if this is a new trend going forward, I’m on board. It really cuts down on the legions of useless Common dupes that you normally end up with each time a new set comes out.

–In terms of Overall Power Level, Guardians is NOT Deadpool (if you saw this coming last January, you’re a better man than me; I thought for sure it’d be the other way around). Of course, you might remember that when Deadpool came out in May, I said that Deadpool was not as strong as Iron Man or SLoSH. Well… I was an idiot!

Deadpool has proven to be almost annoyingly strong, although maybe not entirely in the way that the designers intended; I think Copycat is still a MAJOR problem that we have not seen the last of. While I applaud almost all of the ROC’s latest rules changes, their decision to ban Entities for half of their season is possibly short-sighted and is almost certainly going to make Copycat worse in terms of her ability to COMPLETELY disrupt a player’s strategy before the game has even started. But from a simple design standpoint, I don’t see how it makes any sense to reward the player who didn’t put any thought into their Build because they know Copycat will just completely screw with their opponent’s plan over the player who took the time to come up with an actual strategy. Of course, she was designed to be used in an environment that has Angrir’s Hammer and Nurse Constructs aplenty; it’s not WizKids’s fault (or their problem, really) that the ROC has a Tactics-less, Entity-less season. So now, instead of being dominated by a select few pieces, the ROC has created a season that could possibly be dominated by one. But, as this is really a Deadpool set issue, we’ll table it for the moment. More on all this in the next Weekly Roundup.

"How exactly is it that you've managed to almost single-handedly corrupt one of the funnest parts of Heroclix--army building?!"

“Copycat, how exactly is it that you’ve managed to almost single-handedly corrupt one of the funnest parts of Heroclix–army building?!”

Anyway, where Guardians as a set excels is in the breadth of its top to bottom roster. It’s also cool how many characters from recent storylines are finally making their Heroclix debut. This is one of the funner rosters that WizKids has put together in recent memory (so long as your a fan of Marvel’s cosmic heroes, I suppose, but since I am and this is my column, there ya go!).

–While I’ve been on record as saying that the Chases in this set SHOULD have been the Black Order, at least we got decent versions of all of those villains in other rarity slots. That a Thanos Prime exists in the game (his Prime is Thanosi, and it’s really stinking good) makes me smile–until I remember that we didn’t get a Zombie Thanos, which might have saved the Chases this go around. While half of them are solid (Magneto, Dr. Doom, Red Skull), there are no Damage Fountains like Zombie Electro this time around and there’s only one that made Top Ten (we’ll get to him in a lil’ bit!). And Zombie Skrull is really just a waste of everyone’s time (seriously? This slot couldn’t have been Zombie Thanos? Blccch).

–Speaking of the sub-themes of the set, I was pretty happy with the roster selections. The Inhumans didn’t turn out so hot, in my opinion, but we needed Modern versions of all of them, really, so I didn’t mind that they were in the set. We’ve talked about how cool the Black Order is, and I was glad to see all the different cosmic races featured, with a focus on the Kree. Again, outside of no Zombie Thanos, they did a great job of selecting who should or should not be in this set.

"There's a Chase inside! I guarantee it or your money back!" [EDITOR'S NOTE: Fictional characters have no money and thus cannot make binding money-back guarantees.

Star-Lord says: “There’s a Chase inside! I guarantee it or your money back!”
[EDITOR’S NOTE: Fictional characters have no real money and thus cannot make binding money-back guarantees.]

–I think I mentioned this during the last Weekly Roundup, but for whatever reason, all the Primes (all 4), Chases (3) and most of the Super Rares (lost count at this point–I know, #FirstWorldProblems) that I’ve either pulled myself or witnessed be pulled by someone else have EXCLUSIVELY come out of the “Guardians of the Galaxy” front box art packs (as opposed to the “Thanos” bedecked boxes). If a small sample size of anecdotal evidence is enough to convince you that all Chases and Primes only come out of the GotG boxes, well, then, there ya go!!

(Somehow I suspect that your mileage will vary; still, thought it was an odd enough phenomenon to warrant mentioning).

–The Zombies Team Base is technically a character, and a very good one at that (I love Zombie Miasma!); I’ve precluded it from this list, however, for a couple of reasons. First, most of our readers will never own enough Zombies to make it work. It stinks, but it’s true–that’s what happens when you make a Team Base that can only be filled by some really pricey Chases. Second, just like the Avengers and X-Men Team Bases from the AvX set, the characters you choose to use with your Team Base and the order that you place them in can have a HUGE effect on how effective the piece is overall.

With all that said, I think it’s time we talked about:

FIVE SIX HONORABLE MENTIONS!!!!!!

 

So, last time out (for Deadpool’s Top Ten) I cheated and gave you a Top Twelve. Well, I’m not going to do that today, because I don’t need to, but there were six solid candidates at the Honorable Mention level, so you’re getting one bonus entry here. And it’s a doozy:

 

Thanos

6. GOTG047AE Thanos – 200 Points – Rare: Thanos is tough to field in a 300 Point game; let’s just get that out of the way first. He had no move-and-attack, and his Third Trait prohibits him from using Relics or Resources, so that doesn’t help. But these lists aren’t just about the effectiveness of these figures in 300 Point matches, and in Epic games (400 Points or more), Thanos is a MONSTER! His first Trait (CHOOSE – THE GAUNTLET OR THE TRIBUTE: At the beginning of your first turn, each opponent chooses one: Deal 1 damage to each character on his or her force 100 points or less; or choose a character on his or her force 101 points or more and deal that character 3 damage. Opponents can’t choose an option for which they have no characters.) is the only way in Modern that I know of to deal damage to your opponent’s force on your first turn–and you don’t even have to roll dice!!

But what this Thanos is really intended for is leading the Black Order into battle, as evidenced by his Attack Special (THE BLACK ORDER OBEYS: Thanos can use Leadership. When he does and succeeds, he may remove the action token from any character with the Black Order keyword anywhere on the map.). Now, have you seen the rest of the Black Order? Actress Milana Vayntrub from the AT&T Mobile commercials has. I casually slipped her a copy of the entire Black Order roster and asked for her assessment:

AT&T GIRL

Yep. They ARE terrifying in large point games, and I bet we’ll be hearing from a few more of their number before the rest of this article is finished. Is your venue running a 600 Point Modern game this week? Play a Black Order team with Thanos and watch your opponent’s lip quiver when you start taking tokens off of Proxima Midnight or Corvus Glaive FROM ACROSS THE DAMN MAP!

Thanos’s lack of move-and-attack (beyond Sidestep) can be fixed with Entities (he even shares a Cosmic keyword with them), but honestly, he’s still a heavy hitter even without it. If he was better in 300 Point games, he might have cracked the Top Ten. But he’s still really good in larger point contests.

 

Dr Minerva

5. GOTG019B Dr. Minerva – 125 Points Uncommon PRIME: The worst of the Primes, Dr. Minerva is still useful in her own right–just narrowly so because of her Trait (IDEAL GENETIC MATE: When Dr. Minerva is adjacent to a friendly character named Captain Atlas or Captain Marvel, modify all of their combat values by +1.). When teamed with GOTG101 Captain Atlas, GOTG019A Captain Marvel or GOTG207R Captain Marvel, she becomes the engine of a pretty good offensive matrix. As a Prime, though, for what she brings to the table (and particularly with her relatively low Damage values), I’d have expected her to be in the 100-110 point area. Still, her second Trait (EXPERIMENT ON YOU TO IMPROVE OUR SPECIES: Once per game before an adjacent opposing character with one or two action tokens takes damage from Dr. Minerva’s attack, you may choose a standard power that character can use. Until the end of the game, friendly characters with the Kree keyword can use that power.) gives her the power to copy any standard power possessed by an opposing figure and give it to anyone on your side with the Kree keyword–that’s pretty cool. Outside of an all-Kree team that includes one of her two ideal genetic mates, she’s almost not playable at her point cost; that’s what keeps her from getting into the Top Ten.

 

"What do you mean 'Longmire' has been cancelled? Only on a backwater planet like Earth would a network like A&E cancel its second highest rated show simply because it didn't come from their own production company!"

“What do you mean ‘Longmire’ has been cancelled? Only on a backwater planet like Earth would a network like A&E cancel its second highest rated show simply because it didn’t come from their own production company. Now I’ll NEVER know if Branch is dead or alive!”

4. GOTG014B Brother Royal70 Points – Common: Look, it’s tough nowadays just finding a figure with 6 clicks of life and a couple of standard powers for 70 points. But the good Brother here gets Phasing, Psychic Blast, Toughness and a Special Damage power that grants either Outwit or Perplex. Then, if you play 2 of these guys (which puts you at 140 Points–10 less than HALF your Build in a standard point game), you get to bump up EACH of their Combat Values by +1 AND they each get Shape Change and Stealth! That’s a pretty badass 140 point figure there, but, since they’re actually two different characters, you get to attack twice a turn! Brother Royal rates a tick ahead of Dr. Minerva because the Brothers don’t need to be adjacent to each other for their +1 bonus to work (just need to be on the same map–ie, not KO’d). For just 15 more points, two Brother Royals provide so much more than Dr. Minerva, which is why the Brothers are two spots ahead on this list.

 

recorder 451

3. GOTG013B Recorder #451100 Points – Uncommon: Solid support piece who is also a very capable attacker top dial. His Trait is kind of bonkers, but really useful if you build your team around it (ENGINEERED YOU FROM BIRTH: At the beginning of the game, choose another friendly character with the Scientist keyword. Modify that character’s speed and range values by +1 for the rest of the game, even if this ability is lost. If that character is also named Iron Man or Tony Stark, modify all of that character’s combat values except damage by +1 instead.).

I just love pieces that suggest Builds right on their card that you might not normally play. If you’re using him purely as a support piece/secondary attacker, he’s fine, but not great for his points. But if you plan on taking full advantage of his Trait and his last Click Attack Special (GODKILLER: Give Recorder #451 a power action. Deal Recorder #451 1 unavoidable damage and for the rest of the game, the character chosen for his trait has “colossal damage symbol”, “Power Cosmic team ability symbol”, can use Impervious and modifies all of its combat values by +1.), you can really come up with some cool AND effective Builds!

So while the rogue Recorder is useful, and his dial is undeniably creative, his point cost is still a little high. Otherwise, he’d be in the Top Ten!

 

"She's a space pirate, Of course she drinks Captain Morgan."

“She’s a space pirate, Of course she’s got a lil’ Captain in her.”

2. GOTG016 Nebula87 Points – Common: Okay, if you’re a regular reader, you probably know that I’ve been pushing IIM040 Shaman on people for the better part of a year now, simply because his “No Flights” power makes it so hard to cross certain maps to get into attack position. Which means that if your playing a “stall” Build (Iron Pharoah, Fantomex, etc.), you’ll have a lot of time to prepare, which is exactly what those sorts of teams need to be effective.

Well, Nebula’s 5 points less and starts with a Damage Special Ability that straight out forbids your opponent from Carrying (STEAL YOUR TRANSPORT: Opposing characters can’t use the Carry ability. If there is an opposing character possessing the Carry ability, Nebula modifies her speed value by +3 and can use the Carry ability.). Moreover, if they have pieces that started with the Carry ability, she gains Carry AND gets to add 3 to her Movement Value.

SICK, SICK, SICK!! You want board control? Play Nebula and you’re almost guaranteed it. She also has the Robot keyword, which grants her access to their ATA (a special form of Perplex). She also starts with Running Shot, Pen/Psy, Sharpshooter, the ability to target through Hindering Terrain, Toughness, Willpower and 3 Damage.

Did I mention she’s only 87 Points?!

The once and future bearer of the Infinity Gauntlet was just a quick blink away from cracking the proper Top Ten!

 

"Let's see Hawkeye do THIS!"

“Let’s see Hawkeye do THIS–around Thanos, past the Badoon, nothing but target!!”

1. GOTG023 Yondu76 Points – Uncommon: His stats and power mix aren’t QUITE good enough to crack the Top Ten, but man, he has SUCH an exploitable Trait (YAKA ARROWS: Give Yondu a power action. Make a ranged combat attack targeting a single opposing character regardless of line of fire.), especially top dial when he has Precision Strike and 3 Damage showing! He only has the Mystical and Guardians of the Galaxy keywords, but GotG is obviously huge now, especially when paired with some of the folks coming up on this list (and it gives you access to a couple of different ATA’s, one of which is extremely good).

Everyone plays slightly differently, but if you’re the type of player who’s great at positioning, Yondu is a blessing. On the right map, he’s arguably the best secondary attacker in the game right now because of how much raw area he can cover with his Trait. And at the end of the day, he’s priced right and won’t cost you a Prime slot.

So Yondu gets the “Close… But No Cigar” Award!!

Okay! Enough with the also-rans!! That’s not why you clicked on this post! What you want to know is simply who are…

THE TOP TEN FIGURES IN GUARDIANS OF THE GALAXY!!

 

Ebony Maw

10. GOTG025 Ebony Maw65 Points – Uncommon: Well, I said there’d be more Black Order on here, didn’t I? One of the creepiest characters from last year’s Infinity story arc is now one of the tricksy-ist supporting pieces in the set. Both of his Traits are fantastic; the first (WORDS, WORDS, WORDS: Whenever an opposing character uses Outwit, Perplex or Probability Control, place a Whisper token on this card. Give Ebony Maw a free action and remove a Whisper token to use either Outwit, Perplex or Probability Control until your next turn if he can’t already. He may be given this free action up to three times each turn.) helps you react to all of your opponent’s board control abilities with one piece. The second (CULL OBSIDIAN: When Ebony Maw is KO’d by an opposing character’s attack, deal damage to that character equal to the last amount of damage dealt to Ebony Maw. This damage can’t be reduced below 1.) is common to every member of the Black Order except Thanos (don’t worry–the Mad Titan has even meaner tricks of his own!) and acts like a snake in the mailbox for whoever finally KO’s the Maw.

But before they can KO Ebony Maw, they have to find a way around his Attack Special (TWIST YOU INTO BETRAYAL: Whenever Ebony Maw is targeted with an attack from an opposing character, you may choose an adjacent opposing character that isn’t the attacker to be the target of that attack even if that character couldn’t normally be targeted.). That is incredibly good, and it makes the Maw one of the best tie-up figures in Modern at the moment because he actually gets BETTER when you tie-up more than one figure at a time with him! When Ebony Maw is on the board, your opponent needs to make sure that either all of his characters have at least two squares between them (which means bye-bye to any standard Enhancement, Empower or Leadership powers they have, and makes Hydra, Police and a multitude of other TA’s useless) or he needs to make sure that he has enough Outwitters who can actually see Ebony Maw (remember, he also has top dial Stealth) to take away that Attack Special (of course, Outwitting Ebony Maw also GIVES Ebony Maw the ability to use a Whisper Token the next turn, so you better make your shots count!) long enough to off him.

This is one of the peskiest pieces they’ve designed in awhile.

 

"I will not have my opinions questioned by a penny-ante quick-change artist!" And if you remember that episode of G.I.Joe, well... you're a nut.

“Got a Ma-chine head. Better than the rest…  “

9. GOTG045 I.S.A.A.C. 88 Points – Rare: I’ll be honest–I have no idea who this guy is or why he looks like Destro from G.I.Joe. But a figure who can Outwit through just about anything AND THEN launch a 3 Bolt, 3 Damage Energy Explosion bomb from 10 freaking squares away can look like Rainbow Brite for all I care, especially when that character costs well under 100 Points.

"I will rain fire and death over any who would attack Titan. Tee-hee!"

“I will rain fire and death over any who would attack Titan. Tee-hee!”

Top dial, I.S.A.A.C. can also use Phasing/Teleport, Indomitable, Stealth and Carry, so he can get your other pieces into play before he turns his attention to blowing stuff up. But this is not a one-trick pony! I.S.A.A.C. ‘s back dial turns into an 11 Attack Value Support-sporting healer. Yep! That’s right–he’s a secondary attacker/supporting figure hybrid. And he’s even got the Robot keyword, so he can gain Perplex through their ATA. One of the more efficient pieces in the set–and, of course, like every other piece, he starts getting frightening when you equip him with Hammers. I would not be shocked if this guy makes a ROC Top 16 or two in the near future.

 

Zombie Super Skrull

8. GOTG062 Super Skrull170 Points – Chase: An 8-Click-long Primary Attacker who has the ability to become whoever–or whatever–you want him to be. Like all the other Zombie Chases, Super Skrull ignores characters for movement purposes and can gain Food Tokens while giving Virus Tokens whenever he deals damage. But his other Trait is where he really makes his money (IT’S HARD TO EMULATE FOUR POWERS WITH HALF MY LIMBS: Give Super Skrull a free action and choose up to one each of standard speed, attack, defense, and damage powers. Super Skrull can use the chosen powers until your next turn. For each power chosen this way, place a Power token on his card. At the end of your turn, roll a d6 that can’t be rerolled, and subtract 1 for each Power token on his card and remove all Power tokens from his card. On a result of 1 or less, deal Super Skrull 1 unavoidable damage.).

I know that’s a lot of text, but here’s what it really says: Pick up to any four standard powers in the game that you want (choosing only ONE power for each combat slot); Super Skrull can use ALL of those powers until your next turn. Then, at the end of your turn, there’s a roughly 83% chance that he’ll take 1 Unavoidable Damage. That’s a small price to pay for being able to choose, say, Hypersonic Speed, Impervious, Precision Strike and Shape Change. Or Willpower if you don’t want to take pushing damage. Or whatever you want! There’s plenty of ways to heal one damage in the game right now, too. Black Lantern Ring, Angrir’s Hammer (Super Skrull gets REALLY sick when he gets a Hammer)… the point is, Super Skrull is like a Swiss Army Knife. When he’s on your side, you just need to figure out which tools you need for each situation as it comes up, and then Super Skrull can instantly use them.

(And in Golden Age games, considering his Monster keyword, teaming Super Skrull with GG026 Mole Man, where you can get TWO uses out of the chosen abilities instead of one… yikes!)

This is the one Chase I think they really got right.

 

"I totally just found a Power Ring. High Five bro!"

“I totally just found a Power Ring at the bottom of my Cracker Jack box! High Five bro!”

7. GOTG059B Doctor Spectrum110 Points – Super Rare (Prime):  I like him better than his A-Side, Non-Prime version simply because he costs significantly less (like 27 Points less). The good Doctor here starts with the Wing Symbol, Running Shot, 3 Bolt Energy Explosion with an 11 Attack and a sick Trait (POWER PRISM: When targeting a single character with an attack, modify Doctor Spectrum’s attack value by the number of different-colored standard powers on the dial of his target(s).) to go with an even sicker Defense Special (TOUGHENED ENERGY CONSTRUCTS: Doctor Spectrum can use Barrier and Toughness. Give Doctor Spectrum a free action, choose a standard attack power, and he can use that power this turn.).

To review, this guy can pick ANY standard attack power (like, say, Penetrating/Psychic Blast), graft a 3 Bolt Energy Explosion on top of it, and–oh, by the way–against most characters, he’s going to have a 12-13 Attack Value. In a Meta environment where Defense Values can routinely climb to 19, 20 or even higher, the ability to “Bunker Bust” a character in a Defense-ball squad with Spectrum’s high Attack Value AND splash 3 Damage to all his adjacent compadres is pretty huge!

 

"Wait, which one of us is in command again? I can never tell!"

“Wait, which one of us is in charge again? I can never tell!”

 6. GOTG017A Kree Lieutenant45 Points – Uncommon: The best generic in the set is a great supporting piece with top dial Enhancement, Sidestep and a 17 Defense with ES/D (thus making him very hard to splash with Energy Explosion Damage while he’s doing his Enhancement thing), but he’s actually a great tertiary attacker on his own as well! On his second click he keeps Sidestep and ES/D, but he actually GAINS Penetrating/Psychic Blast at that point (with 5 Range). Then, at the back end of his dial, he morphs into a close combatant and picks up Charge, Empower and Combat Reflexes!

Did I mention that this guy is a stupidly cheap 45 Points? And his Trait–yes, he has a Trait on top of all the rest of the powers on his dial–gives +1 to the Attack Value of all friendly adjacent Kree. With all the great Kree figures we’ve gotten in the past couple months, that’s awesome! While I’m sure a ton of different Kree Build possibilities will present themselves moving forward, my favorite thing to do with the good Lieutenant is to team him with GOTGM106R Ronan the Accuser, which turns Ronan into a 10 Range, 12 Attack and 4 Damage-sporting monstrosity… and oh, by the way, you’d still have 155 Points to spend. Play a second Lieutenant to bump Ronan’s damage to 5, and you’d still have 110 leftover. All because someone thought the Kree Lieutenant’s 70 Point dial should only cost 45. Nice calculating, WizKids!

 

Supergiant

5. GOTG048 Supergiant120 Points – Rare: 7 Clicks of brutal, dirty nastiness. Supergiant has the standard Cull Obsidian Trait, but she also has three Special Powers that are worth mentioning, too. First, her Movement Special (MENTAL POSSESSION: Supergiant can use Mind Control. When she does, she isn’t dealt unavoidable damage from it and modifies her attack value by +1. At the beginning of your turn, she can use Mind Control as a free action to target a character she hit with Mind Control during your last turn.) gives her a free Mind Control every turn (after the first one hits, of course). That’s awesome.

Second, her Attack Special (OMNIPATH: Supergiant can use Penetrating/Psychic Blast. When she does, she may target any number of characters.) lets her Multi-target with Pen/Psy.

Finally, her Damage Special Ability (MENTAL PARASITE: Supergiant can use Outwit. When she does, the target character modifies its combat values by -1 until your next turn.) is damn near broken. Not just an Outwit, but an Outwit that really hobbles whichever piece she targets.

Playing against Supergiant is a bad day. Take it from me…

 

Star-Lord Comic

4. GOTG030 Star-Lord110 Points – Uncommon: Oh look, another Uncommon! The Uncommons in this set are just stacked!

Star-Lord’s dial is very fair for 110 Points. Running Shot 2 Bolt Energy Explosion with 6 Range and an 11 Attack Value. 17 Defense with Energy Shield/Deflection. Pretty standard, right? Well, he’s got 3 more tricks up his sleeve that put him over the top.

First, his Improved Targeting ignores Hindering Terrain. That’s always handy. Second, he has a Damage Special (TACTICAL MANEUVER: Star-Lord can use Outwit. When he does, he can count range and draw lines of fire from any friendly character that shares a keyword with him.) that’s really cool, especially when used with his Improved Targeting. Oh, Rocket Raccoon wants to shoot at Batman but he can’t because Bats has Stealth? Well, Peter Quill here can Outwit through Stealth FROM ROCKET’S POSITION ON THE BOARD!! I believe the industry term for a figure that can Outwit Stealth from across the map is “F#@king Awesomesauce!!

Obviously, this Star-Lord was designed to sort of quarterback GotG-keyworded teams, and he’s great at it. But his third trick–a Trait–is probably his best ability (GUARD THE WHOLE GALAXY: Friendly characters with the Guardians of the Galaxy keyword may replace their defense values with the highest printed defense values among friendly characters with that keyword.). Obviously, this was meant to be used with GOTGM018 Rocket Raccoon and his printed 19 Defense.

So in addition to being a solid secondary attacker, Star-Lord is also gonna run some major support by Outwitting stuff other people can’t see AND by pumping everyone’s base Defense up to 19 (when played with Rocket, of course)! Which means that his 110 Point dial just went from “pretty solid” to “really damn good” in just four paragraphs!!

 

Proxima Midnight

3. GOTG050 Proxima Midnight 100 Points – Super Rare: Well, well well. Another great Black Order piece. If you just looked at her starting values and standard powers, she’d be worth her 100 Points without further explanation (although her Running Shot with Penetrating/Psychic Blast, Sharpshooter and ZERO Range would still seem like a pretty weird combo). But the designers gave her THREE awesome Traits on top of what’s already there on her dial. Her first Trait (THREE TRACERS OF BLACK LIGHT: Proxima Midnight begins the game with 3 Tracer tokens on this card. Proxima Midnight has a range value equal to the number of Tracer tokens on this card times 3, and has a number of bolts equal to the number of Tracer tokens on this card.) gives her 9 Range to start! How’s that Running Shot/Psychic Blast looking now?

Her next Trait basically makes her Tracer Tokens pretty damn ridiculous (THE SPEAR OF PROXIMA MIDNIGHT: When Proxima Midnight hits with a ranged combat attack, remove a Tracer token from this card and place it on a hit character’s card if it doesn’t already have one. At the beginning of your turn, roll a d6 for each of her Tracer tokens on other character’s cards, and on a result of 3-6 deal 1 penetrating damage to the character with that Tracer token on its card. When a character with her Tracer token on its card is KO’d, place the Tracer token on Proxima Midnight’s card.). Yep. She’s basically got a 66.66% chance to (essentially) deal penetrating Poison from ANYWHERE ON THE MAP to up to three different characters that she’s previously hit. That’s a little bit good, no?

Finally, she also has the Cull Obsidian Trait (CULL OBSIDIAN: When Proxima Midnight is KO’d by an opposing character’s attack, deal damage to that character equal to the last amount of damage dealt to Proxima Midnight. This damage can’t be reduced below 1.) that all of her peers in the Black Order possess except Thanos.

She also has the Minions of Thanos and Warrior keywords, in case you wanted to team her up with some Guardians Movie villain pieces or enlist her in Duhg’s Army. She’s another piece that would not surprise me if she showed up on a few ROC Top 16 Teams, especially since she can possibly remove more than one token a turn from current Meta-staple Bizarro.

This is a sick piece.

 

Thanosi

2. GOTG047BR Thanosi 100 Points – Rare (Prime): Lots of folks like his 200 Point dial. That’s fine. It’s awesome. Frankly, Thanosi could have made this list 3 different times. But I like his 100 Point version the best. Power Cosmic TA, Running Shot with 2 Bolt Energy Explosion, 4 Damage with Probability Control… Oh, and this Trait ([100 PTS] BUILT TO TEST MY FOES: KA-ZAR: Opposing characters within range can’t ignore terrain for movement purposes.).

Yikes! And he’s got the Robot keyword, so he can gain a special version of Perplex as well! But can you imagine playing someone on, say, Wundagore Mountain with Nebula and Thanosi and plopping Thanosi near the center of the map on Turn 1? Your opponent would have to take the long way ’round with each and every character!

So, yeah, at 100 Points, Thanosi’s kind of a one trick pony, but damn, it’s one hell of a trick!

 

Another Prime Common hits the #1 spot.

Another Prime Common hits the #1 spot.

1. GOTG007B Captain Marvel 82 Points – Common (Prime): Yep! All 4 Primes from the set made this list in some form or another. They’re that good. But Captain Marvel beats them all, hands down. Running Shot with an 11 Attack and 6 Range to go with an 18 Defense and 3 Printed Damage is pretty good for 82 Points. But then you get to his Attack Special:

UNI-BEAM: Captain Marvel can use Energy Explosion, Incapacitate, and Penetrating/Psychic Blast. When Captain Marvel hits with a ranged combat attack, hit targets can’t make attacks during their next turn.

As far as Special Abilities go for the Attack slot, that’s arguably the best in the game. Certainly in Modern. The ability to prevent attacks is disgustingly good. But then you look at his Defense Special Ability:

DEFEND HUMANITY FROM MY PEOPLE: Captain Marvel can use Defend and Super Senses. Modify the defense values of adjacent friendly characters without the Kree keyword by +1. This power can’t be countered.

And that’s ALSO insane! So insane that Ninwashui used him as Superior Spidey’s sidekick in Let’s Be Lanterns, Too!

Marvel can be a Primary Attacker AND he can support your support pieces by raising their Defense to 19! That makes him a pretty damn efficient use of points, I’d say.

Kree, Soldier, Spy and Scientist keywords (and man, has the Scientist keyword made a comeback or what?!? All the best pieces from this set seem to be Scientists or Robots!) mean you can use him in a bunch of different Builds!

 

Okay! Soooo, that’s my list! You know what I think now! But who do you think is the best piece from this set? Sound off in the Comments below!

Let’s Be Lanterns Again! For One Shall Surely Fall!! (Or Let’s Build an Army For Each Lantern Corps–Part 3 of 3!!)

War of Light Part 3!

And now we’ve reached the final four Corps!

For the uninitiated, Ninwashui and I are creating competitive Builds for each Lantern Corps–let’s recap the rules:

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

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

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

If you missed it, we featured the Sinestro Corps, Indigo Tribe and Orange Lantern Corps in Part 1!

The Blue Lantern Corps and Red Lantern Corps were covered in Part 2!

Also, in a shocking twist at the end of Part 2, Ninwashui revealed that he’s actually been a scheming, possibly drunk raccoon the whole time he’s been writing for this site!! (Y’know… it’s been a weird month.)

And now that everyone’s caught up, HypeFox and Ninwashui will be facing off one more time–AND ONE SHALL SURELY FALL!

HypeFox and Ninwashui each have a pair of Builds they think is better than the other’s–and you can be a judge simply by posting who you think came up with the better Builds in the Comments section below!

Up first is HypeFox with… The Green Lantern Corps!!

 

"I have the power to overcome great fear. And I have a flying, invulnerable Falcon automaton that sharts on any who would oppose me!"

“I may or may not have the power to overcome great fear, but I definitely have a flying, invulnerable Falcon automaton that sharts on any who would oppose me.”

GREEN LANTERN CORPS (HypeFox Build)

Team Name:Threat Level Green

ThemeMystical

Characters Not Normally Associated With the Green Lantern Corps: Iron Pharaoh (who, when you think about it, isn’t really even associated with the Marvel Universe–he was just on ONE alternate cover at some point); Shaman; Lockheed; and Thule Society Priest (in other words, the whole team!)

Roster:

IIM051 Iron Pharaoh – 110 Points

IIM040 Shaman – 92

w/ ATA005 Alpha Flight4

FI001 Thule Society Priest21

WXM080 Lockheed16

WOLR100 Power Battery (Green Lantern Corps)2

WOLR300 Green Lantern Ring8

WOLR200 Shield (Green)8

WOLR200.01 Net (Green)8

WOLR200.04 Wall (Green)10

WOLR200.05 Crossbow (Green)10

WOLR200.09 Nurse (Green)10

=299 (It took all my Willpower not to make this an even 300 Point team… )

 

How It Plays: This is a version of the Iron Pharaoh/Shaman stall, seek & destroy team that I’m always pitching in one form or another–this time with a Green twist!! Firstly, while extremely effective in their own right, none of these characters have Willpower–that’s where the Green Ring comes in! Every time a Green Construct is given to a member of this team, in addition to the Construct’s effects, that member gains access to Willpower! ANNNNNNDD they then have 50% chance to ignore opposing Outwit and Perplex!

50% Of the Time

Iron Pharaoh plus the RCE-granting Crossbow equals a ton of damage dealing that can see through just about anything. Shaman grounds all characters with the Wing Symbol and offers Perplex and Barrier top dial–all of which should help in delaying the opposition from getting to you! Lockheed can be a pest, but his main purpose is providing another tie-up piece who can Energy Explode if your opponent bunches up his figures, as well as being another Mystical body on your side at the beginning of the game for Map Roll (Hint: If you win Map Roll, choose Wundagore Mountain or the weird SLoSH Apokolips map that has like 50 Elevated areas so that it’ll be nigh impossible for your opponent to get to the Pharaoh without getting rocked). Thule Society Priest is kind of there for the same reason as Lockheed, but pushing him to get to a Prob Control is not a terrible idea. Still, most of your damage is going to come from Iron Pharaoh and Shaman–but that should be more than enough!

 

Condescending Ninwashui

CONDESCENDING NINWASHUI Chirps: “Oh, wow, you shouldn’t have gone to all that trouble to innovate such a bold Build. I mean, it must have taken just a metric poop-ton of brainpower for you to come up with a team that you’ve pitched about 7 times before. Oh, well done, sir. Bravo! Ooooo, but you know who would really like this team?

 

Quizzical HypeFox

QUIZZICAL HYPEFOX Ponders: “Uhhhh... ”

 

Ninwashui Dwight Schrute

POMPOUS NINWASHUI Retorts: “No one. But for a team that absolutely EVERYONE will just LOVE, look no further than the next entry!”

 

Hellfire Club

STAR SAPPHIRES (Ninwashui Build)

Team Name: As Long As Our Love (And My Head) Survives

Theme:

Characters Not Normally Associated With the Star Sapphires: The Hellfire Club’s Black King and White King

Roster:

WXM035 Black King – 165 Points

WXM020 White King – 107

WOLR106 Power Battery (Star Sapphires)2

WOLR306 Star Sapphire Ring8

WOLR206.08 Scissors (Violet) – 8

WOLR206.09 Nurse (Violet)10

=300 (Oh, look, HypeFox, no wasted points! It’s almost like one of us knows what they’re doing!)

 

How It Plays: This one is pretty basic. Take two guys who are basically unkillable, give them the Mystics TA and Shape Change (so that your opponent is only hurting himself when he tries to hurt you) and a way to heal the Black King (the Nurse Construct), and watch as your fiendish society takes over the world. Black King is a beast who only gets more powerful the more damage he takes (and remember, while he takes damage, your opponent is taking that Mystics unavoidable damage!), and–at 11 Clicks long–he can take a LOT of punishment. Meanwhile, White King will Charge around the map with his Scissors-granted Exploit Weakness and native Super Strength. Also, his Leadership works on Black King! Oh, and as long as Black King is on the map, White King can’t truly die. Which means that he’ll keep coming back over and over–and your opponent will have to grind through those Mystic clicks over and over. A perfect recipe for pain!

 

Ambivalent Giraffe

AMBIVALENT GIRAFFE HYPEFOX Responds: “It’s also a perfect recipe for boredom! Really?! Two characters, one of whom is meant to die over and over and the other who has to be hit A TON before you get to his super clicks? This might be an effective team, but I don’t think it’d be a fun one. Not as fun as, say, bringing the Sinister Syndicate into the Black Lantern Corps…

 

"Maxwell Dillon of Earth, you have the power to kill a ton of $#!t. Welcome to the Black Lantern Corps!"

“Maxwell Dillon of Earth, you have the power to kill a ton of $#!t. Welcome to the Black Lantern Corps!”

BLACK LANTERN CORPS (HypeFox Build)

Team Name: What’s Black and White and Dead All Over?

Theme: Sinister Syndicate

Characters Not Normally Associated With the Black Lantern Corps:

Roster:

DP064 Electro – 90 Points

w/ ATA091 Sinister Twelve – 4

ASM019 Vulture – 61

w/ ATA091 Sinister Twelve – 4

ASM030 Lizard – 88

w/ ATA091 Sinister Twelve – 4

DOFPH003 Human Protester – 10

FIB008 Photographer – 3

WOLR108 Power Battery (Black Lantern Corps)2

WOLR308 Black Lantern Ring – 6

WOLR208.01 Net (Black)8

WOLR208.03 Mallet (Black) – 4

WOLR208.07 Catapult (Black)10

WOLR208.14 Sniper Rifle (Black)6

=300 (See Ninwashui? I can make 300 point teams too. I just don’t need to crow about it at the top of my lungs. No, like my team, I prefer to wait quietly in the shadows, silent but deadly…)

 

Smiling Raccoon Ninwashui

GIGGLING RACCOON NINWASHUI Points Out: “Yup! I’ve often described things you’ve created as silent but deadly.”

 

How It Plays: I hate you. Anyway, the Black Lantern Ring gives Steal Energy (and heals any bearers 1 Click when an opposing fig is KO’d) and the Black Battery will sometimes increase that Steal Energy Healing by 1. All of which means that Zombie Electro, if he gets even one hit in, will probably be around forever. Vulture can transport both Electro and Lizard at the same time, and if you give the Catapult to the Human Protester or (better yet) the Photographer, they can TK any of your characters to where they need to be.

Lizard will get the Mallet, which gives him BOTH Quake and Steal Energy–a combo we know from the good ol’ days of Lizard plus Angrir’s Hammer that works extremely efficiently. Zombie Electro gets the Sniper Rifle, and Vulture gets the Net to use as he sees fit–hopefully, he’ll deploy it after a Charge in which he did B/C/F or Exploit Weakness damage to keep any other targets in place while Electro readies a Pen/Psy/EE blast, which we’ve talked about at length before (it’s still pretty sick).

And don’t overlook Human Protester. While he and Photographer were mostly included on this force to goose the activation of the Sinister Twelve ATA, he can do decent damage in his own right against adjacent opposing figures. And if your opponent is playing mutants, he actually kind of hoses those teams a lil’.

But this team really digs into the Black Lantern theme aspect with Electro. KO’ing dudes and then adding them to your force is soooooo Black Lantern Corps, right? Right?

 

Ninwashui Raccoon Five Fingers

FIVE-FINGER-DEATHPUNCHING NINWASHUI Says: “I like that you’ve given me five figures to kill with any of the epic Builds that I’ve come up with. Giving TK to a POG isn’t a bad idea, and Electro is a hot mess of damage dealing. This isn’t a terrible Build. But just as Death must always give way to Life, your crappy Black Lantern Corps Build must give way to my Awesomesauce White Lantern Corps Build. Coming up NEXT!”

 

White Lantern Iron Man

WHITE LANTERN CORPS (Ninwashui Build)

Team Name: If You Ain’t White, You Ain’t Right (Please Note that this is a Modern Family reference and not a bold new racist direction for Critical Missives) !!

Theme: S.H.I.E.L.D.

Characters Not Normally Associated With the Black Lantern Corps: Iron Man and the Agents of S.H.I.E.L.D.!!

Roster:

IIM001AE Iron Man – 150 Points

CATWS005 S.H.I.E.L.D. Agent – 36

CATWS005 S.H.I.E.L.D. Agent – 36

CATWS005 S.H.I.E.L.D. Agent – 36

WOLR101 Power Battery (White Lantern Corps)2

WOLR301 White Lantern Ring6

WOLR201.01 Net (White)8

WOLR201.04 Wall (White) – 10

WOLR201.05 Crossbow (White)10

WOLR201.14 Sniper Rifle (White)6

=300 (Nailed it again!!)

 

How It Plays: Basically, this is the team that won’t die. Once per game, each character gets a stop click. You can also give any White Construct holder a Power Action and heal everyone in a six-square radius for 1 Click. In the meantime, Iron Man can Mastermind damage to any adjacent S.H.I.E.L.D. Agent (who again, can’t be killed from one shot). Meanwhile, Iron Man can shoot, Perplex AND Outwit  through both Blocking and Hindering Terrain (which means Map Choice can be a HUGE advantage for this squad). Oh, and did I mention they all have the S.H.I.E.L.D. TA? So like Spinal Tap’s amps, Iron Man’s Range goes to 11. And if they manage to base IM, all those Agents also have Empower. Basically, Iron Man is either punching or shooting for a ton of damage every turn while the Agents make pests of themselves by either healing, creating Blocking Terrain, Hindering Terrain that must be broken away from, or even sniping for 2 Damage from 10 Squares away.

In short, this team will outlast any of the pathetic Builds HypeFox has inflicted upon us these last few weeks.

 

12th Doctor HypeFox

UNAMUSED HYPEFOX Notes: “Oh, you really think so? Then how about a little wager? We let the people decide. Because they’re never small to me. And the loser gives a Guardians of the Galaxy pack to the winner’s favorite charity. Or even to the winner. Actually, that makes more sense.

 

Ninwashui Mean Face

MEAN FACE NINWASHUI Growls: “You, sir, are on! Heh.”

 

12th Doctor 2 HypeFox

CONFIDENT HYPEFOX Wonders: “What’s so funny? You’re about to lose!

 

RAccoon Ninwashui smiles

GRINNING NINWASHUI Shouts: “You’d like to think so, wouldn’t you? But you fell victim to one of the classic blunders–the most famous of which is “never get involved in a flame war online about comic-book movies“–but only slightly less well-known is this: “Never go in against a Raccoon when Clix are on the line“! Ha ha ha ha ha ha ha! Ha ha ha ha ha ha ha! Ha ha ha…

… Um… I mean, are we just sticking around for the poll to go up, or–whoops! There we go.

 

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!

 

The Merc and The Meta (Or, A Second Opinion of the Top Ten Figures in Deadpool!!)

"Good Morning!"

“Good Morning!”

So, Ninwashui has chimed in with his Top Ten list for the new Deadpool set, WITH NO REGARD TO MY OWN OPINION!! Obviously, I could not let this besmirchment stand!

Here then, for the DeadPool set, is your…

Second Opinion!!

That's high praise!!

“That’s high praise!!”

 Some General Notes About the Set:

–While there are obviously some powerful individual pieces, I thought that the overall “Power Level” of this set fell slightly below Invincible Iron Man and SL0SH… and that’s OKAY! The fact that we got a ton of weird characters that I never thought I’d see made (Grasshopper? Sweet! Now my GLA team can–wait, there was more than one Grasshopper?), plus some much-needed Modern Age updates to some figures who have been conspicuously absent until now.

–Having said that, I would still agree with Ninwashui’s assessment that this set was more consistent in terms of the usefulness of the characters; I just feel that the previous two sets both had higher ceilings in terms of the power level of their best pieces. Still, since most of the characters were consistently useful, coming up with a Top Ten (and 5 Honorable Mentions) was pretty tough; so tough, in fact, that I was forced to cheat and list a TOP TWELVE!! Even still, there are some good figures in this set that just aren’t gonna get mentioned here, cuz there’s a lot to like.

–After getting to play a couple games with WizKids’s brand new mechanic, I can say that the Word Balloon feature turned out better than I expected. I thought these were all going to be kitschy, trite add-ons that simply granted silly powers that would only be used once in a blue moon, especially after seeing the “I Never Miss With the Sheep Gun” balloon (Man, I’ve had so many theoretical conversations about the impossibly far flung, Rube Goldberg Machine-induced scenarios in which plopping a Sheep token next to an opposing figure will turn the tide of a game, and while it’s early days yet, I think I’ll be okay if that’s the one Balloon I never pull). Boy, was I wrong.

"I was wrong on this one."

“I was wrong–this is awesome.”

First of all, they’ve made it really flavorful and probably avoided themselves future headaches by creating such a small pool of eligible characters (Deadpool Corps. members and Ultimate DeadPool and ThorPool, etc.). Fewer affected characters means there’s a lot less chance to break the game. And then, within that framework, they created some Word Balloons that are good enough to make you WANT to play a DeadPool. “Hammer Time,” “4th Wall? What 4th Wall?,” “My Common Sense is Tingling” and “ ” are all really good, especially when used with DP019A DeadPool, DP019B Evil DeadPool or DP055 DeadPool. In my opinion, those three figs are already all worth their Points to begin with; throw “Hammer Time” on any one of them (for example) and I believe that you’re actually fielding more points than you’re being charged for (remember, Balloons are NOT Resources in and of themselves, so they can be used in tandem with Resources and Relics. And don’t get me started about the “Possessed” ability on the new War of the Light Chases coming this month (Y’know, just when I finish a 4600-word column on Modern Age Chases, WizKids goes ahead and releases these “Entity” Chase pieces that are probably all gonna be Meta in some way–particularly through the aforementioned “Possessed” Trait).

Remember, if there’s one thing that this site has tried to teach ‘Clixers everywhere, it’s Critical Missives Army Build Axiom #1:

CRITICAL MISSIVES ARMY BUILD AXIOM #1: DO NOT PAY “RETAIL” POINT PRICES FOR FIGURES WHEN THERE’S A VALUE-PRICED OPTION AVAILABLE!!

Now, the corollary to that is this: Free Points Are Awesome!!

Again, CRITICAL MISSIVES ARMY BUILD AXIOM COROLLARY #1A: WHEN BUILDING YOUR ARMY, FREE POINTS ARE AWESOME!!

If you accept that the 3 DeadPools from this set that I just mentioned are already worth their points, and if you accept that Resources in general are EXTREMELY under costed, then you would have to conclude that the DeadPool set–and the various Merc With a Mouth Traited characters–offer a LOT of value for opportunistic builders. I’ll get into this a little more in the individual profiles, but you can create some RIDICULOUSLY powerful characters who can get bonuses from 2 or even 3 sources that aren’t really even on the map–or at the very least, sources that your opponent can do little to nothing about.

–No ChampionPool? C’mon!! How will we ever have a complete DeadPool Corps.?!

–Probably the most useful group of Super Rares ever. Cable is probably the only Super Rare you’d be disappointed to pull in Sealed (well, maybe Kingpin, but Kingpin is really useful in Modern), and there’s a TON of awesome SR’s that people will be playing even years from now…

The Chases. Yikes! While the Z-Virus mechanic is cool, Marvel Zombies was never really my hot sauce, so I could kind of take or leave them. I think it’s cool that they’ll have their own Zombie Team Base, but… we don’t get that Team Base until August’s Guardians of the Galaxy set, and with the info that’s been released so far, it seems like that set’s gonna have ANOTHER 8 ZOMBIE CHASES!! Blleeecccch! Enough already! Guardians should have 6 Chases–all 6 of the members of the Cull Obsidian from last year’s Infinity storyline. Those are the Chases everyone wants and expects–and it’s about 99% for sure that it’s not gonna happen. It would have been so simple and so appropriate to do the Black Order figures that I have to wonder if WizKids has gone completely insane (Hunter on Dial H for Heroclix has stated that this has dimmed his enthusiasm for the set so much that he probably won’t even buy his customary Brick of GotG, much less a case–and I can’t say I blame him). Grrrr… but enough about the NEXT Marvel set! I’m here today to talk about the set that’s actually been released!

So let’s start with the…

5 HONORABLE MENTIONS:

"Dude... I'm'a 'bout ready to smash the $#!t out this flag over here."

“I punch flags! Then I paint them black and wear them!”

5. DP025 Flag-Smasher119 Points Uncommon: Okay, my understanding of flags as a concept is that they are generally emblems of some significance that have been made out of some sort of flexible cloth material. So how exactly does one “smash” a flag? Flag-Tearer? Okay. Flag-Ripper? Sounds menacing, unless you mumble it out loud, in which case it comes dangerously close to sounding like “Fart-Ripper.” Regardless, either name seems like it would make more sense than the perplexing “Flag-Smasher.” Although, maybe that’s why he has top dial Perplex? All I know for sure is that Flag-Puncher here has a couple of devastating abilities that get him close to my Top Ten (but not quite in it). First, his Trait (WE SHALL BE ONE PEOPLE, AND I SHALL LEAD: Flag-Smasher can use Leadership. When he does and succeeds, choose a copyable Marvel Team ability. Friendly characters with a lower point value can use that ability until your next turn.) is fantastic! You make your Leadership roll, and all of the sudden all your characters have the Mystics TA. Or Avengers Initiative, or any useful copyable TA you can think of. That’s pretty damn fantastic. And while his starting attack is a 10, he has Running Shot, Pulse Wave and Perplex to go with it, so if your opponent isn’t careful, he could be in for a world of hurt.

Even though Flag-Smasher doesn’t have Willpower, that’s okay as well since pushing him onto his second click gives him a fantastic Movement Special (THE NATIONS OF THE WORLD SHALL CRUMBLE, AND BE ONE: Opposing characters that possess or can use a team ability modify their attack and defense value by -1 unless already modified by this effect.). I mean, if he was nine points less, you could team him with Cul Borson and give most of your opponent’s figs -2 to their Attack!

But that Point total is a problem. I would have loved this character at 90-95 points, or maybe an even hundred. At 119, as great as his abilities happen to be, I think he’s a bit over-costed. If he were 20 Points less, he probably would have made my top 5. Still, his skill set is unique enough to keep him on the Honorable Mentions list.

"Man, if it just had eyeholes, this costume would be perfect!"

“Man, if it just had eyeholes, this costume would be perfect!”

4. DP053B Whizzer120 Points – Super Rare Prime: Obviously has one of the best Improved Movement abilities in the game (he ignores just about everything), especially when he can use Hypersonic Speed his whole dial. Hypersonic Speed + Flurry on his first three clicks is damn good. On his own, he’s a great piece who’s probably worthy of a Top Ten slot. But he’s an Honorable Mention instead for a few different reasons.

First, he’s got the Squadron Supreme keyword, but he still can’t team with Hyperion from IIM because they’re both Primes. That kinda sorta really sucks.

Second, as cool as his Hypersonic Speed + Flurry Special Movement Power is, his defense is predicated on being right next to the character taking a swing at him (since he has Combat Relfexes), which means that it’s almost NOT in your best interest to speed around the board, attack, and then hide. Not the worst thing in the world, and he does have Super Senses as well, but he definitely needs a different play style from how most people play HS characters to be effective.

And finally, Speed Demon’s just got a better Trait for 10 less points, so as far as speedsters go, I’m’a stick with Speed Demon. Which means this is one of the rare instances when the non-Prime actually offers more goodness for less points than the Prime…

"Rawr."

“Now this doesn’t seem safe at all.”

3. DP003 Dogpool 65 Points – Common: Love this lil’ pup. For 65 Points, you can totally nerf Stealth for one of your opponent’s pieces every turn (“BARK” WHAT’D YA FIND BOY? TIMMY IN THE WELL AGAIN?: Dogpool can use Perplex, but only to decrease a defense value. When he uses Perplex, he can use Improved Targeting: Ignores Hindering Terrain and targeted characters can’t use Stealth this turn.). But what’s really neat is that with a 10 Attack and Precision Strke, he can even sneak some damage in on the biggest of foes! And he picks up Blades/Claws/Fangs further down dial–in Sealed, my opponent nailed one of my best figures twice with that. Unfortunately for him, he rolled 1 twice (and that opponent may or may not have been Ninwashui). Still, he more than proved his worth, and that’s even without a full compliment of Word Balloons (I mean, “Hammer Time” on a dog is just fun…).

Now THIS would have made an awesome Duo figure!!

Now THIS would have made an awesome Duo figure!!

2. DP019A DeadPool135 Points – Uncommon: The star of the set, Deadpool at 135 is like a nice blob of clay that you can mold into whatever sort of primary attacker you need him to be. Want to create mass causalities? Throw on “Hammer Time.” Want to make him harder to hurt? Throw on “4th Wall? What 4th Wall?!” or “Quick! Shield Me With Your Bodies!” Or turn him into a Wildcard–the possibilities are nigh endless (okay, there’s only like 12 different Word Balloons or so, so the possibilities definitely have an end), and that’s before you start adding in bonuses from Resources or Possessing Entities. The fact that there are two even crazier versions of DeadPool in this set is the only reason he’s not in the Top Ten.

I'll be honest, this could even be Cobra Commander. YOU try finding Secret Empire Number 9 images!

I’ll be honest, this might be Cobra Commander. YOU try finding Secret Empire Number 9 images!

1. DP204 Secret Empire Number 935 Points – Common: Actually, for once, the comments on HCRealms.com’s Units page explain this fig better than I ever could. A user named MrDgreen: “man, enhance and the Hydra TA, these guys are basically walking relics.” Hydra TA, Enhancement (with a respectable 2 damage), Pyschic Blast and ES/D to prolong their already pretty good 5 clicks of life… Their only drawback is that Soldier is their lone useful keyword (no one is fielding any decent Secret Empire Theme Teams, I promise you).

Alright!! We’re done with the appetizer–here’s the Main Course!

THE TOP TEN TWELVE FIGURES IN DEADPOOL!!

The next character in Sprint's "Framily" commercials.

The next character in Sprint’s “Framily” commercials.

12. DP057 Tiamat – 255 Points – Super Rare: The Beast with Two… bases. Tiamat comes on a peanut base, and he/she/it is a complete badass. 9 Clicks that are all painted, plus 1 ridiculous Trait (CHAMPION AND STEED: Once per turn, when an opposing character has taken damage from his attack, give Tiamat any action as a free action. When you do, after action resolve, remove an action token from Tiamat.). Besides the boatload of points it takes to field Tiamat, the only drawback is that Tiamat can’t account for Hindering or Elevated Terrain when he moves (that’s why we have Hammers though, right?). Close Combat figs are always gonna take a backseat to Ranged-Based figures, but man, this is a Monnnnnnnnster!!

"I have Stop Clicks! Sort of!"

“I have Stop Clicks! Sort of!”

11. DP057A/057B Typhoid Mary/Bloody Mary100 Points – Super Rare: One of the most unique figures WizKids has turned out in a while now, due to her Trait (I’M JUST MARY WALKER, SOAP OPERA ACTRESS/ BLOODY MARY, PSYCHOTIC BUTCHER: Each time a new click is revealed due to damage taken from an opponents attack, roll a d6. On a result of 6 stop turning the dial, and Typhoid Mary ignores all further damage dealt this turn. On a result of 4-5 you may replace her with DP #058b Bloody Mary on the same click number and then deal her the remaining damage minus 1.) and the fact that both bases come together! She’s slightly over-costed given that’s she’s mostly a supporting piece to start, but as she gets down dial she turns into a solid damage dealer as well.

WizKids's sculpts get more and more lifelike each set...

WizKids’s sculpts get more and more lifelike each set…

10. DP050 Wolverine and X-23168 Points – Super Rare: Another Close Combat figure that has been gifted with so many abilities that Ranged-based attackers won’t necessarily have the Alpha Strike advantage on them. Their best powers come from an awesome Trait (SNEAK AND KILL: Wolverine and X-Men can use Sidestep and Stealth. Unhindered lines of fire drawn to Wolverine and X-23 during an opponent’s turn are blocked unless Wolverine and X-23 have 2 action tokens or are adjacent to an opposing character not on its starting click.) that combines with their Special Attack Power (SLICE AND DICE: Wolverine and X-23 can use Blades/Claws/Fangs and Flurry. When using Blades/Claws/Fangs, their minimum d6 result is 3. If they hit a character twice during a turn, they may use Incapacitate as a free action, targeting that character.) to give them the coveted Charge, Flurry and Blades/Claws/Fangs combo. So, to review: Top dial, they can move up to 7 squares in one turn and still attack between their Sidestep and Charge, then they get to attack you twice with Flurry and–if they hit both times (not unreasonable to think they will with that 12 Attack)–they also plop an action token on their target. Easy ways for them to heal once they hit Click 3 means that their 7 Clicks of life will seem like it’s almost double that. I can’t quite say that they’ll be a Meta piece, since their Point cost is fairly high even for a Primary Attacker, but man, if I sat down at a ROC and saw this Duo in my opponent’s starting area, I wouldn’t exactly feel too comfortable either.

 

"Rawr!"

“Rawr!”

9. DP060 Superior Spider-Man160 Points – Super Rare: The most powerful Spidey since ASM’s Spider-Man 2099, Sup Spidey is basically Toyman from SL0SH done right. Depending on which Spider Bots you attach, you can either give him a 50-66.6% to evade all attacks not made by Banshee or someone with Precision Strike (and that’s assuming that they hit his 18 Defense to begin with), or you can double his Outwit and Perplex Range. Either choice makes him really hard to deal with (although I’d go with the Super Senses bonus myself). So hard, in fact, we’re gonna do a quick Flash Build with him!

Team NameA Superior Way to Die!!

Theme: Scientist

DP060 Superior Spider-Man160

(w/ the Secret Avengers ATA) – 5

IIM037 Iron Monger 2.0135

Sideline: Like a bazillion Spider-Bots (both Mark 1 and Mark 2).

=300 (Exactly! Yeah!)

This may be one of the most self-explanatory armies we’ve ever published. Iron Monger 2.0’s Trait (REWIRE YOU FOR EXPLOSIVES: When a friendly character is KO’d by an opponent’s attack, you may deal 1 penetrating damage to each opposing character adjacent to that character.) makes friendly characters (like, say, little disposable Spider-Bots) go boom when your opponent deals damage to them. Superior Spider-Man spits out a Spider-Bot as a free action (depending on your d6 roll) every turn, and if your opponent doesn’t kill them, they can start surrounding his figures and causing serious problems (like jacking up each other’s Attack Value and firing off a bunch of Incaps right in a row. A classic damned if you do, damned if you don’t scenario. It will take a minute to get everything going, so you’d want a map that slows your opponents roll out a little bit (like that crazy Fires of Apokolips map or whatever it was called from the SLoSH kit).

"Wheeeee."

“Wheeeee.”

8. DP055 DeadPool215 Points – Super Rare: Insanity in a box. He comes with the “Hammer Time” Word Balloon, which pumps his attack up to a 13 and lets him mix some Energy Explosion Marshmellows in with his Pulse Wave Lucky Charms. If you play him with a TK’er, he’s devastating on most maps. You’d want to pull him anyway just for his Word Balloon; the fact that he’s one of the best figures in the set is just gravy. 215 is a lot to sink into one figure, but damn! Keep in mind, too, that he has the Asgardian keyword, so Splitlip and the Book of the Skull sits you down at 265 with a Theme Team and 35 Points left to spend in a 300 Point game. He’s even better in Epic Games.

"The H does not stand for Hero, incidentally."

“The H does not stand for Hero, incidentally.”

7. DP103 Wolverine, Agent of Hydra90 Points – LE: This is the engine that Hand swarm teams needed. He’s less than 100 Points and enables the Hydra TA to work for Close Combat attacks as well. Since most Hand characters (even the generics) already have this TA, it basically turns your Hand swarm into a mobile meat grinder. Hook him up with the Hand ATA to make it nearly impossible to target him until its too late. One of the best Wolverines currently in Modern Age (and since there’s roughly 2000, that’s saying something!). He also has one of the best Charge Special Movement Powers in the game (especially considering his point level).

"I am not a Bruce Lee rip-off."

“I am not a Bruce Lee rip-off.”

6. DP047A Shang-Chi90 Points – Rare: Why does this entire set either cost 90, 100 or 110 Points? Weird. Anyway, Shang-Chi is a Close Combat nightmare. If sets were measured in the effectiveness of their Close Combat pieces, Deadpool would be the best set ever released! Shang-Chi is the beneficiary of another near-broken Trait (COUNTER-BLOCK: Each time an opposing character targets and misses Shag-Chi with an attack, put a Counter token on this card. Give Shang-Chi a free action and remove all Counter tokens to make that many close combat attacks with a locked damage value of 2. At the end of your turn, remove all Counter tokens.). Add in some GREAT keywords (Avengers, Martial Artist and HfH, among others), Empower, a couple of Improved Movements (including Elevated), a 12 Attack, and an 18 Defense with Combat Reflexes, and you have the Phone Book of Modern Age Close Combat abilities. His dial should be in the 120-135 Range; in reality, it’s 90. There ya go.

"Yep! I'm back!"

“Yep! Zombie Electro. Again.”

5. DP064 Electro – 90 Points – Chase: And now we start to get into the figs you can build competitive teams around. Check out my column on the most effective Chase pieces in Modern Age from last week for some suggestions on the shenanigans you can get into with Zombie Maxwell Dillon.

The cover to "Black Talon and the Ex-X-Men #1," the least selling X-book of all time.

The cover to “Ex-X-Men #1,” the least selling X-book of all time.

4. DP043 Black Talon60 Points – Rare: They should call him Black Shenanigans, except that sounds like it could be the title of a racist D.W. Griffith propaganda film from the early-1900’s. So scratch that. But the point remains–with his Damage Special Power (CONTROL OF THE MINDLESS UNDEAD: Black Talon can use Mind Control with a range value of 8, and when he does he may target friendly characters. If all of his targets are friendly, a lower point value, and have the Monster keyword, he may use it as if had 3 bolts.) & Trait (POWER OF THE LIVING LOA: When Black Talon uses Mind Control, you may place a KO’d opposing character in an adjacent square on its starting click, and that character becomes the target. After actions resolve, that character is removed from the game.) someone (as Ninwashui always likes to say) is gonna find a way to break him. One of the early episodes of the Quarry featured an interview with a ROC winner (or judge–I can’t remember) who had determined within his playgroup that the ability to Mind Control friendly characters shouldn’t appear on figures less than, like, 110 Points or something. He had all kinds of mathmatical reasoning and whatnot, I’m sure–just like I’m sure that WizKids heard that interview, chuckled, and then said “Oh yeah?” out loud and to no one in particular. Whether you agree with my half-remembered anecdote or not, giving a friendly Mind Control ability to a 60 Point figure is damn near absurd. Never mind the fact that he can also use Mind Control to target opposing characters WHO HAVE ALREADY BEEN KO’D AND THUS REMOVED FROM THE GAME!! I mean, that’s almost an afterthought, and it’s also a near-gamebreaking ability. He will power some ROC Top 16 teams in the near future–count on it.

"The all-new Thunderbolts! Justice... like rainbows?"

“The all-new Thunderbolts! Justice… like rainbows?”

3. DP053A Speed Demon110 Points – Super Rare: Here’s what you need to know: his Trait (SPEED CYCLONE UPLIFT: When Speed Demon moves, after actions resolve, choose an opposing character and roll a d6. If the result is less than the number of distinct squares that Speed Demon moved into or through that are adjacent to that character during the move, you may place that character within line of fire of its square and up to the result away in squares and deal that character half of the result in damage.) is among the most broken currently in Modern and allows him to sneak in a second attack in one turn, except that you don’t even actually make an attack; assuming you can devote six squares out of your 14-square Movement to circle an opposing figure, this will go off on anything less than a roll of 6. Again, this Trait works WHILE HE’S USING HIS HYPERSONIC SPEED and it allows you to place an opposing character where you want him to be, which can really screw up your opponent’s positioning. It’s also probably the best way to go when you need to damage someone without making an attack (to get around the Mystics TA, for example). It’s sick and wrong.

Like his Prime version, the Whizzer, Speed Demon also has an 11 starting Attack with 3 damage. But unlike his Prime version, as Speedy gets down dial he only gets better, picking up a +2 Perplex (on anything but damage) and a Movement Special that keeps HS but adds in a second attack. This means that he’s actually as good–if not BETTER–on click 4 as he is top dial. That’s pretty sick on a 110 Point character. He’s another piece you should be seeing at an ROC soon, given everything that he does and the fact that his insanely good keywords (Among others, HfH, Sinister Syndicate AND Thunderbolts–plenty of options just with those!) make him eligible for a bevy of different armies. Let’s look at a basic Sinister Syndicate Build:

Team Name: Sinister Six-ish

Theme: Sinister Syndicate

DP053A Speed Demon110 Points

(w/ Sinister Twelve ATA) – 4

ASM031B Alyosha Kraven70

(w/ Sinister Twelve ATA) – 4

ASM019 Vulture 61

(w/ Sinister Twelve ATA) – 4

FIB003 Damaged Warbot10

FIB003 Damaged Warbot10

FIR100 The Book of the Skull6

(w/ 7 Hammers attached–all except Greithoth’s) – 21

=300 (Exact-a-mundo again!)

You’ll get +3 to Map Roll and 3 Theme Team Probs. So, with Gulyadkin the Lion’s token, you should have 6 characters at the start of the game, which will hopefully be at least one more than your opponent so that your Sinister Twelve ATA’s go off. Vulture can taxi Alyosha, who can give his pet a free move every turn too, and Speed Demon is, well, Speed Demon, so once you Hammer Up, mobility shouldn’t be an issue. Speed Demon in particular (with a now 12 Attack) should run amok. Not ROC-worthy, because you’re team would be too vulnerable from Range (depending on Map Choice), but this team can dish out a ton of damage!

Gotta love the backwards arm.

Gotta love the backwards arm.

2. DP019B Evil DeadPool100 Points – Uncommon Prime: Just looking at his stats and powers, you’d think his dial was made up of rejected SLoSH Bizarro clicks. But when you look closer, you’ll see an amazing damage dealer whose main flaw–low top dial defense–is easily fixable with a Resource and/or Word Balloon, and his Regeneration Special (WEIRD REGENERATION FROM LEFTOVER PARTS: Evil Deadpool can use Regeneration. Choose an opponent to roll another d6. If the opponent’s roll is higher than your d6 roll, add the two results together and subtract 2. Evil Deadpool is healed of damage equal to this amount instead. Each time Evil Deadpool would heal past his starting click in this way, modify his combat values by +1 for the rest of the game, even if this power is lost.) means that he can survive almost anything that gets thrown at him and actually come back stronger! Put him on a Book of the Skull team, give him “Hammer Time” when he attacks and suddenly you’re opponent is in for a world of hurt–and you still have 170 Points left to support him. Awesome piece!

"Get used to seeing me around, homies."

“Get used to seeing me at every ROC, homies.”

1.DP051 Banshee98 Points – Super Rare: Just stupid for his Points. His Trait (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.) shuts down just about every good defensive power and in a lot of cases increases Banshee’s damage by one. I talked about how stupid broken he gets the more Resources etc. that you add to him in last week’s Weekly Roundup. At this point, you should either buy one yourself or be prepared to deal with him–a lot.

(One Final Note: Fast Forces: Deadpool is technically it’s own Micro Set; having said that, I should note that the Elektra and the Rookie Mercy figs from that set would have made my Honorable Mention and Top Ten, respectively had then been part of Deadpool proper. In other words, you’re gonna want that Fast Forces…)

Whew!! 4500 words on Deadpool, and there’s still so much we didn’t cover. But I hope this helps–now get out there and dominate!

Straight, With CHASEr!! (Or, 4600 Words About the Top Ten Most Effective CHASE Pieces in Heroclix Modern Age!!)

"Even consumed by my darkest demons, I have all the power of a million exploding suns. Oh, and I'm like $55 on eBay."

“Even consumed by my darkest demons, I still have all the power of a million exploding suns! Oh, and I’m like $55 on eBay.”

Hello again! We’re gonna go off the beaten path for a just a moment this week (don’t worry–the Deadpool Top Ten set review is coming soon!) with a JOINT column that takes a look at those figures that are the hardest to find, yet create the most excitement when you stumble into a store and find them buried deep inside a tall pack. We’re talking, of course, about Lone Ranger Heroclix Chases.

These weren't hard to find and they created no excitement. Wait, a whole Gravity Feed set that had just four #$@&!ng pieces? Why did they bother? Who was this set aimed at? People who saw the movie and hated it? Actually, that's probably a wide target market. Okay, you win WizKids!

Wait, did they really make a Gravity Feed set that had just FOUR f$@&!ng pieces? Why did they even bother? Who was this set aimed at? People who saw the movie and hated it? Actually, that was probably a wide target market. Okay WizKids, you win!

Chases, by their very nature, are usually pretty expensive. Often that’s just because of their scarcity. But occasionally, WizKids will publish a Chase figure that dominates most of the pieces it encounters and becomes significant in the Meta (or dominant in higher point games). This is our list of those pieces. We’ll tell you why we like them, we’ll create a quick and fun build featuring that piece, and we’ll let you know how much you’re going to have to invest to get each piece if you haven’t had the luck to pull one!

We give you… THE TOP TEN CHASE PIECES IN MODERN AGE!!

 

In the DC Universe, Mount Rushmore only has one face...

In the DC Universe, Mount Rushmore only has one face…

10. SLOSH059 Guardian – 207 Points: Most of the recent full sets in the current Modern Age all feature Chases that share at least one (and in a lot of cases, more) Trait or ability. The SLoSH Chase pieces were all granted one of the most Meta-baiting Traits yet (THE GROWING DARKNESS: At the beginning of the game for all friendly characters with this trait, you may remove one attached game element from an opponent’s resource and, if it is a relic, assign it to a character with this trait. At the beginning of your turn, roll 2d6 for all friendly characters with this trait. If the result is lower than the sum total of all of these characters’ click numbers, then modify all opposing characters’ combat values by -1 until your next turn.), which is ridiculous enough (in the Meta, unless the whole tourney is No Resources or Relics, at least 75% of all teams will feature something these Chases can steal), but all the SLoSH Chasers also get a special Stop Click (SPACE WARP: When this click is revealed, stop turning the dial. Guardian can use Phasing/Teleport. When he does, after actions resolve, he may immediately use Regeneration as a free action.). But Guardian here has a couple things going for him that his SLoSH Chase brethren do not have.

Firstly, he has a 9 Range with 2 Bolts, which goes great with his top dial Psychic Blast and 4 damage! Running Shot (with an 11 Movement) and Enhancement mean that he can act as a Primary Attacker, Support Piece and Taxi, all at once. Secondly, that Stop Click I mentioned? Guardian gets 2 of them! He’s the only one from the set who does–every other SLoSH piece has only one. His 207 Point cost doesn’t leave a lot of room for the rest of your force, but his Enhancement definitely helps that. And in Epic Games (400 Points or more) his versatility makes him even more valuable. Let’s see what Ninwashui’s cooked

NINWASHUI SAYS:

NINWASHUI SAYS:

Not my favorite of the SLoSH Chases, but if I were forced to use him in a 300 Point army (HYPEFOX’S NOTE: You’re forced to. That’s kind of the gimmick here, genius!), I’d do this:

Team Name: Guarding Skadi

Theme: Monster

SLOSH059 Guardian 207

GG026 Mole Man47

FIB002 Skadi’s Warbot 30

IIMR100 The Power Plant10

IIMR003 White Light Ring2

IIMRoo7 Matter Rearranger Ring2

IIMR009 Electro Blast Ring 2

=300

As of this writing, Mole Man is still Modern Age, so giving Guardian two actions a turn seems like a good idea to me. If you keep Skadi’s Warbot adjacent to Guardian, it can do 4 damage with Psychic Blast. 18 Defense with Super Senses makes him difficult to bring down. Even before you start messing around with rings, you have the possibility of doing 8 penetrating damage a turn between Guardian and Skadi’s Warbot (and with the Matter Rearranger ring, even Stealth shouldn’t bother your pieces too much). Throw in some abbreviated Power Plant goodness, and you’ll have an army that can compete with just about anything it might run into.  You won’t win every game, but you should at least take out a significant figure of your opponent’s army just about every time.”

What He’ll Cost You on eBay: Actually, not much. About $15-$20.

 

"Hmmm... I think this mirror is broken!"

“Hmmm… I think this mirror is broken!”

9. IM3018 Iron Man and War Machine – 200 Points: There’s a lot to like here. Running Shot with an 11 Attack, Energy Explosion and a standard 4 damage. This is the type of figure that’s just begging to get its hands on some Resource goodness. Hammers make the most sense, since you can team ’em with Splitlip and still have a Stark Industries Theme Team.

Also, Duo Attack is one of the best attack abilities in the game, and the fact that they have an enhanced Duo Attack Trait (TRYING TO ONE-UP EACH OTHER: When Iron Man and War Machine use the Duo attack ability, you may give them a ranged combat action instead of the second attack.) makes it even better. Even better, uh, ER, these guys are on a single base (and can therefore be TK’d)! Their other Trait (WATCH EACH OTHER’S BACKS: When Iron Man and War Machine do not have two tokens, Iron Man and War Machine can use Energy Shield/Deflection.) combines with their top dial 18 Defense with Impervious to give them at least 20 D at range (for most turns). HypeFox in particular loves these guys, and uses them every chance he gets.

 

HypeFox Says:

HYPEFOX SAYS:

As noted, I love these guys. Probably the Duo piece I’ve played the most. Heck, they’re probably the Chase figure I’ve played the most (NINWASHUI’S NOTE: Tell that to Iron Pharaoh, you jackwagon!). Our venue usually doesn’t allow resources, so I haven’t played this army exactly as written, but I definitely would like to. If you’re in an event that doesn’t allow relics or resources, sub out Bethany Cabe and the BotS for IIM002 Rescue, and you’ll be almost as deadly!”

Team NameDwarven But Deadly

Theme: Stark Industries

IM3018 Iron Man and War Machine – 200

FI301 Splitlip – 20

IIM102 Bethany Cabe – 39

DOFPH002 Sentinel Sentry – 14

FIR100 The Book of the Skull – 6

Plus 7 Hammers (every Hammer except Greithoth’s)21

=300

Iron Man and War Machine carry Splitlip around, which pumps their ranged damage up to 5, and if they get to Duo Attack, they can do up to 9 freaking damage a turn. If you can get Hammers on both Iron Man and War Machine AND Splitlip (keep in mind, that gives IM & WM a 13 FREAKING ATTACK), you may find yourself choosing Splitlip as the ‘dial’ character most turns. Even on Click 1, the BotS dial gives Splitlip Smoke Cloud, Barrier AND Perplex to go along with his native Enhancement. Usually you’ll be dumping Splitlip 1 square behind Iron Man and War Machine so that you can slip Bethany Cabe in front of the lil’ guy and adjacent to IM & WM. This gives everyone +1 to their Defense (and with her Police Team Ability, she can make it so that Iron Man and War Machine basically only miss on a roll of 2 against characters with 17 Defense or less!). The Sentinel Sentry is really just there to round out your points and help you get out the maximum amount of Hammers quickly and to provide cover mid-game (if he’s still around) with Smoke Cloud (especially if you’ve gone beyond the Smoke Cloud clicks on the resource).

What They’ll Cost You on eBay: These dudes are still popular. You don’t see more than 2 or 3 being auctioned at a time, and they still command $25-35.

 

When you get to Zombie Electro, maybe the Z-Virus story has run its course...

When you get to Zombie Electro, maybe the Z-Virus story has run its course…

8. DP064 Electro 90 Points: The most recent entry on this list and the best of the DeadPool Chases that just released this month. He is offense in a bottle. If left unchecked, he can take over a game real quick. What’s special about Mr. Dillion in his Zombie form here is that his Zombie Traits (ZOMBIE HUNGER: When Electro damages an opposing character, place a Food token on this card if there are less than 5 Food tokens. When Electro would be KO’d by an opponent’s attack, turn to its first KO click, remove all Food tokens from this card, and heal it that many clicks. & ZOMBIE INFECTION: When Electro damages an opposing character, give that character a Virus token if it has less than 5 Virus tokens. When an opposing character is KO’d by this character, you may add it to your force, turn to its first KO click, remove all of its Virus tokens and heal it that many clicks.) actually work perfectly with his dial. He starts out with Psychic Blast top dial and a special damage power (LIGHTNING ROD OF THE DAMNED: Electro can use Energy Explosion. When he does, he does not need a line of fire to one target within range if that character has a Virus token.) that is nearly broken when combined with everything else. Why? BECAUSE ALL OF HIS FREAKING POWERS COMPLEMENT EACH OTHER! He has top dial Running Shot with a 10 Attack Psychic Blast, 7 Range and THREE FREAKING BOLTS!! Combined with his Damage Special that we just mentioned, this means that Electro can split 3 PENTRATING Damage in up to 3 different directions, and any hit characters will splash 3 more damage onto adjacent figures! This is insane! In one attack, he could potentially fill up his “Zombie Hunger” meter! And then, he can keep pounding them with shots REGARDLESS OF LINE OF FIRE! Just freaking insane. Lots of “Iron Pharaoh” type of potential here, and I would not be surprised to see him show up in the Meta. His ES/D gives him a 19 Defense against ranged retaliation, but even if he’s damaged to the point of being KO’d, that Zombie Hunger Trait means he’ll come right back at nearly full strength!! And we haven’t even touched on the fact that every figure he KO’s JOINS YOUR TEAM!! Or that you can’t really base him to shut him down BECAUSE HE IGNORES CHARACTERS FOR MOVEMENT!! This is a piece that could get real stupid real fast.

NINWASHUI SAYS:

NINWASHUI SAYS:

Like this guy. I still have my Zombie Power Cosmic Wolverine that I think would be fun to play with this guy. For a quick, fun team, try this:

Team Name: Meat-ster Sinister

Theme: Sinister Syndicate

DP064 Electro – 90

DP053A Speed Demon – 110

ASM031B Alyosha Kraven – 70

IIMR100C Power Plant (with any 4 Rings plus the Electro Blast Ring) – 20

ATA090 Sinister Six x3 – 9

=299

If this doesn’t end up being the most expensive team on this list, I’ll be surprised (HYPEFOX’S NOTE: Geeee, the best of the brand new crop of Chases, a brand new Super Rare that’s even rarer cuz it’s the front half of a Prime slot and a Meta-level Rare Prime. Expensive? Y’think?!). Still, lots of versatility here, Electro’s damage output starts out very strong and should only get better as the game goes on. If you want to set up a shot for him, you can use Speed Demon’s Trait (SPEED CYCLONE UPLIFT: When Speed Demon moves, after actions resolve, choose an opposing character and roll a d6. If the result is less than the number of distinct squares that Speed Demon moved into or through that are adjacent to that character during the move, you may place that character within line of fire of its square and up to the result away in squares and deal that character half of the result in damage.) to Cyclone opposing figs next to each other for maximum lightning madness. Alyosha and his pet lion are insane on their own, but with the ATA, if Alyosha can use his superior Attack value to score a couple of hits, things will be that much easier for Electro. The Power Plant is just there to fill out points effectively; you’ll probably find yourself draining rings for an emergency Outwit or +1 to all stats as much as you will find yourself using them for their native abilities. Having said that, giving Electro the “Electro Blast” ring is basically broken–which is the polite way of saying that you should do it as often as you can.

What He’ll Cost You on eBay: The word is out on Zombie Maxwell Dillon. When you can even find him, he usually starts at $55 and ends up in the $70-$80 range.

 

"We're only #7? Then how broken are the pieces ahead of us?"

“We’re only #7? Jesus, how broken are the pieces ahead of us?”

7. CATWS017 Captain America and Black Widow130 Points: Another HypeFox favorite, this Duo fig came out only a few months ago in the ridiculously good Captain America and the Winter Soldier Gravity Feed set. If nothing else, what have we learned so far in this article? Duo Attack is gooooood. Duo Attack that ignores damage modifiers (WORKING TOGETHER: When Captain America and Black Widow use the Duo Attack Ability, they may target more then one character with a ranged combat attack and ignore damage modifiers from the Duo Attack ability.)? Hooooo, boy! They also possess two of the best TA’s in the game (Avengers Initiative and S.H.I.E.L.D.), they occupy a single base so they can be TK’d, they have Sidestep, Precision Strike, Traited Stealth–actually, just read this before we spend another 1000 words repeating ourselves!

HYPEFOX SAYS:

HYPEFOX SAYS:

Man, I know what I said last time, but I think this may be the Chase figure that I play most often (NINWASHUI’S NOTE: Seriously?). They’re great as is, but they get even better with the Phoenix Force!

Team Name: The Soldiers and the S.H.I.E.L.D.

Theme: Avengers.

CATWS017 Captain America and Black Widow130

(w/ the Magik Fragment) – 3

CW039 Hawkeye 98

(w/ the Cyclops Fragment) – 3

FFCW005R Mockingbird25

CATWSH001 S.H.I.E.L.D. Support 10

The Phoenix Force12

3 Fragments Left On 9

2 Assigned Characters6

=296

With the TA’s granted by Cap and Black Widow, Hawkeye becomes a Stealth busting machine, and even if you go up against a team that messes with resources, he can still move through Hindering Terrain without an issue. Cap and Black Widow now have access to Invuln and, more importantly, un-Outwittable Running Shot! Mockingbird pairs with Hawkeye to pump up his attack and pop off the occasional Theme Team Prob.”

What They’ll Cost You on eBay: These two are consistently available in the $17-$22 range.

 

"Does that dude know he's in the shot?"

“Does that dude know he’s in the shot?”

 6. IM3017R Iron Man and Iron Patriot200 Points: Okay, everything we said about Iron Man and War Machine? That goes double for these guys. Another single based Duo fig, these two have even better defensive Traits than their counterparts (I’VE GOT YOUR BACK. NO, I’VE GOT YOUR BACK: Iron Man and Iron Patriot can use Energy Shield/Deflection and Defend. Iron Man and Iron Patriot can use the Sharpshooter ability and may target non-adjacent characters with a ranged combat attack even when they are adjacent to an opposing character.), and their Duo Attack Trait is even better as well (THIS LONE GUNSLINGER ACT IS UNNECESSARY…YOU DON’T HAVE TO DO THIS ALONE!: When Iron Man and Iron Patriot use Duo attack ability, each attack may use 2 targets instead of 1 target and one of their attacks may be a ranged combat action instead.). They are, in a word, sick and wrong. Which is two words, actually. But there ya go!

NINWASHUI SAYS:

NINWASHUI SAYS:

“I like this Duo better than Iron Man and War Machine. This Build is simple and fun. Enough of these Theme Teams and Resources and ATA’s–we’re keeping this as simple as possible. Here goes nuthin’!

Team Name: Leftover Parts

Theme: None

IM3017 Iron Man and Iron Patriot200

DP019B Evil DeadPool – 100

=300

Simple, right? Evil DeadPool’s only real weakness is his erratic Defense, which we’ve fixed to some degree with Iron Man and Iron Patriot’s top dial Defend. Point and shoot, basically. Then repeat. And, y’know, repeat, uh, again.”

What They’ll Cost You on eBay: This Duo, while more powerful than their IM3 counterparts, were not as popular. You can find them for $18-$20.

 

"Wait, I thought we were just posing!"

“Wait, I thought we were just posing!”

5. CW060R Avengers Prime300 Points: This is the biggest kitchen sink piece in the game. It’s not quite good enough to stand on its own in a 300 Point game, but in larger builds, man, these guys are TOUGH. But the main reason they’re this high on this list is their ability to take a three actions in one turn (TRIO ATTACK: Give Avengers Prime a double power action. They can be given 3 close or ranged combat actions as free actions, each targeting a single character. These free actions may be used to activate the same effect.). Yes, it’s as nuts as it sounds. But the ability to do that while holding a couple of Hammers is even crazier, as HypeFox is about to discuss:

HYPEFOX SAYS:

HYPEFOX SAYS:

Avengers Prime needs very little help to be competitive in Epic Games. That said, for a 400 Point game, I’d surround ’em with some Asgardian love.

Team Name: As-Whoop-ians

Theme: Asgardian

CW060R Avengers Prime300

FI301 Splitlip20

FIB002 Skadi’s Warbot30

FIB003 Damaged Warbot10

FIB003 Damaged Warbot 10

The Book of the Skull (Complete)30

=400

You know the drill. Avengers Prime is basically carrying Splitlip after picking up a couple Hammers. You can hook the Warbots up with Hammers too if you like, but honestly they’re really just there as distractions until you can pull off a Trio Attack that will cripple your opponent’s best figures. Yes, you only get two Theme Team Probs, but with two Hammers, Avengers Prime has a 15 attack. If you’re constantly missing with a 15 Attack, I really can’t help you.

What They’ll Cost You on eBay: I’ve seen them go occasionally in the $50 range, but it’s rare. Usually you’re spending at least $65 to get them to your door.

 

"Well hello again, you mewling quim."

“Well hello again, you mewling quims.”

4. AVM211 Loki – 220 Points: Another figure we’ve talked about at length before! His ridiculous number of TA’s (Power Cosmic, Mystics and ANY COPYABLE TA’S POSSESSED BY YOUR OPPONENT’S FIGURES), Traited Toughness, 18 Defense with Super Senses AND Shape Change (dampeners are great, but Super Senses AND Shape Change is a great way to avoid having to dampen any damage), Pulse Wave with a Range of 9… and that’s before you hook him up with a Resource. He’s great in Epic games, but even in 300 Point contests, he’s not a bad fig to hang your hat on. Plus, I mean, it’s Movie Loki, and he’s holding the Tesserect! Pretty much the definition of awesome, as Ninwashui is about to discuss:

NINWASHUI SAYS:

NINWASHUI SAYS:

Normally I wouldn’t play a piece this expensive in a 300 Point game, but if Resources are allowed, it’s viable. Still wouldn’t recommend putting all your eggs in one basket though.

Team Name: All Your Eggs in Loki’s Basket

Theme: Asgardian

AVM211 Loki220

FI301 Splitlip20

Skadi’s Warbot30

Store Clerk3

The Book of the Skull (with 7 Hammers)27

=300

Loki gets Charge and Running Shot after picking up his dual Hammers (I’d start with Mokk’s Hammer, and then have him grab Angrir’s once you start your second wave of Hammer distribution), and he can still be carried by Splitlip if you turn your lil’ dwarf into a Greithoth-powered monster (Greithoth’s Hammer grants, among other things, Giant Reach). We’ve talked about how good Skadi’s Warbot is; the Store Clerk is just there to dish out Hammers. But basically, you’re banking on a hopped-up Loki going nuts with his Running Shot, 13 Attack, 5 Damage (with Splitlip’s Enhancement) Pulse Wave (and don’t forget that you gain a Perplex from the Resource dial at the start as well).

What He’ll Cost You on eBay: Loki can be found for $21 and up.

 

"Tonight on FOX--When X-Rays Go Wrong!"

“Tonight on FOX–When X-Rays Go Wrong!”

3. CW057 Sentry and Void300 Points: And now we come to someone–or someTHING–who COULD hold his own in a 300 Point game with no backup. Sentry and Void’s list of abusive powers starts with their Multiattack Trait–yes, not just Multiattack, but a Multiattack TRAIT (EMERGENT EVIL: Sentry and Void can use Multiattack ability. Give Sentry and Void a power action if it has no tokens and replace it with CW #035 Sentry or CW #045 Void on the same click number. When the replacement character would be KO’d, you may instead return this character to the map on click #10.), because Multiattack clearly isn’t good enough on its own. Then you add in top dial Hypersonic Speed, Psychic Blast, 18 Defense with Impervious and 5 native damage and, frankly, you start to feel guilty just for playing him/them/it. Sentry and Void has finished in the Top 16 of several ROC tourneys in the last year–and again, since they’re 300 Points, that means there is NO BACKUP in those games. And it was still a pretty successful piece. Pretty amazing. In larger point games, where you have extra points for a resource or relic, this piece gets downright stupid.

HYPEFOX SAYS:

HYPEFOX SAYS:

This one’s an easy inclusion for me. This is one of my favorite pieces ever made, and Sentry and Void is probably the Chase figure I’ve played the most (NINWASHUI’S NOTE: I’m not talking to you any more.). This piece is ridiculously good in Epic Games. But we’ll keep it simple:

Team Name: What About Bob?

Theme: None

CW057 Sentry and Void300

=300

You run around with Sentry and Void. You kill stuff. Then you rinse off the blood and repeat.”

What He’ll Cost You on eBay: Sentry and Void can be yours, too! Y’know, for the low, low price of $55 to $80.00.

 

"Is it cold in here?"

“We’re sure I’m Lydea Mallor and not Lyssa Drak?”

2. SLOSH057 Lydea Mallor79 Points: She’s got the same broken Trait that Guardian has, except she’s only 79 FREAKING points–the cheapest of the SLoSH Chases. Her dial without the Trait would easily be worth that investment–when you add in her ability to steal Relics right off of their Resource base, she starts to get silly. On top of that, good luck finding her with her top dial Movement Special (WRAPPED IN SHADOW: Lydea Mallor can use Smoke Cloud and Stealth. Once per turn, when Lydea Mallor occupies hindering terrain and is given a non-free action, before the action begins or after actions resolve, you may place Lydea Mallor in any square of hindering terrain within 5 squares and line of fire.). Basically, she’s the best way to spend 79 Points this side of Brother Voodoo.

At any ROC that allows Resources and Relics, you can expect her to turn up somewhere in the Top 16–probably multiple times, actually. There’s a lot of different ways you can go with her; let’s check in with Ninwashui for his way:

NINWASHUI SAYS:

NINWASHUI SAYS:

She’s the most used Chase from SLoSH, that’s for sure. But I wouldn’t necessarily say she’s the best; people are just playing her as the cheapest way to acquire that Trait for their Build. Having said that, it’s hard to argue with the results she’s consistently showed at ROC tourneys across the globe.

Team Name: Smoke and Mallor

Theme: Monster

SLOSH057 Lydea Mallor79

ASM101 Frankencastle102

SLOSH039X Bizarro – 100

FIR100 The Book of the Skull (with 4 Hammers)18

=299 Points

Hopefully you’re able to steal a key piece from your opponent’s Resource. Either way, you’ve got a pretty balanced yet unpredictable team to go against whatever your opponent has in store for you. Bizarro, with his 3 Stop Clicks and the possibilities that his ever-spinning dial represents, can get really crazy when you start tossing him Hammers. Lydea will be hard to find until your ready for her to attack, and Frankencastle’s Leadership could work on any of these pieces. Happy hunting.

What She’ll Cost You on eBay: Lydea Mallor will run you about $60 right now.

 

I am STILL a thing, going forward. Ever forward...

I am STILL a thing, going forward. Ever forward…

1. IIM051 Iron Pharaoh110 Points: He’s stupid good. He’s been the winning figure on a winning ROC team not too long ago. He’s great with Resources, but in matches and at venues that don’t support the use of Resources… he gets even better. For those who don’t know, his Trait (GOLDEN FALCON, SHARTING: When Iron Pharaoh is first placed on the map, place a Falcon special terrain marker in an adjacent square. Give Iron Pharaoh a free action to move this marker up to 3 squares. Iron Pharaoh can draw lines of fire and count range (up to 3 squares) from the Falcon marker using Improved Targeting: Ignores Hindering Terrain, Ignores Elevated Terrain, Ignores Outdoor Blocking Terrain, Ignores Characters.) is what makes him so exploitable. Barrier Tech teams in the Meta generally feature either Fantomex or Iron Pharoah. Iron Pharaoh’s inherent stat-boosting Trait (FIGHT THE FUTURE: Iron Pharaoh modifies his attack and damage values by +1 when attacking a character that shares a keyword with him.) works on a LOT of the best figures in the Meta, and there’s a bunch of figures <cough>Shaman<cough> that make him even stupider to deal with. Versatility combined with overall usefulness for the points make Iron Pharaoh our #1 Chase figure in Modern Age (at least as of this writing).

HYPEFOX SAYS:

HYPEFOX SAYS:

This is another of my favorite pieces in the game (NINWASHUI’S NOTE: A-HA! Finally!); I just wish I got to play him more often (NINWASHUI’S NOTE: Oh c’mon!!). Having said that, winning Map Choice can sometimes straight win you the game with Iron Pharaoh–the longer you make your opponent take to get to you, the easier it will be to pick him off with IP’s Golden Falcon. With that in mind, for the final Build of the article, I’m actually going to steal from myself! This army originally appeared in my look back at the Invincible Iron Man set article that ran a few weeks ago:

Team NameNo Flights, No Tights

Theme: Mystical

Map ChoiceAvX Month 1 (Wundagore Mountain)

IIM051 Iron Pharaoh110

(w/Cyclops Fragment) – 3

IIM040 Shaman92

FFCW006R Scarlet Witch – 50

FIB002 Skadi’s Warbot30

The Phoenix Force12

1 Assigned Character3

=300

What I wrote before: ‘This team can double Barrier to protect Iron Pharaoh while his Golden Falcon goes out and treats the map like a Seagull treats a parking lot after a big lunch. If you win Map Roll, yikes. Your opponent better have a non-flying piece equipped with Phasing/Teleport and the Carry ability–essentially, Cloak from ASM (there’s a couple others, but he’s the best). If not, he or she will have to take the long way around a freaking mountain only to be met by a double Barrier tandem who each have the Mystics TA when AND IF you can actually hit them. All the while, Iron Pharaoh will be chilling like the Boss that he is and taking pot shots of at least 5 damage (and it’s quite easy to make that even more) at your best figs after he’s Outwitted their defense. This is the definition of “a bucket of yuck” for your opponent.’

Yup! Pretty much that!”

What He’ll Cost You on eBay: Iron Pharaoh could have been had for about $25 awhile back. Now that he’s a Meta hero, he’ll run you about $40-$60.

 

Well then! Hope you enjoyed this look at a bunch of different armies that were all strangely built around Skadi’s Warbot some of the harder-to-acquire pieces in the game. Agree? Disagree? Hit us up in the Comment section below!