OK, so there’s this mad scenario that the head judge at Dragon*Con likes to run. Here are the rules:

To keep the number of players even at DragonCon’s last event, I played instead of judging. Here was the wild scenario:

Trials of Dragon*Con
Modern Age/No bystanders/No multi-based figures
Bring a 6 figure team with no point limit. All figures must have a SINGLE base, NO MULTI-Base figures allowed. You can bring only ONE (1) figure from the following point ranges:
1 – Up to 25 Pts
2 – 26-50 Pts
3 – 51-100 Pts
4 – 101-150 Pts
5 – 151-200 Pts
6 – 201 Pts and over
You will begin the game with the lowest point figure on the map. When the dial turns for any reason, you will roll 1D6 and swap out the corresponding figure. If the corresponding figure has been eliminated, you will bring in the next lowest point figure remaining. The new figure swapping in must be in a legal square it can occupy. No FEATS, Alternate Team Abilities, or BFC’s.

My team, hastily tossed together on the way to the con that morning:

1. The Burglar 19
2. SI Captain America 49
3. Elsa Bloodstone 73
4. Noh-Varr 141
5. Con Ex. Wonder Woman 190
6. DC75 Ares 272
Went 1-2, defeated first by a team of Lilah, SI Spidey, HT Venom, WL Flash, Ms. Skrullvel and Superman Prime followed by Amazon of Bana-Mighdall, AE Peter Parker, AA Robin, SI Namor, Ms. Skrullvel and DC75 Ganthet. Then, when 2 more people dropped, we shifted to two battle royale teamups, in which I paired with my last opponent against Lightspeed & GF SHIELD Field Agent, Energizer & AA Nightshade, Skrullektra & Guy Gardner, SI Namor & GX Juggy, and Superbrat & WL Sinestro. I ran the game early, but WL Sinestro healed 10 clicks over the course of the game. I ended up being first out, but my partner finally made a clutch last-possible-moment PW to finish off WL Sinestro just before the Shock The Turtle barriers would’ve killed him (and [I]not[/I] Sinestro). :)

Piece-by-piece:

This was a prime time to bring The Burglar out, as for once he might actually be able to use his “Ambush The Innocent” SP granting him +2 AV and damage against cheaper figures. Unfortunately, nearly all his opponents were too expensive to use it. But he did manage to take out Megan Fox Lilah, who really ought to know better than to stroll through The Park alone at night dressed like that. I’m just saying.

———–

Secret Invasion Captain America was my #2, but he did little but take damage and get KO’d (though he did manage to get a key Flurry in the final game). In retrospect, I wished I’d remembered Impulse (DC75) for the same 49-point cost.

———–

Elsa Bloodstone, on the other hand, was quite the force (in the 2nd and 3rd games, anyway). She made Ms. Skrullvel of no consequence with a single attack; she whittled Ganthet down with ease and took down Juggernaut. I’ve rarely gotten her to work this well.

———–

Noh-Varr was an excellent choice for this game thanks to his wide-ranging powers and +1 AV trait. That is, when he wasn’t getting brought in to simply take the second Flurry attack from Namor. Which happened way too much.

———–

Ah, my new favorite piece. Convention Exclusive Wonder Woman isn’t really as good without teammates to help, but she held her own pretty well. Getting Hypersonic Speed mid-dial was quite key. I only wish I’d insisted my that partner in the last game Perplex down the enemy Namor’s damage so she could’ve survived that massive Flurry attack.

———–

DC75 Ares. He wreaked havoc in all three games but still got spun to his last few clicks. Having to be so close-range means he takes a lot of extra fire that cowards longer-ranged characters don’t have to endure.

This is a surprisingly balanced scenario. I may modify it and add it to my list!

The introduction to the series listed the five things needed to be a Top 10 Barrier specialist:

  1. A range of 8 or greater.
  2. Two or more starting consecutive clicks of Barrier.
  3. Ability to serve a secondary or supporting role.
  4. Affordability.
  5. Life after Barrier.

Failure at one or more of these is what keeps these HONORABLE MENTIONS off the list:

E Firelord (Infinity Challenge)

He’s got a ton of Barrier, but let’s face it; you’ll never use him for it unless you’re desperately trying to keep him from being KO’d after his Defense Value dives like a drunk Con Artist bobbing for apples or something.

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V Iceman (XPlosion)

While he starts strongly enough with Barrier and RCE, his late-dial double-target Incap comes too late and with too low an AV to reliably help. There are much better figures for around his 47-point cost to include him in the top 10.
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V Mr. Freeze (Legacy)

Offering several clicks of Barrier and Range Combat Expert for a bit of offensive power, his two clicks of Stealth nearly get him on the list. But at 77 points, he’s too expensive as a Barrier piece — you’ll use him to shoot, exclusively — and he’s absolutely done once Barrier is gone.
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V Shaman

He was on the first version of this Top Barrier figs list. But he’s fallen off because he’s A) Too expensive (74 points); B) too vulnerable, as his 2nd role as Outwitter also requires him to get a little too close to the enemy; and C) can no longer use the Thunderbolts ATA to mitigate his weakness.
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SR Scarlet Witch (AVENGERS)

Wanda Maximoff missed the list by having to push to her long run of Barrier. The power is best available from the start of the game in order to protect your advancing figs from a long-range alpha strike KO, and this gal just can’t do it. Still, the Super Rare has the nice 8 range, low 35-point cost and a great long-range support power in Probability Control to use until she can use Barrier in the mid- to late-game.
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Icicle (Justice League)

He barely falls off the list by having only 6 range AND being a little pricey at 72 points. But now that Perplex lasts through your turn, it’s simple to boost it to 7 and not only build walls, but to free-Incap targets thanks to his Special Power version of Barrier. Moreover, the usual Barrier-piece vulnerability to attack is mitigated by Mastermind and he can use Barrier all through his dial. Seriously, feel free to remove your least favorite piece on the actual list and put him there.
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Dr. Alchemy (Justice League)

He also fails due to his 6 range, even though Shape Change might give him some protection if he has to get closer to make effective walls. Anyway, his primary role on a team is going to be to TK pals well beyond his Barrier range. Late-dial Poison isn’t enough to make up for dead stats after Barrier.

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Jean Grey (Mutations and Monsters)

Despite her long 4-click run of Barrier, at her 90-point cost she’s way  better used for actual fighting since she’s got the stats and powers for it.
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Black Tom Cassidy (Mutations and Monsters)

His 55-point price is right. He’s got Stealth and Outwit, too, making him highly useful aside from his 2 clicks of Barrier. But he doesn’t make the list because he pretty much absolutely should not push off that first click, and a top Barrier piece really ought to be able to take that damage a little more cavalierly.

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Lyssa Drak (Arkham Asylum)

She also lacks the 8-range-or-better prerequisite for a Barrier specialist, and is also a bit pricey for the role. She’s such a good figure for other supporting powers (TK, Perplex and, later, Outwit) that she almost claws her way onto the list anyhow. But the truth is that she, like Dr. Alchemy, will be using those other powers way more than Barrier.

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Songbird (Hammer of Thor)

Way expensive for both her role as a Barrier piece and 2nd attacker, her unique ability to break others’ Barriers with her own earns an Honorable Mention. Being eligible for the powerful Thunderbolts ATA helps, too. Still…at 83 points, she barely makes this list.
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John Stewart (DC 75th Anniversary)

Nearly twice the cost of the most expensive character on this list, he wins the last Honorable Mention because his first use on many teams will indeed be his free-action mini-Barrier when he lacks action tokens.

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2. Veteran Blizzard (Infinity Challenge #090)
Range: 8
Starting clicks of Barrier: 4
53 points

While Experienced Blizzard shares many of the same strengths — great offensive AV, Running Shot + Pulse Wave for the ability to ping away at clusters of enemies — it’s the Vet’s ability to use Masters of Evil TA to push and build Barriers for four straight rounds that puts him near the top as a Barrier specialist. AND he can use Thunderbolts, too? If it weren’t for his total septic-tanking post-Barrier, he’d be number one for sure.

 

1. Ice (DC 75th Anniversary #007)
Range: 8
Starting clicks of Barrier: 3
47 points

She absolutely nails all the factors: 8 range, low cost, good ability to either damage or super-Incap (via her “Freeze In Place” SP), and still being able to hit when she’s exhausted her long run of Barrier. Her only lack being usable keywords, she takes the crown as the best Barrier piece in HeroClix.

Or does she? As we began this list with a tie, so do we end with one:

1. Klaw (Captain America #210)
Range: 8
Starting clicks of Barrier: 3
60 points
If Ice nails all the factors, Klaw at least tacks them pretty well with a solid 8 range, even better fighting ability with Penetrating/Psychic Blast, Pulse Wave and/or RCE through his run of Barrier (even afterward!) and wildcard ability to boot. The only reason the Scientist-keyworded Klaw ties Ice for first instead of kicking her down to #2 is that he’s more expensive than any of the top 5.

Thanks for reading this, the first top 10 list I ever made (posted at HCRealms some years ago), redone for Heroclixin’! Be back Monday for the Honorable Mentions.

 

4. Rookie Raven (Icons #028)
Range: 8
Starting clicks of Barrier: 2
54 points
Her life as a Barrier-builder is brief, but she makes the list as the queen of support figures. She starts with Probability Control, giving her great use on any team, and can Barrier-push directly into her post-Barrier role as the team healer (and a self-healing one if necessary thanks to the Titans TA and Regeneration). All this utility for just 54 points is a great bargain that makes the Rookie the prize over her otherwise just-as-useful EV versions.

 

3. Rookie Aleta (Supernova #043)
Range: 8
Starting clicks of Barrier: 3
51 points

Portable (not being a flyer like E Aleta) and self-mobile (thanks to L/C), Rookie Aleta offers a double dose of support abilities in Barrier and two clicks of TK. Her post-Barrier AV is fair at best, but an increase in damage potential can make her quite the clean-up figure — and for just barely over 50 points. Adding the Guardians of the Galaxy ATA keeps her from being Outwitted, and Defenders TA can keep her from being an easy KO (IF she hasn’t hurled all her pals away with TK). She drops from number one because Barrier is really her secondary role and stiffer competition has arrived.

Tomorrow, see who Heroclixin’s top Barrier-builders are!

Veteran Avalanche (Clobberin’ Time #033)
Range: 8
Starting clicks of Barrier: 4
32 points

His free-moving Brotherhood team ability, deep Barrier dial and dirt-cheapest cost of the list win him a spot despite A) his lack of effectiveness in his secondary role as a Pulse Waver/Energy Exploder and B) his general late-dial uselessness. He also shares a keyword with another inexpensive Barrier piece on the Top Ten…

 

5. Experienced Pyro (Infinity Challenge #092 / Universe #110)
Range: 8
Starting clicks of Barrier: 2
35 points

He doesn’t offer much Barrier and his life is all but over beyond those first two clicks. So why does he make the list? Three reasons:

  1. He has a free-move team ability in The Brotherhood. It’s not much, but it can help him get easily into prime position for
  2. his secondary role as a sniper. Sure his damage and AV aren’t so stellar, but what do you expect for
  3. the cheap price of 35 points?
Guess even villains like to be protected. See the cream of the Barrier crop starting tomorrow.

 

 

A couple of blondes take these spots, starting with:

8. Experienced Aleta (SN)
Range: 10
Starting clicks of Barrier: 4
75 points

Very much on the high end for a Barrier specialist, and her attack values are middling for her cost and role as a sniper. But 10 range is great for the power. Better still is that, with Running Shot and Telekinesis appearing after Barrier’s gone, she has great utility in the mid- to late-game action. Her Defenders TA could be useful. Adding the Guardians of the Galaxy ATA protects her from Outwit.

 

7. Veteran Magma (AW)
Range: 8
Starting clicks of Barrier: 4
51 points

A very weak opening AV (7? Seriously?) completely wastes her early-dial ability to shoot for 4 damage through RCE, leaving her nothing else to do but Barrier-push (or trade clicks via X-Men TA) for four clicks, as her stats rise. It’s only after Barrier that she becomes a genuine late-game threat who, after stalling the enemy this long, can either score a KO herself or act as a sacrifice piece the enemy can’t afford to ignore.

Tomorrow is hump day and mid-point on the Barrier list. Things begin to grow more villainous…

Happy Labor Day, U.S. readers!

The lowest spot on the list is actually a three-way tie:

10. (tie) V Trapster
Range: 8 x 2
Starting clicks of Barrier: 2
59 points

Trapster makes the list by being cheap, having a decent starting DV and mobility through Leap/Climb. Double Incap never hurts, either. He only has a short run of Barrier but phases into a 2nd role as a backfield Perplexer.


(tie) JL Dr. Light
Range: 8
Starting clicks of Barrier: 2
67 points

Otherwise a thoroughly mediocre piece, Dr. Light shines as a Barrier specialist. She can burn out her two clicks of the power and land directly on Pulse Wave and Support with a decent 9 AV, both pretty good powers for the mid- to late-game action. If she doesn’t have a need to use Barrier upfront, she can offer some mobile or stationary cover fire thanks to Running Shot and Ranged Combat Expert. (It’s just too bad her AV is only 8 at that top spot.)


(tie) Arcade
Range: 4
Starting clicks of Barrier: 4
86 points

Though he’s way on the high end of Barrier specialists, points-wise, his Special Power granting him 10-range Barrier in addition to Mastermind brings him into consideration. He’s a little different from most Barrier figs in that he’ll be using his other SPs more at first to move and detonate objects at first before moving to his Barrier skills.

———————————————-

#9 shares her spot with no one.

9. Experienced Atom Eve (Inv)
Range: 8
Starting clicks of Barrier: 4
73 points

Merely adequate offensively, Eve really is a Barrier specialist with several opening clicks of the power and a fairly push-friendly (or at least push-neutral) dial. Too bad she’s a bit too expensive for the role. Still, her AV never quite tanks after her Barriering is done and she remains a decent shooter to the end.

Tomorrow we climb the Barrier ranks for numbers 7 and 8.

 

It’s the turn of the month, so it’s time for another Top Ten list from Heroclixin’. This time we’re looking at Barrier.

It’s one of those supporting-actor powers in Heroclix. Sexy marquee powers like Hypersonic Speed and Psychic Blast or Probability Control get all the paparazzi attention. But once in a while you see this background player step up and steal a scene right out from under those headliners. And sometimes, the right vehicle can make it a star in its own right. Anyone who’s ever been stymied by a double-Barrier team knows this.

What makes Barrier great?

  • It’s the supreme defensive power. Impervious may reduce damage to zero sometimes, but Barrier reduces it to zero all the time by preventing the attack in the first place. It also cuts off enemy lines of fire for support powers.
  • It’s flexible. Barrier only needs Line of Fire to its first square, allowing for some truly unexpected uses.
  • It’s “Construct”ible. The Feat card CONSTRUCT is a great boost to an already solid power, increasing its effectiveness especially against flying enemies outdoors in range by forcing them to breakaway from the barrier.

What’s not so great about it?

  • It’s a defense slot power that doesn’t help its owner when targeted…at ALL. A character with Barrier will take all the damage when hit unless you add cost by using the FORCE FIELD feat.
  • It’s really just a stalling technique. The best defense is good offense. Barrier is not offense at all, and thus is rather second-rate.
  • It’s restricted to clear terrain. You can’t place a barrier token on hindering terrain, so it’s sometimes difficult to build as airtight a defense as you would like.

Because of these weaknesses, you really want to get the most out of a character with the power. So…

What makes a great Barrier figure?

  1. A range of 8 or greater. Because a Barrier figure lacks damage reducers (barring any feats granting such), it is best kept well out of the fray; a range of 6 or less puts the Barrier fig within most characters’ Charge zone. This means that for its power to be of maximum use to the team, it needs to have a long range. More range also increases the power’s flexibility.
  2. Two or more starting consecutive clicks of the power. Simply put, the optimal Barrier figure has to be able to push to use the power, if necessary, since it’s not always advantageous to build in multiple-Barrier teams. And while many figs with Barrier have many late clicks of it, that is of little strategic use as those figs are also usually near KO and it may be better to push and run them away than to push and make walls.
  3. Ability to serve a secondary or supporting role. Yes, a good Barrier figure can be able to fight. But if it’s the main attacker, then the Barrier power is mostly wasted. Your first-stringer should be dealing damage, not trying to prevent it with barriers. The flip side is that Barrier is not always needed. So what does the figure offer besides wall-building? (This is another reason why long range is necessary.)
  4. Affordability. A secondary/supporting figure like this should not top 100 points. Preferably it would be far cheaper.
  5. Life after Barrier. Say you exhaust every click of the power to hold off that tentpole fig with the Meteorite on the other team. What can this figure do now? If the answer is pretty much, “nothing else but die,” it doesn’t belong on the list.

Be here Monday to see the #10 and #9 best Barrier specialists in the game!