Welcome again to my once-or-twice weekly presentation of characters with Super Strength who can hold their own object tokens.
In anticipation of the upcoming Lantern-heavy DC 75 set, here’s Arkillo, who totes his token in an unusual way:
🙂
I’m away from my computer, celebrating the Thanksgiving holiday with family. But in case you’re visiting today, I thought I’d schedule a relative feast of pics for you.
In fact, because it contains a Thanksgiving dinner scene, the nerdcore 2002 film Spider-Man has become something of an annual broadcast tradition. So enjoy this Spider-centric edition, and have a happy Thanksgiving!

"Is he strong? Listen, bud...he's got radioactive blood!" From left: Vet Spider-Man (Sinister), Spider-Man (Avengers), Unique Spider-Man (Armor Wars), Unique Scarlet Spider (Sinister), Spider-Woman (Secret Invasion) and Spider-Girl (Secret Invasion).
Not to be outdone the Spider-ladies can heft their heavies:
Finally, here’s one more Spidey for you, the LE from the 2007 Sinister set:
Don’t have the latest Spider-Men pictured yet. But if you readers have any photos of HeroClix characters holding their objects, send ’em to me at heroclixin@yahoo.com with your name/screenname and location. If I don’t have that character pictured, or you’ve shown me a new way of Token-Totin’, I’ll publish the pic in this space and give you credit.
In an effort to more regularly update my blog, I’m adding 2.5 new features to the site!
I’m already doing My Custom Mods on Mondays, even though I’m currently running low with only 12 or so left in the can (which is one reason I wasn’t so gung-ho about getting the latest mod up yesterday). I don’t see many new mod projects coming up in the near future, so I may need to replace this feature with a new one soon. Any ideas?
Next is Token-Totin’ Tuesdays/Thursdays, which begs some explaining.
Ever been annoyed when an opponent Charges his boot speed brick in to smack your guy for 5 clicks with an object you thought he was standing on, not holding?
Yeah, me too. People forget that the game rules state that when a character picks up an object, the player must “Immediately place the object token someplace that indicates the character with Super Strength is carrying the object.”
It ought to be obvious when a Super-Strong character is hefting an engine block and not sitting on it. And, surprisingly, it easily can be!
These are toys, and anyone who was once a boy knows that action figures need to be able to hold their weapons. So I did a survey to see which sculpts, of the characters with Super Strength (or a Special Power granting use of same), can hold a standard object token somewhere — anywhere — on the sculpt. The only criteria is that the token should be able to stay on the model with minimal assistance while moving the figure on the board.
This new feature, then, is simply a once-or-twice-weekly photograph journal of how every character with Super-Strength can hold the standard HeroClix object token.
Some will be obvious. Some, surprising. Some, hilarious. All will make your little plastic superhero gaming that much more awesome.
First up: ATOM SMASHER from the DC Giants Collector Set!
Make sure you balance the token on his right hand’s knuckles and on the wrist band of his left arm.
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Wednesdays will be battle report day. If I’ve had a HeroClix match the previous week (and I most likely have), that’s when it’ll be posted. Add it to your reading list along with your new comics! 🙂
Thursdays will add a new Token Totin’ pic (or possibly double up if I missed Tuesday). Then, on Friday, I’m starting a new feature: Friday Force-Building, where I’ll talk a bit about pre-built team ideas. Maybe they’ll inspire your teams for the weekend’s games — or you can inspire me and others with yours listed in the comments!
What do you think of these ideas? Comment below!
Being a HUGE Aquaman fan, he was the first character I had to try out from the brand-new Brightest Day Action Pack. I did so in a friendly home game against a pal, who played his own BD figs Martian Manhunter, Aquaman, Deadman, Hawkgirl and Captain Boomerang versus my Atlantis-themed team:
Namor (Secret Invasion) 150
Tempest 116
Aquaman (Brightest Day) 105
Atlantean Warrior 35
Atlantean Warrior 35
Atlantean Warrior 35
Walter “Prof” Haley 7
Dolphin 6
Mera (Crisis) 6
+ Blue Lantern 5
+ Opened Hydrant 0
+ Dynamostat 0
= 500 points.
This was Modern Age, so no feats or battlefield conditions. Thomas won the map roll, so he picked the Crater map.
Fortunately, I knew how I wanted to approach this not-so-watery map: by placing my Opened Hydrant in one of its special squares to ensure my team was always well-hydrated. 🙂 Thomas, for his part, placed his Yellow Lantern in the other square to keep me from taking it out.
Thomas moved his force out, ready to Charge any of my team that entered my Hydrant-generated pool. I kept my important pieces back and Charged (unsuccessfully) all four foes in the Crater with Atlantean Warriors while Tempest Barriered Martian Manhunter from raining down Psychic Blast damage from the ledge. By mid-game, Thomas had lost Aquaman and Hawkgirl.
Things went a bit south for me, though, when Martian Manhunter got hit to his Hypersonic Speed clicks. Suddenly, Thomas had all the offensive and mobility advantages — flight, range, move+attack and the high ground — forcing me to slowly advance while Thomas could take shots at will to whittle down my Aquaman, the only real threat to him now that Namor had been knocked off his Flight clicks. Not even my picking up Thomas’s Indigo Lantern object or his rolling a crit miss with the Manhunter could stop him!
Finally, the turning point: after getting hit to his range SP, Aquaman took a shot at Deadman. My plan was to get to Aquaman’s Support to maybe heal Namor or one of the Atlantean Warriors. But…
And that last action cost Thomas the game. Because:
That pretty well sealed my win, as Deadman and Captain Boomerang were now quite overpowered. (But Cap sure piled up the bodies before he went down!)
As I noted in my titanic Atlantis article, Brightest Day Aquaman truly makes the Secret Invasion Atlantean Warriors a force to reckon with. They lasted much longer both as meat shields and tie-up fodder than they should have because of fear of the feedback damage from Aquaman’s trait. That freed up Namor and Aquaman to deal the bulk of damage. Tempest was also quite key for his support powers of Barrier and Perplex.
I love playing Atlantis and swimmer teams. Can “Atlantis Attacks: Wave 2” be far off? 😉
Last Friday, I posted a titanic article on the Atlantis keyword in anticipation of the just-released Brightest Day Action Pack featuring Aquaman. Early in it, I listed all the tournament-legal maps containing water terrain. But I didn’t know the Brightest Day map would also contain water on both sides!
The Crater has a small 3×3 spot of water on one end that usually won’t be very useful for Atlantis, but if they lose map choice, it might be good to have that end of the map to retreat to. Also, if you place the Opened Hydrant special object in the special squares in the center of the map, you’ll have nigh-permanent water terrain down there; it then can’t be destroyed. Use this to surprising advantage!
On the flipside, The Monument has a much larger and longer pool of water along one side of the map, equally accessible by both ends. The elevated portion of the map has great nooks to place the Opened Hydrant to create extra watery zones on the ground, too.
Look for Atlantis battle reports in the coming weeks. 🙂
The only non-generic keyword to span both the DC and Marvel universes, Atlantis makes for some fun teams for players looking for a bit of a challenge, as the characters available lack many of the tools found in the most min/max team builds.
There are some pieces that lack the Atlantis keyword but could be useful on non-keyword-yet-thematic builds featuring dolphin speed characters:
Aquaman (Justice League common): Or “Aquanoob” as I like to call him. This 68-point Rookie lacks any keywords (being a recent and very uncomfortable newcomer to Atlantis) and so is no good for the bonuses. But his “Telepathic Communication” SP, which allows him to Perplex every other dolphin symbol character on his team (except himself), might be better than any number of theme team bonuses. With Charge (on both ends of his dial), Super Strength (and later, Blades/Claws/Fangs) and “Parry” (Super Senses against close combat), he’s OK in a fight, too. In Golden Age, keep him safe in the first part of the battle with Submerged if possible. Loner is a good investment, too.
^^^^^^^^^^
Black Manta (Arkham Asylum): Also 68 points, this archenemy to Aquaman offers enough to the theme to possibly overlook his blood feud with the hero. The first dolphin Transporter, he has 6-range Psychic Blast (later, Super Strength) and “Pirate,” granting him Perplex of himself or other swimmers only. In Modern Age, try to fit on the Yellow Lantern, which, along with his self-Perplex, can negate his Move & Attack penalty completely. In Golden Age, Loner fits perfectly.
^^^^^^^^^^
Mera (Blackest Night): 85 points buys another taxi for the team — one that can Charge in with 11 AV to deal 4 damage without so much as an object in sight. The Red Lantern is great for her Battle Fury. In Golden Age, she can use Submerged (she bears the dolphin symbol in a trait along with her dial’s wing symbol) and Loner.
^^^^^^^^^^
Triton: He’s good as a character who can hide in the water like Aqualad. Even better is his ability to deal a click of damage free to adjacent foes in the water with him at the end of his turn. At 72 points, he’s pretty costly for this, though. With only the Inhumans keyword, he qualifies for Loner.
^^^^^^^^^^
Thor, Frog of Thunder: Though not an actual swimmer, this chase figure has two Special Powers that work super in water. First is another Submerged-like power (though it also grants true Stealth as well). The other deals 1 damage to all enemies in or bordering water like a 6-square-ranged Poison. For this reason, Armor Piercing is probably the best choice of feat for him. But heck…if you’ve got the 3 points left over, why not use the brand-new Frog Legs feat to make him a true swimmer anyway?
^^^^^^^^^^
King Shark (Justice League): Though his 9 AV seems a bit weak for a 100-point figure, his above-par 18 DV makes up for it a bit. Better still is the Suicide Squad TA, which could grant a second wind when played with the fragile low-point pieces in this theme. Played with the Red Lantern will bump his Battle Fury-ous 3 damage to a whopping 4, leaving no need for his B/C/F. He’s also a comic-accurate theme player along with Aquanoob, if you care about that sort of thing.
Stingray (Avengers): A 29-point tie-up piece, he should only be used if you’ve broken theme already and can’t fit one of the other below-50-pointers on.
Namor (Avengers): Unless you just want to run an all-Namor team for some reason and don’t care about the theme bonuses (as this one lacks keywords), you should never field this 151 piece when there are two superior version of Namor.
I don’t want to go into a lot of depth here, but just for completeness’ sake, don’t overlook these swimming characters:
Abe Sapien (BPRD): Stealthy wild card with some range and Leadership, he gets better on click two with identical stats and Perplex.
Veteran Badoon Commander (Supernova): Good for his range, Enhancement (for the few other shooters of Atlantis) and Smoke Cloud (to give Atlantean Warriors their Stealth). 37 points.
Captain Mako (City of Villains): One of the best indy clix ever, this 52-point chomper offers the Arachnos TA and good damage potential with Charge, Exploit Weakness, BCF and Flurry (though not at the same time).
Veteran Vixen (Collateral Damage): Plenty of damage potential here, too, but a Stealthy and free-moving JLA piece for 44 points.
Experienced OMAC (Collateral Damage): Brings wildcarded Outwit and Stealth to the fishies (though at a not-cheap 83 points).
Experienced Hydro-Man (Sinister): 17 DV with Defend on his first click is his drawing point. Only use him if you have a lot of 16 or below DV pieces worth spending the 57 points on this 1-click-wonder.
Veteran Marrina (Armor Wars): 9 clicks for only 55 points makes for a heckuva tie-up blocker. Too bad there’s no Mastermind in Atlantis yet. Her starting values and persistent Battle Fury might make her too unwieldy, though.
Diablo (Critical Mass): Definitely the oddball of the theme, and a WAY bit too costly at 110 points. But he’s got 8 range, three targets and Outwit. But if it’s swimming Outwit you want…
Unique Abbey Chase (Indy): …this is your gal, for 54 points. She’s Stealthy, too, with 6 range and dodgy with Danger Girls TA and Super Senses.

Detail of Runaways 18 (vol. 2), in which a member does NOT fail to die. 🙁 But they're all still alive in HEROCLIX!!!
Many apologies to readers faithfully following the My Custom Mods feature. I’ve missed my usual Monday deadline by a couple of days. To make amends, I’ll likely do a double feature on Monday, Oct. 11.
In the meantime, there’s a new feature you might’ve missed: SCENARIOS. It’s a page full of (mostly) simple ideas to both change up the usual mode of play and, perhaps, to lessen certain players’ reliance on the same 20 figures every stupid week. 🙂
Just click the tab at the top right. And hey: feel free to leave your scenario ideas in your comments here! If I like ’em enough, I’ll add ’em to my list!
Completed late 2008. Fixing him was more complicated than I anticipated!
Next Monday, I bring another Marvel icon down to earth.