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’!

No. 1

—tie—

MysterioHAHAHA
Mysterio [ASM 026 and 206]

Multiple men making many monologues.

Multiple men making many monologues.

Multiple Man [WXM 013 and 205]

WHY I WANTED THEM IN THE FIRST PLACE: Well, both are longtime favorite characters of mine. I became a Madrox fan back in Peter David’s first X-Factor run and even more so with the character’s solo mini that led into the long-running second X-Factor series. In fact, I’m NOT picking up the new X-Factor mainly because there’s no Madrox.

And Mysterio was the villain in my first comic book.

AmazingSpider-Man198

But longtime readers know this already, because earlier clix of the characters made the 2010 and 2011 Top Faves list in those respective years. So it was a shoo-in that I’d try to get many of each. But…

I WANT TO RUN THEM EVERY WEEK BECAUSE: They are designed to be run in multiples. In Mysterio’s case, the pieces make it possible to actually play a dozen Mysterio 026 figs in a 300-point game.

Mysterios

That’s a lottttt of 10 AV Incap, thanks to Sinister Syndicate TA.

Being only illusions, though, the bubbleheads do need a little help to do more than just surrender 15 points per KO. So the 62-point Unique  from the gravity feed is a co-favorite for its ability to use Perplex to help a pal’s stats or to nerf an opponent’s. Best of all, this fun team just offers all kinds of opportunities for friendly trash talk, Mysterio-style.

Multiple Man 013 plays similarly, though with more aggressive ability. He’s also got an almost foolproof mechanic for immediately bringing as many as FIVE duplicates into the game, much improved over the old GSX Madrox’s only 33% chance of getting just one out there. Better still, Multiple Man 205 bears a trait and SP that both work with all the  older Madroxi/Multiple Men.

I DON’T PLAY THEM EACH WEEK BECAUSE: They kinda suck.

Let me explain.

Sure the Mysterios can be run by the dozen in a 300-point game. But with

  • no moving attack powers
  • no Willpower
  • only 6 Speed and range
  • a thin, thin defense of 16 Super Senses
  • no taxis

and worst, only three actions to work with to use all these Mysterios, I just can’t play this team with any degree of real effectiveness.

This will never, ever occur in an actual game of HeroClix

This will never, ever occur in an actual game of HeroClix

But I’m less enamored of devoting the 100 points to play the three #026 Mysterios — the bare minimum one really ought to field — on a mixed team.

As for the Multiple Men, they lack the X-Men keyword and so are cut off a bit from the other mutant-type characters. X-Factor is a lot more limited if one likes comic-accurate squads like I do. I also want to play at least three of the 013 version, but I’m not sure that’s a great use of 125 points. The 54-point version never seems to fit on teams in the kind of numbers I’d like.

They also have the problems of the Mysterio crowd, what with having too many figs for the action total and no Willpower, taxis, Charge or anything to get enough of them mobilized to make a fight of it. At least they’ve got a little Leadership to help on both versions and the ability to possibly generate more help once in the fight.

I’LL FIELD THEM NEXT: Mysterio is a lock on any and all Sinister Syndicate teams I’ll ever play. I still want to run an effective dozen Mysterios, but I’ll need to mix and match with copies of the older Ultimates and Web of Spider-Man versions. This is also a figure that I have zero qualms about running with Resources, as Mysterio’s whole M.O. in the comics is basically him being a Resource or building them in service to his illusions. So whenever I want to test out a Resource, I’ll put it on a Mysterio or two.

Or twelve.

Multiple Man awaits that huge X-Factor Reunion team I’ve got planned, if I can only muster up the guts to field the relatively underpowered crew in the the 2000-point build it’ll require. (I’m not kidding … do the math yourself.) And one day I’ll again run every single Madrox/Multiple Man I can muster.

 ___

That does it for Heroclixin’s contdowns from last year’s offerings. We’ll take a little break over the weekend and then launch into the first of a new occasional feature not unlike occasional guest writer Morrison’s big keyword reviews. This one stars the Legion of Super-Heroes! Stay tuned!

snake eyes dice(1)

There were a few more figs that underwhelmed Heroclixin’ this past year. These aren’t utterly terrible, but we’d run a dozen other pieces first in each case.

Centerhall [Teen Titans] is short-lived and expensive and totally useless outside of his narrow theme. But that theme (N.O.W.H.E.R.E.) is shared by one of the Top Ten and also brings out his full potential, so he’s spared the full indignity of being on the Worst list.

Demogoblin [Amazing Spider-Man] has a great tandem of SP and trait that effectively deals penetrating damage and kills defenses and more. But his weak range of 5 is compounded by his equally anemic 16 DV; the chance that he’ll get blasted off his SP clicks is high. And his trait is USELESS on his Battle Fury-laden late dial. This guy needs to go back to Hell.

Low damage and 0 range doom Kelex [Man of Steel 015] to deserved infamy despite PD TA and  a “stop” click. It’s nearly 100 points in cost. There are much less expensive sources of Enhancement to be had. Oh, and guess what? The Mastermind trait…that ONLY functions for the two charcter named Jor-El?…won’t activate the “stop” click, so beware of actually using that skill. Another character that requires a certain other fig to be worth its cost…and then still ISN’T.

Madame Web [Amazing Spider-Man] still has some use as THE cheapest Mystical piece in the game now not named Astral Dr. Strange. But the paraplegic got even MORE crippled by the 2013 rules’ reining in the ranges on her Outwit, Perplex and Probability Control.

Rescue [Invincible Iron Man 202] was such a disappointment compared with her other version. She’s not useless — her utility rises quite a bit as build totals grow — but 58 points for even a flying, Phasing, Willpowered medic seems a lot to pay for a character that really contributes NOTHING ELSE to the cause.

Spider-Man [Amazing Spider-Man 039] is 34 points with Super Strength and traited Stealth-plus. But his lack of mobility (no Leap/Climb or Improved Movement) and keywords (SHIELD is the only one) or team abilities make him the absolute worst Spidey of Modern Age, maybe ever.

And then there’s a special non-achievement award for just about the entire Kick-Ass 2 set. Most weren’t quite bad enough to rate among the worst of the year — barely — but even the semi-adequate among them bore the weaknesses of middling stats and lacking keywords to make them at all playable outside the set.

___

All right, that’s enough time in the gutter. I’ll take a refreshing shower and list Heroclixin’s Top Ten FAVORITE pieces of 2013. As usual, don’t expect much overlap between this final countdown and the previous ones!

No. 1

asm046
Ghost Rider [ASM 046]

Usually, a Heroclix figure has one or more weaknesses built into it. It’s just a fact of design; with limited materials, one can only get limited results.

For instance, there’s a position out there that humans’ difficulty in childbirth is an argument for evolution and against God’s creation because He would have made it easier while the messiness of evolution from being four-footed animals to bipeds accounts for the imperfect delivery method. But this position doesn’t consider that the bipedal woman’s delivery canal must, by necessity, fight against gravity for all nine months of the gestation period. Otherwise, accidental premature birth would be a danger every time a pregnant woman squatted to do, well, anything.

The point is that  even a perfect God has to design within the limits of matter.

And moreover, not everything is designed to DO everything. Character accuracy factors a lot in adding weaknesses to HeroClix dials. Hence, the lack of damage reduction for Question or Cerise or Brother Voodoo are appropriate. Some figs lack range, or moving attack ability. Some are just too much of a team and so lack the action advantage that swarms can leverage.

But sometimes, even within the limits of design, you still get that one nigh-perfect figure. And in 2013, Ghost Rider is that figure.

Unlike so much of the Top Ten, he is:

  • well-armored with Invulnerability and 18 DV
  • Well-priced as a tentpole at 145 points, leaving ample room for a secondary fighter or supporter or both
  • Armed with lots of mobile attack options with good AV
  • Able to get in attacks and damage every turn via a) Indomitable, b) his Living Hellfire Chain SP and/or Poison and c) the Heroes For Hire ATA, if so equipped
  • bearing the Mystics TA to deter a lot of attacks
  • Able to taxi his help as a Transporter.

This is a piece with no weakness. No blind spot. Nothing that requires a relic or resource to truly cover. And it’s deservedly the top piece of last year.

No. 2

wkD-008
Question [WizKids D-008]

A recurring theme in Heroclixin’s 2013 Top Ten is flexibility: The best figs are those able to adjust to the needs of the matchup or the turn or the action. No figure this year does so better than Question. At the minor cost of some power showing on his dial that he’s not even using, he gets to use any OTHER power he has on his card, via his “Past Lives” trait. So most of the time, on click #1, he’s ditching Smoke Cloud for:

  • Stealth, for safety until he Charges later with ease thanks to Improved Movement: Hindering/Elevated, 0r
  • Plasticity, to keep an opponent locked down and dealing with his Combat Reflexes+Mystics TA deterrent, or
  • Incap, to deal with the enemy’s actions, or
  • Super Senses, to dodge attacks, or
  • Shape Change, to prevent attacks in the first place, or
  • Toughness, if damage is coming from, say Poison, or
  • Flurry, to combo with his opening Charge and 3+ damage [thanks, SP Perplex] or
  • Close Combat Expert, for maximum melee ability in base

On top of all that, his SP Perplex grants him double use of the power on different targets and forces enemies to burn a power action to use their OWN Perplex in turn. At just 100 points, he’s not taking up much of your team at all.

With his only weaknesses being a lack of range and armor, the Question has an answer for most any situation he faces, any time, and it’s why he’s almost Heroclixin’s top figure of the year.

Honorable Mention:

fotr016

Arwen [Fellowship of the Ring], with her lonnnng dial and 18 Defend and Plasticity+Carry SP and lots of Exploit Weakness and Reflexes, is a solid figure even without the defining Epic Action trait, “I Call On The Loudwater!” that allows her to freely and repeatedly damage whole teams sometimes from her own starting area. She’d be a Top Ten figure — perhaps THE top figure — if not for her falling outside multiple stipulations for making Heroclixin’s list.

bmao016

For the most part, none of these Honorable Mentions have been listed in any real sort of order; one called out on the No. 9 post is no better than the rest. Except for this one: Deadshot [Arkham Origins 016]. With a sky-high AV and excellent damage and Stealth and Sharpshooter and RCE and the ability to score bonus points and anti-Stealth and self-Prob and Indom and double target EE and even more, he almost feels like a steal at 150 points. But, of course, 150 is NOT a steal, especially for a wild card who’ll need some good TAs to draw on. Still…darn good fig that’s darn near Top Ten material.

___

Finally, next time: The top banana.

No. 3

wxm023b
Cerise [WATX 023b]

60 points buys you a figure that is:

  • A superb support for ranged allies thanks to Police TA and Enhancement. But she needn’t be only thus, because she’s…
  • An attacker with 11 AV and Running Shot and Penetrating/Psychic Blast and, sometimes, Energy Shield/Deflection, thanks to her trait giving her her choice between it, Empower and Blades/Claws/Fangs. With only 5 range, though, she’s not going be a main sniper and will get based soon. But fear not. She’s also…
  • A great tie-up character due to Combat Reflexes and, sometimes, Blades/Claws/Fangs (i.e., when she no longer has need of ES/D). And on those turns when she isn’t free to act due to pushing or tokens, she’s…
  • A good support for melee fighters thanks to, sometimes, her Empower.
  • She’s also a decent taxi amidst all these roles.

60 points is a pittance to pay for all this. More than almost any figure in the game, inclusion of Cerise on a team makes the rest of the team better AND she’s very capable on her own. No. 3 HeroClix of 2013.

Honorable Mention:

bctv001

Batman [Batman Classic TV 001] gets a nod because he starts with Outwit and Perplex, two of the key “pit crew” abilities, Precision Strike, a trait making most of his doubles rolls into critical hits, and, most especially, his defense power “A Batman Tool For Every Occasion” giving him use of a defense power based on the color of an attacker’s standard power. THAT’S NUTS. So if he’s targeted by, say, Mandarin [Avengers 061] on click #2, who has use of Energy Explosion, Incapacitate, Mind Control, Willpower, Outwit, Barrier, Force Blast, Quake, Smoke Cloud, and Telekinesis, Batman can get:

  • Toughness, to soften the blow
  • Barrier, to build walls on his next turn
  • Willpower, to push freely next turn
  • Regeneration, to heal next turn if he’s hurt
  • Combat Reflexes, for better melee defenses next turn
  • Invulnerability, to REALLY soften the Mandarin’s blow

Because this is a defense power and he’s a rare Batman without Stealth, it’s vulnerable to Outwit, keeping him well off the list. But like many an Honorable Mention, he’s just a relic or resource away from being strong.

bmao020

Deathstroke [AO 020] is the beefiest version of the character yet at 195 points. That high cost coupled with a fairly short range holds him down off the Top Ten and relegates him to also-ran status as he’s a tad outmatched in his own weight class — especially being a big wild card that needs a helpful team ability to leech from but only has about 100 points to get it. Despite all that, this is a monster of a figure that can win some games even as a tentpole with careful team construction and play.

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Next: The mysterious No. 2 revealed…!

No. 4

asm017b
Brother Voodoo [ASM 017b]

One of the earlier Prime figures, BV shows why they’re not allowed in multiples. The brother brings a lot to the table. First, there’s his free Mind Control as long as he has a single action token, allowing him to move his whole speed — with ease thanks to Phasing/Teleport — and use the power. He doesn’t take feedback damage and both he AND his target get +1 AV for the MC action. With him packing Probability Control top-dial as well, he’s not likely to miss his shot(s) at screwing with your team.

He lacks Willpower but doesn’t really need it, as he can use his free MC  next turn without gaining a 2nd token. Bro. V can literally use Mind Control every. Single. Turn.

Basing him seems like a decent counter, then; force him to only attack the single target. But that’s risky because he has a Special Power giving him use of Poison and Smoke Cloud, the latter for free when he’s based. And as mentioned before, he has Phasing/Teleport, so basing him is a temporary maneuver, anyhow.

Hitting him is a problem, too, what with his Super Senses+PC duo up top and a Stealth+Perplex+Combat Reflexes combo down his dial.

On top of everything else, he’s a candidate for ATAs for Howling Commandos, SHIELD and above all Heroes For Hire (which, post-Watch List, doesn’t really do all that much for him, admittedly — and that’s why he was left otherwise untouched after his inclusion on said list).

Mind Control is about all he does, though, so it’s hard to rank him higher on the Top Ten, even with his late-life Exploit Weakness. But there’s no question that he deserves this No. 4 slot in Heroclixin’s estimation.

Honorable Mention

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Spiral [WATX] might have topped this year’s candidates pre-Watch List for being able to deliver the queen of all alpha strike tactics on top of being a solid figure besides. But even before the announcement that her “Dimensional Portal” trait would receive errata consigning it into oblivion as anything other than a slow evac move, many a Spiral found herself stranded on the far end of the map away from all the action, basically unable to use the formidable non-trait portion of her dial. Or she would eventually get into the fight but already a click down and lacking any armor to withstand any hits. Now that the temptation to use her portals is gone, she’s only one of the better balanced figs in the game — starting with Phasing, Pulse Wave and Prob with a latter-half shift to Charge+Flurry+Reflexes+Shape Change.

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Hope Summers [WATX 040] is a total weenie, stats-wise, and utterly dependent on other figures to be strong, so she doesn’t rate true Top Ten status. But when one considers she’s not limited to friendly characters or standard powers to use with her Attack SP, it becomes apparent there’s no limit to what she can accomplish.

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Next: Another chick.