Heroclixin’s photographic record of Super-Strength characters who can hold their own object tokens continues! Today we look at an occasional teammate of last Tuesday’s Token Totin’ figure (Bane), the goth-y Black Alice, who holds her token similarly:

 

Bet you didn’t realize her hand wasn’t glued to her extra sculpt element, either!

Be back Thursday for another edition of Token Totin’!

Continuing my new feature (replacing “My Custom Mods”) in which I talk a bit on how I selected artwork for feats and battlefield conditions that didn’t come with art, originally, let’s look at:

I had to move the text up higher on the card considerably to make room for the art, and at this early stage of the CardArt project (when I wasn’t even very serious about it), I did a lot of things pretty sloppily. If you look closely, you can see where I just moved the text, background and all.

Even more problematic was the art. Though the inspiration was never in doubt — it was from the conclusion of a JLA arc in which half the team was mind-controlled by villain Despero into fighting the rest — the scan was an issue, given that the double-paged spread had a big honking seam in it.

The final version of the card is mostly corrected in Photoshop, but you can still totally see where the seam was. It’s certainly better than my original effort, though:

And it’s crooked, to boot. As I’ve said, I didn’t care so much back then.

ha-dOOOUUUU-KEN!!!

It’s time for another F.U.N. Friday column. Usually I review a team or figure that fits the F.U.N. acronym: Friendly (not annoying overpowerful for the other player), Useful (not annoyingly weak for yourself) and Nifty (possessing some amusing quality or theme about it). This time, though, I’ll be looking at the new 1 vs. 1 rules designed for the brand new Street Fighter set that released this week.

Here’s a link to the 1 v 1 rules,but here’s the short version:

  • Higher-point characters get minus half the point difference for KOing cheaper opponents.
  • Lower-point characters get PLUS half the point difference for KOing pricier opponents.
  • Wins don’t matter. POINTS DO.

So yeah, a player could field Galactus in 1v1 rules and KO all foes and still lose because he’d get the same 0 points and thus tie the game, forcing a roll-off for the win. Therefore, it pays to not be a powergaming jerk in 1v1 games. That’s the Friendly part.

‘Course, there are some very effective low-point figures who could really shine in this setup, and they actually have a decided advantage against higher-cost pieces that might not be as efficient. I suppose that’s the Useful part.

Finally, the Nifty thing about 1v1 rules is the new play dynamic, shifting HeroClix from a team-oriented game to…something else. Will it prove as fun, or as balanced? Only moves made, tokens placed and dice rolled will tell!

Here are some definite DOs and DON’Ts in playing 1v1:

DON’T: Play high-point tentpoles, now that you’re certain of not getting swarmed. Not only will you hurt the play experience for your opponent, you probably won’t even win since victory is based on points, not KOs.

DO: aim toward using cheaper figs. If you build too high, you’ll struggle to score the points needed to win. Lower-cost figs who KO higher ones get a huge points advantage.

DON’T: field characters who need others to work best. Mastermind, Superman Enemy, Support, Enhancement, HYDRA/PD, Fantastic Four, Defend, wildcards…all these and others are abilities that are just so much wasted points in this format. Consider your fighter carefully.

DO: field characters who can push. Whether they use Willpower or just get better down the dial, being able to take action more often will yield dividends.

DO: field characters who can heal themselves. The most fun (and, IMO, balanced) way to do 1v1 rules is to not heal damage between each match. To that end, being able to Regen or Steal Energy can be a good advantage to have. Finally…

DON’T: play characters who can’t break through Invulnerability. The last thing you want is to need a critical hit just to ping a powerful enemy, particularly in a must-win round of the tournament (i.e., getting knocked out would surrender more points than you can gain back later). Whether it’s through penetrating damage, either of the Combat Expert powers, Outwit, Super Strength or just plain 3+ damage value, make sure most of your clicks can fight!

So I got a phoned invitation from a friend across town to play a game. I happened to be free and halfway there already and decided to make the trip. And though I was packing a Diana’s Wardrobe team, I had another team I’d been aching to try out: wall-to-wall Alter Egos!

Norman Osborn  (Web of Spider-Man #023) 66 + T-Bolts 8 + Contingency Plan 12
Peter Parker  (Web of Spider-Man #008) 50
Clark Kent (The Brave and The Bold #002) 48
Bruce Wayne  (The Brave and The Bold #001) 48 + Outsmart 10
Jason Blood  (The Brave and The Bold #00)  44 + Endurance 5
Eddie Brock (Web of Spider-Man #010) 42
Ben Reilly (Web of Spider-Man #024) 38 + Lunge 5
Walter Kovacs (Watchmen #0) 38 + Loner 5 + Infiltrate 2
Hal Jordan (Green Lantern Gravity Feed #002) 35
Diana Prince (The Brave and The Bold #003)  32 + Invigorate 10

…and, of course, all their alternate identities. My friend was using the following Hellions team:

Emma Frost (Giant-Size X-Men #011) 81
Cypher  (Giant-Size X-Men #012) 38
Empath (Giant-Size X-Men #013) 47
Wolfsbane (Web of Spider-Man #029) 65
Roulette (Giant-Size X-Men #014) 35
Tarot (Giant-Size X-Men #021) 47
Cannonball (Giant-Size X-Men #022) 82 
Firestar (Web of Spider-Man #020) 81

Cypher was able to make them all Mystics, thanks to Jason Blood’s presence, and the swarming themed team got easy map choice, placing us on the wide-open Bridge map from Web of Spider-Man.

Those were only the first things to go wrong for my team. In fact, this game was such an utter debacle, I’ve had to come up with a new FAIL SCALE to account for it:

  1. Minor, purely circumstancial stuff like a missed roll or having a feat that only wastes points.
  2. Misremembering a power / enemy dial or underestimating enemy tactics leading to a poor situation.
  3. A tactical move or non-use of a power/ability/feat on my part that causes me to lose points.

Because I made some sort of FAIL for every single character on my team.

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WS Norman Osborn 66 + T-Bolts 8 + Contingency Plan 12
He made one of my only successful attacks in a crit hit of Cannonball, but he got forced to push to AE to Green Goblin, still in range of Tarot’s automatic-damage “Devil” power. FAIL level: 1

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WS Peter Parker 50 
As Spider-Man, pushed to hit a Mystic. It scored my only points, but KO’d him, too. It was a last gasp in a losing effort, so the FAIL level: 1

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BB Clark Kent 48

  • Trusted  Osborn’s Mastermind to get him to AE clicks rather than push. Didn’t work out. FAIL level 1
  • Perplexed GL’s AV instead of damage to Running Shoot Cypher, landing the New Mutant on his last click instead of KO and extending the Mystics TA problem through the whole game. FAIL level: 2

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BB Bruce Wayne 48 + Outsmart 10

  • The feat turned out to be utterly wasted on this team. FAIL level: 1
  • Moved him (as Batman) not far enough to avoid Wolfsbane’s Charge near the end of the game. But that was only about FAIL level 2 because of the next entry…

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Jason Blood 44 + Endurance 5
Moved him behind said Batman instead of using him to block the Charge. At least he’d have A) had a chance to force a reroll and B) caused Mystics damage if hit. FAIL level 3.

He's got a reason to pout.

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Eddie Brock 42
Scared to push AND hit Mystics, I never got an attack off despite him becoming Venom. FAIL level 2.

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Ben Reilly 38 + Lunge 5
Forgot to wildcard to Mystics in the one early turn it mattered. He was the first KO in two incredible rolls of nine or better, not even causing feedback damage, practically costing me the rest of the match. FAIL level 3.

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Walter Kovacs 38 + Loner 5 + Infiltrate 2
Failed a breakaway roll to get Rorschach out of a deadly triple-team…having thoroughly forgotten that the Infiltrate feat made the roll unnecessary. (Worse still, the move I was trying to make would have saved Venom above at minimum by tying up a foe or two and blocking LOF.)  FAIL level 3.

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GF Hal Jordan 35

  • As Green Lantern, crit-missed a final attack on a final-click Cypher. Technically only  FAIL level 1, but far more costly, especially when my better move may have been to try targeting Tarot.
  • Trying to get him to the Vine to heal, boneheadedly moved him in range of Tarot’s Devil zone for automatic KO. FAIL level 3.

A pic from the film is about the best "fail" image I can think of for GL.

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BB Diana Prince 
Trying to get out of Tarot’s range, and not thinking far enough ahead at all, I moved her into the water…still well within Cypher’s Charge range. FAIL level 2.

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As you can see, it was not one of my better-played games. What really gets my goat is that making any one of those user errors dramatically affected the match, yet I made over a dozen of them.

But did I learn my lesson about running a weak team like this crowd of Alter Egos? Oh, nooooo. Apparently I hadn’t had enough. See next week for what happened then…

Heroclixin’s photographic record of Super-Strength characters who can hold their own object tokens continues! Today we look at a remake of one of the earliest Token Totin’ figures, Bane!

Despite — or because of — the Bat-breaking sculpt, Bane can hold a token in addition to Mr. Wayne.

Be back Thursday for another edition of Token Totin’!

This is a new feature (replacing “My Custom Mods”) in which I talk a bit on how I selected artwork for feats and battlefield conditions that didn’t come with art, originally.

Last time, I debuted with Madness. I’m sticking with Icons’ Battlefield Conditions for the next installment, INFILTRATION:

There’s no one better suited for the card art than Batman, but I’m not particularly a fan, so I didn’t own many comics starring the hero. Fortunately, I was an occasional reader of  JSA. This image came from an issue of JSA in which ol’ Bats is caught sneaking around a crime scene. And honestly, I can’t think of many other images of Batman that better illustrate this BFC!

When guest writer Morrison began his review of characters with the Soldier keyword, the Captain America set was still only half-revealed. Well, there were enough standout military-style pieces to warrant this, his final segment. Enjoy!

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 Captain America (Captain America #001)

Few pieces come this good. At under 90 points his combat values are excellent, with 4 clicks of 10 or better attack, an 18 starting defense, and the ability to crack Invulnerability on every click. Oh, and did I mention he has Perplex? A great leader (even without Leadership) or a great solo fighter, the former Bucky has learned well.

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Howling Commando (Captain America #201)

Both versions are good, but for this review look no further than Howling Commando (201b). Here’s how you should use him. Your force moves out. He walks into Stealth and starts Perplexing. 40 pts is a bit much to invest in a 2 trick pony, but positioned well, that Stealth should keep him on the top click for a while. He is also the cheapest source of Perplex for soldier and certainly the most useful for low cost.

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Nick Fury (Captain America #207)

Not quite Nick Fury: Director of S.H.I.E.L.D., but this guy has what I would call effective dial design. Early high movement and Stealth mean that you should position him in hindering terrain where others can’t see him, then next turn push him to get to the Outwit. Say, that strategy sounds an awful lot like…

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Captain America (Captain America #040)

Another solid Cap. For 83 pts, three clicks of 11 attack and a chance to deal either 3 damage to two hit characters or have a 20 def at range ain’t too shabby. As far as keywords go, this is WWII Cap. Despite a low tail end defense, you might actually get to use that late Outwit. Hit the Hun! Buy Liberty Bonds!

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Crimson Dynamo (Captain America #042)

In Soviet Russia, scientists make power armor-man as good as dirty capitalist American Stark, no. Dimitri deserves a place (like War Machine) on both the Armor and Soldier review. The Indomitable ability makes him truly a powerful primary ranged attacker.

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Darkstar (Captain America #043)

For that free Smoke Cloud trait alone, Darkstar has a place on many teams. A suggested strategy: play her with a squadron of S.H.I.E.L.D. snipers — er, KGB operatives. Push to use Telekinesis in your early turns to set up your force and enjoy the 3 damage Penetrating/Psychic Blast.

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Ursa Major (Captain America #044)

Beast Boy, eat your heart out. Take a look at the offensive potential on this guy. At 102 pts, this beaststick will be found on many teams. I dig the Invulnerability and Shape Change combo. If feats are allowed, Not So Special makes this guy an even bigger threat.

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Captain America (Captain America #060)

For 68 points, I just don’t see how you can argue with indomitable, 12 attack, and 3 damage. Steve here certainly provides a lesson in diplomacy by any means, and patience.

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The Captain (Captain America #062)

A very steady and powerfully consistent brick for a decent cost. Between its placement and the prevalence of Outwit, Cap’n Hammer will only rarely see that 12 attack. But it’s still there.

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Ursa (Superman #044)

Ursa is another great figure to have that treasured combo, Running Shot and Penetrating/Psychic Blast; her unique twist is 4 damage and that she ignores Stealth (while herself having some). As only a rare, we can be sure that she is going to see some major tournament play. She tops it all off with Superman Enemy team ability, which while good, is only good if you have other figures with the ability. Figures like…

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"KNEEL."

Zod (Superman #053)

Zod offers some straitforward offense, and then offers some very tactical options with his special damage and speed powers. This guy will definitely be giving the big blue boy scout some grief, and will only be giving it harder with some friends around.

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 And that concludes Morrison’s look at Soldiers. Thanks for reading!

Heroclixin’s photographic record of Super-Strength characters who can hold their own object tokens continues! Today we’re looking at how the rest of the candidates from the new Captain America set (having already seen LUKE CAGE, Power Man) tote their tokens:

The Secret Warrior, Stonewall:

You can just barely wedge it between the edge of the base and the rivets on his armbands.

Jack Flag, latest member of the Guardians of the Galaxy:

It wedges under his mask!

The villainous Mister Hyde:

Wedge it between his forearm and left thigh.

The robotic Super-Adaptoid (who doesn’t have Super Strength but can gain it through his SP):

Another one that fits in the stat slot and under chin.

Armadillo:

This one's a tad tricky. It barely wedges, at an angle, under his forearm and on the base.

and last but not least, Winter Guard strongman Ursa Major:

In Soviet Russia, workers are carrying TWO objects for glory of Motherland!!!

Be back Tuesday for another edition of Token Totin’!

Welcome again to my typical Wednesday feature. Along with your new comic reading, check out how my Heroclixin’ went this weekend.

The inspiration of the team: Last week, we learned we’d end up having an NFL season after all, and the scenario required 400 points of no-females. With the latest version of Falcon released in the new Captain America set, my being from Atlanta, and my love for “same-name/character, different figure” teams, it was high time for an all-Falcons team.

The actual build:
Falcon (Captain America #030) 79+ Inside Info 4
Falcon (Avengers #040) 75
Snap Wilson (Sinister #219) 60 + Loner 5
V Falcon  (Sinister #057) 57 + Not So Special 3
Sam Wilson (Sinister #207) 53 + Contingency Plan 12
E Falcon (Sinister #056) 46 + Pym Particles 6
=400 points.

My basic strategy: Build Contigency Plan tokens while my Falcons inch close enough to make a bunch of Charge attacks.

ROUND 1. vs. Bill’s Captains America: both Bucky Caps, Wall Cap, Rogers, HoT on Krakoa.
Highlights:

  • I made a crit miss with Krakoa to end my first turn.
  • A combination of good attacks and Krakoa quaking took Steve Rogers down. Unfortunately…

Turning Points:

  • Using AV Falcon’s Running Shot from elevated terrain to the ground was a bad mistake, giving Wall Cap easy Charge access to him, one of my more important characters. This, on top of…
  • CA Falcon missing a must-land Charge to Quake attack on three of the Caps sealed my utter defeat.

MVPs: none.

ROUND 2. vs. Paul’s John Stewart with Trick Shot and ICWO, Sgt. Rock + ICWO, Warlord, and three Easy Co. Soldiers on the Bridge.
Highlights: One hit landed all game. UGLY.
Turning Point:

  • My decision not to immediately hole up on the rooftop cost me dearly as my minimal cover (Dynamostat) was swiftly destroyed, giving the Soldiers multiple free shots on my team before I could even get in Charge range.

MVPs: none. This game was an unmitigated disaster.

ROUND 3. vs. Oat’s Ulik, Blob, X-Ray, Gharskyght, WS Spidey on Jotunheim.
Highlights: boxing in Ulik on the topmost peak, keeping him from attacking my key team members at first.
Turning Point:

  • X-Ray got multiple Pulse Waves on my team, weakening my them bit by bit so Ulik would have little trouble KOing the survivors.
  • Though down to just CA Falcon, I still had a chance to win and took it, pushing to get Ulik off his final damage reducing click. But it was a critical miss, just like my first attack this evening. And yes, it was my final attack, as Ulik critically hit to just barely KO Falcon.

MVPs: CA Falcon nearly did it anyway.

This game went about as well as the last game the real Atlanta Falcons played last season. What could I have done better?

  1. Protect big Falcon more. As my best attacker, he needed to not get shot before moving so much. I should’ve surrounded him with the ESD Falcons instead of holding them back so.
  2. Protect Sam Wilson more. With his 10 AV and Willpower, it was hard to keep from using him as a main attacker. But he was far better used for his feat.
  3. Not play my opponents’ game. I gave ranged attackers far too many low-risk-high-reward opportunities. There was no avoiding some of it, but still.
  4. Use AV Falcon and Snap Wilson as my frontliners. The former is the sole mobile ranged threat of the team, and the latter, the other shooter. In addition to blocking for big Falcon, he could’ve traded some shots in the meantime.
    And, finally…
  5. Use a different team. Sorry, but as much as I like Falcon, he’s just not any good on this particular build. CA Falcon needs a Captain America to get his points’ worth. AV Falcon needs to be 20 points cheaper. Snap’s damage is too low, Sam’s and the Vet’s AV is lacking while E Falcon’s weak in DV.
Next week, look for the first of a two-parter starring a group of figures who could be considered two-parters themselves. But before that, tomorrow see a special all-Cap set edition of Token Totin’ and, on Friday, the grand conclusion to Morrison’s Soldier keyword reviews.
Heroclixin’s BACK, baby!