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

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.