More token-holding action in Teen Titans. First, behold the biggest brat of all comics, Superboy Prime (Teen Titans ):

 

 

Objects fit neatly between his cape and left armor tubing.

 

Not to be outdone, the REAL Kryptonian hero Superman (066) makes his appearance in Token Totin’:

 

 

 

Next week, Token Totin’ will continue down this path to highlight the Man of Steel.

 

More token-holding action in Teen Titans, after a bit of a long break. (Longer than intended, actually, as I meant to publish this last Tuesday. Button didn’t work — or my BRAIN didn’t.)

Here’s a look at Aquaman (Teen Titans 015), the king of the seas, and a gal who dresses like she ought to be swimming in the seas, Fairchild (003):

Both grip their tokens high and hard.   Gizmo (044), who doesn’t actually have Super Strength but can get it temporarily via his SP, has a great hold: It’s wedged upright under his left pistol.

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More to come Thursday, maybe. Recently suffered a hard drive crash — my first ever — and lost a lot of stuff I was planning. But Heroclixin’ shall endure!!!

Continuing this series talking about DC feats and BFC cards that I went back and customized with artwork for fun. (Here’s a link back to the original concept.) Today, Card Arts continues with Origin’s Feat cards.

The next feat of the set is Entrench:

OR_F009_Entrench

Umm…yeah. How do you really illustrate that? I chose the JSA’s junior windbag, the air-controlling (and loquacious) Cyclone whipping up a counter-twister to stop a rockslide or something.

They can’t all be winners.

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That concludes Origin’s feats. Next time, Card Arts continues with the cards of the first Special-Powered set, Legion of Super-Heroes.

Continuing this series talking about DC feats and BFC cards that I went back and customized with artwork for fun. (Here’s a link back to the original concept.) Today, Card Arts continues with Origin’s Feat cards.

The next feat of the set is Compel:

OR_F008_Compel

A cover image from “Legion of Three Worlds” was an easy choice. Almost as though I were compelled to do it.

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Next time, Card Arts continues with the next Origin feat.

 

Yours truly is featured in a long interview (about 75 minutes) with Edward Shelton, aka “darklogos” on HCRealms on his Starting Over podcast episode 63 on YouTube. It was a lot of fun (and F.U.N. of course). We talk about:

  • the genesis of Heroclixin’ (i.e., God punishing me for cheese teams)
  • changes in my venue
  • dealing with d-bags (and our own d-bag moments)
  • why netdecking doesn’t really work in HeroClix.
  • making fun scenarios and whatnot
  • metagaming and the loss of advice
  • what I’d fix if I ran game design
  • team bases and how ridiculously powerful they are
  • vehicle rules and how nonsensical they are
  • some perspective on the limits of playtesting vs. marketing
  • our “black history month” teams and fave pieces to run on ’em

 

 

 

 

 

Here’s the link:

 

 

So a clix-playing friend invited a number of other players to his place for food and then a fight. I came up with this scenario: We each build five 200-point teams and play one at a time. As a force is KO’d, place one of your remaining teams in the starting area (with immunity until your next turn) and two standard objects on the map. Continue until last man standing.

The idea was to play a lot of figures in one game without the lonnnng turns that massive-point games end up having.

Here were my teams (unplayed pieces in green):

  1. Aldrich Killian, Brandt, Extremis Brute and AIM Agent (Clobberin’ Time)
  2. Radagast and Ancient One
  3. Black Mask (Streets of Gotham), The Penguin (No Man’s Land) and two False Facers.
  4. Mammoth and Shimmer, both of Teen Titans set
  5. Ridge and Fairchild (020)

We played on the Dawn of Time map with Time Zones.

Mr. P started with The Ray, Secret and Empress. Mr. V had Jennifer Kale and Hannibal King. Mr. L ran Selina Kyle and Poison Ivy (No Man’s Land).

All three took advantage of my too-aggressive positioning to destroy ExBrute. THEN they converged on my depleted team. Why am I so persecuted…?

Similarly, Radagast and Ancient One spwaned in the middle of a poop tornado. All sorts of minor user errors (Running Shot AWAY from A-One’s Enhancement. Leaving A-One open to shots from King. Outwitting GF Superboy’s Running Shot instead of his single-target Pulse Wave with Radagast the only one in sight) added up to quickly being down two teams while others were just starting up their second squads.

The Gotham Underworld team did a little better. Would’ve done way better if I’d remembered the False Facers’ Poison more often, especially in conjunction with Black Mask’s Outwit. Eventually couldn’t handle the amount of attacks hurled at the team, and I was soon on Team 4, which was VERY short-lived despite landing an attack or two. Double Outwit is a (rhymes-with-“witch”). It took some time for Shimmer to get KO’d so I could bring out my final team.

I think I made a big fail in every turn with this duo, starting from the moment I placed them in the starting area. I’d put Fairchild ONE SQUARE outside her 6 range, losing a great opportunity to Mind Control. I used Ridge to jump and Quake a trio of enemies (Cyborg, Raven and Solstice) but ONLY managed to hit the Mystic — bye-bye, Impervious. I used Fairchild to Mind Control an enemy Nightwing, who proceeded to miss and prove again that the power still sucks. Even worse, poor Ridge took a solo Pulse Wave (something I could’ve prevented by moving the MC’d Nightwing in range of said Pulse Waver) to end up near-dead.

And then there was one. Not much of a threat to anyone left on the board, my Fairchild was largely left alone. I tried my best to stay out of others’ way.

Mr. L’s All-Star Superman finally came out to play, but he was hampered by not one, but TWO Inertia pieces on the board. A testament to the strength of that piece is that he still had little problem wiping the board clean of the remaining teams even without Hypersonic Speed.

I had a chance to affect the game in an improbable way as Fairchild caught up with Superman with two tokens. She landed her hit, but it rolled off his Impervious hide. And that was all she wrote. (In the end, the last other remaining team of Red Robin and Bunker, both of Teen Titans main set, took down the Man of Steel.)

The “bring new teams in” mechanic was a pretty fun way of keeping things moving and getting a lot of figs out there. Will have to try this scenario in a real tournament.

More token-holding action in Teen Titans, courtesy of Soviet-era Russian, Red Star (012):

Much like Superboy, he can’t do much other than lamely lean it on his chest.

But I found that using some of the heat-then-bend-then-stanch-in-cool-water techniques I learned in my Custom Mods series, I was able to mod this piece ever so slightly at the wrists/forearms:

And now this copy of Red Star has a still-tenuous but much more decent hold on a token.

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More to come Thursday, maybe. Tomorrow, if I can muster the energy after work, look for a massive battle report featuring four players and 20 TEAMS.

Continuing this ostensibly weekly (but more like monthly) series talking about DC feats and BFC cards that I went back and customized with artwork for fun. (Here’s a link back to the original concept.) Today, Card Arts continues with Origin’s Feat cards.

The next feat of the set is Repulsor:

OR_F007_Repulsor

Terrible feat — who’d want to pay 10 extra points to risk knocking an opponent OUT of your range, assuming you could even hit with the AV penalty? — but for completeness’ sake I remembered this panel from the late-1990s Steel comic of the character’s hammer slamming a crook out of a (fake) ice cream truck. That’s knock back, son.

The feat will become absolutely and completely useless when the 2013 upgrade to Force Blast makes so that this can happen on ANY hit, not just ranged, not just on single targets and CERTAINLY not with a -1 to AV.

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Next time, Card Arts continues with the next Origin feat. You WILL be there.

More token-holding action in Teen Titans, courtesy of Ridge (043):

 

The monster guy holds it tenuously between his right forearm and knee. There’s probably a way to maybe work his tail into a grip as well, but I didn’t test for that.

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More to come next Tuesday. Tomorrow, we’ll look at a comic-accurate Marvel team that I can finally play for real.

Sorry I missed Tuesday’s update. Here’s Superboy (Teen Titans 026) in token-holding action:

…yeah. He DOESN’T really hold it, beyond the lame “lean it on his butt” method shown above. I guess it works, sort of.

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More to come next Tuesday.