A couple of weeks ago, the notorious Heroclix Watch List made its first appearance in a couple of years. Less than two weeks later, we have the results!

 

Felix Faust

WHAT WE SAID

The Realms Open Championship league banned Felix twice. WizKids hasn’t banned a figure in its entire history. Perhaps Felix will be the first, because there’s really no elegant fix for this douchebag of a piece.

Wizkids agreed. Where convention exclusive pieces usually have a long shelf life before rotating out (for example, Bat-Mite was released in spring 2013 and just got retired this June), Felix Faust gets the axe immediately.

Sooo… Not banned. But… Yeah, banned.

“Bye Feliciax”

 

 

 

Jakeem Thunder

WHAT WE SAID:

Should escape the Watch List unscathed for a number of reasons. First, he already has built in balances within his “pick a power” trait: Limited to beginning of turn, limited selection of “grade A” powers. Second, the new version of Outwit will be a gut punch …

Again, Wizkids agreed. Jakeem is not the problem here.

 

Pym Tank

WHAT WE SAID

 it’s rather like Precision Strike in that it’s an element that combos with EVERY SORT of attack with an effective Area of Effect that far exceeds its 8-point price and has almost no counter.

At minimum, it shouldn’t combo with other attacks.

Wizkids more than agreed. Not only is it a no damage attack — which is appropriate because it’s essentially like tossing a grenade — but they took its penetrating damage as well.

Heroclixin’ likes this change. It is enough that the tank forcibly moves Invulnerability-plus figs. It should NOT damage them the same as completely unarmored characters.

It’s called INVULNERABILITY.

More the point: it’s an 8-point piece. Its reward (high) was all out of proportion to its risk/expense (low).

Finally, on a F.U.N. level: use of Pym Particles in a fight is not something that should be easy for any old character not named Hank Pym, Janet van Dyne or Scott (or Cassie) Lang to pull off.

 

 

Goblin King

WHAT WE SAID

Oh, WizKids, you were doing so well with balancing the “pick a power” thing.

Then you go and make Goblin King with NONE of those [balances]. AND protected from Outwit.

Whose design is this???

Heroclixin’s fix: If he picks powers, he can’t use Power Cosmic.

Wizkids went even further, banning from using the team ability at all on his lower point costs. Some have complained that him losing Willpower is the bigger deal. But one of his two power choices can always be Willpower (unlike Jakeem), sooo… This isn’t a problem unless you need easy mode Heroclix.

Same goes for the old loophole that allowed him to have four powers in a turn because he kept his choices until he chose again. Wizkids closed it.

Heroclixin’ is on board with all this.

Frequently when a new HeroClix set releases, a sub theme will emerge as a new favorite for yours truly. In late 2009, it was Guardians of the Galaxy in the Hammer of Thor set. 2014’s The Flash introduced me to The Authority.

This go-round, in the Deadpool+X-Force set, it’s X-Statix.

X-Statix_logo

This isn’t a very optimized crew. There’s hardly ANY of the old “STOPP” formula of pit crew powers.

  • No Support. X-Men team ability is a source of healing, true, but it has its built-in drawback.
  • No Telekinesis. This team is unlikely to ever get first strike.
  • No starting Outwit. By the time it shows up, the team is likely in deep trouble.
  • No Perplex. At all. EVER
  • There’s only starting Probability Control, and only on Doop’s fragile 35-point dial.

 

So these lovable losers are going to have an uphill fight. Let’s look at what they have going for them. We’ll also give HEADLINE TIPS focusing on their shared trait to rack up Headline tokens that’ll grant each a unique effect via different traits and powers.

 

 

U-Go Girl [Deadpool & X-Force 013] 40 points

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She’s the team taxi, of course, though only on alternating turns; she can carry 4 friendlies with her keywords when she’s free of action tokens. So barring token removal, once she ferries her crew in, they’re stuck there for the time being. She serves as OK tie-up with Reflexes.

HEADLINE TIPS: Despite 10 AV and Quake, she’s unlikely to gain Headlines. And her benefit — moving as free action — isn’t the best use for them because she generally needs to be free of action tokens to use her taxi skills.

She’s vital to the team, freeing the others up from burning actions getting to the fight.

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Anarchist [Deadpool & X-Force 030] 75 points

anarchist3

Running Shot and Penetrating/Psychic Blast makes him the best source of early offense and Headlines. He’s also got Poison and Improved Targeting to shoot even in adjacency so tying him up is dangerous and largely pointless for foes. The downside is he’s fragile with only ESD for defense.

HEADLINE TIPS: Spending his Headlines to get penetrating Poison seems like a bit of a waste.

He’s vital to the team as its only real range.

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Orphan [Deadpool & X-Force 045] 70 points

Guy_Smith_(Earth-616)_from_Official_Handbook_of_the_Marvel_Universe_A-Z_Vol_1_7

The leader is not so great with Leadership that can’t remove tokens from any but one (or two) of the team due to his too-low point cost. He’ll improve with the new rulebook, but until then he’s just a decent close fighter (IM:Hindering 9 Speed Charge, 10 AV Precision). His real worth is his Leadership SP’s ability to shift Headline tokens from character to character. For example, if Anarchist is the only member with a Headline but Dead Girl is needing to heal, Orphan can give her the Headline.

Later in his dial, he gets Outwit, possibly offering the crew a second wind.

HEADLINE TIPS: His trait allows him to spend Headlines to add a die to his attacks. But as tempting as it is to roll extra dice, resist. Wait. Shift the first Headlines to Dead Girl if she doesn’t have any, then store them on Orphan himself. Try not to use more than one for his attacks, as he has a decent shot at regaining the one spent on a hit. And if you have Prob Control, use it on a normal attack FIRST before making the boosted Headline roll in the reroll.

He’s vital to the team for his Leadership and, as noted, to make the Headlines work.

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Doop [Deadpool & X-Force 046] 90 points / 35 points

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So he’s the sole member with multiple point costs. At 90, he’s the priciest of the lot, bringing Invincible and Close Combat Expert as his contribution. But with only constant Sidestep for movement, he’s rather unlikely to get to use the latter (without being taxied first). And anyway, you might prefer to roll the dice on his “The Unimaginable Power of Doop” trait which has a 33% chance each of either shifting adjacent figures 1 square, or pulling all figs within 4 next to him. On a 5, he grants a friendly fig Power Cosmic for the round and a 6 gives him 10 range and the power to shoot 3 targets (and everyone adjacent to them) for 3 damage each.

But using these results can be fraught with peril. Sometimes the repositioning for the first two options is problematic. The Power Cosmic only really benefits when a friendly has an action token (or enemy Outwit has been an issue). And the Rain of Mjolnirs is hampered by his middling 10 or 9 AV and is no good at all without line of fire.

So it might be more prudent to roll with the little round guy at 35 points as the team’s Prob Control. Though only a scant 2 clicks, he’s protected by Invincible and Regen. The latter gives him potential as an X-Men heal battery.

HEADLINE TIPS: Don’t spend Headlines to reroll his “TUPOD” result unless said result is worse than useless and you REALLY have to get something out of this power action.

Doop is vital at 35 points if only to get ONE of those STOPP powers working on the team’s behalf.

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Dead Girl [Deadpool & X-Force 051] 75 points

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Along with Anarchist, she’s going to be the offensive engine of the team thanks to 11 AV Blades and 3 Exploit. Her drawback is 8 Speed holding her back, even with Flight. She’s going to depend highly on being ferried by U-Go Girl. But she also can serve a secondary role on the team as a healer. So long as she has a Headline token, she heals at turn start, making her a long-lasting X-Men TA battery. And she’s got insurance against KO with 3 or more Headlines.

We also can’t overlook her as a silver bullet against STOP clicks. When she hits, those clicks are unusable for the round.

HEADLINE TIPS: Every Headline should come her way until she has the three needed to dodge KO. She also doesn’t burn them to do her free healing.

She’s vital as the one member of the team with an above average AV, Flight and a degree of “don’t die” ability.

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There’s a wrinkle here. If Doop is run at 35 points, this team is 295 points. But at full cost, the team is an unwieldy 350. What to do with the extra 50 points that’s F.U.N.?

In Modern:

Bedlam [026] 40 points

He almost looks like a member of this version of X-Force — and of course has the X-Force keyword to keep the named theme. He nullifies equipment within his 5-square range, so there’s that.

Marrow [043] 40 points

She, on the other hand, doesn’t fit the fun feel of X-Statix. You just add her for the named keyword theme.

Domino [FF 006] 25 points

Likewise for this meta source of Prob even cheaper than Doop.

 

In Golden:

Orphan [Fantastic Forces 091] 50 points

Hey, an actual X-Statix piece! Despite the total lack of moving powers, 11 AV Exploit isn’t bad. He can draw attention from the rest of the team long enough to buy them time, or serve as X-Men TA heals once off his EW clicks.

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Speaking of Golden Age, Feats can help greatly at the 400-point build:

Doop: Thanks to two opening clicks of CCE, he can gain a 4-square “charge” with Lunge.

Orphan: It’s pricey, but Contingency Plan on him can really patch the lack of Perplex on the team, especially with U-Go Girl freeing the team from having to burn actions getting into position.

Anarchist: Could use Force Field for the Toughness it grants.

Dead Girl: Because she usually gets carried into the fight, Opportunist can aid her (or Anarchist and Orphan, but they already have their feats) to make sure to land that needed first shot.

But even better is Warbound, which can keep U-Go Girl free of tokens to constantly be able to cart the crew about. Lack of Willpower hampers this feat — and the 40-point feat cap. So with the 3 points left over, lets try either Vault or better yet Alias.

Finally, although it’s not a feat, the old 5-point Yellow Lantern special object can give Anarchist and Dead Girl +1 to AV within 4 squares thanks to their PPB and EW, respectively so they can land those early hits.

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(We’ve opted not to cover the original convention exclusive Doop due to his general exclusivity. And at 95 points, he adds little to a force unless facing resources and relics, until the back half of his dial. But if you got him, run him.)