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Been a fan for some years. But they were no good for years. Paraphrased from a Heroclixin’ article from a few years back:

  • Giant-girl Stature [Avengers 011] lacks even the basic giant-size brick powers of damage reduction (ANY!) and her AV is possibly the worst overall in the game for 50 points.
  • Iron Lad [Avengers 030] is a design fail: While his AV is appropriately low, he ought to have much better damage numbers.
  • Hulkling [Avengers 009] is a hulking mass of powers wasted on horrid combat values.
  • His BF Wiccan [Avengers 047] is the useful one but like his mom Scarlet Witch, he’s underpowered.
  • Patriot [Avengers 010] is poor at tie-up. No range. Can’t be carried. Leadership too low. Short-lived with poor DV. Good at nothing, really.

So it was great to see these five remade — and well — in Civil War SL set. It’s been even better to see more characters added to the lineup in the forms of Loki and Miss America.

Heroclixin’s going to look at what each Young Avengers piece brings to a pure Young Avengers squad, in order of each character’s appearance in the game. We’ll also look at ATAs and Feat cards that work for point filling and whatnot.

———

HULKLING

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Half-Kree, half-Skrull and all-gay shapeshifting bruiser of the team.

 

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Hulkling [Avengers 009] 72 points

While many of the old YAs get a little new life on a modern squad, I don’t know that this Hulkling is one of them. His only use is as a meat shield. Not worth the 72 points. Though first in this review, he’s the first to drop if you need build room.  CARD THIS TEEN: Too costly for added stuff, really.

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Hulkling [Civil War 027] 90 points

New Hulkling, on the other hand, is a must-play. Indomitable 18 DV Invulnerability and traited Shape Change mean he’s a far more survivable brick than his earlier incarnation, especially as down his dial he gets a SP granting Wing symbol and free breakaway. But what makes him a key fig is the +1 DV buff to all adjacent Young Avengers, giving new life to older pieces with the keyword. He’s also Wiccan’s bodyguard, allowing either of those figs to Mastermind to him. CARD THIS TEEN: Traited Shape Change makes Camouflage a good added 8 points.

———

PATRIOT

Patriot-Marvel-Comics-Young-Avengers-Elijah-Bradley

Grandson of the first, black Captain America.

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Patriot [Avengers 010] 38 points

Though he’s still a mess of a piece, he’s also the by-far cheapest available for the keyword. On a modern team, use him to handle special objects you want moved about or safeguarded (for example, with the amount of Super Strength on the YA, you might wish to run the Generator or Dumpster special objects). Push him to Leadership and get an extra action for the squad. His stock rose after the 2017 rules allowed him to Leadership tokens off any Young Avengers allies.

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Patriot [Civil War 021] 60 points

Heroclixin’ raved about this one shortly after his release:

Once one of Heroclixin’s top needed remakes, this new version of the Young Avengers’ leader is just what we wanted. A Leadership figure for his team. A secondary attacker. Indomitable. A new favorite.

But I’ve been surprised just how key he’s been in every game I’ve run him in. First, his Leadership: Even before the 2017 rules, he could remove tokens off any Young Avenger via his trait. Second, he’s a solid cleanup puncher, or that one guy you need to bust a wall for teammates to shoot past. He also gets CCE and Flurry later. Third, he’s got Indom to help the YA keep the pressure on.

Truly an effective figure that plays better than he looks on paper. CARD THIS TEEN: Contingency Plan is great on trait Leadership.

———

STATURE

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Daughter of Scott Lang, Ant-Man.

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Stature [Avengers 011] 50 points

She was always best at tie-up with opening Plasticity and a 7-click life. Now her best role is as giant, cheap taxi, mobile blocking terrain and object safeguarder (never, EVER use her to attack with an object. With her 8 AV, you’d just be wasting the precious object). She’s especially good for blocking lines of fire to new Stature. Speaking of whom:

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Stature [Civil War 041] 80 points

She hits for a wallop and has an even longer dial but the self-sacrificial nature of her trait — become Colossal, gain +1 AV, take a click — can backfire horribly. Use her as a taxi (her sorta boyfriend Vision is the best fare) and blocker to until it’s time for her to strike with Charge, 10+ AV and 4 damage Super Strength. Mid-dial, she gains Willpower and Plasticity and ends the dial with Barrier, but her lack of armor by then, coupled with her being a colossal target, means she’s unlikely to live to use any of those powers. CARD THIS TEEN: Protected is OK on her as she approaches the battle and gets shot at because her trait to go colossal allows her to stay active at need.

———

IRON LAD/VISION

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Once a young Kang from his pre-conquerer days, now an AI copied from the memories of Iron Lad within the original Vision’s repaired body. 

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Iron Lad [Avengers 030] 75 points

While his Invulnerability + Shape Change is a decent defense, his opening 9 AV without so much as Running Shot is unforgivable. He’s got to PUSH to the gray Speed power. And his DV is only 16, slipping to an anemic (even by 2007 standards) 15. He’s another to use only to hold objects in safekeeping for other, better fighters. Strictly for huge, “Let’s Play Every Single Young Avenger from Every Timeline In This One Game” themes.

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Vision [Supernova 063] 137 points

He got the keyword retroactively. But he’s more of an adult, veteran Avengers Vision. Very long-lived (9 clicks, mostly armored), he’s nevertheless a mess offensively. 10 range is wasted on 2 damage, though bearing Perplex. He doesn’t get his trademark Phasing until click 2 but loses Invuln. Just not worth the cost even a little bit.

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Vision [Chaos War 013] 95 points

This version of the synthezoid is a marked upgrade, both Indomitable and able to SP Charge as a double power action through walls and characters. (He also has normal Charge and Stealth in this SP.) His Toughness feels a little soft for the points and his 3 damage is light. Mid-dial, he hardens to Impervious and gains 2 dmg Exploit before ending with Super Senses and Phasing. He’s OK. But just OK.

Vision [Chaos War 205] 130 points

Nearly matching the price point of the oldest Vision with the YA keyword, this one at least brings some offense with Penetrating/Psychic Blast and some armor in 18 DV Invuln. Too bad his Speed SP is just Phasing and a silver bullet enabling him to shoot past Shape Change and Super Senses. It’s hard to decide whether to push to click 2 for the Perplex, even if he loses DV and speed and penetrating damage in the process.

Basically, all these pieces should be ignored except as point filler for “Every Young Avenger Ever” teams. Instead, go with this:

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Vision [Civil War 003] 80 points

The cheapest of all the YA Visions and better by far than his Iron Lad persona. He’s still missing the early moving attack to be the fighter he should be, but he’s really here to synergize with Stature, granting her, via trait, +1 to both her and his AV. He’s got 5 range PPB and a choice between 18 DV Super Senses or 17 DV Invuln. with Super Strength.

Remember when we said Stature is best as a taxi? Well, he’s her best passenger.

———

WICCAN

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Somehow the son of Scarlet Witch, with reality-warping powers

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Wiccan [Avengers 047] 54 points

He’s so overshadowed by his remake that you only have him on an expanded modern version for one thing the newer one lacks: his Enhancement. That might be well worth running if you have any shooters on the team. Being able instantly push (via his otherwise unnecessary ability to taxi more than one passenger) from that to 8-range Prob Control is another benefit.

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Wiccan [Civil War 031] 90 points

But this version adds so much more even at a hefty cost increase. No need to push to Prob or Support; he starts with an SP granting both along with Outwit and Perplex. Another SP gives him Mystics TA for his early clicks and a third SP shifts his ESD DV to that plus Barrier and Toughness. And he has a trait to carry up to 5 Young Avengers (excluding the giants and fliers). There’s so much here that it’s easy to forget it all.

 

———

HAWKEYE

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Socialite teaches herself super-heroism

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Hawkeye [Secret Invasion 023] 57 points

At under 60 points, she doesn’t break the bank, but this 2008 fig hasn’t aged well. While 8 range Running Shot and Willpower are welcome, 9 AV and 16 DV and 2 dmg are not. Her self-Perplex is far too necessary. If you field her, make certain you have Enhancement on board as well.

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Kate Bishop [Avengers Assemble 018] 86 points

Hey, look…Enhancement. And two target Incap. And Shape Change if she’s next to a friendly. At her cost, I don’t know that her Sharpshooter ability is worth it with only a 10 AV and 6 range and 2 damage. But 17 ESD makes her a lot more survivable than her Secret Invasion predecessor.

Kate Bishop [WizKids WK17-008] 70 points

This very latest Kate boasts the Willpower of her first incarnation (with a grateful nudge to 17 DV), the two targets of her second, and buffs her AV to 11 and her damage to 3. She also has a SP granting RCE or CCE to truly make her an offensive linchpin of a squad that generally doesn’t have more than a 5-square swing.

———

But here’s one of the exceptions…

SPEED

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Speedy. Also somehow the son of Scarlet Witch.

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Speed [Chaos War 021] 55 points

There’s no other starting HSS on the team, so despite his low AV, DV and damage values, he’s got a use. He can harass the enemy back line or back up your linemen once they land on Empower or Perplex clicks.

———

LOKI

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De-aged trickster god of lies

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Loki [Wizkids M-027] 115 points

The YAs are, by and large, low-powered C-grade figs. Not so with Loki here. He can headline this force somewhat.

First, he’s a hard-to-tag target with 18 Super Senses + trait Shape Change and immunity to being seen in plain view by foes under 151 points unless they’re Mystical or Deity or Asgardian or he’s pushed. Which he shouldn’t be because he lacks Willpower. If they do hit, they’ll take Mystics damage and he may land on one of his free-reroll Regen clicks.

Second, he’s offensively solid as just one of three YAs with natural 11 AV. He sports 7-range Mind Control and Incap with two arrows and Prob and traited Sidestep to stretch that range a bit further — and 3 damage. Late dial he gains SP Blades/Claws/Fangs that’s max 4 damage but can be penetrating (if you clear the target of action tokens) along with Perplex.

He’s a bit of an odd fit compared with the rest of the team, but is ultimately a boon. However…

Loki, Agent of Asgard [The Mighty Thor 050] 60 points

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At an extreme discount of 55 points, maybe you go with this version of the little liar. Being a Title Character, he’s a lot more complicated to use as Plot Point abilities require making attacks to keep from taking damage. But with 7 clicks of life guarded by opening Stealth and Reflexes, he’s a difficult KO — especially given his Plot ability to freely heal up to 2 if he can dodge being hit after activating it. He can also Plot away enemy Prob and Perplex for a round. And with Exploit to start, followed by Blades on the back half, Loki can indeed do a little fighting.

———

MISS AMERICA

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Kicker of butts and time/space fabric

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Miss America [WizKids WK17-009] 95 points

With 9 Charge, 11 AV Super Strength and 18 Invulnerability, America is a slightly beefed up brick compared to Hulkling, though she lacks his Indom. But her contribution to the squad is her trait that allows her to place a Space Portal next to the foe she just punched at. Then, when a teammate is ready to make a close combat action, that ally can be placed next to the portal to make its own close action attack at the same target.

THE LAWS OF PHYSICS CAN KISS MY… When Miss America makes a close attack targeting an opposing character and actions resolve you may place a Space Portal marker in an unoccupied square adjacent to her and her target. Before a friendly character makes a close combat action it may be placed adjacent to the Space Portal but may only target that opposing character this turn. Remove the Space Portal at the end of your turn.

So the question is who to call with the Space Portal. It’s got to be a close combat action, so that more or less rules out Speed, Wiccan, all the Kates. Also, any Young Avenger with single-digit AV or 2 damage should be ruled out. This maneuver is high-risk, so you want to give it the best possible chance of succeeding.

Note, however, that nothing prevents you from using multiple allies with the Space Portal. So call however many it takes!

  • Patriot: Offers respectable 10 AV and 3 damage. But he’s better chosen for his potential to clear America with Leadership and/or follow up with Indom next turn. Make sure he’s placed next to her and as many other YA pals Portal’d over as possible.
  • Stature: As a giant/colossal, she’s able to attack from a square back for big damage while leaving room for others to gangpile. Because she’s so tall, this maneuver puts her very much in harm’s way. She could later evac America if needed.
  • Hulkling: In addition to Indomitable Super Strength, he brings his DV boost. Drawback is that he may leave the rest of the squad less protected, and the more YAs this tactic brings, the fewer YAs he can cover with the trait.
  • Vision: IF he’s selected Invuln. + Super Strength and IF he’s holding an object and IF he’d be adjacent to a Stature, then he’s a good pick for this attack option. But those are a lot of conditions to answer, and he might be tied up and unable to use his PPB after.
  • Loki: Only if he’s on his BCF clicks, or if you opt to use him to do a Mind Control attack.
  • Loki, Agent of Asgard: Exploit and Reflexes make him an excellent selection, especially since he can then use Plot skills freely.

There are some corner cases where a player might choose one of the others. Old Patriot has Battle Fury. Old Stature has first-click Plasticity. 95-point Vision has Stealth and Indom to serve both as a potential blocker and to press the attack. Maybe LE Kate could use her Willpower next turn to use CCE for big damage. But again, these are corner cases and not really your first choices, ever.

———

There are a few more Young Avengers-related characters that can’t be played on a keyword themed team, yet.

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Noh-Varr [Web of Spider-Man 038] 141 points

He joined the team in its most recent series (circa 2013) but the figure lacks the keyword. (And he and Kate aren’t seeing each other anymore anyway.) He’s the priciest member by a fair degree but even without Willpower he could be well worth the cost. Since he’ll break theme anyway, feel free to use his “Traitor To All” trait to gain him +1 AV.

–––

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Prodigy [Xavier’s School 047] 30 points

 

He didn’t get the YA keyword, either. His ability to grant himself and a teammate the same power(s) an opponent chose that turn is nice, but nothing to count on. He’s better run for his opening Outwit and his late dial Support — though with his four-click life, you may not see it. X-Men TA is a waste on this squad.

———

Finally, there are some alternate Young Avengers: The Runaways, from a timeline where THEY became the YAs. Fielding them feels a bit wrong, but the two teams indeed partnered for a miniseries, so it’s not completely un-F.U.N. by any stretch.

 

Iron Lad [What If 006] 100

Though he looks like the classic OG Young Avenger, he’s actually a new form of Runaway Victor Mancha. And you might recall that he garnered a dishonorable mention among Heroclixin’s Worst of 2018 list. Field him for completeness’ sake, as starting Running Shot and Invulnerability can be useful, and his late-dial free healing SP could keep him in the game a bit longer.

Molly Hayes [What If 011] 50

She made Taylor’s favorites and it’s not hard to see why. This powerful princess can bruise enemies with ease for not a lot of points. She’s a key fig to for Miss America to Space Portal in.

Chase Stein [What If 012] 50

Sidestep+Perplex is what Chase is for. He also has the same free heal that Iron Lad sports, at half the price.

Karolina Dean [What If 024] 75

Flying Running Shot+PPBlast is welcome on a YA squad. But her best boon to the team is her SP Barrier+Defend granting adjacent allies +1 vs. range attacks.

Nico Minoru [What If 031] 75

Oh look! One of the original “pick a power” characters returns to clix. She has to alternate between Speed, Attack, Defense or Damage powers each turn (can’t choose the same category two turns in a row) but she’s still full of nigh-unrivaled utility for the Runaways — and the Young Avengers. Natural Willpower helps assure she can push freely.

Gertrude Yorkes & Old Lace [What If 037] 50

Gert is really about A) siccing Old Lace the Velociraptor Deinonychus on folks and B) Leadershipping from the back field for Runaways and Young Avengers. Both are nice boons to the team(s).

Finally, for all these Young Runavengerways, there’s a trait that allows them to reroll a 1 on attacks if they’re next to a Young Avenger or Runaway.

——————————

There’s our look at the Young Avengers! Hope you enjoy reading and, more importantly, playing!

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THE SCENARIO: Bizarro style (start on final click, damage/heal in reverse, KOd after start line)

MY SQUAD:

Moon Knight [Avengers Defenders War 062] 110
Atom Smasher [Giants] 97
Miss America [WizKids] 95
Moon Knight [Superior Foes of Spider-Man] 90
The Spectre [Joker’s Wild] 40
Sand [Harley Quinn] 35
Mercury [World’s Finest] 25

= 492 points.

HOW IT WENT:

It was a team battle royal format. I got stuck with the two relative newbies. I scored the most individual points but the other team wiped my teammates and won on team points.

 

BY PIECE:

Atom Smasher [Giants]

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A classic favorite of mine in this format, big Al here gains a LOT of playability with the 2017 TK rules allowing for giants to be placed with the power. Willpowered, Giant Reaching 11AV Battle Flurry!

 

Mercury [World’s Finest] 

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Did someone say TK? His last click’s the same as his first, so he fit well.

 

Miss America [WizKids] 

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Normally I wouldn’t bother running a piece with 9AV, 16DV and just 2 printed damage, even with Hypersonic. But her Space Portal trait tho: Being able to gangpile a foe with the whole team from even further away than usual was worth doing. And she’s pretty much my favorite figure anyway. I got the maneuver off once at least.

 

Moon Knight [Avengers Defenders War 062] 

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Yes, his STOP click is wasted in this format. But he’s 18 DV Invulnerable and the 4 damage Flurry was attractive. And if not for my opponent’s Shape Change, maybe he gets a punch or two in instead of getting one-turned. Oh well.

 

Moon Knight [Superior Foes of Spider-Man]

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This figure was just cheating in this format, being able to not only Running Shoot well (11AV 4 damage!) but also free heal thanks to hits. And even if the worst happens and he’s KO’d … well, he isn’t.

“When Moon Knight would be KO’d, you may remove 2 Tribute tokens to instead turn him to click #6.”

That’s his FIRST CLICK in this format. That’s just wrong. And it’s why Heroclixin’ has changed its Bizarro scenario rules: “No effect that names a specific click number can be used.”

 

Sand [Harley Quinn]

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Got Prob? Yes. He’s also a source of shareable-via-JSA-TA 18 DV (among four on the team).

 

The Spectre [Joker’s Wild]

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But who needs 18 DV when this dude has 19 to share with Atom Smasher, Sand and both wildcard Moon Knights? He also served as a taxi and occasional reliable shooter with 8 range, 11AV and 3 damage. Makes the team work!

 

Another spring/summer, another WizKids rotation.

sam-quits

This is usually when yours truly, Rurouni KJS, is sad to see favorite themes no longer playable in Modern Age. But Sceritz surprised me when he said he won’t really miss playing any pieces rotating out. That’s because he feels like they’re always available for home games, which is where he’s more liable to run his favorites anyway.

I guess for him Modern Age is not as much F.U.N. time as it is for me. But he’s right: I’m not feeling the sadness so much this go-round for the same reason. For example, I’m already missing Cyclops 033 from Uncanny X-Men. But there are so many NEW X-Men keyword pieces in the recent Xavier’s School set that we’ve gotten replacements almost across the board.

WHAT WE’LL MISS (or “will miss” KOing because we HATE THEM):

Nick Fury [Nick Fury Agent of SHIELD 056]. Um……WHAT? But no, Sceritz really said this. His point: Without the threat of Fury as an answer to Uni-Mind, the Eternal will rule the current meta even more. I can’t really argue that point.

Taylor nominated Mr. Mxyzptlk [Superman/Wonder Woman 060] as one he can’t wait to be gone. I concur, but the annoying 5th dimensional imp hasn’t been seen so much in the meta lately. But still.

I’m a bit sad that swarm teams of Brood Queen and Brood [Uncanny X-Men 041 and 027] only had a brief moment in Modern along with a couple of new pieces, Broo [045] and prime Professor X [037b].

I’m also regretting never actually using Sharon Carter [Captain America: Civil War 011] and her team ability Outwit on a meta team. Same with Perry White [Batman V Superman 015]. Oh well.

One that just recently got into my possession is Nightwing [World’s Finest 037a], too late for any Modern Age team that makes sense. In fact, there is now no Nightwing in Modern Age at all.

And how F.U.N. would it have been to show up to a Modern Age event with an all-black squad of these three?

  • Captain America [Avengers Infinity 033] 100
  • Captain America [Avengers Defenders War 069] 70
  • Captain America [Nick Fury Agent of SHIELD 049] 130

…300 points on the nose.

Probably my biggest sadness, though? The loss of the most underrated SHIELD Level 7 ID Card call-in of the whole game: Nick Fury.

……JR. [Nick Fury Agent of SHIELD Fast Forces 001]

At 50 points, almost any character could bring him in, and with 3 damage, Charge, 11 AV BCF, 17 Reflexes and his SP to negate a target’s power if he hits, he could really swing a match for minimal risk.

 

AvengersInfinity-SliderLogo

As is common for Heroclixin’, we’ve made a pocket checklist for the latest full-sized set. (Thanks, as always, to the crowdsourcing at HCRealms.com for the advance info!)

Previously, the download has only included a single checklist but now we’ve opted to give FOUR checklists per download. I figure if I print them out that way at home, I ought to offer them that way to you as well.

Link below.

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Late 2014’s The Flash set retired in June 2017. So last year, not too long before the crime occurred, I took one last Modern Age run of one of my favorite ever teams in clix: The Authority.

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Here’s my force:

Jenny Sparks [The Flash 059] 125
Apollo [The Flash 048] 125
Midnighter [The Flash 049] 125
Swift [The Flash 017]
Engineer [The Flash 060]
Jack Hawksmoor [The Flash 033]
Doctor [The Flash 016] 50

=690 points. I went against Sceritz, who ran some meta figs I can’t quite recall aside from his own Jenny Sparks. I managed to scrape a win despite a couple of terrible misplays:

  •  Forgot to build blocking terrain with Jack when he got the SP
  •  Got too close with Doc and lost much needed Barrier when he was one-shot, almost costing me Apollo’s life

Fortunately, Sceritz rolled ice cubes just long enough for me to survive with a points advantage.

Though I’m unsure of the exact record, my games with the Authority in Modern and “Silver” ages have a distinct winning percentage. Didn’t get to play this team nearly enough. But as with a lot of my favorites, Golden Age can offer new life to themes, thanks to feats. (Oh, and resources, too, I suppose. But I still hate those things. So no.)

Jenny Sparks: Contingency Plan is great to help nudge some of the team stats ever so slightly, and without her having to see to do it. Automatic Regeneration is OK, but she can’t heal back to her Pulse Wave clicks anymore.

Apollo: Damage Shield works on all his clicks but one. But given that his main SP works best when he’s not based, this feat might not be the best. I’ll only use it to fill points.

Midnighter: He also qualifies for Damage Shield throughout his dial, and this close combat specialist will indeed be based a lot. Opportunist is also a good fit for my play style of him, where he’s getting taxied a lot in the early going.

Swift: Heightened Reflexes or Force Field are solid choices. It’s just unfortunate that a single Outwit can rob her of all her defenses if you’re not careful. Mid-dial, clicks of CCE make Lunge a potentially good mix with her no-cost Air token moves.

Engineer: Though she can qualify for a ton of feats, the ones that could shore up her weak defenses aren’t readily available. So I like Invigorate, which can make her useful to keep the others on the team token-free even as she tries healing her pals.

Jack Hawksmoor: Lunge gives him more fighting mobility once off his top click. Auto Regen might be a must.

Doctor: Force Field is a perfect fit.

Jenny Quantum: Brilliant Tactician is, well, brilliant on her.

——

The Authority is always ready to be wielded!

Now that we’re back online, it’s time for some battle reports.

THE SCENARIO: One named fig is the team leader. The rest must be generics.

MY FORCE:

Owlman [Crime Syndicate Fast Forces 002] 150
Bizarro Police [Elseworlds 021] 50
Corrupt GCPD Cop [Harley Quinn and the Gotham Girls Fast Forces 006] 40 (her Boss: Owlman)
Hired Henchman [Batman 006a] 40 (his Boss: GCPD Officer)
Central City Police Captain [Flash 204] 40
GCPD Officer [Harley Quinn and the Gotham Girls 013] 35 x 2
+ GCPD ATA 2 x 2
NYPD Officer [Superior Foes of Spider-Man 003a] 30 x 2
Henchman’s Goon [Batman V Superman 004] 20 x 2
= 494 points (Gotham City Underworld themed team)

This is a team of shifty mobility built to swarm and enable the tentpole alike.

FIRST FIGHT

vs. Paul’s Green Lantern Corps of Hal & Sinestro [War of Light ]@300 and Green Lantern Recruit [ ] x 4. I chose the old Negative Zone map (from  Chaos War?) to tighten lines of fire. It was worse for me, but I managed. Key Moment: Used Central Captain to lay down Smoke Cloud to get Owlman into position to get a successful triple-Enhancement shot on Halnestro. Though the broccoli-heads nailed my swarm with multiple Energy Explosions, Owlman was able to chase down the 300-point duo for the win.

SECOND FIGHT

Lenny had a World of Krypton led by Superman [Trinity War 050], Kryptonian Infiltrator [Superman 002], Kryptonian Soldier [Superman 002] and Kryptonian Rebel [Man of Steel 004]. I picked the United Nations because Owlman had a statement to make about taking the world for ransom or something. Of course Superman had a thing to say about it. But he’s not as smart as Owlman. Key Moments: Corrupt GCPD Cop was the first off the map, but she was only used to draw out Supes, who hid behind the Stealthy Infiltrator. A GCPD Officer called for backup and the swarm against the Infiltrator began. She went down, then the GCPD cops pulled the whole squad except Owlman and a respawned Corrupt Cop behind closed doors. Superman tried heat visioning Owlman, but he simply Masterminded to his underling. He was closing in on the Soldier when time ended for a 78-35 victory.

FINAL FIGHT

Sammy brought Steve Rogers [Nick Fury Agent of SHIELD ] with SHIELD Infiltrators, Elite Agents, Bodyguards, Paranormal Investigator,  and a SHIELD Cyborg. The Key Moments came when Steve got a narrow LOF over the elevated terrain I was on to Energy Explode my swarm, including my medic — but in doing so, Rogers was in the open and able to be Outwit by my Captain, then shot by Owlman. From there, attacks were focused until Rogers was gone for the decisive margin of victory.

BY PIECE:

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With Sidestep, Enhancement and Underworld TA, Henchman’s Goons are still top tier for a Gotham Underworld force.

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But even better are the GCPD Officers, the true key to this enterprise. With the GCPD ATA, they could free move 4 squares at Beginning of Turn. Then one could use her POWER trait “I Need Backup!” to place two other Police within 4 squares next to her and thus extend their attack reach considerably — or evac fellow cops in trouble. Also sporting Sidestep and Enhancement, they were the engine that made this team go.

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NYPD Officers, by comparison, were only occasionally clutch. But as yet another source of Sidestep+Enhancement — as well as their trait allowing use of PD TA to aid fellow PD users from as far as 5 away — they were solid additions to the force.

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Now with Hired Henchman, we’re getting to the specialist members of the team. Played on his “a” dial, he’s the medic who kept fellow mates on their best clicks with ease. Plus he selected one of the GCPD Officers as his Boss (guess he’s on parole, trying to go straight or something) and thus was able to wildcard her two team abilities: Police (never used) and GCPD ATA (used a lot). The latter, coupled with Underworld TA, gave him extra use as a taxi.

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Aside from his conditional Leadership SP (works only on Police keyword for token drops) granting that oft-needed sixth action, the Central City Police Captain was the team’s sole source of Outwit. The GCPD Officers enabled him to get into position to use the POWER action in a couple of clutch moments.

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Corrupt GCPD Cop’s inability to be scored as long as her Boss is alive makes her the best Mastermind fodder. Aside from that, her dual TAs of PD and Underworld also add to her utility. And she is SO apropos for the team’s theme.

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Bizarro Police is the one nod to just plain playability I made for the force. Flight, Charge, Super Strength, and a DV SP that’s difficult to dig through makes it a great taxi, attacker and tieup for just 50 points.

 

Owlman

But of course, the raison d’etre for the whole team is Owlman, who grants all members who have either Police or Gotham City keywords the Gotham City Underworld keyword as well, making this a themed team that are ALL on his payroll. >:)  Moreover, he aids his own cause by giving him a whole team he can pick with Mastermind from 4 squares away (such as the aforementioned Corrupt cop) leaving him only vulnerable to Pulse Wave, really. And he has that trait “Into the Shadows” that extends his reach and gets him out of trouble with relative ease. Plus he’s a key source of Prob Control (CSA TA). Really, his only weakness is low damage for his huge (for this team) price point. Having six allies with Enhancement top dial covers that area.

I’ve wanted to run an Owlman-led team of bad cops and crooks ever since the Fast Forces piece came out, so this was a dream come true.

In a new occasional series, I’m starting to take pictures of my favorite teams seen on HeroClix maps. to wit:

One time, I brought 2000 points of archers to a friendly HeroClix game.

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My pal Stephen had an Orc horde of similar size. The archers won in a game cut short by the venue closing, but his Orc Bowmen put in some WORK with Energy Explosion.

It’s been a while since our last update. But we’ve finally gotten back computered up, so Heroclixin’ should return to a more regular schedule.

Originally, the plan was to share our top wishes for new figs and remakes, but WizKids has released sets and pix of upcoming stuff that forces us to redo our lists. So we’re waiting until after Avengers Infinity for that series.

For now, here’s a little something that’s been in the hopper for a while now.

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On a Modern Age 400-point game required to be played on a Teenage Mutant Ninja Turtles set map, I decided to break out my TMNT Villains squad:

Alpha One [Teenage Mutant Ninja Turtles 015] 60
Mousers Swarm [Teenage Mutant Ninja Turtles 020] 60
Mousers Swarm [Teenage Mutant Ninja Turtles 020] 60
Baxter Stockman [Teenage Mutant Ninja Turtles 013] 30
Foot Soldier Bo Staff) [Teenage Mutant Ninja Turtles 008] 30
Foot Soldier Chain Kama [Teenage Mutant Ninja Turtles 010] 30
Foot Soldier Katana [Teenage Mutant Ninja Turtles 009] 30
Foot Soldier Nunchaku [Teenage Mutant Ninja Turtles 007] 30
Foot Soldier Sai [Teenage Mutant Ninja Turtles 006] 30
Mouser [Teenage Mutant Ninja Turtles 005] 20
Mouser [Teenage Mutant Ninja Turtles 005] 20

= 400 on the nose. It faced George’s Captain Thunder, Monsterex and Hat. It looked like it was going to be a total slaughter of the TMNT Villains.

It wasn’t.

Turning Points

George didn’t know about Alpha One. He’d gotten set up to rampage my crowd of Foot Clan soldiers huddled near a corner of the map. But Alpha One has this crazy SP:

DIMENSIONAL DISPLACEMENT DEVICE: Give Alpha One a power action and choose a character within 5 squares. If that character is friendly, it must have the Robot keyword. If that character is opposing, it can’t have the Robot keyword. Place that character adjacent.

 

So Monsterex got teleported into the midst of Foot and Mousers with penetrating damage Flurry who Sidestepped into position to nibble him to death in a couple of turns.

George didn’t go for Baxter first. Though he had the speed to get to my sole Outwitter, Captain Thunder decided to KO a relatively meaningless Foot Soldier instead. Baxter was able to simply move a pair of squares to counter CT’s Flight to prevent him having the reach to get to me. It slowed him just long enough for me to finish Monsterex and get the rest of the force ready to chase the Shazam variant down.

George didn’t use his tiger later. It may not have made a huge difference, but it was one less tool for him.

George didn’t flee with Hat far enough. Alpha One was able to kidnap him for an extra margin of victory a few minutes before game’s end.

This being my first rodeo with the Foot Soldiers, I was as surprised by this swarm’s effectiveness as George was. I’m less confident of its performance in a 300-point build, though; the 4th action proved key nearly every round.