A couple years back, Heroclixin’ listed 10 things that needed to change to fix the game.

10. Event Dials
9. Outsiders team ability
8. Injustice League team ability
7. Barrier
6. Mind Control
5. Regeneration
4. Super Strength
3. Outwit
2. Silver Age
1. Incapacitate

A lot of that stuff got addressed. Event Dials morphed into Resources…sort of. Outsiders lost the beginning of turn restriction and kept the long range. Mind Control became compatible with Charge and Running Shot and no longer deals more than a click of “feedback” for hitting high-cost targets. Outwit lost some of its teeth with the range drawdown, and Incapacitate got some teeth against all the Willpower out there.

But there’s some new junk that needs to be repaired. What would go on Heroclixin’s “Watch List?” Check in this week for the Top Ten Needed Changes in HeroClix in 2014.

 

This series recounting how I added art to DC cards to make ‘em prettier continues with this BFC from Arkham Asylum:

AA_BF001_Grounded

This image from the early ’80s Captain Carrot and His Amazing Zoo Crew series is the best possible choice to illustrate this card.

Next week, more Arkham.

This past weekend I found myself taking another little road trip to a big tournament to play for F.U.N. and prizes. And again, I found myself trying to compete with this F.U.N. team:

Lizard [Amazing Spider-Man] 88
Vixen [Streets of Gotham] 74 + Justice League: Generation Lost ATA 3
Alyosha Kraven [Amazing Spider-Man] 70
Beast Boy [DC 75th Anniversary ] 60
Cosmo [Galactic Guardians] 52
Catwoman [10th Anniversary ] 35
Flock of Bats [Batman 99c] 18

= 400 points. This time around, even the themed team tactic was banned. But the force’s basic integrity was still intact, so I ran with it again. Let’s see how it did:

ROUND ONE
vs. an accidental Mystical team of Madame Web, Astral Dr. Strange, Brother Voodoo, the 50-point Enchantress and led by the 225-point Malekith [Thor: Dark World 004]. I was first player and chose the Karnak map from the Watchmen Crimebusters Fast Forces set. The starting areas are on the long edges of the map instead of on the ends.

Turning Points

  • As in my first match in the ROC a few weeks ago, my opponent made a First Round Immunity blooper again, thinking that my moving a single figure on my force meant my whole team was fair game. Why is this basic rule so misunderstood? Now I had an easy first shot on his big piece.
  • Whoa, Did I Say “Easy?” Malekith had a 20 DV from range because he Perplexed his defense and was sitting on the heavy object I’d placed during setup. Why, oh why didn’t I pick him as the target for Justice League: Generation Lost ATA? Without the hindering boost, I’d have felt better about shooting with Vixen instead of getting close — especially because with Cosmo’s PD TA and Enhancement, he’s a normal 18 instead of 20 to shoot for 4 damage. Then I could follow up with a TK’d Lizard Charge to tie Malekith up at a minimum.
  • What happened instead was misses, misses, misses thanks to way too much Prob Control and then Brother Voodoo wreaking his havoc on my formations with Mind Control.

Lost all but Catwoman, Cosmo, and a Flock of Bats, which was perpetually at least ONE SQUARE TOO FAR AWAY to do ANYTHING. 0-1.

ROUND TWO
vs. Phantom Stranger, Question, Pandora. Again, I picked Karnak.

How It Went
He immediately jumped on lil’ Catwoman with both Question and Phantom Stranger after I moved her out to a light object. I didn’t intend her to be bait, but I took the opportunity to blast him with a TK’d and Enhanced Vixen. Unfortunately, Catwoman failed to KO Question with a followup and fell quickly, leaving a clear LOF for Lizard to be Outwitted.
I repositioned to take on Pandora but there was a lot of dice futility. Lucked out that my opponent rarely used Poison.
I eventually got Question and Pandora but it was a desperate fight to stay ahead against an almost full-strength Phantom Stranger with most of my remaining figs all chewed up. A terrible move with Vixen — including forgetting HER Poison — KOd her and lost me the game.

Until I did the math and noted that 77+60+35 is still less than the 200 I’d scored. 1-1.

ROUND THREE
vs. 30-point Loki [Fear Itself], 50-point Scarlet Witch [Chaos War] and 319-point Cosmic Spider-Man [Web of Spider-Man]. I lost map roll and got stuck in a very-walled-up map whose name escapes me.

What the hell do I do against that?
I knew my only chance was to close on him as soon as possible, especially after my opponent’s opening move gave CSM view of the entire map. So:

  • Immediately I switched Beast Boy to Pterodactyl to carry 3 animals and poised him to do so just out of starting area. 0-moved Alyosha Kraven. Vixen JLA-free-moved as far out as possible, just in CSM’s range, carrying and placing Cosmo in front as bait, maybe. Finally, I used the free-action-move then a normal move action to get the Flock of Bats next to all his team.
  • But Loki pushed and easily KOed the Flock, making me want to say another word that shares a lot of the same letters as “flock.”
  • Thus free, CSM shot Vixen for 5, despite her Super Senses.
  • Got a lucky Regen with her [this was Vixen’s Best Move this match] as BB taxied the rest within Charge range of a pushed CSM. I had a CHANCE now of at least making a fight of it!
  • …until Scarlet Witch Barriered in the room. No chance.
  • …until Lizard Charged a wall, so Kraven could attack.
  • Then I free-action-moved BB to cart Catwoman near CSM and SWitch.
  • Here’s the Turning Point of the match, though: CSM chose to stay and fight rather than risk a Hypersonic Speed breakaway failure — THANK YOU, 2013 RULES CHANGE! — so I was able to swarm him. But between misses and Blades rolls and Prob Control, he and SW survived some 20-30 attack rolls! That bad luck was offset by superb fortune on Regen rolls, though, and eventually Cosmic Spider-Man fell, at which point my opponent conceded.

Back to another top 16. And again, I ran a Legion team in the 300-point finals. How’d it do? That’s a tale for next week.

This series recounting how I added art to DC cards to make ‘em prettier continues. Last time, I said I’d move on to Secret Invasion, which was the next set with feat and BFC cards. But I forgot that I was only doing DC sets because the Marvel ones already HAVE art. So, on to Arkham Asylum.

AA_F001_Scatter

This image from a mid-1990’s issue of Legion of Super-Heroes sort of illustrates the concept of a team dispersing. I don’t know that I ever used this feat at all. Busting up your own formation doesn’t seem like a great move.

Next week, more Arkham.

WizKids surprised us all this week with a new set of rules months before we were expecting any. Heroclixin’ has an opinion, as usual.

New Ultra-Light Objects: This is a welcome addition. The only downside is that there are still only 3 objects per force.

Standard Ultra-Heavy Objects make the 2-point ultra-heavy Tank Turret cry.

New themed team rules: Instead of having to remember having a certain number of characters per point build, it’s now much more simplified. At least 2 characters, and all with a shared keyword. That’s it. Heroclixin’ approves; that Trinity team that was originally playable at 400 points, then wasn’t anymore, is finally possible again.

No Theme Prob for generic teams: This is a nice balance, I think …one that gives the edge to slightly more comic accurate — or, at least, more comic feeling forces.

Easier Theme Prob counting: With generic themes out of the picture, a single, simpler calculation is possible: One per character or one per 100 points, whichever’s lower.

Only themed teams get to use ATAs. This is the only change Heroclixin’ might hate a little. But after seeing all the great wildcards that came out in Legion of Super-Heroes, it had to happen.

Themed teams can’t cancel Battlefield Condition cards anymore….maybe. It’s possible that it was merely forgotten in the mix of overhauling themed teams in general. Heroclixin’ doesn’t really think so. Why cut the pertinent paragraph out if you intend to keep it?

Unlimited rolls for Relics. With so much of Relics’ thunder being stolen by the essentially cheaper Resources, this was a change that needed to happen. It’s still very balanced in that burning actions to grab them may leave a team vulnerable to a more aggressive one.

Giant Reach no longer grants immunity to Plasticity…Great Size does. So now colossals enjoy not getting stuck by the power.

A few weeks ago, I went with most of the regular players from the venue that I judge to attend one of the Realms Open Championship qualifiers in a neighboring state, mostly for fun and to prove to myself that I could play this game at a high level after all these years of playing almost entirely for F.U.N.

Turns out I made it to No. 7 out of nearly 50 players. Not bad. Here’s the team that got me a spot in the top 16 finals.

Lizard [Amazing Spider-Man] 88
Vixen [Streets of Gotham] 74 + Justice League: Generation Lost ATA 3
Alyosha Kraven [Amazing Spider-Man] 70
Beast Boy [DC 75th Anniversary ] 60
Cosmo [Galactic Guardians] 52
Catwoman [10th Anniversary ] 35
Flock of Bats [Batman 99c] 18
= 400 points.

The ROC Format, as it’s called, requires No Tactics force construction. That means

  • No special objects/relics
  • No resources
  • No feats
  • No Battlefield Conditions
  • No Bystanders

The only tactic still allowed is themed teams. It also bans multi-base figures larger than peanut bases. It’s an interesting format that nerfs some strong abilities — for example, it prevents certain characters whose SPs or traits bring in bystanders from using those effects. That was a big deal, as one of my key pieces has a bystander friend, Gulyadkin the Lion.

Although this is definitely a F.U.N. team, it’s built for combat for sure.

The Flock of Bats is filler, yes, but also an important tie-up piece and blocker, not to mention its Poison threat. Catwoman, too, is a Stealthy, Willpowered Weakness Exploiter who doesn’t take up much room on the team but can influence matters greatly. Cosmo adds TK for extra mobility and his Enhancement + Police TA for aid to the ranged attacker of the team. Beast Boy is a Hypersonic harasser with a few other tricks via a full complement of Morph candidates. Alyosha is, of course, the engine that makes the team go, even without his trusty lion. But it’s Vixen who’s the real initial threat of the team, with her ability to go HSS via Beast Boy or get TK’d for normal range shots — through Stealth, too, if the JL:GL ATA target is viable, and with Willpower [thanks, Catwoman]. While teams are dealing with her, Lizard remains unmolested and hard to kill.

ROUND ONE
vs. Shatterstar, Caped Crusader+flock of Bats 99a, Flock of Bats 99c, Madame Web

With a +7 on map roll, I won to choose Karnak, the “short-board” map from the Watchmen Crimebusters Fast Forces set. I’d heard of the Shatterstar+Flock+Caped Crusader alpha strike tech, so I was determined to shorten the distance to CC as much as possible.

Turning Point: CRITICAL MISUNDERSTANDING

It actually came almost immediately. On first turn, I moved only Catwoman into a patch of hindering terrain; I needed her alive to loan her powers to Vixen. But I dared not do ANYTHING else, knowing that ‘Star and bats and Bats were coming.

My opponent thought that move eliminated First Round Immunity for my whole team, not just Catwoman, and he warped in with Shatterstar to the back row where Catwoman had been with the grey Flock of Bats, then brought in Caped Crusader with the free action switch.

That’s when I told him he had no targets due to the real nature of First Round Immunity. Because the CC move was a free action, I let him take it back. But Shatterstar and the Flock he brought were there to stay — die, surrounded as they were by my whole team. The rest of the match held pretty firmly in my favor all the way to the end. 1-0.

Best Vixen move [because this is a thing I do when writing about this figure]: Using the Justice League: Generation Lost ATA to select Caped Crusader as her mark at the game’s start made the big-point Batman variant an easy KO from 8 range even when he thought he was hidden.

ROUND TWO

vs. Silver Centurion, Rescue [002], Tony Stark [IIM 015], Forge [WAXM]
Again, I selected Karnak, to get to the enemy start zone as soon as possible.

Turning Point: CRITICAL MISS

After I got first attack on round 2 thanks to an Alyosha-granted free move with Vixen followed by a ranged attack and subsequent TK yoyo, my opponent decided to do likewise. But he snaked his attack, and although he didn’t suffer any real harm — Forge could autoheal the crit damage and Rescue yanked him out of retaliation range — the fact that Vixen remained at full health rather than at death’s door kept me in the game all the way to the end, leading to Vixen’s Best Move:

Tantu Toteming Super Senses from Beast Boy and dodging the “last action” Torpedo attack that would have KOed her for the loss instead of me going…
2-0

ROUND THREE
Iron Pharaoh, Scarlet Witch [Chaos War] x3, Jinx [Teen Titans], Scarlet Witch [AvX].

This one was on the AvX Latveria map, as I lost the initiative roll. And ugh…though normally all this blocking terrain would be an advantage for my mostly melee team, Iron Pharaoh’s “Golden Falcon, Soaring” trait can’t be hidden from.

Turning point: CRITICAL MISPLAY
My only hope, I thought, was to bust enough of that double Barrier team to engage. I moved Alyosha Kraven, one of my 3 damage figs, far into the middle of the map with thoughts of Barrier-breaking ASAP. But that was a game-killing misplay, as I’d fatally underestimated the speed of the Falcon and its ability, with Iron Pharaoh being Perplexed by three SWitches to a 6 damage, to kill Kraven with one guaranteed-hit attack [thanks to those three SWitches, again] and thus killing my only hope of getting enough actions to do the Barrier-break. Best Vixen Move: None. Although she made to the Witch coven to make an attempt at a fight, my other terrible decision to Tantu Totem Willpower and not push her to her much-more survivable Combat Reflexes click made her an easy KO instead of a difficult one. You’d think I’d have learned to trust Super Senses a bit more after last round…
2-1

ROUND FOUR
vs. Brandon, one of my companions on the road trip, and his Mystical team of Dr. Strange [ 028], Shaman [IIM], Scarlet Witch [CW] and Astral Dr. Strange x 2 [and more on the sideline]

Back with map choice again, I once again went with Karnak, being once again faced with a “fight you from the back row” kind of team. [I really, really hate this trend in HeroClix.] This was complicated when Shaman killed my Flight skills, badly ruining my team’s mobility. It’d take the whole game to get the Flock of Bats to tie up the enemy. I had no way of getting up the stairs to attack with them being blocked with Barrier most of the time. .

Turning point: CRITICAL MIS-BARRIER
Early on, he built Barrier to block in Beast Boy to halt the Cheetah’s minor HSS threat. Trouble was, he needed Perplex to get the range to make the Barrier “airtight,” losing damage he’d needed to KO Kraven later in the round. Keeping Kraven — and his Animal Influence SP, once he Regenerated back to it — gave me just enough figs and actions to KO each of the Astrals and incap the Dr. long enough to get Shaman, too, for a slim margin of victory.

Best Vixen Move: For too long, I forgot her TK potential to maybe sling Lizard to the roof. But in the end, her use of HSS to KO Shaman was the best move of the game.

Final: 3-1 record was enough to get to the top 16 single elimination tournament. And if you read last week’s F.U.N. Fights, you know how that turned out.

This series recounting how I added art to DC cards to make ‘em prettier continues. Here, we conclude Crisis with an innocuous-looking card:

CR_BF004_OrdinaryDay

This BFC was printed about a half-dozen times. The image from JSA vs. Kobra #5, in which the villain moves among unsuspecting civilians, was perfect.

As noted, Crisis is done. Coming up next are cards from a Secret Invasion. See it in seven.

A few weeks ago, I learned that most of the regular players from the venue that I judge at had decided en masse to attend one of the Realms Open Championship qualifiers in a neighboring state, resulting in a likely empty venue that weekend. So I decided to come along and enter the tournament for fun (since I’ll be part of the judging staff at said ROC event at DragonCon, I can’t really compete in the finals).

I also kinda wanted to prove to myself that I could play this game at a high level after all these years of playing almost entirely for F.U.N., but I didn’t really expect to go 3-1 in the first round to make the finals. Fortunately, I had brought a team anyway:

Saturn Girl [Superman and the Legion of Super-Heroes 202] 102
Cosmic Boy [Superman and the Legion of Super-Heroes 202] 70
Sun Boy [Superman] 79
Jubilee [Wolverine and the X-Men 047b] 33
+ Legion Lost ATA 16
=300 points.

 

ROUND ONE

I faced Brother Voodoo, Wonder Girl [Teen Titans 008] x 2 and 50-point Enchantress [Justice League].

I got map roll and chose one I brought, the Farm from Battle for Smallville, knowing it was full of hindering terrain and that I would pick Batman Ally with the Legion Lost ATA. That would force Brother Voodoo to base me to Mind Control any of my team and give it an extra layer of protection from being forced to enter the Wonder Girls’ kill zone.

Turning points

I immediately benefited from my opponent’s unfamiliarity with the map and his careless positioning that blocked his line of fire for Telekinesis. That gave me the chance to set up quite safely in a large patch of hindering terrain and he was forced to set up a bit outside my easy range.

I got a break when I rolled 6 with Cosmic Boy, allowing for a Turn 2 Running Shot Pulse Wave of almost his full team by Sun Boy, taking Bro V and Enchantress off their frightening opening Phasing and TK clicks and removing the initial threat of being Mind Controlled into the twin Wonder Girl killbox — especially when Cos was able to TK Sun Boy back to safety.

This forced the other team to close in if it were to have any hope of winning now, which played into my game. Despite losing Jubes, the Legion managed to wear out the enemy for a win.

ROUND TWO

Faced Iron Pharaoh, two Chaos War Scarlet Witches and Brother Voodoo + Heroes for Hire ATA. It was a team I had no answer for, as Pharaoh could hide in a corner behind perpetual Barriers while his Falcon Outwitted and shot me, Stealthy or not.

I tried using Mystics to discourage attacks, but taking 1 damage isn’t a thing when you can deal 5 every shot. It didn’t help when Cosmic Boy was one-shot after being Outwitted then knocked back into a wall with a doubles roll.

I then revised my initial strategy of rushing in as quickly as I could, instead splitting my team to prevent one from being Mind Controlled to hit another. But that didn’t work, either, as the enemy was able to isolate them. I did get a KO of a SWitch, thanks to Sun Boy getting hit to a Willpower + Pulse Wave click, but it was the only points in a futile, losing effort — especially when I forgot Brother Voodoo’s Poison SP and based him with the unarmored Saturn Girl. That left Jubilee utterly outmatched and, in short order, dead.

In retrospect, because my team was not built for speed and there would be no preventing at least one KO from the enemy team, perhaps I should have instead have chosen Suicide Squad with Legion Lost ATA and pushed them all to get as near as possible, trusting in the TA’s healing to keep the remaining members in fighting shape. Probably not enough for a win, but at least I’m not a fish in a barrel being fired at with a shotgun.

Still, despite the crushing loss, this team made it to a Top 8 finish, proving that yes, I can still play this game pretty well despite playing for F.U.N.

Next week: The team that got me to the finals in the first place.

A few weeks ago, I learned that most of the regular players from the venue that I judge at had decided en masse to attend one of the Realms Open Championship qualifiers in a neighboring state, resulting in a likely empty venue that weekend. So I decided to come along and enter the tournament for fun (since I’ll be part of the judging staff at said ROC event at DragonCon, I can’t really compete in the finals).

I also kinda wanted to prove to myself that I could play this game at a high level after all these years of playing almost entirely for F.U.N.

The ROC Format, as it’s called, requires No Tactics force construction. That means

  • No special objects/relics
  • No resources
  • No feats
  • No Battlefield Conditions
  • No Bystanders

The only tactic still allowed is themed teams. It also bans multi-base figures larger than peanut bases. It’s an interesting format that nerfs some strong abilities — for example, it prevents certain characters whose SPs or traits bring in bystanders from using those effects — and requires more care in team building than “Hey, I’ll make this team and give them all Hammers.”

Being a big Legion of Super-Heroes fan, I really wanted to use the team somehow. Here’s what I came up with:

Saturn Girl [Superman and the Legion of Super-Heroes 202] 102
Cosmic Boy [Superman and the Legion of Super-Heroes 202] 70
Sun Boy [Superman] 79
Jubilee [Wolverine and the X-Men 047b] 33
+ Legion Lost ATA 16
=300 points.

Unlike most F.U.N. teams, this force was built to win, with each piece serving its purpose.

  • Cos is the core of the team with his SP Leadership + Perplex SP. His TK + Willpower combo helps get all deployed as needed and his Speed SP offers a little bit of Toughness to his unarmored cohorts.
  • Sun Boy is the main attacker thanks to his Running Shot +Penetrating Blast /Pulse Wave combo granting him the flexibility to shoot from range, nuke Stealthed targets or get in adjacency. He can’t afford to miss, so Saturn Girl is there to use Probability Control. She’s also a potent backup attacker with the same 7 range and a better AV than Sun Boy (but lacking his moving skills) and an Outwit figure at need.
  • Jubilee, invited to the Legion by the “Welcome To The Legion” trait, was to act as either a 3rd-string attacker or as a tie-up piece if necessary. At 33 points, I didn’t care which.

The real linchpin of the team was that it qualifies for the Legion Lost ATA. This would give it the flexibility to adapt its team ability to whatever map or force it’d face.

  • Glass cannons? Mystics.
  • Range? Batman Ally.
  • Melee? Hypertime.
  • Or I could chain the team together for sharing AV (Batman Enemy), DV (Justice Society), Outwit (Superman Enemy), healing (Suicide Squad, Teen Titans), whatever.

And, of course, it’s still a F.U.N. team through and through. Friendly thanks to no really cheap tactics and the characters are all a bit squishy; Useful because of all the above skills it brings to the table; and Nifty because it’s Legion.

I tried the team out in a playtest match prior to the tournament against Cyclops [Avengers Vs. X-Men ], Dark Phoenix [10th Anniversary], Madame Web and Bat-Mite. It lost, but not convincingly; my opponent got some truly edge-of-the-bell-curve rolls on Web’s SP that not once but twice completely swung a contested game wholly in his favor.

Still, when I unexpectedly found myself in the top 16 (after using another F.U.N. force that I’ll write about in a future installment), I had to make a decision whether to go with this weak-looking team or to try another I thought might do better against the team I lost to in the first tournament.

But my companions persuaded me not to give up on my original force, and I’m glad I listened.

This article is starting to run a bit long, so I’m going to hold the actual battle report for Friday’s posting. Check it out!

Wow, it’s been a long time since this series recounting how I added art to DC cards to make ‘em prettier saw an addition. There are two reasons:

The blog got sidetracked from this semi-regular feature by first a hiatus, then other special series including the usual looks back at the past year and the just-completed focus on the Legion.

But the bigger reason is that A) I never did a card art version of the next card in line and B) once I did, I lost the new one in a hard drive crash and C) have only recently reacquired the Photoshop software needed to redo said card art.

So yeah. It’s been a little bit of a journey to present:

highgravity

It was also really difficult to find art that illustrated the concept. (Actually, I did have the perfect image, but it was already spoken for by another card.) So this Barry Kitson art of a baddie falling [heh] victim to a character’s gravity power in the 2007 Legion of Super-Heroes [there’s that name again 🙂 ] series was the next best thing.

Next week, look for the series back on its sorta regular schedule. 🙂

Tomorrow: The return of Token Totin’!