Heroclixin’ has a cute name for everything. F.U.N. Fridays. Card Arts. Token Totin’ whatever. “Battle Reports” just isn’t doing it for me.

‘Course, longtime readers may recall that I did have a cute name for this feature before I dropped it for being too long: “New Comic Day Battles.” Because it was scheduled for Wednesdays, right? Which is when new comics are released. And since this is a game that’s (mostly) based on comic books, I thought it was fitting.

But, as noted, it was too long. Especially since it was always followed by the name of the theme or scenario.

So I’m now seeking a proper new title for this usually weekly feature. Would love to get your suggestions. 🙂

 

clockwise from top left: The Spot, Super-Adaptoid, Armadillo, Nightshade, Chameleon, Rocket Racer, Living Laser (Xed for lacking the keyword), Mentallo, Puma, Scientist Supreme. And, of course MODOK in the center.

Last summer I wrote about fielding this team en toto. I got a chance to run a truncated version of it soon after, but as it was lacking nearly half the members (500-point game), it wasn’t nearly satisfying.

Well, with a 900-point “last chance for Modern Age”  tourney a few months ago, I finally brought the whole (not-quite-comic-accurate) MODOK’s 11 to the map:

MODOK (Captain America #050) 160 + Intelliencia ATA 3
Super-Adaptoid (Captain America #020) 175
Scientist Supreme (Captain America #033) 97
Armadillo (Captain America #036) 89
Nightshade (Captain America #027) 72
Mentallo (Captain America #010) 71
Chameleon (Web of Spider-Man #019) 66
Rocket Racer (Web of Spider-Man #044) 60
Puma (Web of Spider-Man #012) 56
The Spot (Web of Spider-Man #051) 51
= 900 points.

As I wrote before, running this team is like planning a heist. Every piece has its role. But as you’ve seen in every heist movie ever, things never go exactly as planned. Piece-by-piece:
MODOK (Captain America #050) 160 + Intelligencia ATA 3
The PLAN: As the main perceived threat, MODOK was to hold his big brain back behind pals.

What really happened: With the last-minute addition of the Intelligencia ATA, he had razor-thin opportunities to take range-enhanced Running Shots. So MODOK really was more the tentpole than I intended, taking and landing crippling blasts on the opposition. It worked out pretty well, to say the least. The big brain was also the brawn. He’ll be back for the next caper.

______

Super-Adaptoid (Captain America #020) 175
The PLAN: Use him as tie-up and blocker. His long dial would allow him to take multiple hits to land on his dangerous, Cosmic-powered clicks.
What really happened: His paltry 2 damage for his whole early dial made him a non-factor in fighting his weight class, while those foes simply murdered him past his best late-life clicks. Pushing was no help, either: he can’t afford the loss of his one opening click of Running Shot and his DV slides way too low for his price. Worst of all, his Attack-power-copying SP requires him to get way too close but the Intelligentsia ATA (and his inborn fragility) absolutely discourages that. Super Adaptoid will be the first I’ll drop for the sequel to this movie.
______

Scientist Supreme (Captain America #033) 97

The PLAN: Wait for the right moment to unleash her Outwit-through-walls SP.

What really happened: It was a challenge to make sure she could keep fellow Scientists in her Perplex-vision — which was more useful than the SP Outwit at first — while staying close to her Mastermind fodder, too. But in both games, she indeed acted as the surprise weapon no one could see coming, or stop. I won’t field MODOK’s 11 without her in a build high enough.

______

Armadillo (Captain America #036) 89

The PLAN: Use him as Mastermind fodder for Scientist Supreme.

What really happened: The guy just couldn’t keep up with her and never got used for her Mastermind. (It’s a real pity he can’t tunnel in ‘Clix like he can in the comics.) Instead, he worked OK as a cleanup hitter. Not bad, but feels a bit like deadweight. He’s only for the full squad.

______

Nightshade (Captain America #027) 

The PLAN: In between occasional Running Shots, turn The Spot into a buzzsaw of a werewolf.

What really happened: She did just that. In fact, she also functioned well as a tie-up piece, being able to Battle Fury a foe (The Armored Avenger 003, specifically) but keep him from attacking her back! This hottie is no mere eye candy.

______

Mentallo (Captain America #010)

The PLAN: Hydra TA and a bit of anti-Stealth shooting and, later, Outwitting.

What really happened: Well, at least he was able to loan Hydra to the wildcards. Moreover, he served as a Penetrating/Psychic Blast threat to draw fire. Any solid hit other than a KO made him an Outwit threat. Still and all, he’s hardly needed for future heists.

______

Chameleon (Web of Spider-Man #019) 66

The PLAN: Block LOF or tie up someone. Also loan wildcards the Sinister Syndicate TA.

What really happened: He did perform the requisite Stealth blocking, but the real surprise was that he actually landed an Incapacitate attack that swung the team to a victory. I won’t make certain he’s on future jobs, but he’s not as useless as I’d figured on.

______

Rocket Racer (Web of Spider-Man #044) 60

The PLAN: The advance striker, maybe? He needs the Sinister Syndicate TA to actually land attacks.

What really happened: The Intelligencia ATA truly made Racer effective at his intended role; a +2 range boost to his halved HSS attacks isn’t insignificant! He also excelled a bit at being another tie-up piece for the team thanks to his Combat Reflexes. Racer gets the call every time.

______

Puma (Web of Spider-Man #012) 56

The PLAN: The close combat specialist.

What really happened: Despite Super Senses and Shape Change, he only ever took damage and never dealt it. At least he frequently got hit to his Outwit clicks. He’s so inexpensive that he should end up on any and all MODOK’s 11 teams, but it seems he ought to be more effective.

______

The Spot (Web of Spider-Man #051) 51

The PLAN: The only taxi of the team and, possibly, a second melee fighter if Nightshade does her job.
What really happened: This part of the plan went entirely according to plan. Not bad for a screwup of a villain.

___________

Somehow this team managed a 2-0 victory over superior forces, proving that sometimes, crime does pay.

Continuing Heroclixin’s photographic record of Super-Strong figs that can hold objects, again. Here we continue both the DC HeroClix 10th Anniversary roundup and the Halloweeny focus on the freakish with Marvel’s greatest monster at his most monstrous — the Worldbreaker!

 

Worldbreaker (013) holds his token strong, like a boss.

_____

Tomorrow’ I’m highlighting a villain team, something I’m doing more of this month, leading up to Halloween.

Continuing Heroclixin’s photographic record of Super-Strong figs that can hold objects, again. Here we continue both the DC HeroClix 10th Anniversary roundup and the Halloweeny focus on the freakish with this zombified version of the Amazonian heroine:

Black Lantern Wonder Woman (022) holds her token at the knees, between them and the axe “swoosh.”

_____

Tomorrow’s Friday and I’m not sure if I’m continuing my “Fighting Fire with F.U.N.” series or highlighting a villain team I’d like to play (something I want to do more of this month). Maybe I’ll just take a little break. We’ll see.

It took me a lonnnng time to play this team.

Black Bolt (Incredible Hulk 042) 193
Gorgon (Mutations & Monsters) 110
Crystal (Chaos War) + Fantastic Force 5
Medusa (Galactic Guardians) 82 + Fantastic Force 5
+ Kinetic Accelerator 0
+ Dynamostat 0
+ Eleha’al Vine 0
=500 points. It was for the “Turf Wars” scenario (as seen on the “scenarios” page on this site). I’ve been wanting to field Mr. Bolt with his wife for months, but the time or team or total points never seemed right until now.

FIRST VICTIM: Returning player G.O. fielded Sentinel Mark II (Giant-Size X-Men G01), Morgan Le Fay (Chaos War) and Daredevil (Incredible Hulk 021) on the Quinjet map. I had control of the game for the most part, but was unable to KO more than DD for the win. It came down to a final-round miss on a last-click Crystal to save the game for me, because time would’ve run out before I could add a last-click Morgan to my points.

SECOND MARK: Relative newbie Aaron, who ran a full-strength Black Adam (Superman 054), Wonder Woman (Justice League 003) and Batman (10th Anniversary 001) on the Realm of Death. Gorgon rushed in to tie down the threats; after he was KOed, the enemy was in prime position to take massive “Silent Scream” damage from Black Bolt. He’d do this more than once, as Aaron’s team was unable to escape or muster enough fight to stop me. This time I wiped.

FINAL FOE: Vic had a typically strong team of Metron, Brainiac (10th Anniversary 012), Lex Luthor (10th Anniversary 013), Calculator (Arkham Asylum) and (sadly denying Vic the wonderfully F.U.N. theme of an all-chair team) Batman (10th Anniversary 001) again on the Death map. This match swung back and forth a bit, but a crucial late game error killed my potential comeback — having broken walls to gain a single-target Pulse Wave on Metron, I missed the crucial attack. But the move I should have made was to move Crystal to base Metron first, JUST out of BB’s line of fire. That way, even missing wouldn’t have cost Bolt his chances of a followup shot. As it actually happened, though, he was knocked way off his fighting game and only running out of time saved me from a complete wipeout.

Piece-by-piece:

Black Bolt really needs TK and/or Barrier to be playable for his SP Pulse Wave. But as the only taxi for the team and being paired with his wife Medusa for the +1 to AV, it’s a little hard to pull off the mega-move. He’s pretty pushable, at least. In the future, I won’t run him without the Inhumans ATA to help maneuver him into position to explode.

Medusa benefits greatly from the +1 AV. In this game, her free melee Incap was useless about half the time, but

Crystal remained a solid figure, functioning first as the alpha strike that Black Bolt is sadly incapable of being for this team, then as the cleanup pitcher with her unorthodox line of attack via the “Tornado” trait.

Gorgon was nothing other than high-priced tie-up, because I forgot his Super Strength only works on standard objects.

  • + Kinetic Accelerator 0
  • + Dynamostat 0
  • + Eleha’al Vine 0

Nope, I didn’t play a single one. Additionally, as I’ve mentioned before, Super Strength is hobbled by the fact that opponents need not bring a single object to the field — and none of mine did.

________

The darkness continues next week, with a long-awaited all-villain team report!

Some time ago, I previewed this team in a F.U.N. Friday installment:

Morgan Le Fay (Chaos War) 122
Crystal (Chaos War) 105
Black Widow (Avengers Movie) 50
+ Iron Man Briefcase 12
+ Secret Avengers ATA 10
=299 points.

Here’s how it did.

Versus Cleveland’s CW Iron Man, Amadeus Cho, Ka-Zar and GF Dr. Strange on the Prison map, my failure to hit, well, anything, pretty much sealed my loss. That and me completely forgetting to use Morgan’s +2 suPerplex! What?!?

Did better in the next game against Tim’s one-man-army of Thanos (Galactic Guardians 049) on the Gotham Narrows. His bad clutch rolls helped me survive just long enough to maintain offensive ability. I think I still forgot Morgan’s suPerplex.

Piece-by-piece:

Morgan Le Fay: She’s a hoss. With her ability to make herself a hard shot either in close or at range as needed, and her suPerplex for fellow Avengers, and her wildcardness, she’s a highly versatile light tentpole. Her weakness is a great top click that you just don’t want to push off. I used her again in a sealed game (went 2-1) and I’ll play her next on a Pet Lovers theme team with Brightest Day Aquaman, DC75 Wonder Woman and Squirrel Girl, among others.

Crystal: Starting with great Running Shot + Psychic Blast ability, she’s a great threat upfront, until she pushes. Then she’s just mean. Super-Quake from range makes her a threat in all kinds of unrivaled ways. She’s very difficult to defend against; if not for her decidedly average numbers, she’d be a contender for the ranks of broken figures. I’ll always use her on an Inhumans team (did so recently, actually…look for a Battle Report on that in a week) and, perhaps, just for her own sake. This is a great F.U.N. piece.

Black Widow: Unlike the last time I ran her, this time the Takedown SP came into play quite a bit. If I’d remembered Morgan’s +2 Perplex, she might’ve gotten some more hits in. Black Widow (any version) is a favorite character of mine, so there’s little doubt she’ll find a spot on a future team.

Some stuff in this game just ain’t fun.

You know the stuff. The powergamer pieces that represent an arms race to ever-more-broken game effects and keep you from playing that ridiculous “Clix With Serious Tail” team-up of Squirrel Girl and Tigra and Beast Boy and Hellboy you’ve been wanting to play. Or that keep you reaching for the same 20 efficient figures because you don’t want to get dragged EVERY week by the other players doing the same.

Ziran the Tester is chief among offenders in this regard.

I suck your fun out with my hands. MY HANDS!

There are a lot of characters and game elements that can punish opponents with solid power combos, huge damage numbers, ease of attacking and staunch defenses. There aren’t many that punish opponents equally for building such into their team or largely leaving same OFF.

Pretty much any team that could conceivably pass all his tests won’t have a prayer of dealing with his Multi-Attacking 13 AV, 5 damage and 20 Impervious first click. Conversely, any team actually built to take on a powerful colossal like him might have its key players nerfed or dead before the game even starts, because said team is unlikely to pass all (or any!) of the tests.

In order to pass them all, a team has to meet these conditions on the opening click:

  1. -Smoke Cloud: No colossal-killing team is going to waste points on this power.
  2. -Force Blast: Same here. It’s just not a power that appears often on powerful pieces.
  3. -Battle Fury: There’s a chance that this might show on a 600-plus team. But it’s not one to build around.
  4. -Energy Explosion: Same here. It’s a power that just kinda shows up and is rarely used by tough figs.
  5. -Mind Control: Trying to MC a big colossal is pretty suicidal. It’s unlikely to be on a team that can fight one.
  6. -5 Team Abilities: With ATAs and multiple team symbols on characters, this condition is easier to meet than others. But by itself it won’t be nearly enough. And if you’re playing a themed team? Forget it!
  7. -5 figures costing 50 points or less: A true colossal-fighting team might have a cheap “pit crew” of supporters to meet this test. Might. But that’s around 200 points of  non-fighting power you can’t really afford to build to face this sort of monster.
  8. -5 Unique rings: With Uniques far less common in the post-REV era, this one could be a bust. It’s certainly not a prerequisite for battling colossals anymore.And really — needing FIVE of all these things? At 600 points, that’s really tough! If I weren’t the F.U.N. guy (emphasis on the F, for Fellowship), I’d want to slap the guy who came up with this requirement.
  9. -Enhancement: This cheap power is actually likely to make it onto a colossal-kill squad, although it’s a little rare. Better hope you get tested on this!
  10. -Leadership: Similarly, Leadership tends to show up on a lot of opening clicks and on a number of tough pieces. 
  11. -Support: It’s not nearly the must-have power it used to be, and healers are kinda rare. 
  12. -Defend: Similarly, top-dial Defend pieces are a little soft to go against the likes of Ziran. A colossal-hunting team needs to be about maximum offense.

Here’s one of the only Modern Age teams that is guaranteed to pass:

Hawkgirl (Brightest Day) (Battle Fury)
Major Glenn Talbot (Incredible Hulk) +  Hulkbusters ATA  (Enhancement, Unique #1, <50pts #1, TA #1)
Empath (Giant-Size X-Men) (MC, <50pts #2, TA #2)
Sgt. Rock (DC 75th Anniversary) (Defend, Leadership)
Astral Dr. Strange (Galactic Guardian 014b) (Smoke Cloud, <50pts #3)
Agent Coulson (Avengers Movie) (Unique #2, <50pts #4, TA #3)
Tarot  (Giant-Size X-Men) (Unique #3, <50pts #5)
S.H.I.E.L.D. Specialist (Captain America) (Support)
Bob, Agent of Hydra (Captain America) (Energy Explosion, Unique #4, TA #4)
Adam Warlock (Galactic Guardian 032) (Unique #5, TA #5)
GCPD Riot Officer (Dark Knight Rises 011a) (Force Blast)

599 points of “Yay.” This team barely has a chance a dealing any damage to Ziran, much less winning.

So what’s a Heroclixin’ fan to do, knowing that in any game of 600 points or higher this colossal killjoy might show up to spoil your F.U.N.?

Answer: Boost the U-factor (Utility and Usefulness) of your otherwise Friendly and Nifty team with the 33-point Donald Blake (Chaos War).

Not only does the good doctor pass one of the tests (Support) and possibly two more (below 50 points, possible ATA), but he also can either A) heal up victims of Ziran’s test penalties or B) absorb  4 of the 6 clicks Ziran doles out upon complete test failure, leaving your more important figures barely hurt, if at all.

Thus Ziran’s effect on your game is blunted. Of course, you’ve still got one of the most powerful colossals in the game to contend with, but at least you’re not at half-strength from the get-go!

_____

This is a bit of a sneak peek at what I’ll be writing for much of October, the Halloween month. ‘Cause there’s a lot more in HeroClix to be scared of!

 

 

The Scenario: 300 points of nothing but Alter Egos.

My F.U.N. team: Bruuuuuce!

Bruce Wayne (Dark Knight Rises 202) 80
Bruce Wayne (Dark Knight Rises 003) 60 + Alias 3
Bruce Banner (Incredible Hulk 002) 55
Bruce Banner (Incredible Hulk 202) 50
Bruce Banner (Avengers Movie 002) 40
+ Iron Man Briefcase 12
= 399 points, plus, of course, alter egos Batman (Dark Knight Rises 201), The Dark Knight (Dark Knight Rises 001), Hulk (Incredible Hulk 001, 043, 201 and Avengers Movie 014 and 202).

FIRST I faced a team of all A.I.Marines, one fitted with a full Gauntlet. That made all my Outwit useless down the stretch, leading to a loss after I rather overconfidently left the 80-point Bruce open to ranged shots (it was the Bridge map) and forcing me to Mastermind damage without being able to effectively retaliate from range myself.

In the SECOND round, I picked Bizarro World against another largely A.I.Marine crew led by General Thunderbolt Ross (Incredible Hulk 208). His Air Strike did little but get me to AE clicks faster. But again my lack of range denied me a lot of attacks, and the few I made were theme-Probbed into misses — and another loss.

FINALLY, I faced an assortment of AEs: Donald Blake, Bruce Banner (Incredible Hulk 002), Matt Murdock, General Thunderbolt Ross 029, Rick Jones on Bizarro World again. This time I had figured out how to get the lines of fire I needed. Unfortunately, I got too aggressive with the 40-point Bruce and lost him before transformation, costing me that match as well.

Piece-by-piece:

  • Bruce Wayne (Dark Knight Rises 202): The one piece I’d never run and the tentpole of the team, big Bruce was my main offensive threat with Outwit and 10 AV. He could also Mastermind damage to pals. I depended too much on that in my first game when I should’ve trusted his Batman Ally TA instead. I found myself in an unexpected quandary in the late game more than once: his damage value is HIGHER on his first AE click than on the Batman 201 piece. It was a tough decision to give that up to switch!
  • Bruce Wayne (Dark Knight Rises 003) 60 + Alias 3: His 18 DV + Defend kept me in the first match longer than I had any right to after my non-use of the bigger Bruce’s TA. Never switched to AE, thanks to forgetting to use Alias to possibly avoid a one-turn KO.
  • Bruce Banner (Incredible Hulk 002): His Perplex was badly needed by this low-AV, low damage team. But of all the team, this Bruce was the first one to AE every time. Worse, my opponents had little problem rolling doubles to KO Hulk 043 in the first two rounds before he could land a single attack. Disappointing.
  • Bruce Banner (Incredible Hulk 202): Yet another Outwitter for the team, this Bruce had the advantage of being able to auto-AE once hit. Unfortunately, Hulk 201 missed his must-land attack (thanks to multiple theme rerolls) and got perforated on the next turn with ease.
  • Bruce Banner (Avengers Movie 002): never got to switch in either Hulk…always KOed too soon or just too late to get to the clicks.

Simply put, this team was just plain outgunned. I’d like to try a different build in the future when we have a new Bruce Wayne to add, or one where I can field the force-shielded Bruce Banner (Incredible Hulk 101) for a little more offensive oomph. But I probably ought to keep “Bruuuuce” on the sidelines for tournaments and save it for friendly home games only.

Played this 600-point theme in a 4-way about four weeks back.

Thundra (Incredible Hulk) 88
Medusa (Incredible Hulk) 82
Spider-Woman (Chaos War 037) 82
Invisible Woman (Chaos War) 80
Wasp (Chaos War 030) 77
Scarlet Witch (Chaos War) 75
Tigra (Chaos War) 57
Wasp (Fast Forces) 50

=591 points. Won map and picked the Dawn of Time with Time Zones, facing a Star Trek Away Team with the LE Mr. Fantastic and Avengers Black Panther to fill points; a New 52 squad anchored by Hawkman, two Green Arrows and some JL Dark folk; and a Hand crew complete with ATA.

Here’s how the figures shook out:

Thundra (Incredible Hulk): Racked up the early kills with KOs of an Arrow and Hawkman (her marked man) in succession. Telekinesis helps her a great deal. She might’ve done even better if not for a late-game misplay pitting her against not one, but TWO figs with Exploit Weakness.

Medusa (Incredible Hulk): The Inhuman queen hardly did more than get an occasional Leadership roll (always apart from her underlings) and take damage. Landed on her glorious Flurry+Blades clicks only to miss badly and get KO’d. A royal disappointment that I hope fares better when I one day run her with her taciturn mate, Black Bolt.

Spider-Woman (Chaos War 037): Her Pheromones SP is clutch. Unlike, say Perplex, which goes away with damage, her stat-modding ability lasts all round. She very much aided Thundra’s early production.

Invisible Woman (Chaos War):  Came soooo close to getting that free heal trait to work. Darn my inattentive placement of Spider-Woman…!

Wasp (Chaos War 030): When this piece showed in the 2012 World Champion match, I was both gratified and unsurprised. She’s fragile as all get out — I lost her in 2 light hits — but can really swing a game your way. I must’ve landed six straight Super Senses rolls. It’s just a shame that she spent virtually 75% of the game tied up by White Tiger and couldn’t back up the rest of my team for the 25% that mattered.

Scarlet Witch (Chaos War): TK, Perplex, PC and Mystics made her the perfect support role player of the ladies. Even her inability to fly proved useful. Expect to see her in a Top Ten list in the future.

Tigra (Chaos War): Her low DV keeps her from absolutely buzzsawing through any game she’s in, including this one. She still racked up more than her point cost tonight.

Wasp (Fast Forces): My mobile Perplex, then Outwit piece. Definitely needed by this sisterhood dealing all-too-ladylike light damage.

_____

This was a F.U.N. team for sure, with enough juice to challenge all teams — I actually had traction against all thrre other forces — yet with the obvious Neat theme and no unFriendly elements.

I’m part of the judge staff at Dragon*Con this year, and I might be called upon to play a bye round in the event of uneven pairings.

Here’s what I’d play in the final event “Trials of Dragon*Con”:

(1-25) Checkmate Pawn (Black) 25
(26-50) Catwoman (Unleashed) 50
(51-100) Luke Cage (Cap America) 98
(101-150) Monica Rambeau (Giant-Size X-Men) 139
(151-200) Crispus Allen 197
(201-250) Apocalypse (Mutations & Monsters) 250
(251+) Iron Man/War Machine 300

And that wraps up my Dragon*Con bye round teams. Stay tuned to Heroclixin’s battle reports to see which, if any, actually got played and how they did.