This new F.U.N. Focus (previous parts here) is a needed update to a far-too-long article reviewing all characters with the Atlantis keyword in much better bite-sized installments. And speaking of bite-sized, last installment looked at the cheapest members of the keyword. Now it’s time to take a gander at pieces that take a bigger bite of your team — and, hopefully, from your opponent’s force!

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51-75 points: barracudas
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Arthur Curry (Hypertime): The last of the Hypertime set, he spends 10 more points over the Vet’s 41 to add Willpower to his top-dial and Toughness/Close Combat Expert to his back half. The former makes him a tiny bit more likely to maybe get that first strike off. The latter makes him a tougher KO than he ought to be, lengthening his very long dial. Sadly, though, his CCE is wasted on a terrible AV — he’ll either need it to give himself a goldfish’s ghost of a chance of hitting with minimal damage — and his similarly weak DV means he will take fire before he can attack unless you can TK him in for that first attack. HEROCLIXIN’S VERDICT: 3 of 5 stars.
CARDS TO CONSIDER: Atlantis, Submerged, Justice League (Silver Age), Lunge, Opportunist

Speaking of Telekinesis:

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Mera [Justice League New 52]: For a long time, Atlantis lacked a TKer. Now there are a couple in the form of Aquaman’s squeeze Mera, and this one’s the cheapest and best. She starts with the power, a special version that grants +3 when moving a foe in water, and rocks a trait allowing her melee attacks against enemies in or next to water within 6 squares. Her damage is very light, and her DV is never stellar, but she’s only 51 points and you may not want her to survive anyhow, depending on if you’re running her paramour from the same set in the game. (More on him in future installments.) Regardless, she’s a must for the mobility-challenged Atlantis team. HEROCLIXIN’S VERDICT: 5 of 5. Unless it’s a Modern Age game, you don’t run an Atlantis team without her.

CARDS TO CONSIDER: Atlantis, Submerged, Armor Piercing, Justice League (Silver Age), Justice League Dark, Justice League: New 52, Justice League

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Experienced Aquaman (Icons): Leadership, 10 AV, JLA TA and 4 range make this 56-point figure a huge upgrade over the Icons Rookie, but less useful overall because of his general mediocrity. Keep him Submerged so he can potentially snipe from watery cover — or make a Contingency Plan with the 12-point Leadership-based feat of the same name. Not both, though, as his cheap cost is his main asset. HEROCLIXIN’S VERDICT: 2 of 5
CARDS TO CONSIDER: Atlantis, Submerged, Justice League (Silver Age), Contingency Plan

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LE Garth (Crisis): For a massive 25-point increase over the 40-point Aqualad, you get two more clicks of life with Toughness, the same Stealth-plus SP, and, 2nd click in, a SP granting him an extra supply of light objects for 65 points. Unfortunately, there’s a good chance all standard light objects will be carried — if there are any at all in this Modern Age of special objects — and he won’t get to use this. Tough to recommend him over the ‘Lad. HEROCLIXIN’S VERDICT: 2 of 5
CARDS TO CONSIDER: Atlantis, New Teen Titans

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Ocean Master [DC 75th Anniversary]: Bring on the bad guy. Orm here is the first villain on the Atlantis list, and he looks like crap with a lame 3 range and Mastermind in a theme full of characters who all cost more than him in Modern Age. Good thing he’s Golden Age now, where there are plenty of sub-65-pointers to dump damage onto.

It’s his perma-Prob Control in water that makes him worthy of running. Can’t tell you how many games were won or lost due to the presence or absence of Ocean Master’s PC. Run him with Mastermind fodder and some method of ensuring water terrain and make sure he’s close enough to the action to affect it with either rerolls or by drawing fire from the real fighters. HEROCLIXIN’S VERDICT: 3 of 5
CARDS TO CONSIDER: Atlantis, Submerged, The Society, Outsmart

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jl101

Aquaman (Justice League 101): Finally, an Aquaman that can first-strike without needing TK! His solid DV SP gives the Atlantis roster its cheapest (at 70 points) Invulnerability. The downside: It comes with an immediate downgrade to Toughness when out of water. But when he can Charge from 6 out from water (thanks to the Surge SP), it’s not so bad. Use him as a 1-2 punch with other pieces. HEROCLIXIN’S VERDICT: 3 of 5
CARDS TO CONSIDER: Atlantis, Submerged, Justice League (Silver Age)

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Arthur Curry (Justice League 105): Similar to his sculpt-mate above (though with only normal Charge), A.C. offers, for the same cost, more Toughness after his Invulnerability-in-water SP runs out and, via his other SP, a shot at Regen or Close Combat Expert (but only in water) in lieu of the JLA TA. The boost to the latter power, and the Plasticity it’s paired with, really aid this version of the Sea King compared to when Heroclixin’ first looked at him in 2011. HEROCLIXIN’S VERDICT: 3 of 5

CARDS TO CONSIDER: Atlantis, Submerged, Lunge, Justice League (Silver Age), Automatic Regeneration

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Veteran Aquaman (Icons): the first real Invulnerability piece on the roster, he still lacks that vital ability to move and attack. Though offering both Regen and Support end-dial, he does so with such low AV and DV numbers that neither is very usable. Once the cream of the Aqua-crop, he’s now just so much mediocre flotsam. HEROCLIXIN’S VERDICT: 1 of 5
CARDS TO CONSIDER: Atlantis, Submerged, Contingency Plan, Automatic Regeneration, Justice League (Silver Age), Justice League International, Justice League: Generation Lost, Invigorate

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Next time, Heroclixin’ looks at the next set of swimmers: 76-100 points. Be there! The water’s fine!

 

The Fish(men) Fight Back!!!

The Fish(men) Fight Back!!! AGAIN!!!!!

A few years back, I did a far-too-long article reviewing all characters with the Atlantis keyword. This series is a needed update in much better bite-sized installments.

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Below 50 points: shrimps and chum
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Rookie Aquaman (Hypertime): At 27 points, he’s by far the cheapest Atlantean in the game, and until last year was the only character in the whole game at that price point who could do 5 damage unaided by other characters. But his defense is a sad 15 or less with zero protection and he has no move and attack. With his long-for-the-cost 6-click dial, he’s best run as a blocker/tie-up/fodder for better figs. Cheap Leadership has its uses, too. HEROCLIXIN’S VERDICT: 2.5 of 5 stars. OK to squeeze on but hardly necessary.
CARDS TO CONSIDER: Atlantis, Submerged, Contingency Plan

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Atlantean Warrior (Secret Invasion): Cons are low numbers and a difficult-to-use SP that offers him +2 Speed, Charge and Stealth in water — trouble is, Stealth still needs hindering terrain, and water terrain doesn’t count as such. But Toughness makes him a decent meat shield and tie-up piece against enemy shooters. These 35-point blue guys make good filler and Mastermind/themed-PC fodder. HEROCLIXIN’S VERDICT: 2.5 of 5 stars. Run in multiples to block for better pieces.
CARDS TO CONSIDER: Atlantis, Submerged, Lunge

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Experienced Aquaman (Hypertime): Same story as the 27-point rookie, only you’re paying 9 more points — a full THIRD of the Rookie’s cost — to add JLA TA and a click of life, essentially. The extra life makes him more effective at the fodder role, though, so there’s that. HEROCLIXIN’S VERDICT: 1.5 of 5 stars. Least worthy of the HT Aquamen.
CARDS TO CONSIDER: Atlantis, Submerged, Justice League (Silver Age), Contingency Plan

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Rookie Aquaman (Icons): 39 points buys a lot more Toughness for a more survivable Atlantean, though you’re trading away the good AV of the Hypertime Aquamen. But of them all, he’s the best tie-up/fodder piece in this cost range; use him as such. HEROCLIXIN’S VERDICT: 2 of 5 stars. Add a star if he’s run with a Mastermind piece or Brightest Day Aquaman.
CARDS TO CONSIDER: Atlantis, Submerged

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Aqualad (Crisis): 40 points gives us another soft-shelled, short-lived swimmer. But his built-in super-Stealth in water — no Submerged needed — makes him absolutely invaluable for the Atlantean cause. He blocks LOF to more important pieces while his Willpower makes him ever-ready to Charge, with Super Strength, at any targets forced to approach. It’s a rare event that you wouldn’t have at least one on a Golden Age Atlantis team. HEROCLIXIN’S VERDICT: 3 of 5 stars.
CARDS TO CONSIDER: Atlantis, New Teen Titans

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Veteran Aquaman (Hypertime): The first Aquaman to top 10 AV, perhaps he’s worth running just for that in spite having of the same playability issues as the other Hypertime Sea Kings: no real defense, no move+attack. And at 41 points, he’s beginning to eat up some real points, compared to them. He totally needs help from Telekinesis to get that first strike. HEROCLIXIN’S VERDICT: 3 of 5 stars, esp. with TK.
CARDS TO CONSIDER: Atlantis, Submerged, Justice League (Silver Age)

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These fishmen are nice filler, but Atlantis needs more bite. Look to the next installment for the 51-75 point bracket for that.

 

The Fish(men) Fight Back!!!

The Fish(men) Fight Back!!! AGAIN!!!!!

A few years back, I did a far-too-long article reviewing all characters with the Atlantis keyword. This series is a needed update.

For example, the old article opens with a list of the problems an Atlantis team has: the weakness of the Swim ability on maps with little to no water, the dearth of supporting powers and a total lack of long range.

But a number of these weaknesses have been addressed in the past 2.5 years: Most dolphin Speed characters get water-based bonuses and there is more water terrain on maps — or ways to get it — than ever, the amount of “pit crew” powers has at least doubled and range values in the general game have been lowered even as the number of ranged Atlantis figures has grown.

Finally, Heroclixin’ is splitting up this update into much smaller slices and spreading them out a bit.

ATLANTIS BASICS
There are some things a F.U.N. ‘clixer needs to consider when running the fishmen.

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MAPS
Because it’s a named keyword, Atlantis has a good shot at map choice. So make sure you have some Watery maps. Many of these characters’ powers depend upon water.

Many maps offer some water, but the trouble with most is that the water is either so minimal (see, for example, the Graveyard [The Brave and the Bold]), remotely placed (as in The Lab (Armor Wars)) or both (re: the Axis Chemical Plant [Icons], the Training Complex and Institute Grounds [both Danger Room], The Crater [Brightest Day]) as to be tactically useless, or the water is so central that it becomes a fish-in-a-barrel shoot for elevated snipers and Hypersonic hit-and-runners (Centennial Park Zoo [Icons]).

MODERN AGE

  • Killer Croc’s Lair (Streets of Gotham) has a healthy amount of water terrain, and much of it is behind walls so the swimmers won’t be completely vulnerable to ranged attacks.
  • Dock (No Man’s Land) is about 40% water. Use the post-cataclysm side for best blocking terrain cover.
  • Pacific Ocean (Fear Itself Month 5) is entirely water, and swimmers get a few extra movement bonuses on it. But beware: Objects on your force can’t be placed on this map!
  • Flooded Wakanda [Avengers Vs. X-Men Month 2] is mostly water, with land islands. These islands have walls that help shield the swimmers from lines of fire outside their retaliation zone, making this one of the best maps of all for Atlantis.

GOLDEN AGE

  • Aruna Temple (BPRD Action Pack), the original “water map.” While it’s gold for Atlantis teams, it’s also very open, offering excellent lines of fire for long-ranged shooters. Swim with care.
  • The Dockyard (Starro Attacks) and The Bridge (Web of Spider-Man) are even worse in this regard, with every square of their copious water terrain visible from multiple elevated zones.
  • The Dawn of Time (Crisis) has a large river running through it (and if you play its Time Zones, the Kooey Kooey Kooey and Camelot zones offer a lot and a little water, respectively). There’s a lot of hindering terrain to deal with, though.

But, of course, many maps have no water at all. There are some ways around this limitation, at least in Golden Age games.

SPECIAL OBJECTS

  • Atlantis Rising. Save this Battlefield Condition for that eventuality and hope your opponent doesn’t have his themed-team ignore function to spend. But even if you’re not able to use this card, all is not lost.
  • The Opened Hydrant special object gives you as much as 3 x 3 squares of water on any map. Place it carefully! Indoor maps are best, as the water effect isn’t blocked by walls. Note that it only works on clear grounded terrain.
  • Bucket of Water. This light special grants a single square of portable water terrain. Super Strength’s ability to drop objects make it even more usable.
  • The third object on your force needs to be either the Dumpster or the Generator — a 3D heavy object that’s not destroyed in an attack. Atlantis has a lot of Super Strength pieces, so it needs this to realize maximum damage potential.

A Golden Age Atlantis team is going to need feats. Here are the main two to look to.

  • Submerged. Moving through water is OK. Hiding in water is pretty awesome. On a Golden Age team, this 5-point feat should be present on multiple characters. Note that it won’t fit on Dolphin Transporters.
  • Rip It Up. Although it’s a double-edged sword that keeps you from picking up heavy items, it’s still a way to make certain this Super Strength-laden keyword always has extra damage and/or range attack! It’s also a way to get objects for use in the Pacific Ocean map.

In Modern Age, you’ll need to look to the Atlantis ATA, which gives characters a +1 DV bonus against ranged attacks while in water. This stacks with the hindering bonus, too. But note that depending on who else is on the team, you may wish to use a different ATA to boost those characters instead of this comparatively weak ability.

The Matter Rearranger ring and its attendant resource, the Power Plant, from Invincible Iron Man is the relic of choice for the Atlantis keyword, giving Modern Age teams a way of getting — one square at a time — water terrain even on maps that have none.

Enough basics. In future installments, Heroclixin’ reviews the characters by point cost: Under 50, 51-100 and so on. We’ll also recommend cards to help maximize each piece. Stay tuned.

MTUBox

Finally, the retirement list is official, with the following sets rotating to Golden Age in July:

  • JUSTICE LEAGUE New 52 and its Fast Forces set
  • CHAOS WAR and its Fast Forces
  • DARK KNIGHT RISES and its starter set
  • GIANT-SIZED X-MEN FAST FORCES
  • WAR OF LIGHT Fast Forces
  • AVENGERS MOVIE and the starter set
  • GALACTIC GUARDIANS and the ANNIHILATORS Fast Forces
  • INCREDIBLE HULK and Fast Forces
  • SUPERMAN and its Fast Forces
  • INFINITY GAUNTLET OP set

 

And now Heroclixin’ laments the 10 figs we’re sorry we didn’t play more

 

Superman [Justice League New 52 001]

This Superman released in late August 2012 was a refreshing change from the point-and-click common one from a year earlier, in that it really plays more like a Superman should. It was also a new costumed variety for my “Kal’s Closet — What The Well-Dressed Superman Is Wearing This Season” collection of all the Superman outfits. But it was overshadowed by the identical-looking 125-point Fast Forces one and by later Supermen with costs less awkward than its 204.

 

Ant-Man & Wasp [Chaos War]

At 168 points, this Tiny Size duo … really … WASN’T so tiny-sized. And so they rarely made it onto teams. Then came this new power called Precision Strike, which drastically cuts into their effectiveness since most of their worth is based on attack evasion. So it feels as though their time has come and gone, like bugs in the wintertime. Except that now it’s summer.

 

Gabe Jones [Avengers Movie]

His SP granting him the equivalent of the Grenade trait ability looked great, especially for his inexpensive 45 points. His trait, though, sort of required him to be played with a Captain America to get the most out of him, and he was constantly being squeezed off teams for flashier figs. Plus, his keywords were a bit limiting.

 

Agent Coulson [Avengers Movie]

His ability to effectively be untargetable by costly enemy tentpoles looked meta-worthy, and his being a Perplex piece helped his cause a lot as well. So what happened? Why didn’t Coulson get run like every month or so? Heroclixin’ thinks it was the SHIELD keyword that did him in — there just weren’t enough favorites in the theme to build teams for Coulson to join. And by the time there were, there were better choices.

 

Mr. Sinister [Chaos War]

Such a great ability to turn X-Men and Brotherhood of Mutants into themed teams of Marauders was undermined by A) His appropriately high 225 cost and B) the existence of characters that Heroclixin’ prefers that don’t fit the keyword/team ability requirements for the arch villain’s trait or who mess up the points.

 

Speed [Chaos War]

As happy as Heroclixin’ was to see the Young Avengers team completed at last with this fig’s release, we’re not sure we ever actually saw said figure on the field outside of sealed events. We certainly haven’t run the Young Avengers in years, because those characters and dials, never very good to begin with, have aged HORRIBLY. So it’s no surprise that Speed was little played in Modern Age. Not certain Golden will be much kinder…

 

Swamp Thing [Superman]

On paper, his ability to warp through and Poison from printed hindering looked like so much effective fun. On the actual paper of a MAP, it worked out a lot less well thanks to a lot of hindering-light fields and his total lack of moving attack powers and a surprisingly soft defense for a nearly 150-point character. A tentpole he’s not. And yet, Heroclixin’ wishes he’d seen the field more in Modern Age.

 

Crystal [Chaos War]

Despite being one of Heroclixin’s Top Ten faves of 2012, Crystal almost never got played. Perhaps it was because we don’t care much for Inhumans. Maybe it was due to her slightly less-efficient cost of 105 — why play her when one more point gets you CW Hawkeye with Thunderbolts ATA? Or maybe it’s ’cause she’s a ginger. Whatever the reason, she remained on the shelf a lot more than I ever intended. A LOT MORE

 

Lyra [Incredible Hulk]

Oh, for some Willpower to make this fig work, because she does not push well at ALL. That’s why I almost never played her, but I always WANTED to anyway. Sure, I know I could give her a Resource to overcome her weaknesses, but Heroclixin’ has always found that distasteful.

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So much retirement, then. It’s nice to see the broken garbage rotate out and sad to see some standbys meet restrictions. Keeps the game fresh, I think. And there’s always the mercurial “Silver Age” that welcomes all figs.

Finally, the retirement list is official, with the following sets rotating to Golden Age in July:

  • JUSTICE LEAGUE New 52 and its Fast Forces set
  • CHAOS WAR and its Fast Forces
  • DARK KNIGHT RISES and its starter set
  • GIANT-SIZED X-MEN FAST FORCES
  • WAR OF LIGHT Fast Forces
  • AVENGERS MOVIE and the starter set
  • GALACTIC GUARDIANS and the ANNIHILATORS Fast Forces
  • INCREDIBLE HULK and Fast Forces
  • SUPERMAN and its Fast Forces
  • INFINITY GAUNTLET OP set

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Today, Heroclixin’ lists:

  • The 10 (or more) we’re really GLAD to see go

 

Sharon Carter (Chaos War)

Yes, she was on the “We’ll Miss Her” list. But that’s because she was on a Comic Accurate™ Secret Avengers First Lineup team. We will NOT miss her giving Stealth to non-Avenger “Avengers” like Sentry & Void.

 

Hulk (Incredible Hulk 001)

“Hulk the WEAKEST one there is!” Honestly, this was one of the biggest Hulk letdowns in a game history FILLED with them. Aside from his decent Alter Ego start click, there was no reason to play this Hulk, ever. And since said alter ego Bruce Banner is completely unplayable himself (one starting Outwit with 4-range Energy Explosion for 55 points? No thanks), there really is no reason to play this Hulk.

Ever.

 

Lt. Gordon (Dark Knight Rises)

Oh, the shenanigans made possible with this poorly balanced piece. Here’s what Heroclixin’ wrote about him back in 2012: “To be both character-accurate and game-balanced, [his “Get These Men Into Position!” SP] should’ve been limited to less-expensive Police-keyworded characters.” BATMAN DON’T TAKE ORDERS FROM GORDON.

 

Enchantress (New 52)

#$%#@% you and and your stupid reversed keywords.

 

Superman (Superman 001)

The point-and-click piece for the masses, his time has come and now gone for good…BYE

 

Astral Dr. Strange (Galactic Guardians)

These little guys didn’t seem so bad at the time, being essentially conduits for a less-effective version of GSX Professor X. But a lot of shenanigans have entered the game since Galactic Guardians, and the Astrals exploit a lot of it. Time for them to dissipate into the ether.

 

Scarlet Witch (Chaos War)

Got real weary of seeing this chick on every competitive team for the past two years. Making such an ultimate support piece a non-Unique fig in a Fast Forces wasn’t a super move. HEX HER AWAY NOW

 

Mole Man (Galactic Guardians)

Friendly Mind Control. Who knew it could get this bad? Another fig that needed to be Unique. It’s pieces like this one that make Heroclixin’ call for a standard counter to free actions — an Incapacitate update. 

 

Thanos (Galactic Guardians 049)

The ultimate cowardly douchebag piece. “Hey, I get a Turn 2 Alpha Strike AND a killbox in one fell swoop? YES I AM TEH MOST L33T PWNZR IN HEROCLIX”

Go away forever.

___

And these two weren’t figures, but deserve the dishonor of mention today:

Gamma Bomb (Incredible Hulk)

The turtle/killboxer’s dream object, despite its utility against turtles. “I will sit just outside the blast area and laugh at your attempts to defuse the bomb and shoot at you when you try.”

Infinity Gauntlet

We hated you then, Anti-Love Glove. And even though you’re downright balanced now, we still hate you. If only because of what you spawned.

Actually, no. We hate you on basic principle

 

 

MTUBox

Finally, the retirement list is official, with the following sets rotating to Golden Age in July:

  • JUSTICE LEAGUE New 52 and its Fast Forces set
  • CHAOS WAR and its Fast Forces
  • DARK KNIGHT RISES and its starter set
  • GIANT-SIZED X-MEN FAST FORCES
  • WAR OF LIGHT Fast Forces
  • AVENGERS MOVIE and the starter set
  • GALACTIC GUARDIANS and the ANNIHILATORS Fast Forces
  • INCREDIBLE HULK and Fast Forces
  • SUPERMAN and its Fast Forces
  • INFINITY GAUNTLET OP set

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Heroclixin’ devotes this post to:

  • The 10 figures we’re really sad to see go

 

AIM Agent/AIM Renegade (Incredible Hulk 003 and 017)

The beekeeper-looking terrorists were great cheap fillers for Scientist teams. I guess they’ve got replacements in, say, the Weapon X Scientist pieces from Deadpool set. But the A.I.M. keyword will miss its rank and file for a while in the Modern Age.

 

Lex Luthor (SUPERMAN: Battle for Smallville)

A Top Ten favorite from 2011 (sorta in a late kinda way), this 50-pointer was my Lex of choice before the game brought us suitably battle-suited — and far more expensive — versions in DC 10th and SLOSH.

 

Hulk (Avengers Movie 202)

The first truly great Hulk piece goes the way of the dinosaur. Thankfully, there’s the Worldbreaker to give Hulk fans a Modern option. But we’ll never forget your smashing ways, movie Hulk!

 

Lobo (Superman)

Sure, there’s Lil’ Lobo in rotation for another year, but that kid’s a pale imitation of the Main Man. We’ll miss this top-rate rendition of the intergalactic bounty hunter — and his little dog, too.

 

Miranda Tate (Dark Knight Rises)

A Top Ten favorite from 2012, she was only occasionally played but remains a lock on my non-costumed “plainclothes” teams. Really sad that Marion Cotillard is relegated to Golden Age games now, where she’s liable to be crowded off said teams by the mighty Crispus Allen, who’s king of the plainclothes team.

 

Sharon Carter (Chaos War)

She’s a lock on the Secret Avengers first lineup team and now, like her beau Steve Rogers (Captain America 031), is gone to the retirement home.

 

Sun Boy (Superman)

As noted in Heroclixin’s F.U.N. Focus on the Legion of Super-Heroes, Dirk here filled a crucial need for the team: that of a mobile, affordable ranged attacker. Even after the huge infusion of goodness for the team in its own set, Sun Boy was STILL the best available. Now, this sun is setting. And we’re sad.

 

Nova Prime (Galactic Guardians)

This actually goes for all the Nova Corps making its exit…just before it was to get some new blood in the new kid Nova making his debut in Guardians of the Galaxy. They just hatin’ on Richard Rider some more. :)

 

Giant-Man (Chaos War)

One of that year’s Top Ten favorites, this small step for WizKids is a giant loss for Heroclixin’.

 

Mera (Justice League New 52)

Atlantis’ source of much-needed TK mobility just dried up in Modern Age, right when the team finally looked to become somewhat competitive. They’re so scared of the fish men invading the surface again!

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It’s not ALL gloom, though. Be here next time for Heroclixin’s 10 figs and stuff we can’t wait to get the [expletive] out our LIFE

MTUBox

Finally, the retirement list is official, with the following sets rotating to Golden Age in July:

  • JUSTICE LEAGUE New 52 and its Fast Forces set
  • CHAOS WAR and its Fast Forces
  • DARK KNIGHT RISES and its starter set
  • GIANT-SIZED X-MEN FAST FORCES
  • WAR OF LIGHT Fast Forces
  • AVENGERS MOVIE and the starter set
  • GALACTIC GUARDIANS and the ANNIHILATORS Fast Forces
  • INCREDIBLE HULK and Fast Forces
  • SUPERMAN and its Fast Forces
  • INFINITY GAUNTLET OP set

——

Surprisingly, it looks like certain Convention Exclusives were spared the axe this time around. Which is good, since none are terribly game-breaking and it takes forever to get one anyway.

Anyway, Heroclixin’ is going to devote the next few posts to:

  • The 10 figures we’re really sad to see go
  • The 10 we’re really GLAD to see go
  • and the 10 we’re sorry we didn’t play more

Keep an eye out!

No. 1

—tie—

MysterioHAHAHA
Mysterio [ASM 026 and 206]

Multiple men making many monologues.

Multiple men making many monologues.

Multiple Man [WXM 013 and 205]

WHY I WANTED THEM IN THE FIRST PLACE: Well, both are longtime favorite characters of mine. I became a Madrox fan back in Peter David’s first X-Factor run and even more so with the character’s solo mini that led into the long-running second X-Factor series. In fact, I’m NOT picking up the new X-Factor mainly because there’s no Madrox.

And Mysterio was the villain in my first comic book.

AmazingSpider-Man198

But longtime readers know this already, because earlier clix of the characters made the 2010 and 2011 Top Faves list in those respective years. So it was a shoo-in that I’d try to get many of each. But…

I WANT TO RUN THEM EVERY WEEK BECAUSE: They are designed to be run in multiples. In Mysterio’s case, the pieces make it possible to actually play a dozen Mysterio 026 figs in a 300-point game.

Mysterios

That’s a lottttt of 10 AV Incap, thanks to Sinister Syndicate TA.

Being only illusions, though, the bubbleheads do need a little help to do more than just surrender 15 points per KO. So the 62-point Unique  from the gravity feed is a co-favorite for its ability to use Perplex to help a pal’s stats or to nerf an opponent’s. Best of all, this fun team just offers all kinds of opportunities for friendly trash talk, Mysterio-style.

Multiple Man 013 plays similarly, though with more aggressive ability. He’s also got an almost foolproof mechanic for immediately bringing as many as FIVE duplicates into the game, much improved over the old GSX Madrox’s only 33% chance of getting just one out there. Better still, Multiple Man 205 bears a trait and SP that both work with all the  older Madroxi/Multiple Men.

I DON’T PLAY THEM EACH WEEK BECAUSE: They kinda suck.

Let me explain.

Sure the Mysterios can be run by the dozen in a 300-point game. But with

  • no moving attack powers
  • no Willpower
  • only 6 Speed and range
  • a thin, thin defense of 16 Super Senses
  • no taxis

and worst, only three actions to work with to use all these Mysterios, I just can’t play this team with any degree of real effectiveness.

This will never, ever occur in an actual game of HeroClix

This will never, ever occur in an actual game of HeroClix

But I’m less enamored of devoting the 100 points to play the three #026 Mysterios — the bare minimum one really ought to field — on a mixed team.

As for the Multiple Men, they lack the X-Men keyword and so are cut off a bit from the other mutant-type characters. X-Factor is a lot more limited if one likes comic-accurate squads like I do. I also want to play at least three of the 013 version, but I’m not sure that’s a great use of 125 points. The 54-point version never seems to fit on teams in the kind of numbers I’d like.

They also have the problems of the Mysterio crowd, what with having too many figs for the action total and no Willpower, taxis, Charge or anything to get enough of them mobilized to make a fight of it. At least they’ve got a little Leadership to help on both versions and the ability to possibly generate more help once in the fight.

I’LL FIELD THEM NEXT: Mysterio is a lock on any and all Sinister Syndicate teams I’ll ever play. I still want to run an effective dozen Mysterios, but I’ll need to mix and match with copies of the older Ultimates and Web of Spider-Man versions. This is also a figure that I have zero qualms about running with Resources, as Mysterio’s whole M.O. in the comics is basically him being a Resource or building them in service to his illusions. So whenever I want to test out a Resource, I’ll put it on a Mysterio or two.

Or twelve.

Multiple Man awaits that huge X-Factor Reunion team I’ve got planned, if I can only muster up the guts to field the relatively underpowered crew in the the 2000-point build it’ll require. (I’m not kidding … do the math yourself.) And one day I’ll again run every single Madrox/Multiple Man I can muster.

 ___

That does it for Heroclixin’s contdowns from last year’s offerings. We’ll take a little break over the weekend and then launch into the first of a new occasional feature not unlike occasional guest writer Morrison’s big keyword reviews. This one stars the Legion of Super-Heroes! Stay tuned!

No. 2

WarMachineComic1

War Machine [Invincible Iron Man 029b]

WHY I WANTED HIM IN THE FIRST PLACE: I actually DIDN’T. At ALL.
Let me explain.
I was highly annoyed that War Machine’s prime variant was just the same character as the main version. Typically, primes have been more divergent or, at a minimum, named differently.

  • Catwoman — Selina Kyle. Same character, different names
  • Sasha Bordeaux — Black Queen. Same character, different names, different stage of career
  • Hush — Bruce Wayne. Same character, different names, different stage of career
  • Batman — Caped Crusader. Same character, different names
  • Frank Drake — Hannibal King. Different characters
  • Dr. Voodoo — Brother Voodoo. Same character, different names, different stage of career
  • Hobgoblin — Hobgoblin. Different characters
  • Kraven the Hunter — Alyosha Kraven. Different characters
  • Gordanian — Beast Boy. Different characters
  • Lil’ Lobo — Slobo. Different characters
  • Deathstroke — Ravager. Different characters
  • Starfire — Blackfire. Different characters
  • Deathlok — Deathlok. Same character, different stage of career
  • Deathbird — Cerise. Different characters
  • Magneto — Magneto. Same character, VASTLY different stage of career
  • Jubilee — Jubilee. Same character, VASTLY different stage of career
  • Iron Man — Silver Centurion. Same character, different names
  • Sasquatch — Sasquatch. Different characters
  • King Hyperion — Hyperion. Different characters

But War Machine? Same character, same name, and pretty much the same stage of his career. Disappointing and needless waste of a prime slot, I thought — I’d have liked it better if this had been Tony Stark in the original War Machine armor. But he’s a candidate for the Black Box, so I resolved to get one anyway.

I WANT TO RUN HIM EVERY WEEK BECAUSE: Then I played him. And oh, my goodness, what a great piece. For the first time, my eight-year goal to run a competitive all-black team in HeroClix is within reach thanks to this superb fighting figure.

Also, winning is really cool. One tends to do that with this figure.

I DON’T PLAY HIM EACH WEEK BECAUSE: I don’t really want to be That Guy. Remember, Heroclixin’ should be F.U.N., and big War Machine can be hell on the other team at times. But…

I’LL FIELD HIM NEXT: On any number of F.U.N. teams including Black Steel (black folks in armor), a Stark armory, and Secret Avengers, just off the top of my head.

Next: the number one. Or ones. Because I couldn’t pick just one. Literally. I think.

 

No. 3

Static_Shock_Vol_1_1_Textless

Static [Teen Titans 045]

WHY I WANTED HIM IN THE FIRST PLACE: He’s really the foremost and best Milestone Comics character, the one to hit it big and cross over first to the DC universe proper. I’m an old-school Static fan from when his comic was new. (It still bugs me a little bit inside when folks call him “Static Shock.”)

I WANT TO RUN HIM EVERY WEEK BECAUSE: He’s just a classically F.U.N. fig. Friendly with not too overwhelming stats or powers. Useful with Enhancement, double-target EE, Running Shot and HSS just a push away. Nifty with his nutty Trash Can trait and, of course, just for being Static.

I DON’T PLAY HIM EACH WEEK BECAUSE: No keywords just kills his place on many teams, especially at his price point and with the emergence of Precision Strike making him less survivable.

I’LL FIELD HIM NEXT: On a Trenchcoat Brigade team, and DEFINITELY a Breakfast Club scenario (where no characters can share keywords).

Next: Black Steel in the Hour of Chaos