Wow, a little time has passed since the last update that was SUPPOSED to come early last week, not early THIS week. We promise there’s a reason for it (more than standard laziness, anyhow) that’ll be apparent in the near future. Anyway, we continue the FUN Focus on the Guardians of the Galaxy, this time looking at the early NECA-era pieces. (NOTE: much of this text is edited from the original reviews from 2009 and 2010.)

Still ticked that he's *tik* not on the "A-list."

Bug [Hammer of Thor 001] 44
His mobility (Leap/Climb to get in any position), defense (Super Senses with a 17 DV to loan to other members with the Defenders symbol), damage ability (Exploit Weakness makes him impossible to safely ignore) and surprise 4 range makes him worth every point. He’s filler, but he’s gooood filler. Like the cream in a Twinkie. Feat him with Lunge, if anything. Fine for any size GotG build but thematically only fits the DnA team. HEROCLIXIN’S TAKE: Could make the “A” team, finally.
rocket-raccoon_large
Rocket Raccoon [Hammer of Thor 028] 65
Leap/Climb-ing Probability Control and 17 DV with Super Senses make this critter indispensable for the theme. In between forcing rerolls and loaning his defense to fellow Defenders, his 8 range keeps him in the fight. Getting hit only turns him into an Running Shooting Outwitter. Excellent combination of secondary fighter and support piece. The only reason to leave him off the team is if you’re running a 1990s or earlier build or if you’d rather run a different RR. HEROCLIXIN’S TAKE: He’s still the cheapest Rocket on the market

...but he's Number ONE with the BULLETS.

Star-Lord [Hammer of Thor 025] 90
He needs defense help from his teammmates, he’s very soft and he’s very short-dialed for his near-100-point cost. Compounding the problem is that Star-Lord’s Running Shot makes him a key attacker ahead of more stationary shooters or melee-oriented teammates.
His SP “Galactic Marksman” is just about good enough to counterbalance ALL that.
It gives him the choice to boost his AV +2 against a single target or his damage +2 against two. And suddenly this fragile, 9 AV piece is blasting for 4 clicks all over the place again and again (because he’s quite pushable). Basing him doesn’t help; he’s a Sharpshooter with Combat Reflexes. Hitting him may only knock him into Stealth and Ranged Combat Expert for continued damage and/or AV boosts. Feat him with Contingency Plan and field him in any size build over 100 unless you decide to go with a different version of the character. HEROCLIXIN’S TAKE: His time may be gone, though, with so many other versions of the character to use

Now I'm a believer!!!!

Phyla-Vell [Hammer of Thor 042] 138

Top-loaded Perplex wouldn’t seem the best use of her high points, but that’s what Phyla’s good for. It’s not as pathetic as it sounds. For example, since she’s one of the team’s taxis, it’s good that she can boost the defense of her fare or herself during that round she’s not attacking…and being able to make herself a nigh-unhittable 20 DV at range (in hindering terrain) isn’t a bad way to pass the time. Moreover, she can still make herself useful when she’s got two tokens after using Power Cosmic to push for free (being one of the cheaper figs with the TA to date, and the ONLY one under 150 with 8 fighting clicks of life) and shoot someone for 3 or 4 (again thanks to Perplex) with her high 11 AV.
‘Course, all that paints a day-glo bull’s eye right on her chest (um…literally), so she needs Protected in case her high DV and Super Senses both fail and she would take 5 or more damage. But if she’s NOT taking 5 damage, just take the hit and and get Hypersonic Speed and thank your opponent with beatdowns two of every three turns. She fits thematically on the DnA series team. HEROCLIXIN’S TAKE: Save her for those huge battles where she’s not taking as much fire and won’t be a tentpole. ‘Cuz she’s just not one

It wedges under his mask!

Jack Flag [Captain America 011] 64
He fits a heretofore empty role on the Guardians roster: The inexpensive melee fighter. With Charge, Super Strength (as noted in the repurposed Token Totin’ image above), Toughness and Indomitable, Jack is the perfect backup for a team full of mid-to long-range shooters and a few tie-up figures. He’s been supplanted a bit with some welcome additions in the close-fighting corps, but he’s still equally welcome on a DnA-based build of any size. HEROCLIXIN’S TAKE: He may hate cosmic stuff but he can handle some of it

He is Groot.

Groot [Web of Spider-Man 040] 152
The first version of the big guy did so much for the team.
  1. He’s got great defense. He can chain his 18 DV with weaker members possessing the Defenders ATA. Being the first able to do so is key.
  2. He’s another taxi. Being a giant affords that. But…
  3. He’s terribly slow. Without TK (he’s a giant) or the speed boost of, say, the Kinetic Accelerator special object, it takes him a looooong time to get in the fight.
  4. He’s tough to put down. Protected by Shape Change and Invulnerability and a self-healing SP when in hindering or water, Groot can stick around. And with him loaning that DV, he’s liable to draw fire away from lesser members of the team.
He is Groot. And he should be on your Defenders TA-heavy DnA or Bendis teams. HEROCLIXIN’S TAKE: The first Groot may still be the best
  =====================

OK. Next up is the look at Galactic Guardians. We PROMISE it’ll be out this week. (EDIT: It wasn’t. Sorry!)

Don’t you kinda hate when anything puts the “2.0” rider on to indicate it’s new and improved? We sure do, especially HeroClix players who remember the game’s immediate ancestor, Mage Knight, which put out a 2.0 version that immediately rendered the entire “1.0” game unplayable.

Hence Heroclixin’s rather ironic use of “2.0” in the title.

What’s actually changing:

  • It’s heroclixin.wordpress.com with a new “www.heroclixin.com” domain
  • It’s getting a new look.
  • It’s getting back to a more regular schedule.

We’ve got some other ideas in the works, too, but the core raison d’être is still the focus: Heroclixin’ is all about F.U.N.

So I was at a small convention waiting for players to show for the HeroClix event I was running. But none did because they had other events to attend that were probably more appealing.

Determined not to waste the time entirely, I made six teams from the unplayed Deadpool pieces I’d recently acquired and set up three separate games.

200 points

Outlaw (Deadpool 021)
Agent X (Deadpool 001) 
Blind Al (Deadpool 018)
= 181 points

vs.

Arnim Zola  (Deadpool 054)
Spider-Bot Mark 1 (Deadpool 099a) x 2
Spider-Bot Mark 2 (Deadpool 099b)
Rocket Turret (Bioshock Infinite)
= 200 points

After some initial misfortune, the Agency X team swept the Robots after Arnim Zola’s Running Shot Pulse Wave try crit-failed. The Spider-Bots couldn’t catch up quick enough to help. Both the Agency fighters were solid. Blind Al was completely stuck in the starting area and unable to do anything. At. ALL. 

300 points

Misty Knight  (Deadpool 009)
Colleen Wing (Deadpool 008)
Humbug (Deadpool 010)
Black Cat  (Deadpool 023)
+ Heroes For Hire ATA for all
= 297 points

vs.

Vamp (Deadpool 017)
Paladin (Deadpool 030) + Heroes For Hire ATA
Black Widow (Winter Soldier 102)
Secret Empire Agent (Deadpool 004) x 2 
= 296 points

The Heroes for Hire squeaked out a win, but only just. If Humbug is hit at all in this game, it’s a loss. 

400 points

Deadpool (Deadpool 101)
Kidpool (Deadpool 022)
Siryn (Deadpool 028)
Hope Summers (AvX 016)
= 398 points

vs. 

Black Talon (Deadpool 043)
Headpool (Deadpool 002)
Des Feral Imp (Yugioh 004)
Grasshopper (Deadfall 042)
Anaconda (Deadpool 013)
Weapon X Scientist  (Deadpool 007a)
Bilbo Baggins (Desolation of Smaug 101)
= 389 points

The swarm nearly took out the Deadpool team, with the LE being the last standing on his very late dial. 

By piece:

200 points

Outlaw (Deadpool 021) is a right nice cowgirl of a figure. I may run her again in the future.
Agent X (Deadpool 001) is OK, but I don’t see myself fielding him again.
Blind Al (Deadpool 018) requires either a Deadpool teammate or a turtle team to function. She could make a “plainclothes” team going forward.

Arnim Zola  (Deadpool 054) was useful for his Gwen Stacy clones. I want to run him on a team built around him.
Spider-Bot Mark 1 (Deadpool 099a) and Spider-Bot Mark 2 (Deadpool 099b) both move too slowly to work without a lot of help. They need to always be hitching rides with close combat/tie-up pieces. Defend might be their best friend.
Rocket Turret (Bioshock Infinite) is too easily shut down by basing. Much better on paper than in practice.

300 points

Misty Knight (Deadpool 009) was cumbersome at first because her early team role seemed to be as a Leadership one. Later, she was better in the fight. 
Despite solid attack ability, Colleen Wing (Deadpool 008) needed Heroes For Hire ATA to really be effective.
Humbug (Deadpool 010) was the secret winner thanks to his ability to flush folks into the open and use P/PB.
Black Cat (Deadpool 023), as the PC piece, saved an early hit from happening. Always worth it.

Vamp (Deadpool 017) leeched powers continually to strong effect. This is a piece that should not exist for as few points as it does.
Paladin (Deadpool 030) is pretty OK. He’ll be on a future H4H team.
Black Widow (Winter Soldier 102) suffered when I forgot her ability to push during melee attacks; she might’ve been able to pre-empt the strike that took her right out of the fight.
Secret Empire Agent (Deadpool 004) was the last standing on his team. Shape Change is a good power. 🙂 Sadly, it takes a bunch of them with the Number One fig to get the best out of these mooks. 

 

400 points

Deadpool (Deadpool 101) wound up being the last standing in this fight. His heal trait is like reverse Mystics and ridiculous fun…for him.
Kidpool (Deadpool 022) is a tiny beast that, short of the Outwit I was able to level against him, could have taken half the enemy by himself. 
Siryn (Deadpool 028) was unlucky in her Pulse Wave attempts. Too bad.
Similarly, Hope Summers (AvX 016) just got overwhelmed despite having some fine powers to leech at her disposal. It was a bad night to be a ginger on this map.

Black Talon (Deadpool 043) got one-shot by Kidpool before ever getting to chicken-strut his stuff.
Headpool (Deadpool 002) is a great tie-up piece.
Des Feral Imp (Yugioh 004) is nice cheap melee fighter. 
Grasshopper (Deadpool 042) may be one of the best early-game tie-ups in the game. 
Anaconda (Deadpool 013) is too costly to be a great tie-up piece, but it’s a strong secondary role for this bruiser. With her ranged Plasticity, she can exert some serious board control. 
Weapon X Scientist  (Deadpool 007a) was key to pushing the enemy to the brink in this game, with his Weapon X-focused Outwit.
On a team with no relics or team abilities, Bilbo Baggins (Desolation of Smaug 101) was largely deadweight apart from needed Perplex. 

 

So a little while back (y’know, when I used to update this blog every other day back in April), I had a Top Ten list of changes the game needs:

  1. Highfather
  2. Resources
  3. Arwen
  4. Incapacitate 
  5. Science Police Officer
  6. Super Strength
  7. Tellus
  8. Brother Voodoo
  9. Iron Pharaoh/Regeneration
  10. Injustice League

We got three of them when Highfather, Arwen and Tellus got Watch-Listed a couple of weeks ago, with the decision being made today.

Each change actually went a little further than Heroclixin’s recommendations. Our change to Highfather would have kept intact his Pact trait’s ability to massively slow down OMAs, Arwen’s trait would be more potent for its once-per-game use, and Tellus would only have one or the other restriction — keyword or range — instead of both. But Heroclixin’ is perfectly OK with the adjustments, as the errata introduce some actual risk-to-reward balance in using each piece.

Now…what should replace those three on a NEW Top Ten list? Heroclixin’ wants your input!

  1. Highfather
  2. Resources
  3. Arwen
  4. Incapacitate 
  5. Science Police Officer
  6. Super Strength
  7. Tellus
  8. Brother Voodoo
  9. Iron Pharaoh/Regeneration
  10. Injustice League

It’s been a little while since the last bonafide Heroclixin’ update, it’s true. Ye olde blogger has been a bit bogged down in minor RL annoyances compounded with viewing old movies and TV shows on DVD — and, of course, playing actual games of HeroClix. Planning to get things back in gear in May. Thanks for visiting in the meantime; I’ll make sure to always post at least one new item a week at minimum if at all possible, no matter how tired I am.

Lately, I’ve been doing a fair amount of Figure Flush. Look for an update this coming week featuring my take on ‘clix fielded for the first time. 

There was an interesting thread on HCRealms yesterday titled: “How do you ‘Clix?” It was really asking about other fans’ buying habits.

Here’s how I do.

  • I used to buy a brick of each full-sized set. But with the exception of the recent Superman and The Legion of Super-Heroes set, I haven’t done that in years. Instead, I stick to sealed events and low-level impulse buys and trade for the rest.
  • Usually, I only focus on characters or dials I like. So with each set, at least a few will jump out as must-haves. But through trades and sealed games, I usually still end up with about the full set.
  • Gravity Feeds/CTDs are trickier. For one, they don’t lend themselves to sealed game opportunities. The rarity scheme is also rather terrible, making it difficult to randomly pull that last little piece from a given set you’re still after. I’m always a bit torn between buying none and too many.
  • Fast Forces are purely character-based for me. Starter sets used to be a must-buy when only one came a year. Now it depends on what elements are in said starter and the quality of the contents. For example, I got AvX X-Men to get a new Namor. But I buckled down and got an Avengers one as well to get the best Spider-Man yet. I skipped the Winter Soldier one because while I like some of the characters and the map and need the new objects, the missing Powers And Abilities Card was a dealbreaker. Similarly, last year’s Iron Man 3 starter coming out with the 2012 rulebook RIGHT BEFORE the 2013 rules prevented me from dropping those dollars.
  • A major complication in my attempts to slim my collection is the growing number of “completion” themes I have going. The biggest example is the “Black box,” my collection of every black character in HeroClix. (This has bled over into a subtheme of characters who simply have the word “black” in their name: Black Adam, Black Widow, Manchester Black, etc.) Another is a full roster of characters toting bow and arrow — the Archers like Green Arrow, Hawkeye and Legolas.
  • And then there’s ridiculousness such as the team including Goblin King, Mojo and Amanda Waller — the Fat team. Like I said: Ridiculous.

No. 3

Arwen

Yeah, she’s Golden Age. But so are a fair number of brand-new figs these days. And like Brother Voodoo, she’s become one of those pieces that’s so good that she’s an auto-pick. She needs a fix.

The trouble with her is her epic action trait that allows her to repeatedly deal multiple characters penetrating damage practically anywhere on the map without an attack roll while she stays in her starting area. Just the threat of Loudwater can force opponents to bunch up in the center of the map, which is usually a killzone itself.

Free-damage effects should always have some element of risk. This one has absolutely none. Even for an epic action, it’s bonkers.
Heroclixin’s fix:

I CALL ON THE LOUDWATER!: Once per game, if she has zero action tokens, give Arwen an epic action; she can use Smoke Cloud as a free action regardless of range and line of fire, but the first token must be placed in any square on the edge of the map and she may place 1 additional hindering terrain marker per 100 points of the build total; after action resolves, deal 2 penetrating damage to each opposing character occupying a square into which a marker was just placed. Give Arwen two action tokens.

She did this move once in the movie on her home turf and had to wait for just the right moment to unleash it; it was an all-or-nothing technique. That’s the way it ought to work in the game. Once per game, but with a bigger bite to still make it worth using that one time.

 

No.2

Resources

Almost all are too powerful for too few points and have no real counters outside of about a dozen silver bullets in the game:

  1. Catwoman [DC 10th Anniversary 015]
  2. Iron Man [Marvel 10th Anniversary 009]
  3. Iron Man [Fear Itself 300]
  4. Phantom Girl [Superman and the Legion of Super-Heroes 008]
  5. Disintegration Beam [Invincible Iron Man S101]

Wait. Are there only about a HALF dozen? Really? That’s unacceptable.

Therefore, Heroclixin’ proposes the following rewrite to this standard power:

OUTWIT Give this character a free action to counter a power or a combat ability possessed by a single target opposing character until the beginning of your next turn. Any game effects with a duration specified by the countered power or combat ability are removed. A character using this power must be within range (minimum range 6) and line of fire to the target and can counter use of an attached resource or relic as though it were a combat ability.

This kills off resources as the almighty crutch they have become but isn’t nearly as harsh as the silver bullets mentioned above. It draws the Outwitters’ fire from a character’s natural powers and abilities, so it balances itself out.

 

1
Highfather

I somewhat like that he’s a silver bullet for the One Man Army. But this is the SIF debacle all over again.

A little history for players who don’t remember HeroClix circa 2007-08: SIF = Structural Integrity Field. It was a special object that prevented terrain from being destroyed. So what some players did was use a double Barrier team to hide all game long with an underbuilt team, which used to determine the winner in a 0-point game instead of going to a roll-off.

This is the new version of that, effectively, if a player runs a OMA or even a slightly tentpoled team. The Highfather team can simply KO the likely less dangerous teammates of the imPacted figure and just refuse to attack the target of the Pact until time runs out.

It’s like a football team allowed to do the “victory formation” for an infinite number of downs. It’s like a pitcher with a lead being allowed to walk batter after batter and instead of forcing baserunners home, they’re forced out at the plate.

It’s completely against the spirit of the game.

Therefore, something like this needs to happen:

THE PACT: At the beginning of the game, you may announce a pact. If you do, the highest point character on your force and the highest point character on your opponent’s force (300 points or less) can’t target opposing characters with an attack until one of them has taken damage from an attack or they are the only 2 characters on the map. If the chosen character is the only remaining character on its force before either of the above occurs, it can target all but the highest point character on your force. This ability can’t be ignored.

This keeps the advantage and control of the game tempo in Highfather’s favor, but it gives the victim a chance to at least play the late game.

____

 

 

No. 6

Super Strength

 

Though it was helped a little by the added ability to set down objects as well as pick them up, Super Strength still suffers from the modern game’s scarcity of objects. Now, with ultra-light objects in the game, this power may have even less to work with. So Heroclixin’ proposes the following:

“SUPER STRENGTH: When this character moves due to its own action, it may either pick up an object or place an object it is holding. The object must be picked up from or placed in either a square the char acter occupies or an adjacent square. If this power is lost or countered while this character is holding an object, immediately place the object in the square this char acter occupies. As a power action, this character can make a close combat attack to destroy a wall or blocking terrain; place a standard light object in an adjacent square.”

 

No.5

Science Police Officer

So this 45-point cheapie can do this:

“TACTICAL DEPLOYMENT: When an opposing character within 8 squares is given a free action, if that character has been given a non-free action this turn, after actions resolve, deal that character 1 unavoidable damage.”

It’s overpowered, but this character’s SP is something the game’s needed for a little while now: An answer to free actions. The problem is that this SP is stackable if one runs multiple Sci-Cops. It’s like multi-targeting and hitting a bunch of Mystics TA enemies.

But without, y’know, actually having to make an attack roll. Or even attacking at all.

It’s a bit too much free damage on top of the board control caused by deterring free actions. So here’s Heroclixin’s rewrite:

“TACTICAL DEPLOYMENT: When an opposing character within 8 squares is given a free action, if that character has been given a non-free action this turn, after actions resolve, deal that character 1 unavoidable damage if it has not already taken damage from this effect this turn.

It’s free damage. One is enough.

 

No. 4

Incapacitate

Incap got a nice boost with the 2013 rules that addressed many of Heroclixin’s concerns with the expensive attack power. But Incap could still stand to improve by becoming a standard, non-silver-bullet answer to the game’s growing problem of free actions.

Heroclixin’s fix is essentially the same as in 2011. Add this line:

INCAPACITATE Give this character a close combat or ranged combat action to make an attack that deals no damage. If the attack hits, give the target an action token; if the target already has 2 action tokens, deal the target 1 penetrating damage. Hit targets can’t be given free actions until the beginning of your next turn.

And finally this power is worth every point, all the time, while free actions have a natural predator at last.

____

Next: How to fix the top 3 busted figs/tactics in HeroClix.

 

No. 8
Brother Voodoo

He survived the first Watch List intact because its changes affected him. However, he’s still such a good piece and priced so cheaply that he’s almost an auto-pick for any competitive team today. And whenever any element is an auto-pick, there’s likely a game balancing issue.

The trouble with BV is that he can use Mind Control, an expensive power, for free every turn of the game with ease while not paying the full cost of this MC ability because it’s essentially absent from his dial when he doesn’t have exactly 1 action token — thus getting around the point formula, which normally bloats the cost of multiple MC clicks. This MC is also BETTER than normal MC — again, for less cost.

The token requirement was intended as a limiter, but it’s actually worked out to be the opposite. So here’s Heroclixin’s suggestion for the No. 8 Needed Change, a rewrite for Brother Voodoo’s trait:

“MY SPIRIT BROTHER POSSESSES YOU: When Brother Voodoo gains an exactly one action token, he can immediately use Mind Control as a free action. He takes no damage from this use of Mind Control and he and his target modify their attack values by +1 this turn.”

Heroclixin’ thinks this is the most streamlined change. It puts a little more risk into consecutive uses of the power by effectively making it a push, but maintains BV’s power level.

 

No.7
Tellus

Here’s more of that positioning-free play that concerned Heroclixin’ in the No. 9 entry.

“LINK TELEPATHICALLY: Friendly characters within 4 squares can draw lines of fire and count range and squares from the square of any one friendly character within 4 squares of Tellus.”

Granting any ally an extra eight squares to shoot or whatever is too much, especially given certain unintended game effect consequences like 250-pt Enchantress being able to super-Poison from that distance (because her SP treats those squares she counts as adjacent). And it’s not comic accurate: Tellus only works with Legionnaires anyway. So Heroclixin’s No. 8 Needed Change is either this rewrite:

LINK TELEPATHICALLY: Friendly characters within 4 squares that share a keyword with Tellus can draw lines of fire and count range and squares from the square of any one friendly character within 4 squares of Tellus.

or this one:

LINK TELEPATHICALLY: Friendly characters within 4 squares can draw lines of fire from the square of any one friendly character within 4 squares of Tellus, but range is counted normally from the character drawing line of fire.

So a 4-range character could still only see 4 squares out, instead of the 12 that Tellus’ trait currently allows. Again, it’s more than enough to be able to see around corners or past characters this way without the warping effect on range.

____

Next: Something new, something old, and…?

 

No. 10 [tie]
Injustice League team ability

This was on the 2011 list and it still hasn’t changed for the better. Worse, there are actually new characters recently given the TA, and it never gets used. So the No. 10 Most Needed Change in HeroClix is to change this:

“Whenever a character using the Injustice League team ability attacks an opposing character that was attacked by another character using the Injustice League team ability this turn, the action does not count toward your available actions this turn.”

to this:

“When a friendly character makes an attack, attacks made by other characters using this team ability against the same opposing character don’t count toward your available actions this turn. At the end of your turn, remove an action token from each character that used this team ability to make an unsuccessful attack this turn.”

It maintains the original gangpile-on-one-guy spirit of the TA but gives it some use for today’s much smaller teams.

No. 10 [tie]
Regeneration

Same as before, using Regen should never cause pushing damage.

_________________________________
No. 9
Iron Pharaoh’s Golden Falcon, Soaring trait

The game’s trend toward positioning-free play is worrisome. This one goes beyond previous attack-from-start-zone offenders in that the Falcon’s LOF can’t be blocked by ANYTHING on an outdoor map and that it’s impossible to tie up or attack or ANYTHING.

In fact, there’s a rumor that the set Iron Pharaoh appears in, Invincible Iron Man, may have been designed before Wolverine and the X-Men and that the outrageous original version of that set’s Spiral figure was intended as a silver bullet against I.P. and others bad game design decisions like him.

 

If only WizKids would realize that silver bullets are also bad game design decisions. But they haven’t yet, and so the below rewrite is the No. 9 Needed Change:

“GOLDEN FALCON, SOARING: When Iron Pharaoh is first placed on the map, place a Falcon special terrain marker in an adjacent square. Give Iron Pharaoh a free action to move this marker up to 3 squares. Iron Pharaoh can draw lines of fire and count range (up to 3 squares) from the Falcon marker for a single action using his printed damage value and Improved Targeting: Ignores Hindering Terrain, Ignores Elevated Terrain, Ignores Outdoor Blocking Terrain, Ignores Characters.”

It’s enough that he can attack around corners or, in time, from clear across the map. He shouldn’t have the ability to counter with Outwit AND shoot a target for massively enhanced damage.

_____

Next: More broken stuff that needs repair