Read the introduction to the series here. Catch up on previous articles here.
Category: HeroClix
Building for the Event Dial [part 18]: No Man’s Land
Read the introduction to the series here and catch up on previous articles here.
AAE101 NO MAN’S LAND
Building for the Event Dial [part 17]: The Infinity Gauntlet
Read the introduction to the series here. Catch up on previous articles here.
E102 INFINITY GAUNTLET
…and read.
And read.
I believe that does it for the Secret Invasion set’s event dials. Next time we’ll look at Arkham Asylum’s offerings. ‘Til then…!
Building for the Event Dial [part 16]: Illuminati
Read the introduction to the series here. Catch up on previous installments here.
E101 THE ILLUMINATI
Building for the Event Dial [part 15]: Pariah
Read the introduction to the series here and catch up on the rest of the series here. Especially note an update to the Civil War article.
E200 CRISIS ON INFINITE EARTHS: PARIAH
Building for the Event Dial [part 14]: Supergirl
Read the introduction to the series here and catch up on previous articles here.
E100 CRISIS ON INFINITE EARTHS: SUPERGIRL
Building for the Event Dial [part 13]: DC One Million
Read the introduction to the series here and catch up with previous entries here.
E006 DC ONE MILLION
Building for the Event Dial [part 12]: Dial “H” For Hero
The series resumes, with new installments coming fast and furious over the next two weeks. Read the introduction to the series here and catch up on previous entries here.
E005 DIAL “H” FOR HERO
COMETEER (red, slots a-d)
Wing 12 Force Blast
Fist 9 Quake
Defense 17 Combat Reflexes
Damage 2
Range 6 x 1
WHAT IT MEANS: Despite having range and knockback-generating powers, Cometeer is best in close with an effective 19 DV in melee. A good pick if you’re getting swarmed.
—
PLASTIC MAN (orange, slots b-e)
Boot 8 Plasticity
AV 10
DV 17 Super Senses
Dmg 2 Shape Change
Range 0
WHAT IT MEANS: Turns you into tie-up extraordinaire. Good Attack Value, too. Another good choice if already based, especially if you’ve got other shooters on the team.
—
CASTOR AND POLLUX (yellow, slots d-g)
Boot 8 Charge
Duo 10 Incapacitate
DV 16 Super Senses
Damage 3
Range 0
WHAT IT MEANS: The lone Duo character among the Dialed, Castor & Pollux are a strong offensive melee character. Charge, Duo Attack and Incap give them a lot of ways to deal hurt. Too bad their defense is a bit soft.
—
TOMMY TOMORROW (lime, slots c-f)
Wing 8 Running Shot
AV 10 Energy Explosion
DV 16 Energy Shield/Deflection
Dmg 1
Range 6 x 1
WHAT IT MEANS: Tommy is all-range, all the time. Don’t let him get into a boxing match. At least as a flier he can move about fairly freely and get an effective 19 DV in hindering terrain.
—
CHILLER (green, slots a-b, k-l)
Boot 8 Running Shot
AV 9 Incapacitate
DV 16 Barrier
Dmg 2
Range 6 x 1
WHAT IT MEANS: Another range specialist but not as good as Tommy. Chiller IS good for two-turns-in-a-row Barrier, at least.
—
THE MOTH (cyan, slots e-h)
Wing 9 Stealth
AV 10
DV 16 Energy Shield/Deflection
Dmg 1 Ranged Combat Expert
Range 0
WHAT IT MEANS: Moth is a mess. Stealth — assuming you’re using it right — makes Energy Shield/Deflection largely useless. Zero range value makes Ranged Combat Expert entirely useless. Avoid completely unless you’re running two or more Perplexers (or Contingency Plan) to give him a surprise shooting ability.
—
RAGNAROK, THE COSMIC VIKING (blue, slots f-i)
Boot 8 Charge
AV 10 Blades/Claws/Fangs
DV 18 Toughness
Giant 2 Battle Fury
WHAT IT MEANS: A bit soft-skinned for a towering giant, but you could do worse than this fellow with staggering damage potential.
—
FUTURA (purple, slots g-j)
Wing 11 Hypersonic Speed
AV 9 Telekinesis
DV 18 Super Senses
Dmg 2 Probability Control
Range 8 x 1
WHAT IT MEANS: Futura is so incredibly versatile that when you see purple on the dial, you should just automatically pick it if you can.
—
FERRONAUT (brown, slots h-k)
Boot 9 Leap/Climb
AV 10 Super Strength
DV 16 Invulnerability
Dmg 3
WHAT IT MEANS: The toughest of all the Dialed Heroes, Ferronaut can can get up in a face and smash it.
—
CADUCEUS THE HEALER (black, slots i-l)
Wing 7 Phasing/Teleport
AV 10 Pulse Wave
DV 18 Defend
Dmg 1 Support
Range 8 x 1
WHAT IT MEANS: Lookit all that YELLOW! This is the ultimate support dial — able to boost defense, heal or taxi away friends with ease. Ignore the 1 damage Pulse Wave unless you know you can hit a target on its later clicks.
—
POWERHOUSE (grey, slots j-l, a)
Boot 8 Charge
AV 9 Super Strength
DV 16 Toughness
Dmg 2 Close Combat Expert
Range 0
WHAT IT MEANS: Powerhouse is an OK melee choice.
—
TIDAL WAVE (white, slots a-c, l)
Swim 9 Phasing/Teleport
AV 9 Incapacitate
DV 17 Barrier
Dmg 2 Shape Change
Range 4 x 1
WHAT IT MEANS: Not bad but not great.
—
Guardians of the Galaxy: Again?!
Yes, I ran them again, in another 900 point game (as in Chapter 4 of this post):
LE One-Who-Knows 123
Star-Lord 90 + Protected 8
V Major Victory 84 + Contingency Plan 12
Rocket Raccoon 65
Yondu 53 + AP 10
R Aleta 51
Bug 44
+ Warbound (Guardians of the Galaxy) 45
Lila Cheney 6
Lila Cheney 6
FIRST, I faced Andy’s Infinity Watch themed team on the Asgard map: Thanos (Supernova), Adam Warlock (Secret Invasion) + Brilliant Tactician, E Drax the Destroyer, Moondragon (Hammer of Thor), Gamora and Pip the Troll. He used Cosmic Interference Field to kill my Barrier ability, and I didn’t bother to theme-cancel it.
I would regret this.
Landed some solid hits on Thanos in spite of Adam Warlock’s boosting defenses +2 with Brilliant Tactician (a tactic I hadn’t realized he could do with his special power “Him”). But Thanos landed his own hits back in return, and I was never able to finish the mad Titan. Same went for Moondragon, who was hit hard but never eliminated. KO’d Drax but lost Rocket, One-Who-Knows, Yondu and someone else, I think. 0-1.
SECOND match was against Chadd’s Avengers: Dr. Strange (Secret Invasion)+Brilliant Tactician, Captain America (Hammer of Thor), Thor (Hammer of Thor), U Iron Man (Mutations & Monsters), Ms. Marvel (Secret Invasion) and Hercules (Secret Invasion). He picked the Arkham Asylum map, not realizing it’d hinder Cap’s effectiveness.
Frightened of all that Running Shot, I proceeded to build Barrier after Warbound-juiced Barrier* between shots with Starhawk (love that 12 range) until the final moments of the game, when Chadd finally quit hiding behind his own walls and took some shots on my barely-exposed team. In the end, though, there were zero KOs. Chadd conceded the match to me since I’d dealt nearly all the damage (Cap was on his final click and Ms. Marvel was on her last Toughness click).
FINAL: 1-1. Not too bad, actually. Maybe would’ve done better had I been able to use a Barrier once or twice (or three times thrice :p ) in the first game to hold off Thanos. BFC cancel FAIL. But I really didn’t mind losing to a proper Infinity Watch team.
* I got some flak for my infinite Barrier action, but considering I was up against four move-attackers, each (thanks to a Brilliant Tactician) able to hit my no-damage-reducers-on-top-dial team for at least 4 clicks from more than 10 squares out? Um, yeah. I’m gonna fight that crew on my terms, thanks.
Guardians of the Galaxy: the sequel
Phyla-Vell 138 + Protected 8
Star-Lord 90 + Contingency Plan 12 + Inside Information 4
E Vance Astro 70 + Ambidexterous 16
Rocket Raccoon 65
Yondu 53
R Aleta 51
Bug 44
Sif 93
Asgardian Warrior 37
Asgardian Warrior 37
Asgardian Warrior 37
Asgardian Warrior 37
Asgardian Warrior 37
Odin
Asgardian Warrior
Balder
Ronan the Accuser (Hammer of Thor)
Enchantress (Hammer of Thor)
Phyla-Vell
Star-Lord
Fire Demon
- a medic in Starhawk,
- Prob Control in Rocket (which absolutely saved Star-Lord, mid-game) and
- the Defenders TA shoring up the woundeds’ DVs deep into the game (which made Brian’s mediocre die rolls miss more than not)
Star-Lord 90 + Inside Information 4
V Major Victory 84
Rocket Raccoon 65
R Aleta 51
Bug 44
+ Guardians of the Galaxy 24
One Who Knows 123 + Protected 8
Star-Lord 90 + Contingency Plan 12 + Alias 3
Rocket Raccoon 65
R Aleta 51
Phyla-Vell 138 + Protected 8
LE One Who Knows 123
Star-Lord 90 + Protected 8
V Major Victory 84 + Contingency Plan 12
Rocket Raccoon 65
Yondu 53 + AP 10
R Aleta 51
Bug 44
+ Warbound (Guardians of the Galaxy) 45
Lila Cheney 6
Lila Cheney 6
SR Sinestro 146
Arkillo 126
Lyssa Drak 72
Amon Sur 70
Yellow Lantern 65
AA Manhunter 64
Current GotG record: 12-9.
- Warbound on One-Who-Knows and Rocket Raccoon and Aleta and Bug is pretty broken. It’s a good thing the feat eats up so much point room.
- Use my stinkin’ theme team BFC cancel if the enemy’s BFC hurts me even a little. Does no good to save it for later if I never win into the later rounds!
- Pick my terrain carefully and use it correctly. I did this horribly on the water map and pretty well in the last game.
- Remember that Stealth is no help against Pulse Wave! I forgot this in the Deep Shadow’d match.












