Heroclixin’s photographic record of Super-Strength characters who can hold their own object tokens continues! Today we’re looking at Zangief, the Russian wrestler from Street Fighter!

It’s not as secure as it looks! You have to jam the token between his hip and the red spin trail. (It’s not like you’re going to be holding it for long anyway before you use the Street Fighter TA to move and spinning-piledrive someone with it.)

Be back next Tuesday for another edition of Token Totin’!

Heroclixin’s photographic record of Super-Strength characters who can hold their own object tokens continues! Today we look at an occasional teammate of last Tuesday’s Token Totin’ figure (Bane), the goth-y Black Alice, who holds her token similarly:

 

Bet you didn’t realize her hand wasn’t glued to her extra sculpt element, either!

Be back Thursday for another edition of Token Totin’!

Continuing my new feature (replacing “My Custom Mods”) in which I talk a bit on how I selected artwork for feats and battlefield conditions that didn’t come with art, originally, let’s look at:

I had to move the text up higher on the card considerably to make room for the art, and at this early stage of the CardArt project (when I wasn’t even very serious about it), I did a lot of things pretty sloppily. If you look closely, you can see where I just moved the text, background and all.

Even more problematic was the art. Though the inspiration was never in doubt — it was from the conclusion of a JLA arc in which half the team was mind-controlled by villain Despero into fighting the rest — the scan was an issue, given that the double-paged spread had a big honking seam in it.

The final version of the card is mostly corrected in Photoshop, but you can still totally see where the seam was. It’s certainly better than my original effort, though:

And it’s crooked, to boot. As I’ve said, I didn’t care so much back then.

Heroclixin’s photographic record of Super-Strength characters who can hold their own object tokens continues! Today we look at a remake of one of the earliest Token Totin’ figures, Bane!

Despite — or because of — the Bat-breaking sculpt, Bane can hold a token in addition to Mr. Wayne.

Be back Thursday for another edition of Token Totin’!

This is a new feature (replacing “My Custom Mods”) in which I talk a bit on how I selected artwork for feats and battlefield conditions that didn’t come with art, originally.

Last time, I debuted with Madness. I’m sticking with Icons’ Battlefield Conditions for the next installment, INFILTRATION:

There’s no one better suited for the card art than Batman, but I’m not particularly a fan, so I didn’t own many comics starring the hero. Fortunately, I was an occasional reader of  JSA. This image came from an issue of JSA in which ol’ Bats is caught sneaking around a crime scene. And honestly, I can’t think of many other images of Batman that better illustrate this BFC!

When guest writer Morrison began his review of characters with the Soldier keyword, the Captain America set was still only half-revealed. Well, there were enough standout military-style pieces to warrant this, his final segment. Enjoy!

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 Captain America (Captain America #001)

Few pieces come this good. At under 90 points his combat values are excellent, with 4 clicks of 10 or better attack, an 18 starting defense, and the ability to crack Invulnerability on every click. Oh, and did I mention he has Perplex? A great leader (even without Leadership) or a great solo fighter, the former Bucky has learned well.

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Howling Commando (Captain America #201)

Both versions are good, but for this review look no further than Howling Commando (201b). Here’s how you should use him. Your force moves out. He walks into Stealth and starts Perplexing. 40 pts is a bit much to invest in a 2 trick pony, but positioned well, that Stealth should keep him on the top click for a while. He is also the cheapest source of Perplex for soldier and certainly the most useful for low cost.

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Nick Fury (Captain America #207)

Not quite Nick Fury: Director of S.H.I.E.L.D., but this guy has what I would call effective dial design. Early high movement and Stealth mean that you should position him in hindering terrain where others can’t see him, then next turn push him to get to the Outwit. Say, that strategy sounds an awful lot like…

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Captain America (Captain America #040)

Another solid Cap. For 83 pts, three clicks of 11 attack and a chance to deal either 3 damage to two hit characters or have a 20 def at range ain’t too shabby. As far as keywords go, this is WWII Cap. Despite a low tail end defense, you might actually get to use that late Outwit. Hit the Hun! Buy Liberty Bonds!

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Crimson Dynamo (Captain America #042)

In Soviet Russia, scientists make power armor-man as good as dirty capitalist American Stark, no. Dimitri deserves a place (like War Machine) on both the Armor and Soldier review. The Indomitable ability makes him truly a powerful primary ranged attacker.

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Darkstar (Captain America #043)

For that free Smoke Cloud trait alone, Darkstar has a place on many teams. A suggested strategy: play her with a squadron of S.H.I.E.L.D. snipers — er, KGB operatives. Push to use Telekinesis in your early turns to set up your force and enjoy the 3 damage Penetrating/Psychic Blast.

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Ursa Major (Captain America #044)

Beast Boy, eat your heart out. Take a look at the offensive potential on this guy. At 102 pts, this beaststick will be found on many teams. I dig the Invulnerability and Shape Change combo. If feats are allowed, Not So Special makes this guy an even bigger threat.

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Captain America (Captain America #060)

For 68 points, I just don’t see how you can argue with indomitable, 12 attack, and 3 damage. Steve here certainly provides a lesson in diplomacy by any means, and patience.

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The Captain (Captain America #062)

A very steady and powerfully consistent brick for a decent cost. Between its placement and the prevalence of Outwit, Cap’n Hammer will only rarely see that 12 attack. But it’s still there.

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Ursa (Superman #044)

Ursa is another great figure to have that treasured combo, Running Shot and Penetrating/Psychic Blast; her unique twist is 4 damage and that she ignores Stealth (while herself having some). As only a rare, we can be sure that she is going to see some major tournament play. She tops it all off with Superman Enemy team ability, which while good, is only good if you have other figures with the ability. Figures like…

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"KNEEL."

Zod (Superman #053)

Zod offers some straitforward offense, and then offers some very tactical options with his special damage and speed powers. This guy will definitely be giving the big blue boy scout some grief, and will only be giving it harder with some friends around.

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 And that concludes Morrison’s look at Soldiers. Thanks for reading!

Heroclixin’s photographic record of Super-Strength characters who can hold their own object tokens continues! Today we’re looking at how the rest of the candidates from the new Captain America set (having already seen LUKE CAGE, Power Man) tote their tokens:

The Secret Warrior, Stonewall:

You can just barely wedge it between the edge of the base and the rivets on his armbands.

Jack Flag, latest member of the Guardians of the Galaxy:

It wedges under his mask!

The villainous Mister Hyde:

Wedge it between his forearm and left thigh.

The robotic Super-Adaptoid (who doesn’t have Super Strength but can gain it through his SP):

Another one that fits in the stat slot and under chin.

Armadillo:

This one's a tad tricky. It barely wedges, at an angle, under his forearm and on the base.

and last but not least, Winter Guard strongman Ursa Major:

In Soviet Russia, workers are carrying TWO objects for glory of Motherland!!!

Be back Tuesday for another edition of Token Totin’!

Heroclixin’s photographic record of Super-Strength characters who can hold their own object tokens continues! Today we’re looking at our first candidate from the new Captain America set, LUKE CAGE, Power Man!

 

Note that you have to wedge it under his arm from behind, or it won’t work.

Although this really ought to be your go-to Luke Cage for any game you ever wanna use the character in from now on, there might be instances when you may wish to field the other versions: LUKE CAGE from Avengers, POWER MAN & IRON FIST from Secret Invasion and POWER MAN from Fantastic Forces:

All three hold tokens fairly easily, though the FF one does so even more tenuously than it looks here.

Be back Thursday for another edition of Token Totin’!

This is a new feature (replacing “My Custom Mods”) in which I talk a bit on how I selected artwork for feats and battlefield conditions that didn’t come with art, originally.

See, back in the early days of feats, both Marvel and DC cards bore art from the comics:

But ever since Icons, DC cards have been bare. That’s apparently because DC has a different license for reusing comic art that makes it more expensive compared with Marvel. Therefore, we’ve not seen actual art on DC cards.

Well, I decided years ago to, as a hobby, add artwork to scans of all the then-extant cards. The project languished for most of those years until, in a whirlwind of scanning and Google-mining, I completed it sometime last year and added the results to the Pix and Downloads page of Heroclixin’.

Enough intro. On with the feature!

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Although I hate using this BFC, one that only hurts and rarely helps, the classic image from the classic 1988 Joker story “The Killing Joke” by Alan Moore and Brian Bolland was the obvious choice for this mad, mad card.