There’s been a lot of talk about the surprising rules changes coming to HeroClix in mid-spring — the biggest changes since 2017. But unlike other commentaries, Heroclixin’ is focusing on how F.U.N. these changes promise to be — or not.

  • F = Friendly: How unpleasant is this aspect of the game likely to be to face when it’s not on your side? The more so, the less it rates on this metric.
  • U = Useful: It’s still nice to have utility on your force. So how’s it rate in this manner?
  • N = Nerdcore: Finally, there’s the question of whether this change adequately reflects the source material, the comics. And we found that this metric mattered to us much more than we expected in rating these new rules.

Let’s dish.

NoMorePushing

  1. PUSHING DAMAGE IS GONE. So is Colossal Stamina (mostly). Willpower is now essentially a self-Leadership roll. Great Size grants an improved version of that roll (3-6).

One of the core rules of HeroClix — getting a second action token deals you damage — is no more. It’s a seismic change, but also a pretty F.U.N. change: No more calculating the risk/reward of taking a click for an action that might fail. Instead, the cost is taking the second token, which for many figures is risk enough as they’re unable to effectively act while thus tokened. The overall tempo of the game should increase.

But Indomitable is now effectively gone, because WizKids is retiring the ability. So any high-cost characters without actual Willpower will get out-actioned even more. Meanwhile, Power Cosmic/Quintessence/Cosmic Energy TA will get a major boost by being able to self-remove tokens. This is slightly less F.U.N. — Indom figs will be effectively overcosted, maybe — but the level playing field might balance things out.

Giants get a big boost as well, gaining Willpower as a matter of course — and an improved version of it, to boot. But only ACTUAL giants, not many of the part-time ones such as Heroclixin’ faves Power Girl (Rebirth 022) or Micron (JLU 059b). I guess that’s an OK tradeoff of those characters being able to opt-out of the drawbacks of Great Size.
Finally, although WK is removing Colossal Stamina from the roster of keyphrase abilities on the 2021 PAC, the odd character that still has it on their card as a SP or trait will still have it.
But that means Masters of Evil team ability is getting a wholesale change from Colossal Stamina to this: “When an adjacent friendly character makes a close attack, modify the target’s defense -1 if the target is adjacent to this character.”
Heroclixin’ HATES this change. It’s absolutely useless and actually detrimental for range-focused MoE TA figs. It’s absolutely useless for the actual figure that HAS the TA in ANY case. This would be tolerable if it were inexpensive, but the MoE TA seems to have traditionally added a lot of cost. But Heroclixin’ has to grudgingly acknowledge that the rewrite is well in line with the spirit of the source material: gangpiling a single enemy in close combat.
MOEBEATDOWN
Specifically, WK said for the new Wonder Woman set it was deemphasizing:
  • Leap/Climb, which is mostly overshadowed by Improved Movement
  • Super Strength, which has diminishing returns due to the scarcity of heavy objects
  • Willpower, which got overshadowed by Indomitable before and now is a whole new thing so I guess they don’t wanna overdo it maybe
  • Earthbound/Neutralized, which people hate anyway
  • Precision Strike, which is overshadowed by Penetrating/Psychic Blast and Exploit Weakness … sort of
  • Pulse Wave, which, as the ultimate solvent, probably ought to be more rare anyway
  • Battle Fury, which is mainly only useful against Shape Change, which is also taking a break
  • Ranged Combat Expert, which overshadows Enhancement, which WK wants to use more
  • Perplex, which overshadows EVERYTHING because it is the most useful support ability and WK wants to let Empower/Enhancement get some shine
  • Shape Change, which WK thinks is “redundant” and “off” compared to Super Senses
  • Invincible, which WK says is “an exception to an exception” through its resistance to penetrating damage. We guess they just want penetrating damage to matter again
  • Force Blast, which is pretty niche and difficult for new players to weaponize
  • Hypersonic Speed, which WK says is “redundant” but they also recognize that it’s very good and I guess they want more risk for reward in gameplay
  • Support, which WK says “feels bad” because it requires three dice — which begs the question of how much worse Mind Control is on that score
Heroclixin’ doesn’t like this change. Yes, we understand the goal is to ease the complexity of play for new players and add to the flow of the game. And every power need not show in every set. (Indeed, a survey of recent sets will show that a number don’t appear.)
But one of the key aspects of the F.U.N. factor of Heroclix is the N for Nerdcore. We love when a figure is just right and reflective of the source material. That means a Wonder Woman maybe needs Hypersonic Speed and Invincible instead of Charge and Impervious.
That said, this isn’t really a change to the PAC but maybe a throwback to simpler dials. We’re not necessarily opposed to that. We just like variety.
Some powers are getting changes, too. We’ll dish on those in Part 2.

PART 2

Rather than do a separate article, we’ll just add to the previous one so this’ll be Heroclixin’s definitive post for posterity on the 2021 shift.
The designers definitely went on a mission to streamline the base game as much as possible this go-’round, simplifying a lot of powers. 
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Leap/Climb: It’s no longer a MOVE action but always on. Also lost the attack on different adjacency ability
BNDSpidey
In their reasoning, WizKids said the attack part only came up very occasionally. And for our part, the power wasn’t terribly F.U.N.: definitely Friendly enough but not really Useful (compared to Improved Movement not taking up a power slot) or that Nerdcore, even. Making it so it works with the likes of Charge and Sidestep boosts the F.U.N. a lot — and cuts down on the annoying question “Does L/C work with this other movement power?”
Yes, Timmy. Yes it does. Finally.
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Telekinesis: Lost all its range attack ability. Only for placing friendlies and objects now
marvelgirl1960s
This is the least F.U.N. change of the lot. Heroclixin’ likes the Darth Vader aspect of this power to hurl objects into faces!
But in truth, we hardly ever used this object attack. And the range attack to reposition enemies? Forget it! It was almost never worth the attempt. So I’ll happily leave that part of TK in the Dark Side.
Worse on the usefulness scale is the (potential) loss of the ability to TK enemy objects. That’s an issue, because sometimes taking an opponent’s equipment is the key move. But even that tactic is pretty niche, so we’re not that broken up about it.
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Close Combat Expert/Range Combat Expert: Now a passive +1 to both attack and damage in attacks or Destroy actions
Hulk guns
We’ve long liked the flexible CCE stat boosts, but we did not like that the powers lacked the ability to combo with, well, anything.
Now they *do* combo with most anything, giving powers such as Charge or Penetrating/Psychic or Hypersonic Speed a boost. They work with multi-targets. Both become so much easier to use, making them Friendly to new players AND Useful to all, and it’s Nerdcore to boot.
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Perplex: Doesn’t work on damage anymore.
joker-straitjacket
When I started playing HeroClix 15 years ago, the very name and nature of this power bugged me. How in the world does Joker making a quip or Mystique’s … I don’t know … changing form or something … equate to higher damage on an ally? And isn’t perplexing something you’d do to an enemy?
With time, it’s become my favorite support-style power over the rest, as I’ve come to see it’s an unfortunately misnamed power (“Cunning” might have been a better choice). But its ability to boost damage was always way out of scale. Note how almost every souped-up +2 version of Perplex excludes damage from the modified stats.
So Perplex gets nerfed so that the risk/reward factor of damage boost goes up. And Heroclixin’ likes appropriate risk/reward ratios.
The article hints at a global change coming to hindering terrain and breakaway (the new L/C refers to neither), as well as themed teams. We’ll delve into that with Part 3.

 PART 3

WizKids’ design team thought themed teams needed streamlining some more. Let’s unpack.
The biggest shift is that TTPC no longer requires getting an action token and characters can Prob themselves — which is important for the new rule that literally allows single-character theme teams now. Heroclixin’ thinks that One Man Army “team” loophole fails spectacularly on the F.U.N. scale (it’s likely not Friendly, hard to Use (what good is a one-time Prob Control, really?) and a Nerdcore flop as there’s no such thing as a team of one) but overall this change is great — and it self-balances with the OMA allowance (only one TTPC, +1 map bonus).
Also, the capping of the initiative bonus is one that I’ve been advocating for a long time now (in a planned-but-never-published “needed changes to HeroClix” article). We would’ve set a max of 5 to match the max number of TTPCs, but 3 is better on both accounts. Heroclixin’ approves — this is F.U.N.! Friendly in that it doesn’t lock players into oppressive maps, but still a Useful benefit and Nerdcore in that the battlefield is not always of one’s choosing.
The least favorite thing about this rule shift is the loss of distinction between named and generic themes — we like the former better on principle — but yours truly has always appreciated themed play long before keywords were ever a thing. Ask about my “Bright Yellow Boots” themed team circa 2005 sometime.
Revelation of a hinted-at global change coming to hindering terrain and breakaway rules still is forthcoming. We’ll delve into that with Part 4, probably.

PART 4

excaliburtheswordisdraw
The big changes keep coming, as WK shakes up hindering terrain — which we expected — along with targets and knockback, which WEREN’T expected. Direct quote:
OK. Let’s consider each.
Multi-melee is a FANTASTICALLY F.U.N. change to the game … eventually. Right now, almost no 0 range characters have more than one lightning bolt symbol on dial, so this won’t affect the vast number of punching characters out there. But superheroes are constantly depicted in fights against swarms of thugs or ninjas or robots or whatever, making this a really great F.U.N. shift. It will also be much more intuitive to new players. As for us vets, we’ll be able to weaponize stuff like Flurry even more — getting to split the damage of both attacks could clear out a swarm of pogs in the way. Or maybe Blades will get to split ITS damage!
Hindering terrain, though, is a mixed bag. On one hand, explaining to new players that you have to stop in hindering, and the whole halved speed thing was always a bit burdensome. Worse — and this was a point the WK article brings up — it really hurts the effectiveness of melee figs vs. range, and the game design team wanted to better balance the two sides more. So removing the movement penalty altogether is a pretty F.U.N. fix that aids in that endeavor.
What Heroclixin’ doesn’t like is the implications for certain other abilities:
  • Smoke Cloud — long a nice niche power to slow down enemy movement, it will now be MUCH less Useful.
  • Obscuring Terrain — introduced a few years ago as a subset of hindering terrain, it’s now effectively pointless. But we won’t miss answering player questions about it, either.
  • Water Terrain — OK, so I have always, ALWAYS hated the fact that, for a very long time, water was just like a weaker version of hindering terrain. UPDATE (2/10/21): It could have had a chance to shine by becoming the new version of hindering terrain — stopping boot speed movement — while hindering gets to just mess with line of fire. But the designers opted to keep it the same. This is a good move to aid new players but a Nerdcore disappointment.
Knockback damage is being removed entirely. This is another change we’re unsure about. Sure, what seems like a very simple mechanic somehow got ridiculously complex, so Heroclixin’ can get down with the blanket 3-square knockback. We are less enthused about the loss of the damage — getting slammed into walls and off buildings is one of the most Nerdcore things there IS! So we can’t wholly approve of this one.
All this and breakaway still to come. Standby for Part 5 in a new post.

In a normal year, my favorites have all stood the test of time on a map and thus earned favored status. But nothing about 2020 has been normal. Actual map time has been at a premium. And there’s certainly no way to properly rank my faves this time around.

So in addition to the usual F.U.N. criteria Heroclixin’ uses — Is this figure Fair? Is it Useful? Is it Nerdcore? — I’m also falling back on this question I asked for 2016:

“When I see this figure, do I immediately wish I had a team to fit it on?”

That’s the criteria more than ever in this weird year where I COULDN’T play so much. And because of that, I’m not limiting the cut, either, but EXPANDING it.

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Normally, I’d open here with a fig from the previous year that came out/got played too little to make the list proper back then before going into a multi-day countdown of this year’s actual releases. But I’mma just jump right into the 2020 faves in this one big post.

 

Sorry, Dr. Claire Finn (The Orville 003). It was you. You were the 2019 latecomer. I still love you.

 

In alphabetical order:

 

Absorbing Man (Captain America and the Avengers 073) 100 points

caav073

I collect Masters of Evil in general, though I needed to wait for this chase figure to drop a lot in price before getting it. His trait “Take On The Properties Of Any Element” make this a wildly dynamic dial to play depending on what the map terrain is like. If he’s next to hindering, he can get Stealth, Regen and +2AV. Obscuring gives Super Senses, +2 Speed and Improved Movement:Blocking, Elevated. Water terrain makes him Poisonous and Shape Change-y and damaging (+2) while blocking grants Super Strength, IM:Destroy Blocking and +2DV. All these choices last until he chooses again, too! Very flexible piece.

Friendly/Fellowship: He’s fairly map-dependent, needing hindering or blocking (actual squares, not walls) to get his best powers and stat bonuses.

Useful/Utility: But look at the sheer length of his dial for 100 points — 10 clicks with Masters of Evil TA. WHAT point formula?

Nifty/Nerdcore: Speaking of MoE, he’s on the next big build

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The Atom (Justice League Unlimited 059a) 40 points

jlu059a

The Atom is a longtime favorite character and this piece feels the most like the hero with its ability to hitch a ride with any character, friend or foe (and be able to take a costed action after because he’s placed but not carried) and the SP granting Perplex and Outwit alike. He can also shrink a standard ally to Tiny Size.

Friendly/Fellowship: Despite lowish AV and damage…

Useful/Utility: …he’s actually a kinda meta piece due to that placement SP

Nifty/Nerdcore: I have an all-Atoms team ahead

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Black Cat (Spider-Man and Venom: Absolute Carnage 005) 40 points

svac005

I’ve been waiting for WizKids to make this crime boss version of Black Cat. It’s one of the most accurate dial for her we’ve ever seen, boasting a Prob Control-nerfing SP in close range, which works well with her great tie-up potential. Sidestep, Underworld TA and her trait to adopt one of her team’s named keywords make her a taxi and easy theme teammaker.

Friendly/Fellowship: Her anti-Prob zone is only within 4 squares and she only has Ruler keyword

Useful/Utility: Dial-long Stealth and late Prob of her own with Blades/Claws/Fangs round her out

Nifty/Nerdcore: She’s the latest keyword cheater

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Black Widow (Black Widow Movie 100) 75 points

bwm_100

I’m a Black Widow completist, but normally I like a BW with:

  1. Wall-crawling and swingline action (Improved Movement: Elevated);
  2. Blasting multiple targets on the move (Running Shot);
  3. Good combat values because she’s a spy extraordinaire;
  4. Stealth and Perplex or the like for the same reason

So one would expect Black Widow 017 from this set would be my pick because she does all that. Trouble is, that piece is further overpowered in about a half-dozen more ways that make her totally unF.U.N. So no thanks. Instead I like this motorcycled version that skimps on No. 1 and 4 but delivers plenty of the rest plus extras like one-time FREE half-movement, a Sideline BW to shift to when she KOs, and the ability to hit and drag and reposition a target to a new square.

Friendly/Fellowship: She requires a themed team or two more movie set pieces to really work, so she by herself isn’t too frightening

Useful/Utility: But that drag move tho. And she’s a potential undying piece

Nifty/Nerdcore: It’s this movie shot, it’s a classic, C’MON, it’s BIKE WIDOW

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Bombshell (Spider-Man and Venom: Absolute Carnage 009) 40 points

Bombshell (Spider-Man and Venom: Absolute Carnage 025) 60 points

svac009 svac025

This is not really a tie. The common daughter does the anti-Stealth with Ultimates while her uncommon mom boosts range up to a possible 8 (+2 via Mom’s “Yet Another Sinister Six” trait, then Perplex). And of course their ability to Pulse Wave when in 3 squares of each other, as they should be due to the above and the daughter’s late Enhancement.

Friendly/Fellowship: It can be tricky to get their duo timing down

Useful/Utility: A nice pair of Energy Exploders

Nifty/Nerdcore: The family that Pulse Waves together stays together

BOMBSHELL(s). BOTH. Or not at all. Like I said, THIS IS NOT A TIE. They’re a DUO

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Human Torch (Fantastic Four 038) 40 points

f4_038

So there was a storyline where Sue traded powers with her brother and found out how mature Johnny really was to keep all that heat in check. I love how this random dial works gives all sorts of options. In addition to constant Poison (which hurts friend and foe, so be careful), she might have Running Shot or HSS or Pulse Wave or RCE or Senses or Deflection. It’s super F.U.N.

Friendly/Fellowship: Randomness means the opponent needn’t fear how you’ll weaponize her. She also can’t Poison with impunity when near allies

Useful/Utility: But no one can plan for her and the random dial means she can usually push freely

Nifty/Nerdcore: A really fantastic rendition of the story. Random SUSAN TORCH is the funnest

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Ironheart (Captain America and the Avengers 056) 85 points

caav056

I was so glad to get this version of her in a properly engineered suit. She’s a solid attacker and supporter in one, with 7 range, 11AV Penetrating/Psychic Blast Running Shot and double Prob. When she hits, she makes no-cost Barrier around the target, so it’s worth it to burn both Probs on her own attack if needed.

Friendly/Fellowship: I wish she had Willpower, but then she’d be meta and not F.U.N.

Useful/Utility: Down dial she gets Outwit and Perplex, both also for double use.

Nifty/Nerdcore:  She’s been on two of my meta teams this year anyway. I HEART IRONHEART

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Jolt (Captain America and the Avengers 031a) 25 points

caav031a

She has a 50% chance of getting to Sidestep again, and then again and again and again. Its possible she could get all across the map in a turn. Not bad for a 25-point tie-up with Reflexes, Precision and Flurry.

Friendly/Fellowship: Her multiStep power is still unreliable to depend on or to fear. She’s also a short three clicks.

Useful/Utility: But that potential to scoot across the board, tho. Or to retrieve your equipment easily

Nifty/Nerdcore: Jolt was my favorite Thunderbolt anyway, Jay

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Micron (Justice League Unlimited 059b) 50 points

jlu059b

So this was my prime in my JLU brick. At first I was unimpressed and thought I might quickly flip him for cash, even though he was a character with the power to change size to either tiny or colossal, which is one of my favorite things in the game. He also shares same ability as The Atom (when this was initially planned as a Top 10 list, these two were gonna share a tied spot) to hitch rides with friends or foes, which can work wonders with his Empower/Enhancement/CCE SP. So I thought I’d hold onto him a while longer.

Friendly/Fellowship: He’s an actual meta fig, so not so much in this category. But as primes go, he’s kinda distinctly mid-range in effectiveness

Useful/Utility: But he’s a prime, which means he can do something cool, like get FREE placed next to an enemy that KO’d an ally last turn in a quasi retaliation

Nifty/Nerdcore: My biggest completist effort in this game is collecting all the Black characters. So when I learned he fit the theme, I was SUPER glad I didn’t sell.

HIS REAL NAME IS “UNKNOWN” BUT TO ME IT’S “MIKE RON”

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Quake (Captain America and the Avengers 010) 65 points

caav010

I’ve liked previous takes on this character, but this one finally gets her just RIGHT. The 2011 version introduced the close attack from range without any line of fire concept, but it was only 2 squares —barely better than standard Giant Reach — and the 2015 model only extended the quaking range to 3, still requiring line of fire.

This time the range is stretched to 5 (or beyond, if she has SHIELD teammates/wildcards), no LOF needed.

Friendly/Fellowship: She requires a certain finesse that keeps her from feeling overbearing

Useful/Utility: But packing Empower and anti-Stealth in addition to her no-look quaking is strong here

Nifty/Nerdcore: This year, Daisy is in full flower. THIS MILKQUAKE BRINGS THIS BOY TO THE YARD

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Red Guardian (Black Widow Movie 016) 75 points

bwm_016

I thought I came for his cool “Fighting An Entire Squad” trait that allows him to both close attack from range like Daisy above (though he still needs LOF) and not have to split the damage. But I stayed for his SP Leadership that modifies all stats except damage +1.

Friendly/Fellowship: A failed roll boosts either his opponent’s choice of DV or AV +1, making this a very fair piece.

Useful/Utility: A tough melee dial that doesn’t have to base targets (at first) means this might be a Charge fig that doesn’t die.

Nifty/Nerdcore: Looking forward to seeing if the film character deserves this dial. IN SOVIET RUSSIA, clix plays YOU

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Reed Richards, Fixer Of Universes (Fantastic Four 056) 60 points

f4_066

So I’ve had a standing “Council of Reeds” team build for the past eight years that finally got updated this year. But at first I kinda despaired of actually being able to DO that update because not one but two of the added figs were chases in a pandemic.

I was able to acquire them, though. (It’s a long story. Tell ya someday.)

Anyway, I love Title Reed because while it’s very much in character (unlike another that I need to add to the Worst of 2020 roster), it’s also very focused on a specific play style and goal.

Friendly/Fellowship: He’s really kind of a support-style fig but one that won’t just hide in the back row.

Useful/Utility: Aside from his early Leadership and later Prob, getting a high-AV, low-damage, nigh-Immobile pog in the enemy start zone and getting to free damage your cheapest foe is kinda OK

Nifty/Nerdcore: Playing him is almost like an alternate win condition

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Spider-Hamurai (Spider-Man and Venom: Absolute Carnage 066) 60 points

svac066

I really hated the last time WizKids based a chase theme on a non-comics idea (the armors based on variant covers back in 2013’s Invincible Iron Man set) but these, completely homegrown by WizKids, are actually good enough to possibly appear in a real Marvel comic someday. And this little guy, who makes Martial Artist keyword into a named theme team by granting them the Spider-Man Family keyword, won me over as soon as I saw it in the booster.

Friendly/Fellowship: “Busheepdo Honor” is so supremely balanced.

Useful/Utility: Getting a FREE attack is always good, esp. when you’re tying up a key foe with the above SP. And Improved Movement and wildcard status and (when not in Busheepdo Honor duel) “Call In Help From The Spider-Verse”

Nifty/Nerdcore: I did not know I needed a samurai pig with spider powers in my life until I opened that box

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Spider-Man (Spider-Man and Venom: Absolute Carnage 054) 60 points

hc_msvac_054+s006
Back in 2016, a Batman with a similar ability to attack a crowd for full damage each made the favorites list. Now here’s a Spidey with the Improved Movement and Hypersonic Speed needed to truly leverage it. And he can slip into a civilian ID to possibly avoid KO via his Garbage Can equipment.

Friendly/Fellowship: He generates a J. Jonah Jameson pog — for your opponent.

Useful/Utility: He’s a wildcard and Outwit on top dial, Prob on the back end, and Empower in the middle.

Nifty/Nerdcore: Just a near-perfect classic early-career Spidey

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Spot (Spider-Man and Venom: Absolute Carnage 042) 50 points

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The first iteration of Spot was among my faves of 2010 and 10 years later his remake takes a … spot … as well. It’s MUCH improved thanks to the decade of power creep since.

Friendly/Fellowship: Only having light 2 or lower damage makes him pretty non-scary to see on a map

Useful/Utility: But yo, his ability to warp and punch from a distance via the “Here, There and Everywhere” trait is really good — especially being able to Outwit before Flurry. And counterpunching him can be dangerous due to “Death of a Thousand … Spots?” dealing damage when they miss his 18 Super Senses.

Nifty/Nerdcore: The old Spot was in my Goofy Marvel Villains team but this one might be a little too good for that.

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Sue Storm (Fantastic Four 062) 100 points

f4_062

I was fortunate enough to get this chase this summer despite joblessness and pandemic (again, long story) and immediately fell for this dial. I like Barrier shenanigans and hers are strong.

Friendly/Fellowship: She’s a lot of points without a strong attack presence. Better Barrier exists at much less than 100.

Useful/Utility: But FREE Barrier’s never bad, esp. when it can double as an attack and she can see through it for TK or Outwit (or Quake and Prob or Incap and Support)

Nifty/Nerdcore: I still await the ultimate Invisible Woman but she’s close

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Superman (Justice League Unlimited 105) 125 points / 60 points

jlu105

This piece is based on that classic JLU episode where Superman goes and pinballs Darkseid because for once Supes doesn’t have to hold back. I love the specificity of this dial.

Friendly/Fellowship: No range means he’s likely got to get deep in enemy territory to be as scary as other HSS figs. Also, his knockback requirement to get the second, FREE placement and attack might run counter to the usual HSS hit and run tactic. He also can’t be healed once he hits his STOP clicks. He’s a high-risk character.

Useful/Utility: Though he requires you to pick your moment and target — he REALLY needs to get that second attack chance, so avoid Reflexes and Charge and other knockback avoiders — he’s really straightforward. A finesse brick.

Nifty/Nerdcore: Make enemies feel like cardboard

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Ultron (Avengers Vs. Masters of Evil Battlegrounds 110b) 100 points

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Though I like his sculpt twin chase from the Captain America and the Avengers set, too, this one is just so much more straightforward to play. Love the random d6 for FREE Phasing as a kind of no breakaway Running Shot for his Penetrating Blast with Prob.

Friendly/Fellowship: Short dial and he’s not nearly as scary as his twin

Useful/Utility: But FREE breakaway tho. And opening 4 P damage

Nifty/Nerdcore: Nothing cute to say here. ONLY FLESH NEEDS SOMETHING CUTE TO SAY.

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Vixen (Justice League Unlimited 015) 75 points

jlu015

Another Vixen topped my favorite list years ago. And though this one isn’t the first remake since then, I think it might be the truest version of the character ever. Like, there was no reason for her to have any range at all, much less the 8 she got in Streets of Gotham (though I didn’t complain). And the Trinity War version was too many points and dependent on being on a sparsely populated — and bad — theme team to fully activate. The older carded Vixen also had limitations based on the presence of other Animal-themed pieces.

This Vixen is self-sufficient, as she has all the powers she needs via her trait “Tantu Totem” where she can FREE pick any one from her card and use it until next turn. So while she starts with Charge, Reflexes and Exploit Weakness, she could combo with Flurry for two attacks on that Charge. Or Blades/Claws/Fangs for possible extra damage with the Exploit. Or Quake to hit a bunch at once. Or Leap/Climb to hit someone on a different elevation. Or she could be more defensive-minded and choose Invulnerability or Super Senses to stay unharmed next turn. Or Stealth if she’s hiding from shooters. Or Plasticity to keep her adjacent enemy from running. And much more!

Friendly/Fellowship: Her AV is not hot, with only 10 and 9. Not too scary at 75 points to see on the other team.

Useful/Utility: But boy is she handy in a fight. Any of those powers are good to have at any given time.

Nifty/Nerdcore: Y’all know I love a good Vixen

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 And those are my 20 of 2020. Hopefully next year we’ll get back to something closer to normal.
Next up on Heroclixin’: A possible battle report on what I’ve been doing during this most abnormal past year in quarantine. (it’s proving daunting. I don’t think it’ll be anything close to complete).
Also: the return of My Custom Mods. Because, again………quarantine

Screen Shot 2020-12-30 at 11.22.36 AM

Screen Shot 2020-12-30 at 11.22.36 AM

This was a rough year for the world and clix wasn’t excepted.

  • Lack of in-person play.
  • No official Worlds.
  • One less set due to House of X’s delay.

2020 was trash and so were certain HeroClix dials.

In order of lowest point value to highest:

 

Dr. Traci Simmons (Justice League Unlimited 024) 20 points

Screen Shot 2020-12-27 at 12.37.30 PM

screenshot from Clixnexus.com

 

She has to get too close to use her trait to nerf enemy fliers and that little 3-click dial won’t live long. I feel like there are better bargains for Perplex — or ones that just do more.

I suppose she’s still better than this…

———

Dr. Emil Hamilton (Justice League Unlimited 023) 25 points

Screen Shot 2020-12-27 at 7.12.59 PM

screenshot from Clixnexus.com

 

A 50% chance at nerfing penetrating damage. But the opportunity to Mastermind to such armored pals, IF they share a keyword because 25 points is unlikely to be high enough points for MM to work otherwise, isn’t a great move because this isn’t a dial worth protecting.

Where did this guy get his doctorate, a Cracker Jack box?

———

Aaron Davis (Spider-Man and Venom: Absolute Carnage 017) 30 points

Screen Shot 2020-12-27 at 12.38.41 PM

screenshot from Clixnexus.com

 

Most secret ID figs’ worth is in that they essentially have built-in STOP clicks to swap to their alternate versions to possibly deny KOs and stuff. But in the meantime they tend to do things that help your team to make the enemy WANT to get them off the board. Aaron here, though? He’s just 30 points of Perplex they can safely ignore and who’s a bit too long-lived to push himself to his Secret ID.

Lock this con up in your storage case

———

Hawkgirl (Justice League Unlimited 100) 50 points

Screen Shot 2020-12-27 at 5.28.45 PM

screenshot from Clixnexus.com

 

She earns the spot for the -1 DV her SP deals to allies with no reward for this risk, esp. with her Indom discouraging you from pushing and Steal Energy’s healing putting you back on click 1 over and over again — because she’s a close combat specialist who does nothing else.

She’s bird poop

———

Iron Man (Avengers Vs Masters of Evil Battlegrounds 102b) 75 points

IMG_20201230_103958780

Just five clicks for 75 points? I mean, 11AV Penetrating Blast with Prob isn’t bad, but this is an Iron Man with no armor on its top clicks that can get one-shot. Unless that SP is really amazing, like Running Shot+…let’s look…

IMG_20201230_104225427

…Ehh, it’s just Force Blast along with the Running Shot. Nothing that goo—

…wait, there’s another SP. A STOP power! THAT’S maybe worth the points—

IMG_20201230_103958780

…… it’s not there.

(checks actual figure dial)

Not there, either.

With at least one of those clicks 2-5 being a STOP, this dial would be a good play at 75 points, easily. With this coming in a set for new players, an error like this is particularly bad.

If we were ranking these like in most years past, this would be No. 1 or 2.

“Iron” Man? Nah, tin foil Man

———

Superman (Justice League Unlimited 001) 100 points

Screen Shot 2020-12-27 at 12.28.23 PM

screenshot from Clixnexus.com

 

100 points? For no Indom.? No damage powers? No reducers for 3/7 of the dial? Barely any range?HOW?

Supermeh

———

Singularity (Captain America and the Avengers ) 100 points

Screen Shot 2020-12-27 at 12.27.14 PM

Screenshot from HCRealms.com

Her points are a waste for no move+attack ability until well into her dial when she’s lost her armor. Shape Change alone is a thin defense against her being an easy three-figure gift to your opponent’s victory score.

———

Zeke Stane (Captain America and the Avengers 029) 100 points

Screen Shot 2020-12-27 at 12.36.29 PM

Screenshot from HCRealms.com

Lack of Indom. means his speed SP that triggers off having two tokens isn’t super usable until he’s considerably softer-shelled. Playing him alone means the Power Elite trait isn’t so hot with him being a range fighter. Do not like.

NOT ELITE

———

Static (Justice League Unlimited 043) 100 points

Screen Shot 2020-12-27 at 12.35.17 PM

Screenshot from HCRealms.com

A mess. TK on a 100-point piece is not a good value in build or action efficiency. He struggles to be effective on offense due to needing debris nearby — which means either he’s wasting actions smashing walls (without Willpower) or other allies are. He also needs to be too close to enemies to get the most from his Chain Lightning attacks, and with only 17 Senses to protect him, that’s a dangerous plan. Worse still, he doesn’t have that SP when he’s Hypersonic and could really leverage it — and the damage boost doesn’t work with multi-target Pulse Wave AT ALL.

043 Static. Don’t start none, won’t be none. So don’t play none

———

Martian Manhunter (WizKids M19-004) 120 points

Screenshot from HCRealms.com

Screenshot from HCRealms.com

When a fig will almost never get to use its own first click of life, you know it’s bad.
  • At the beginning of each turn, he’s takes a click if there’s any Choco on the board. So he’s on click 2 ALREADY.
  • He MIGHT heal 2 clicks if he can pick one up (moving) or hits an enemy holding one (likely via HSS), but by then he’s already acted and will take another click of damage on his next turn, so … BACK to Click 2.
  • He can’t use range because he’s got Battle Fury which means he’ll have to venture deep in enemy territory to get Chocos.
  • He doesn’t even have WILLPOWER to help keep himself going
  • There are 5 of these Chocos out there, which means 5 straight rounds of MM not being able to use his own Click 1 on his own turn.
  • He’ll be taking fire while trying to get Chocos.
  • Sometimes stuck with two tokens, having pushed, while taking fire AND the unavoidable Choco click
  • The enemy can ensure there’s ALWAYS a Choco out there even after the initial five are gone.
  • His stats are mediocre without the Choco bonus.
This is Choco-flavored puke
 
———
And on that nauseous note, be back next post for Heroclixin’s Favorites of 2020. It’s gonna hit different.
———
ADDENDUM: I just remembered one more terrible HeroClix released in 2020.

Mr. Fantastic (Fantastic Four 001)

Screen Shot 2020-12-30 at 4.44.53 PM
It’s just the most underwhelming version of Reed Richards possible. Like an old rubber band that you expect to actually stretch but instead it just cracks and breaks. Just … just POOR.
DISHONORABLE MENTION (added 1/2/2021):

Deathlok (Fantastic Four 022)

Screen Shot 2021-01-02 at 10.03.32 AM

Screenshot from HCRealms.com

I hesitated to add this one, because, subjectively, I like it and actually think it’s a great F.U.N. fig. But objectively: You’re spending 60 points on 1 damage, despite fantastic offense powers and numbers and his wildcard status, for the first two rounds at the very least. That is a lot to pay for just being a Leadership fig when that power can be had for way cheaper on his best keyword, Soldier — and WAY too much points for a piece that might NEVER get activated due to his bad Leadership rolls.

Merry Christmas, clixers! We bring you a little late-evening gift for the delayed set (originally due Dec. 9, then held to Dec. 30 and most recently bumped into next year, Jan. 6, 2021): our customary pocket checklist, ready for printing.

(Preview not for print)

Screen Shot 2020-12-25 at 11.26.20 PM

Below is the link to the high-quality version:

HouseOfXchecklist

Once all the Team Up cards are revealed, we’ll publish a companion checklist for those as well.

(1/6/2021) EDIT: And it’s updated

Been a while since there’s been a Watch List for us to care about. But here goes:

 

Tri-Sentinel (WizKids MP18-G001) and Iceman (X-Men: Dark Phoenix Saga G025)

Both have powerful effects that occur after a Colossal Retaliation. Trouble was, according to the wording, the actual attack didn’t have to happen for those effects to activate. Heroclixin’ thought the attack should be necessary, and now WizKids agrees.

 

Black Widow (Black Widow Movie 017)

This was one of those cases where even though I love the character (I’m a BW completist), the fig is way too good for the character. She can:

  • quasi-Outwit standard powers not on dial even against “PROTECTED: Outwit” targets AS WELL AS nixing stat modifiers like CCE, Reflexes, ESD, RCE, CLOSE Object Attacks, SHIELD TA, Enhancement, Empower and I’m sure something else I’m forgetting … up to 5 times per game.
  • Bring in a free Widows Recruit (006) who can Poison and tie up with Plasticity …  up to 5 times per game.
  • resist KO via a STOP click that ALSO immediately heals her up to 5 clicks.
  • nix rerolls of her team’s attack rolls of 10 or higher and enemies’ attacks of 4 or less if she’s on a themed team (easy with Avengers).

That last bit was the only change WK opted to make, by making the reroll immunity cost 2 of her 5 Tradecraft tokens. Heroclixin’ thought maybe making all her SPs once per game effects would be better. But that’s a lot of errata text.

 

Valeria Von Doom (Fantastic Four 063) and Venom Groot (Spider-Man and Venom: Absolute Carnage 058)

These both had a gross exploit that allowed them to deal mass damage with KNOCKBACK, of all things. Both got errata that essentially limited the effect to defensive use only, and once per turn. Heroclixin’ approves.

 

Spider-Man 1776 (Spider-Man and Venom: Absolute Carnage 067)

Though he wasn’t even on the initial list, he needed to be and WizKids elected to make a change. Before, he could reduce your action total -1 just by being on the map. An errata now requires him to hit with an attack first, and it only lasts for a turn.

This is exactly the change Heroclixin’ likes: High reward requires high risk. And it plays into the chase figure’s other strengths, as he boasts Outwit and prevents enemy Leadership and Autonomous within that 6-square range.

 

Oh, and there was one more on the list:

Captain Marvel (Captain America and the Avengers 054)

Unlike Black Widow, this figure *doesn’t* feel too strong for the character, even though she:

  1. can deal free damage with a Hypersonic flythrough even if her Prob doesn’t yield a hit;
  2. can drop a Perplexing, Flurrying, Blades/Claws/Fangs-ing cat flerken pog;
  3. has 2-3 STOP clicks with PROTECTED: Outwit for even more immunity.

All that just seems very Carol Danvers to Heroclixin’. So she got no changes. WizKids agreed.

(Meanwhile, that Black Widow can lock this Carol down — something Widow should NOT be able to do.)

———

I can’t fully congratulate WizKids on these moves. The knockback and colossal fixes were essentially due to unintended reactions, but in truth Heroclixin’ thinks Colossal Retaliation is an unbalancing factor in the game as is. Our fix: Placement for Retaliation should be limited to the character’s printed speed value. No risk, no reward.

That should be the true north for any dial design in this game — that and character accuracy. And that’s why the Black Widow chase remains somewhat odious even to me, a fan of the character. Her basic dial is almost perfect as is, and any ONE of the traits would be perfection. But to get all three was two too many. And the Valeria and Groot have similar issues; even without their free-damage ability, they’re both massively efficient pieces — she in particular improves any team she’s on, and Groot is a little bit of immortality when teamed with any Venomverse fig.

But Spidey 1776 is the kicker, a figure that never should have made it out of testing. He’s a bit like bad ol’ Felix Faust (WizKids D-022), just nerfing the basic game just for being on the team and even more punishing if you dare to try to address him in-game.

But that’s enough griping. Lord knows 2020 has been filled to the brim with that.

Next post: the first of two Pocket Checklists for the upcoming (and delayed until January 2021) House of X set. Then: an announcement on Heroclixin’s annual end-of-year Top Ten lists.

It’s been a minute, so let me pull a little review article from the vault.

DC_Comics_Bombshells_logo

In late 2017’s Harley Quinn and the Gotham Girls set, a bunch of figures based on DC Comics’ 1940s-inspired Bombshells (first variant covers, then a whole comic/alternate universe) bounced into the HeroClix scene. In addition to each lady sculpt posing on a WWII bomb, each has this trait:

When [this Bombshell character’s name] makes an attack targeting an opposing character, give her a Bombshell token. FREE: If she has two action tokens, remove two Bombshell tokens, then make a close attack.

Making attacks is what matters. And the more targets, the better: each one garners her a Bombshell token. But using them in the above FREE action is occasionally tricky because of the two action token requirement and the need to be close as well.

The key is swarming the force and pushing appropriately.

So when examining the Bombshells, we’ve got to look them UP (and down):

  • MOVE-UP: What’s her mobility like to get in position for Bombshelling?
  • CLOSE-UP: Can she survive nearby (since the shell action is a close attack)?
  • PUSH-UP: How pushable is she (since she must have two action tokens to use the shells)?
  • PUNCH-UP: Can she even do anything with the Bombshell trait (can she deal damage with it)?
  • RACK-UP: Can she build bombshells easily (how often/how many can she stack)?
  • TEAM-UP: What does she do for the rest of the girls?
  • And then I’ll SUM UP how this babe belongs on the chorus line.

 

hq037

Batgirl [Harley Quinn and the Gotham Girls 037] 70 points


MOVE-UP:
She’s a Hypersonic flier, so she will be able to reach targets. Having 0 range means she’ll be in position for Bombshelling — and her Steal Energy is a strong incentive for doing so.

CLOSE-UP: Her Super Senses SP is a very soft defense, even though it also grants a massive +3 DV against fellow fliers. But she becomes Impervious on her vamp clicks. Traited Stealth is unlikely to be useful in melee.

PUSH-UP: She has no Willpower, so that’s problematic. But she has Steal Energy and a “vampire” dial that can heal past her starting click 3, so as long as she hits, she can push pretty well.

PUNCH-UP: She can always deal 3 or more damage, and she has Precision Strike to almost always make it stick.

RACK-UP: She’s one who thrives on attacks, so she’ll build plenty for her own use.

TEAM-UP: She flies and so could be a taxi, and deep in her dial she has Perplex, but she’s just a fighter, really. HSS can’t carry during attacks and she’s going to be attacking almost always.

SUM UP: Batgirl is the lowest rarity HSS for the team and one whose play style is made for the Bombshell trait so she should be on every Bombshell team you can fit her on. Also note: She has the Suicide Squad keyword, so consider that Task Force X Additional Team Ability to help her land that vital attack.

———

hq038

Batwoman [Harley Quinn and the Gotham Girls 038] 60 points


MOVE-UP:
Batwoman has no movement skills beyond 8 speed Charge. She’ll need help getting in close.

CLOSE-UP: Her 17 Combat Reflexes make her ideal for the Bombshells’ melee sweet spot. But beware the ESD clicks on her end dial.

PUSH-UP: She has no Willpower, but retains the 3 damage Outwit on click 2. Later, she gets Flurry and Incap, though her damage drops to 2 and the Outwit’s lost.

PUNCH-UP: Click 2’s Outwit and 3 damage could work wonders. Her 2 damage on subsequent clicks has much less potential.

RACK-UP: She has 6 range that might give her some attack opportunities from beyond her weak Charge swing. But she’s basically mediocre in this respect.

TEAM-UP: Here’s where she excels: as a team player. First, her Outwit is useful for the Bombshells. But because that makes her a target (especially with no Stealth), it’s better to maybe rely on her Bombshells-only Empower to aid other, more active gal pals in beating down opponents.

SUM UP: Batwoman does not stand out and probably ought to be 10 points cheaper to be a proper play. But she can definitely be a great boon to any Bombshell team she’s on — especially large ones where she can either avoid the heat or draw fire away from more important members.

———

black canary bombshell

Black Canary [DC Rebirth 049] 65 points

MOVE-UP: Improved Movement: Characters allows her to get right in the middle of the action without a great deal of outside help.

CLOSE-UP: With only Super Senses and, later, Willpower on her defensive track, she’s not very survivable at all in melee. Fortunately, her first click also bears Shape Change to give her marginally better odds at living to fight after pushing.

PUSH-UP: Click 2 has Perplex lasts the rest of her 5-click dial, which sports Willpower on the last two for some real potential to Bombshell.

PUNCH-UP: That Perplex means she might be able to boost her 2 damage to a more wounding 3.

RACK-UP: Here’s where Black Canary really sings. Her opening Running Shot+Pulse Wave combo lets her run into a crowd and immediately gain a RIDICULOUS amount of bombshells. And she can PW right into base with one of her targets so she can possibly Bombshell it when she’s tokened up (if she doesn’t use her trait Force Blast to knock targets back — which she probably ought to do because normally immune foes won’t be during a Pulse Wave attack).

TEAM-UP: Aside from her scoring tons of shells for the team, she can spend one of those shells to make the whole team able to double knockback and affect Charge/Reflexes, or spend one shell to quasi-Incap anyone hit by her next Pulse Wave.

SUM UP: Black Canary is probably the best lead attacker for the team just as soon as she can get off a multi-target Pulse Wave attack — not only for the mass damage potential, but for her role as a “bombshell farmer” for the rest of the squad.

———

hq020

Catwoman [Harley Quinn and the Gotham Girls 020] 55 points


MOVE-UP:
She has no upfront mobility; Leap/Climb doesn’t come until much later — and even when it does, it’s at putrid speed values of just 5 and 4, down from a far-from-stellar starting speed of 6. She’s gonna need a lot of help here, either from a taxi — or because of her Stealth and the fact that she’s an Outwitter, the enemy will likely come for her.

CLOSE-UP: She sports 17 Super Senses. That’s not great, although she starts with a SP version that allows her to burn shells to boost her chances of succeeding the roll.

PUNCH-UP: Precision Strike is a good fit for slipping in damage on a Bombshells attack. She also gets Perplex and Blades/Claws/Fangs down dial to serve as her lead-in attacks.

PUSH-UP: She holds onto Outwit and all her other powers and stats on click 2. But her slipping values in late dial aren’t inspiring for Bombshell attacks, and she loses her shell-powered SP version of Super Senses.

RACK-UP: She sports a 3 range to snipe at any enemy unwary enough to venture near whatever stealthy hidey hole she’s picked. But that’s unlikely, as is her racking up many if any attacks due to her earlier noted mobility problems and overall mediocrity of her fighting and defensive prowess.

TEAM-UP: Catwoman is probably the chief Outwit figure for the team — no more, no less.

SUM UP: Heroclixin’ hated this figure in 2017, but maybe she has a small role here.

———

hq017

Harley Quinn [Harley Quinn and the Gotham Girls 017] 75 points


MOVE-UP:
Charge + Flight via SP is pretty good, as she can taxi while retaining her boot speed symbol to be carried herself.

CLOSE-UP: Only 17 Super Senses protects her at first. She gets 16 Reflexes on her back 2/3 of life.

PUNCH-UP: A couple clicks of Precision Strike in the middle could work, but you don’t want to plan to use them. She only has 2 damage all dial, so she may need her 3 each of Perplex and Outwit to Bombshell effectively.

PUSH-UP: Like most of the other Bombshells in her set (Harley Quinn), her click 2 is identical to the first — which is a problem because Super Senses is a much worse defense in melee than Combat Reflexes.

RACK-UP: Multi-targeting with Quake along with her Flight means she might be able to slam a BUNCH of enemies and get a lot of bombshells at once.

TEAM-UP: Her Perplex is key for the team, and her SP makes her an early game taxi — one that can carry while attacking, unlike her Hypersonic sisters. Also, because she’s a Harley, you can add her pet hyenas Bud [Harley Quinn and the Gotham Girls 019a] or Lou [019b] to the theme (they get her keywords) for 25 points each to gain some SP Probability Control and SP Poison, respectively.

SUM UP: Harley is a key Bombshell thanks to her versatility as a secondary attacker, a bombshell farmer and as a Perplex/Outwit support fig. Just have to protect her unarmored bod.

———

wkDP18-010

Hawkgirl [WizKids DP18-010] 75 points

MOVE-UP: She starts out Hypersonic with traited Sidestep and IM:Characters. Another taxi is welcome.

CLOSE-UP: Energy Shield is her defense. You really don’t want her in base until she’s knocked onto her Toughness on clicks 3-5.

PUSH-UP: Unlike the original Bombshells, her click 2 is not a mirror copy of her first, as her speed and more importantly her defense both drop 1. In fact, except for click 3, her stats drop all the time. Not very pushable at all.

PUNCH-UP: Her early 3 damage is nice, but again, she should not be run with intent to Bombshell.

RACK-UP: As a 0 range HSS flier, she can get attack opportunities. But with no Willpower, she’s pretty limited here.

TEAM-UP: What she does for the rest of the girls is why you play her. In addition to being a taxi that can’t be tied up, her first three clicks have SP Empower and Enhancement. The former can be VERY useful for the Bombshells’ FREE melee attack as she Sidesteps next to whoever needs the damage boost. After she loses the SP, she gains Prob Control. Finally, in addition to her Sidestep trait, she can burn a bombshell to Perplex a Bombshell keyword fig.

SUM UP: Hawkgirl is a little bit costly for the 5 clicks but a good Bombshell to field nonetheless. If you don’t lean on her as a primary fighter — that’s not her role, EVER — she will pay dividends for the Bombshells.

———

hq035

Mera [Harley Quinn and the Gotham Girls 035] 100 points

MOVE-UP: Her mobility sucks despite a good 9 speed Charge.

CLOSE-UP: 18 Super Senses plus trait Toughness makes for a decent defense. She also has the ability to burn bombshells to effectively beef up that Toughness to Invulnerability-plus.

PUSH-UP: There’s no Willpower and her attack and defense drop to 9 and 17, respectively, so she does not score well on pushability at all.

PUNCH-UP: She has 3 damage for most of her dial. It’s only her last two that drop to 2 with no answer to reducers above Toughness.

RACK-UP: She has SP Quake that gives her additional shells for hit targets, potentially doubling the shells from Quaking a crowd. But 9 AV makes that bounty unlikely.

TEAM-UP: She starts with Telekinesis, which is great for the team.

SUM UP: At 100 points, she’s very expensive to be that TK support figure that the team really needs. And for her to slip to 9 AV on click 2 through most of her dial sinks her use as the fighter she’s priced as. The key, I think, is to field her as a frontline fighter at lower builds (she TKs herself in position to Charge/Running Shot next turn(s) depending on her dial) and as a TK specialist on really large Bombshell teams.

———

hq018

Poison Ivy [Harley Quinn and the Gotham Girls 018] 50 points


MOVE-UP:
She has no mobility aside from a pair of Sidesteps late dial.

CLOSE-UP: She’s not particularly survivable in close, though her 17 or lower Super Senses is bolstered by lifelong Shape Change.

PUSH-UP: Unlike her sisters in the set, her click 2 immediately drops her AV, so she’s not the best at pushing.

PUNCH-UP: 1 damage makes her nigh-useless for the Bombshell attack.

RACK-UP: Her two-target SP Mind Control gives her the ability to gain bombshells 2 at a time. With 6 range and 11 AV, she’s better than most of her sisters to gain shells — though it’s tempting to immediately burn shells to quasi-Incap one or both hit targets.

TEAM-UP: Ideally, Ivy uses her MC to get foes in decent range for the rest of the team to jump on. She’s also a meat shield.

SUM UP: At 50 points, she’s one of the most affordable Bombshells and one of the only ones with AV over 10. That’s enough to warrant her inclusion on every Bombshells team.

———

Screen Shot 2020-05-28 at 7.33.36 PM

Raven [WizKids DP19-006] 50 points

MOVE-UP: 12 Phasing is fantastic. She will get anywhere she wants to be.

CLOSE-UP: 18 Defend is not good. She’d depend on her Prob to save her. She also has Mystics team ability to deter some attacks.

PUSH-UP: She loses Prob and gains Perplex on click 2, so she could boost her stats. Her later dial is much less optimal.

PUNCH-UP: She has 10 AV and could use that Perplex to beef her damage to 3 for Bombshell purposes. But…

RACK-UP: … she really is not built for getting her own bombshells, despite a good-for-the-keyword 6 range.

TEAM-UP: Raven’s use is as a team taxi and medic. On her first two clicks, she can carry 4 other Bombshells, even fliers. Then, after moving, she can FREE heal all Bombshells next to her 1 click for the price of just one bombshell token — and give them Stealth until next turn.

SUM UP: Raven is the team’s only source of healing … IF she has at least one bombshell to burn. Given that the team will need to push a lot to both build those bombshells and to get to use the Bombshell attack, getting that click back could be huge. It’s too bad that she can’t heal herself, and that the one-turn Stealth she grants her patients is hard to truly use if there’s not enough hindering to hide in. Still, she’s great use of 50 points for her Prob and Defend and mega taxi skills.

… but wait. She has this trait:

(+20 POINTS) DIE TOCHTER DES TEUFELS: The first time this game Raven would be KO’d, instead turn her to click #11. Protected: Pulse Wave.

So this changes EVERYTHING.

MOVE-UP: She’s colossal on this click. 10 Charge. That’s an 8-square swing.

CLOSE-UP: Impervious isn’t bad in close, but she’s frankly unlikely to be in base due to her Giant Reach: 3.

PUSH-UP: Click 11 has Quintessence, so she can push easily with that TA’s Willpower.

PUNCH-UP: 3 damage is somewhat less impressive than you’d like, but it comes with Battle Fury to get past pesky Shape Change.

RACK-UP: The Willpower gets her building her own bombshells much more easily.

TEAM-UP: As a colossal flier, she can carry a smaller flier in this state as well.

SUM UP: Although being 70 points for just 5 clicks of life, and that last click being a big target, might be something of weakness, this last-ditch option is pretty strong.

———

hq036

Stargirl [Harley Quinn and the Gotham Girls 036] 65 points

MOVE-UP: Starting with Earthbound/Neutralized is problematic, as she still has the Wing symbol without being carryable. Later, she’s a proper flier complete with Telekinesis for extra mobility prowess at times.

CLOSE-UP: Toughness is good, 16 DV is not. She does have a STOP click to save her, but it’ll warp her back to the starting area the first time she uses it. Afterward, she’s got 17 ESD … not the best for melee AT ALL.

PUSH-UP: Pre-STOP, she has the identical 2nd click. Because she has that STOP click, you can push with less fear of her getting easily KO’d from the shortened dial. Post-STOP, she also can push to a nearly alike click, though as noted above, it’s not ideal for close quarters.

PUNCH-UP: 1 damage early, even with Perplex, is practically worthless. Later, she gets up to 3 damage at least.

RACK-UP: She’s an occasional shooter until she transforms post-STOP, when she can *possibly* get FREE use of Incapacitate, Ranged Combat Expert or TK after costed use of either of the other two as long as she has at least two bombshells. Nothing to count on, but could be useful — especially as this roll doesn’t burn off those bombshells.

TEAM-UP: Stargirl’s melee mediocrity is outshined by her use as a meat shield who won’t ever be one-turned (thanks to her return to the starting area upon STOP), her Perplex (ever useful), and, chiefly, her trait to give ESD to adjacent Bombshells.

SUM UP: She’s an odd duck. Part support figure, then a new TK/Incap/RCE fighter, but one who has to trudge BACK into the fight after taking her STOP hit. She’s full of usefulness but hard to use.

———

hq051
Supergirl [Harley Quinn and the Gotham Girls 051] 160 or 130 points


MOVE-UP:
She’s a Hypersonic flier with good speed on either dial.

CLOSE-UP: She’s Invincible. Absent the threat of Outwit, she should be very survivable in melee.

PUSH-UP: As one of the few Bombshells with Indom, Supergirl is very pushable.

PUNCH-UP: 4 damage and AV of 11-12 on her start click(s) and Super Strength’s KNOCKBACK make the Bombshell trait attack very strong on her.

RACK-UP: With her HSS, 7 range and Willpower, she will build up bombshells at a faster rate than most of her sisters.

TEAM-UP: Aside from her ability as a taxi when she’s not Hypersonic Speeding, she gives adjacent Bombshells Super Senses. She’s also a Leadership piece at her 160 level.

SUM UP: She’s built to carry the fight, so let her. But beware: she doesn’t get Super Senses herself so don’t let her get swarmed.

———

hq052
Wonder Woman [Harley Quinn and the Gotham Girls 052] 120 points


MOVE-UP:
Although she flies, her 8 Charge is really poor for her cost.

CLOSE-UP: Traited Combat Reflexes with 18 DV is pretty good — with Invincible as well. She is good in close quarters. She also can burn bombshells to deal adjacent foes damage when she’s shot.

PUSH-UP: She’s Indomitable, so that’s handled.

PUNCH-UP: 4 damage Super Strength makes her a great Bombshell attack candidate.

RACK-UP: Her slow speed might inhibit her ability to make some of the attacks she needs to amass the bombshells for the FREE attack.

TEAM-UP: She is THE leader for the squad, being able to, after her normal Leadership roll, roll a d6 for every Bombshell she can see within 4 squares and remove its tokens and boost AV on a 6.

SUM UP: Though priced as a main attacker, her offensive stats are just a bit lacking. She’ll either need aid from TK or taxis to make her charge attempt, or you’ll trust her high defense to survive her moving in close — especially if she has bombshells to use to get free damage against foes she’s basing — while allies are nearby ready to pounce as well.

———

hq053

Zatanna [Harley Quinn and the Gotham Girls 053] 50 points


MOVE-UP:
6 speed Mind Control is terrible. At least she gets Phasing on the back half, though with the same putrid value.

CLOSE-UP: She has Mastermind, so as long as she has a pal to take attacks for her, she might be able to survive in melee. Probability Control can help here as well.

PUSH-UP: She has no Willpower and a short, short dial. But she retains all her powers and stats on click 2, so there’s that.

PUNCH-UP: Her damage is a low 2, so she is not useful for the Bombshell attack at all.

RACK-UP: She has 6 range and, sometimes, a +2 AV. But she won’t be accruing bombshells for the most part.

TEAM-UP: Despite all the above weaknesses, she’s the single most essential Bombshell of all for her ability to FREE shift bombshells from one character to another. She also brings two Probs (hers and that of her detachable bystander bunny, John Constantine) Here’s a guide on shifting bombshells per member and priority of having them:

  • Batgirl: Give her +2 bombshells if she’s pushed and needs to Steal Energy. Priority: MODERATE (if she’s based)
  • Batwoman: +0. Priority: LOW
  • Black Canary: +1, for her Jive and Wail “incap” option. Priority: MODERATE
  • Catwoman: +1-2. She burns them for her SP Super Senses. Priority: LOW
  • Harley Quinn: +0. Priority: LOW
  • Hawkgirl: +1, so she can burn it to Perplex. Priority: LOW
  • Mera: +3. She can burn them to bolster her natural Toughness greatly. Priority: MODERATE (HIGH if she’s a main attacker)
  • Poison Ivy: +1. Gives her the option to quasi-Incap every time she Mind Controls. Priority: MODERATE
  • Raven: +1-2, so she can burn one to do her healing trick. Priority: HIGH
  • Stargirl: +2, the minimum she needs to roll the 8 needed to FREE use her Incap/RCE/TK SP options. Priority: MODERATE (until she has the two, then she’s self-sufficient)
  • Supergirl: +0. Priority: LOW
  • Wonder Woman: +1-5. She can burn them to deal damage in close when she’s shot. Priority: MODERATE (if she’s based)
  • Zatanna: +0. Priority: LOW

SUM UP: I repeat — she is MOST ESSENTIAL. Build her on your team, then guard her with all you’ve got. ALWAYS ensure she has someone for Mastermind.

———

The Bombshells are an unwieldy and complicated force to run, especially in total as a 1000-point team. But they’re F.U.N. to the core and thus right in Heroclixin’s wheelhouse.

 

 

 

Finally: the Starfleet vs. Authority/Planetary match at 1000 points between me and Chadd happened at DragonCon 2019.

HIS STARFLEET BEAMED DOWN:

FFTNG001 Captain Jean-Luc Picard 

FFTNG002 Commander William T. Riker 

FFTNG003 Lt. Commander Data 

FFTNG004 Lt. Worf 

FFTNG005 Dr. Beverly Crusher 

FFTNG006 Lt. Geordi La Forge 

TREKRF021 Wesley Crusher 

TREKOS003 Starfleet Security Officer 

TREKOS003 Starfleet Security Officer 

TREKOS006 Lt. Kyle 

TREKOS007 Ensign Chekov 

TREKOS009 Nurse Chapel 

TREKOS022 Yeoman Rand 

TREKOS025 Lt. Leslie 

TREKOS101 Captain Kirk 

TREKOS102 Mr. Spock 

TREKOS103 Mr. Scott 

TREKOS104 Dr. McCoy 

TREKOS105 Lt. Uhura 

TREKOS106 Lt. Sulu

955 points.

 

AND TELEPORTING FROM THE BLEED, MY PLANETARY AUTHORITY

The Drummer

Doctor @ 50

Jakita Wagner

Jack Hawksmoor

Swift

Engineer @ 90

Ambrose Chase @ 90

Midnighter @ 100

Elijah Snow @ 120

Apollo @ 125

Jenny Sparks

= 995 points.

Having an actual named theme team, Chadd easily won map choice and planted us on the fairly wide open Helicarrier map from 2011’s Captain America set.

map_helicarrier2

I blithely chose the wrong starting area (the top one in this image, immediately making it hard for myself. But what was done was done.

I wish I could better remember the details of this fight. But it’s been so long and so much has happened in the world these 12 months since. But here’s what’s at my recall:

TURNING POINTS

  • Wary of the Starfleet’s overwhelming range attack threat — phasers are NO JOKE, y’all — I crammed my team indoors. I was safe from the Trekkies but gave myself no attack options in turn.
  • Chadd had few close combat options himself. He tried with Worf. Didn’t quite work, as the Klingon brawler was the first casualty of the game. And I found ways to take shots here and there, shielding my shooters with Barrier. So he repositioned the bulk of his force to draw me out.
  • I had one chance for a big inning. And using Ambrose Chase, Apollo, Jenny Sparks and, I think Engineer, I got a fruitful couple of turns that changed the course of the game.
  • Though Starfleet Security Enhancements stayed a threat, I wore Starfleet down for the eventual concession and win.

So ended this very long series of battles, both practice and actual. I love this hybrid team and can’t wait to try it out again, power creep be damned.

 

 

 

Before I finally report on our planned match of Starfleet vs. Authority/Planetary at 1000 points, there’s one other Titan-ic X-cursion Chadd and I played at DragonCon 2019.

 

Chadd’s Teen Titans/X-Men

RE050 Robin 125

RE055 Starfire 100

WKM19-015 Phoenix 100

WCR012 Colossus 100

WKM-021 Rogue 99

WCR007 Gambit 80

WCR013 Iceman 80

RE010 Nightwing 75

RE013 Cyborg 75

RE018 Jericho 75

RE019 Ravager 75

RE028 Tempest 75

RE033 Superboy 75

RE039 Bumblebee 75

WKM19-013 Storm 75

WCR001E Wolverine 70

WCR002E Cyclops 70

WCR005 Beast 70

RE040 Raven 65

RE038 Beast Boy 60

WCR003 Kitty Pryde 60

WKMP18-001R Blackbird 55

RE005 Kid Flash 50

RE006 Power Girl 50

RE012 Aqualad 50

UXM100 Professor X 50

UXM002 Nightcrawler 50

WXMS101 M’Kraan Crystal Sliver 8

Team Points: 1992 LIKE THE YEAR THE X-MEN CARTOON STARTED.

VS.

an Imperial HIVE of Blood

IMG_20190901_211800026

Imperial Guard:

Gladiator [WizKids MP19-101] 200

Warstar [Wolverine and the X-Men 048] 177

Kid Gladiator [Xavier’s School 057] 120

Lilandra  [Wolverine and the X-Men 052] 93

Hussar [WizKids MP19-102] 60

Manta [WizKids MP19-103] 40

Oracle [Wolverine and the X-Men 49] 49

Starbolt [Wolverine and the X-Men 019] 85

Smasher [Wolverine and the X-Men 036] 86

H.I.V.E.:

Deathstroke [Rebirth 001] 100

Adeline Kane [Rebirth 008] 30

Terra [Rebirth 020] 50

Queen Bee [Harley Quinn and the Gotham Girls 047] 110

HIVE Trooper [Harley Quinn and the Gotham Girls 010] 15 x 4

HIVE Commander [Harley Quinn and the Gotham Girls 010]  40 x 3

and Church of Blood:

Brother Blood [Teen Titans 051] 115

Brother Blood Acolyte [Teen Titans 010] 35 x 6

Brother Blood Acolyte [Teen Titans 206] 43 x 6

Team Points: 1963 LIKE THE YEAR THE X-MEN COMICS STARTED.

Chadd picked Titans Tower. And despite his best play, using Storm to give Stealth cover against my shooters and more, my force seriously had the upper hand when we ran out of time …

… and I lost! Too many Brother Blood Acolytes had taken the dirt nap! LOL. They’re the absolute worst.

As is customary with Heroclixin’, here’s the mostly complete pocket checklist for the set (thanks to all the previews and crowdsourcing out there, mostly compiled at HCRealms.com).

preview image here; actual link below:

Screen Shot 2020-09-08 at 1.21.05 PM

Spider-ManCarnagechecklist

There’s a missing spot for what would be the release day Organized Play figure (set number 100). Due to the ongoing pandemic severely curtailing in-person, in-store gaming, WizKids is not releasing any further OP kits this year, leaving the LE figure unrevealed as of this writing.