Building for the Event Dial [pt. 4]: Unlimited Class Wrestling

E003 UNLIMITED CLASS WRESTLING
Another nonstop dial, UCW, more than most, radically alters the usual HeroClix game with numerous extraordinary conditions.
WHAT TO BRING: a few extra Special tokens.
THE SETUP: Before objects are placed on the map, place four SPECIAL markers on the map so that they mark the outside corners of a 6-square by 6-square area containing as much clear terrain as possible as close to the center of the map as possible; this area is the Ring. Objects can’t be placed in the Ring.
WHAT IT MEANS: This is the main field of battle. Fighting can still go on outside the Ring, though, so don’t get complacent. Immobile objects might be good to play.
MORE SETUP: Each player chooses one friendly character and places it in an unoccupied corner inside the Ring; this character is his or her wrestler. A wrestler can’t leave the Ring, and treats the edges of the Ring as if they are walls that can’t be destroyed. When a player’s wrestler is knocked out or eliminated, that player must choose a friendly character outside the Ring and place it in an unoccupied corner inside the Ring as his or her new wrestler. If a character is carrying an object when it becomes a wrestler, it drops the object in the nearest unoccupied square before being placed in the Ring.
WHAT IT MEANS: Use Wrestlers with high natural damage value as opposed to reliance on Super Strength. No objects can be placed or brought in the ring.
MORE SETUP: No ranged attacks can be made by any character.
WHAT IT MEANS: Snipers should not be included on your team…you’ll only be wasting points!
TURN THE DIAL: At the end of each turn, turn the dial once or a number of times equal to the number of wrestlers knocked out or eliminated during the turn, whichever is more.
WHAT IT MEANS: This dial moves quickly if you have a lot of players or a lot of short-lived Wrestlers, so stay on your toes, especially if you’re trying to dodge the FAIR FIGHT and DISQUALIFIED! conditions.
FAIR FIGHT (cyan, slots 1-5, 10-12): If any character that isn’t a wrestler is given an action that would affect a wrestler, affect any square inside the Ring, or move the character into or through any square of the Ring, give the character an extra action token after the action resolves.
WHAT IT MEANS: This effect will be in play most of the time. Get around it by fielding non-Wrestler figs with some ability to avoid pushing damage in conjunction with Perplex, TK or Outwit. This way, a non-Wrestler can help his teammate in the Ring without penalty. Even better: use a non-Wrestler with Contingency Plan. It’s not an action, so the FAIR FIGHT condition won’t hurt, and your team is unlikely to use all its action allotment.
POWER BROKER (red, slots 4-11): A wrestler can use Exploit Weakness and Flurry if it does not already possess either or both of those powers. After the resolution of an action in which an wrestler uses a power from this effect, deal the wrestler 1 unavoidable damage.
WHAT IT MEANS: This phase can cause a lot of damage, either via unavoidable clicks from its bonuses or penetrating damage from the enemy. Pick a Wrestler with a pushable dial who stays strong well into the dial. Also consider Fortitude on your Wrestler because POWER BROKER grants Exploit Weakness. Otherwise, don’t rely on damage reducers above high defense values on your Wrestler.
DISQUALIFIED! (black, slots 3-5, 10-11): At the beginning of each player’s turn, he or she rolls a d6 for each character in the Ring who is not a wrestler and has two or more action tokens. On a result of 1 or 2, the character is immediately knocked out.
WHAT IT MEANS: Eventually, non-Wrestlers CAN enter the Ring to (illegally) aid the Wrestler. But it’s really risky. So try using a non-Wrestler with Hypersonic Speed or the Move and Attack ability. When someone can rush into the ring and get out in the same turn, there’s almost no risk of the instant KO condition of DISQUALIFIED!
SUMMING IT UP: While UCW is another dial that really rewards a prepared build, it’s one that tends to nerf most figures equally rather than targeting one group specifically. And anything that stacks the deck a bit more in close combat’s favor is a good thing in my book!

M+M E003 UNLIMITED CLASS WRESTLING

Another nonstop dial, Unlimited Classs Wrestling, more than most, radically alters the usual HeroClix game with numerous extraordinary conditions.

Yeah, it's clobberin' time, all right.

Yeah, it's clobberin' time, all right.

WHAT TO BRING: a few extra Special tokens.

THE SETUP: Before objects are placed on the map, place four SPECIAL markers on the map so that they mark the outside corners of a 6-square by 6-square area containing as much clear terrain as possible as close to the center of the map as possible; this area is the Ring. Objects can’t be placed in the Ring.

WHAT IT MEANS: This is the main field of battle. Fighting can still go on outside the Ring, though, so don’t get complacent. Immobile objects might be good to play.

MORE SETUP: Each player chooses one friendly character and places it in an unoccupied corner inside the Ring; this character is his or her wrestler. A wrestler can’t leave the Ring, and treats the edges of the Ring as if they are walls that can’t be destroyed. When a player’s wrestler is knocked out or eliminated, that player must choose a friendly character outside the Ring and place it in an unoccupied corner inside the Ring as his or her new wrestler. If a character is carrying an object when it becomes a wrestler, it drops the object in the nearest unoccupied square before being placed in the Ring.

WHAT IT MEANS: Try using Wrestlers with high natural damage value as opposed to reliance on Super Strength. No objects can be placed or brought in the ring except by special means.

STILL MORE SETUP: No ranged attacks can be made by any character.

WHAT IT MEANS: Snipers should not be included on your team…you’ll only be wasting points! One exception/loophole: The Laser Turret special object is not a character, so it may still make ranged attacks!

TURN THE DIAL: At the end of each turn, turn the dial once or a number of times equal to the number of wrestlers knocked out or eliminated during the turn, whichever is more.

WHAT IT MEANS: This dial moves quickly if you have a lot of players or a lot of short-lived Wrestlers, so stay on your toes, especially if you’re trying to dodge the FAIR FIGHT and DISQUALIFIED! conditions.

FAIR FIGHT (cyan, slots 1-5, 10-12): If any character that isn’t a wrestler is given an action that would affect a wrestler, affect any square inside the Ring, or move the character into or through any square of the Ring, give the character an extra action token after the action resolves.

WHAT IT MEANS: This effect will be in play most of the time. Get around it by fielding non-Wrestler figs with some ability to avoid pushing damage in conjunction with Perplex, Telekinesis or Outwit. This way, a non-Wrestler can help his teammate in the Ring without penalty. Even better: use a non-Wrestler with Contingency Plan. It’s not an action, so the FAIR FIGHT condition won’t hurt, and your team is unlikely to use all its action allotment. There may also be some Special Powers that might get around this condition.

POWER BROKER (red, slots 4-11): A wrestler can use Exploit Weakness and Flurry if it does not already possess either or both of those powers. After the resolution of an action in which an wrestler uses a power from this effect, deal the wrestler 1 unavoidable damage.

WHAT IT MEANS: This phase can cause a lot of damage, either via unavoidable clicks from its bonuses or penetrating damage from the enemy. Pick a Wrestler with a pushable dial who stays strong well into the dial. Also consider Fortitude on your Wrestler because POWER BROKER grants Exploit Weakness. Otherwise, don’t rely on damage reducers above high defense values on your Wrestler.

DISQUALIFIED! (black, slots 3-5, 10-11): At the beginning of each player’s turn, he or she rolls a d6 for each character in the Ring who is not a wrestler and has two or more action tokens. On a result of 1 or 2, the character is immediately knocked out.

WHAT IT MEANS: Eventually, non-Wrestlers CAN enter the Ring to (illegally) aid the Wrestler. But it’s really risky. So try using a non-Wrestler with Hypersonic Speed or the Move and Attack ability. When someone can rush into the ring and get out in the same turn, there’s almost no risk of the instant KO condition of DISQUALIFIED!

SUMMING IT UP: While UCW is another dial that really rewards a prepared build, it’s one that tends to nerf most figures equally rather than targeting one group specifically. And anything that stacks the deck a bit more in close combat’s favor is a good thing in my book!

Next, we’ll look at a much simpler dial. (Cosmic power tends to make problems go away.)

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