"They fight...and fight...and fight and fight and fight...fight fight fight, fight fight fight..."

My pal Lenny recently challenged me to another of our long-running clix duels, in which he picks a favorite theme to pit against one of mine. The last one we did was his Hulks versus my Iron Men. We’ve also done his Guardians of the Galaxy against my Inhumans, his JLA and my Avengers, and — three times — Asgardians against enemies of Asgard.

I’ve won every single contest so far, despite his cheesing it up a bit with feats while I tend to go pretty minimalist with the cardboard. Somehow his must-hit dice rolls always crap out while mine are toasty.

He’s not giving up, though. Just the other day, he sent me this note:

“Hear ye Loki and Surtur,

Though ye were indeed victorious against us and the brave Warriors of Asgard on the battlefield in times past, we are no cowards to turn tail and run when the enemy be formidable or beaten dogs to meekly admit the war is lost when one battle goes against us. This day I do once more throw down the gauntlet and challenge thee to battle again on the Rainbow Bridge of Asgard, Thee and all Thine allies against The All-Father Odin, Thor Odinson & all the Warriors of Asgard. If thou dost accept my challenge, thou hadst better be prepared to fight for thy very life. This time the magic of the dice will not avail thee, nor will all thy wiles and trickery. Even the combined might of all the foes of Asgard and the Evil Power of Surtur the Fire Giant will not prevail. This time, mark my words, THERE WILL BE A RECKONING! FOR ODIN! FOR HONOR! FOR GLORY! FOR ASGAAAAAAAAARRRRRRRD!

signed:
Thor Odinson

Not to be outdone, I wrote him an in-character reply:

“Dear Brother:

It is with regret that I most likely say thee nay to thine challenge, as our ranks art depleted somewhat.

Hela hath departed for realms unknown (in return for some small lucre); loath though I am to admit it, she was central to our successes in the past.

Additionally, Kurse hath retired from the organization. Fenris Wolf hath been put down to sleep. Pluto, gone to Hades. Seth, to wherever he cometh from.

Simply put: I hath no staff. Good help is so hard to find. Perhaps if I had some aid from a Frost Giant or two…but no, the Norns hath not been so kind as to supply me with my kin.

But, brother. It wounds me to detect a note of bitterness in your missive…that you suggest that we won by trickery or enchanted dice. As if moi would ever stoop to such base and craven means! Such jealousy doth not become thee, brother.

However, I do entirely accept your statement that my wiles led to our victory; in that, you speak true. Loki shall ever be your better in matters of the mind, Thor. 

Sincerely:
Loki Laufeyson

P.S. Perhaps we can yet come to an arrangement despite my thin ranks. I do so love humbling the proud Odinson.”

This is what Heroclix is all about…the fun. What sort of friendly trash-talking do you do? Post your comments…but keep it clean!

Continuing the photographic record of Super-Strength characters who can hold their own object tokens, today we’re looking at the Gorillas of DC 75:

Naturally, this also works for Grodd from the same set. (Not Solovar, though…that poindexter has too many mental powers and no Super Strength.)

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

A few weeks ago, WizKids unveiled a pair of convention exclusive figures to be made available at GenCon, the collectible gaming industry’s biggest summer convention. One was a new version of Wonder Woman, in her current (and kinda cruddy) new costume:

But darn if the actual miniature doesn’t look great:

…and it’s got a dial worthy of the character to boot. This is my #1 wanted HeroClix figure this year…maybe EVER. (It’s strange, because I’m not especially a WW fan.)

Anyhow, it got me thinking about Wonder Woman, the many variations her uniform’s gone through across the decades and how many have appeared in HeroClix, and, most importantly, how awesome it’d be to play ALL of them at once:

Diana Prince (The Brave and the Bold) 32
LE Diana Prince (The Brave and the Bold) 43
Wonder Woman (Origin) 51
SR Wonder Woman (DC 75th Anniversary #051) 100
Wonder Woman (Legacy) 106
Wonder Woman (DC 75th Anniversary #W-8) 172
Wonder Woman (Unleashed) 198
Wonder Woman (Blackest Night) 215
Wonder Woman (Arkham Asylum) 248
+ Yellow Lantern 5
+ Kinetic Accelerator
+Generator
+ Amazon ATA 28
= 1198 points.

Each WW is wearing a different outfit she’s worn*. Hence, no Icons, Cosmic Justice or DC 75th Anniversary uncommon since the classic armored swimsuit’s well-represented in the Arkham Asylum version (whom I call “Brickhouse” WW).

I brought this team to a 1200-point no-feat Golden Age game in which only outdoor maps could be chosen. I knew I’d potentially have colossal problems with enemy range using this largely close-combat oriented team, but I figured to overcome that problem with White Lantern WW’s Telekinesis, the Accelerator, and WW-on-a-horse’s ability to use HSS until I could get the Amazons into close quarters.

I didn’t realize this event was intended to encourage actual colossals. But I suppose I should have guessed.

Did the team overperform against incredible odds? Or did it meet the fate of NBC’s would-be Wonder Woman TV series and just fail? Find out in this space…next week!

* OK, so technically, the Legacy outfit was her mother’s. But you know they shared clothes all the time. 🙂

Continuing the photographic record of Super-Strength characters who can hold their own object tokens, today we’re looking at the “star” of last Friday’s joke post, Superman:

He might have the saddest, most boring sculpt in the game, but at least he can hold an object just fine.

Be back Thursday for another edition of Token Totin’!

Although I usually devote Fridays to  F.U.N. teams or F.U.N. character reviews, I’m trying out a different feature this week: the Friday Funny!

After all, HeroClix is a very amusing game if you don’t take winning and losing so stinking seriously.

Case in point: Some months ago, various HCRealms members did an amusing thread featuring the infamously boring, static and just plain bad Superman sculpt from DC 75th Anniversary:

I call 'im "Muscle-Suit" Superman.

Anyway, here was my contribution.

...Even the alternative Intelligent Design theory can't explain this one.

The “Thor” film is good…good enough to easily carry its share of the Marvel Studios load to make Avengers work next year. Fittingly, the comic god of thunder can tote his tokens in HeroClix as well, leading to this all-Thor edition of Token Totin’…on his day, no less (as Thursday is a corruption of Thor’s Day). Starting with the Hammer of Thor fig:

Fit it behind his right helmet wing and his hammer arm for best results.

It’s a bit tenuous. You may have to try a few spots before you find the one that works with the way your particular HoT Thor is bent.

The oft-feuding brothers Thor & Loki work together to tote the token:

Wedges easily between Thor's cape and right knee.

And there’s absolutely no shortage of ways for Thor’s Mighty Chariot to haul objects.

Back to normal, non-duo figures. Supernova Thor has an easier time of it than his HoT successor:

Also in his armored 286-point iteration:

And though I again don’t have the actual piece, this is one I’ve tested and mocked up in Photoshop…Clobberin’ Time Thor:

But…wait. Wasn’t there one more Thor sculpt? Yeah…

…but he’s devoid of actual Super Strength. (‘Cause he’s not really Thor. Not really.)

Continuing the photographic record of Super-Strength characters who can hold their own object tokens, today we’re looking at…um…(looking through my photos file) bashful Benjamin J. Grimm:

See how the token fits between his fingers, there? NICE. Be back Thursday for a special edition of Token Totin’!

Finally at the end!

The #2 WINNER is:

BATTLE FURY

Battle Fury has long been little more than a detriment: it keeps one from making ranged attacks or being carried. Sure, it protected one from Mind Control, but how often does that help ya?

Well, it’s finally gotten a couple of upgrades. First, it now ignores that other light-blue power…Incapacitate. Second, it ignores Shape Change (including the variety used by the Skrulls/Danger Girl team abilities). And, of course, the power retains its other qualities, especially its discounting effect on point cost.

With a pair of completely positive changes and no drawbacks, Battle Fury is nearly the biggest winner of 2011’s ruleset.

The #2 LOSER?

GIANTS.

Otherwise known as Giant Walking Targets, these tall ones have always been magnets for ranged attacks, and the introduction of multiple elevations to the game does nothing to alleviate that weakness…it maybe makes it a little worse.

But the biggest harm they suffer has nothing to do with their own abilities, but rather a change to another. Friendly Giants can no longer be moved with Telekinesis. This used to be a nice little way of addressing Giants’ difficulty in getting into a fight without being shot to pieces first, or getting them out of trouble. It’s gone now.

Another game change is the removal of canceling. Until now, a character could cancel its powers/abilities during a turn. This was good for a few characters who possessed the Giant symbol via a Special Power, allowing them to “shrink” to normal size for a turn and avoid enemy lines of fire — something other Giants can’t do. Now these part-time Giants (Crisis Mordru, M+M Box and especially SI Yellowjacket Skrull) are just as vulnerable as the regular ones.

Giants do get a few new plusses: they can interact with higher elevations at will (though that works both ways for line of fire), or carry regardless of tokens (though only on move actions) and their Great Size and Giant Reach abilities can’t be countered. But their inherent positioning issues are still too big a liability, making them nearly the biggest losers of all.

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And the #1 WINNER after the 2011 rulebook kicks in May 1st is:

PULSE WAVE

It’s always been the ultimate answer to any power in HeroClix.

  • Stealth blocking LOF? Not to Pulse Wave.
  • Impervious target? Not to Pulse Wave?
  • Your opponent keeps forcing rerolls with Prob Control? Not if they’re Pulse Waved.

Basically the only defense against it was to hide behind blocking terrain or a Barrier. But when the 2008 rules shut down ranged attacks in adjacency, Pulse Wave got its own rock to its scissors — a tied-up PWer couldn’t use the power, as Pulse Wave is a ranged attack.

That’s no longer the case in 2011. Pulse Wave can now be used even when based. This is super for every single character with the power, ranging from the great (Hammer of Thor’s Odin and Ultron just got terrifyingly stronger still) to the small (Arkham Asylum’s Human Bomb and Johnny Sorrow are smiling now, even though you can’t see their faces). And the ever-frightening Nova Blast feat will certainly come back in vogue for Golden Age games.

This fantastically simple yet powerful improvement to one of the game’s strongest powers makes Pulse Wave the #1 winner of the 2011 rulebook!

The #1 biggest LOSER on May 1st?

TRANSPORTERS’ MOVE AND ATTACK

Apparently undercosted at its inception and even moreso once true Hypersonic Speed lost its second option, the powers that be decided to remove its ability to fire at full range. This doesn’t affect those with no range, but folks like GX Archangel and FF Hawkeye take a hit.

Um...Aquaman...? The new rules kill Manta enough. You don't need to kill him anymore.

(And, frankly, Brightest Day Aquaman’s latter-dial doesn’t dig this change so much, either.)

With a huge negative and no counterbalancing positives, Move And Attack is the biggest loser with the 2011 rules. But that won’t stop anyone from using it if they’ve got it!

Thanks for reading!

The #4 WINNER(s):

MULTI-ATTACK / QUAKE / MIND CONTROL

Originally, I had saved this slot for Multi-Attack alone. The power action has gotten a hefty upgrade, allowing for ANY two actions rather than just two power actions that attack. (Thus, CD Spectre can, at last, Phase in and then Psychic Blast for massive damage. But note that he can’t get two of the same action, per the new “once-per-turn” global rule on free actions.) But, as I realized that the only characters with the ability were Colossals, I just chalked up this rule change along with the other boosts Colossals got.

Then I considered two other powers that got nothing but better, Quake and Mind Control. Instead of capping higher damage at 2, Quake now boosts even lower damage to 2 as well. And Mind Control’s minimum range is 4, instead of only granting the 4 range to 0-range figs with the power. Nice!…

…until I noted, like Multi-Attack, hardly any characters benefitted from either change. Only 20 of thousands of HC characters have Quake and under 2 damage. Meanwhile, only about TWO characters in the whole game have Mind Control and a range less than 4 but greater than 0.

Therefore, Multi-Attack, Quake, and Mind Control tie as #4 winners. All got simpler and more effective upgrades, but only a tiny handful of figs benefit from it.

Meanwhile, the #4 LOSER is:

"DAMN! Spotted me."

STEALTH

It’s long been an inexpensive power with a big impact, making its users practically invulnerable to range-based powers in this range-focused game. It was also a pain for friend and foe alike when trying to draw line of fire to use Perplex or Probability Control. If you forgot to cancel Stealth on your turn, you couldn’t PC that crit miss into something less injurious.

Now, though, it’s only effective on opponents’ turns, making it simple to Perplex Batman before taking that shot. But…the enemy also has no problem PCing that crit hit into something less injurious.

If the change to the power itself was the only issue Stealth had, it wouldn’t be this high on the losers’ list. But a couple of other rule changes negatively affect the black Speed power:

  1. Immobile objects no longer leave debris. Fielding the blue-ringed Special Objects used to be a way to guarantee a customized bit of permanent hindering terrain for the Stealthers, but this game-streamlining rule change removes that option.
  2. Telekinesis can use objects to attack targets in Stealth. The final ruling on this hasn’t been delivered, but the intent is plain; because TKing an object into a square is drawing line of fire to the square, not the character, it gets around Stealth’s usual blocking of said line and allows the ranged attack.

These are a couple of big knocks for Stealth. It’s still one of the most viable powers in the game, but it’s nevertheless one of the biggest losers of 2011’s rule changes.

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The #3 WINNER is:

LEADERSHIP

Wait…wasn’t this a loser? Yes, it is…

…if you use it the old way by putting just one little Leadership piece on the team (because successful rolls didn’t stack anyway) and using some feat like Contingency Plan or Inspiring Command. Adding more Leadership was rarely a good use of points (again, because of the non-stacking), and it was really wasted on higher-cost characters since you couldn’t use the extra actions anyway, usually (except, again, in the service of a feat like Contingency Plan). With the lower chance of Leadership even working, using the power in such a minimal fashion has become a losing proposition, making it the #9 loser.

But, as you see, it has placed very high on the winners’ list. Here’s why:

  • A cheaper adjacent ally gets to remove a token. This is new incentive to use the high-point Leadership pieces that were wasted on the power before.
  • The extra actions gained by additional Leadership rolls now stack. This makes fielding multiple Leadership characters beneficial instead of a near-total waste.

If not for the lower chances of a successful roll, this could’ve easily been the #1 winner of all the 2011 rulebook changes.

The #3 LOSER:

The THEME TEAM

First, generic themed teams got a little harder to build. Instead of needing 1 character for every 100 points, you now need 3 for every 300 points, 6 for 301-600, 9 for 601-900, and so on. Worse still, they only get ONE theme team Probability Control per 300 points; gone are the days of swarm teams loaded with “Probs.”

Named keywords (the new term for “non-generic”) didn’t get it quite as bad, only needing 2 characters and getting 2 uses of themeProb at each level. (Unfortunately, that makes certain 400-point themes impossible.)

Additionally, it’s the themeProb itself which has changed to the detriment of both:

  • it can’t be used by characters lacking the keyword. That excludes pogs or certain Alter-Ego-style variants brought into the game like DC75 Beast Boys or GX Jamie Madrox.
  • it can’t be used by actual Probability Control figures like Scarlet Witch or Rip Hunter.

It did get a slight boost in that only non-free actions keep one from using it. But yeah…theme teams lose pretty big in 2011.

Welcome again to F.U.N. Friday, where I share team builds that are Friendly yet Useful and, above all, Nifty.

Once I got Harley Quinn and Poison Ivy, the Super Rare duo from The Brave And The Bold set, and  The Holiday Killer from same, I was finally able to build a decent Batman Enemy-centric team for a 700-point Modern Age tournament:

Harley Quinn and Poison Ivy 175
The Joker (Arkham Asylum) 97
The Penguin (Arkham Asylum) 70
Firefly 68
Harvey Dent (Arkham Asylum) 67
Edward Nigma 60
The Holiday Killer 43
Catwoman (Batman Alpha) 40
Henchman (Arkham Asylum) 40
Henchman (Arkham Asylum) 40

= 700 points.

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Harley Quinn & Poison Ivy 175

They’re quite pushable, gaining Perplex and Stealth on their 2nd click, so I won’t shy away from using Running Shot to gain a bit of initiative in offense. Harley’s super-Outwit makes me almost hope they get hit.

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The Joker (Arkham Asylum) 97

His 11 AV isn’t quite as vital anymore for Batman Enemy teams now that wild cards can loan the team their attack values again. He’s also pretty fragile, with zero defenses outside of Stealth and a little Probability Control. But his 8 range is key in damage-dealing, and he has some help on this team, namely:

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The Penguin (Arkham Asylum) 70

17 Defend and flying really helps the mostly ground-pounding Batfoes. Heck, to the degree that Penguin takes enemy fire instead of more threatening targets makes him worth every point.

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Firefly 68

The other flyer of the crew and the most mobile attacker, Firefly gains a lot when teamed with better Batman Enemies and an Enhancer or two.

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Harvey Dent (Arkham Asylum) 67

Stealthy Outwitting Willpower with Flurry. Any questions?

Well, there’s also his singular ability, on this team, to not be forced to cluster with the rest to be most effective. Makes him a fine tie-up piece or hidden supporter with equal ability.

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Edward Nigma 60

Most put him on the team for his ability to allow a teammate to act turn after turn, but that power was barely used in my games. No, he was instrumental for his Outwit and especially his Enhancement, which made a threat out of so much else on this team.

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The Holiday Killer 43

Stealthy Outwit to start, a simple push to 11AV to share with other Batfoes and another 8-ranged threat for under 50 points. Even with the short dial, what’s not to like?

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Catwoman (Batman Alpha) 40

Long-lived tie-up piece that’s pushable to much better clicks. Better still, she was ripe for taking theme-PC tokens or Mastermind damage at any time.

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Henchman (Arkham Asylum) 40
Not really the best choice to double up, still they’re quite useful on this force. Batman Enemy and E.Nigma’s Enhancement turn them into threats instead of just Mastermind fodder, and their self-Perplex SP offers a third method of improving their combat ability. Still, for half the cost the normal AA Street Thug works nearly as well. In a future run, I’ll just go with a single Henchman and fill out with Thugs.