After a somewhat disappointing debut for this team, I decided to drop Mantis to make extra feat room (and to make it a true Guardians of the Galaxy #1 team, as she was not a field operative of the team). She filled her role on my team as a decent L/C tieup piece and meat shield, but was otherwise just lost points.
This was for a 1000-point 50% Hammer of Thor floor format.
GUARDIANS OF THE GALAXY
V Drax 184 + Protected 8 + Unstoppable 5 + Cannonball 4 + Alias 3
Adam Warlock (Secret Invasion) 160 + Contingency Plan 12
Phyla-Vell 138 + Elite Sniper 20 + Protected 8
Moondragon (Hammer of Thor) 134
Star-Lord 90 + Contingency Plan 12
Gamora 73 + Protected 8 + Maneuver 8
Rocket Raccoon 65
Bug 44 + Vampirism 12
= 988 points.
FIRST MATCH I missed because I was late. :(
SECOND MATCH was against newbie A.B. and his
Wonder Woman (Arkham Asylum) 248
Ragnarok Surtur 233
V Maxima 160
Hercules (Secret Invasion) 142
Ulik (Hammer of Thor) 118
Malekith 91
R Destiny 20
…which, I’m again noting too late, was an illegal team (1012 points AND less than 50% Hammer of Thor).
I put us on the Prison map from the Sinister set to cut down on his Telekinesis advantage. The close quarters worked exceptionally well for me, cutting off Destiny’s ability to force rerolls with Probability Control and giving my Sharpshooters Star-Lord and Phyla-Vell plenty of targets. A.B., an inexperienced player, also played too conservatively, never committing Wonder Woman or RagSurtur to the fray (after maybe overextending with Ulik). I only KO’d Ulik, though Hercules and Malekith each were a single hit from defeat by the end. I lost only Gamora’s Protected.
THIRD MATCH was against Chad and his
Thor (Hammer of Thor) 226
Heimdall 149 + Fortitude 25 + Repulsor Shield 25
Enchantress (Hammer of Thor) 141
Ulik (Hammer of Thor) 118
+ Fortitude 25 + Repulsor Shield 25
Sif 93
Malekith 91
Thor Girl 81
He picked the Days of Future Past map and I started outdoors, setting up the Kinetic Accelerator behind some blocking terrain to guard against early Running Shots from Thor. It almost didn’t help, though, when the Indomitable Thor took a pushing Running Shot anyway. Fortunately for me, it was a critical miss.
Now Thor was open to fire from Phyla, Moondragon and Star-Lord. Gamora, though, was stuck unable to attack thanks to Heimdall (who’s immune to most move & attack powers) blocking one route and poorly-placed hindering terrain on my part blocking the other.
I took an early lead by KOing Ulik but subsequent losses of Star-Lord and Bug and an inability to finish off Thor made this a much closer match — two points! — than it appeared. Still, ugly wins still = wins. Got a Blood Oath feat as the sole undefeated player and brought the GotG overall record to 3-2. But I’m not done yet…!

From left to right: Gamora, Rocket Raccoon, Star-Lord, Adam Warlock, Drax, Phyla-Vell. All coming to an 800-point HeroClix game near you.

This is a love story.
When Hammer of Thor’s release was still some weeks away, I barely had a clue who any of the Guardians of the Galaxy were (besides already-made members such as Mantis, V Drax and Gamora). And aside from Rocket Raccoon, I didn’t care one whit. I didn’t read Marvel’s “cosmic” titles and had no interest in starting.
But as more info on the set began to filter out, I found myself intrigued more and more by both previously unknown characters and the ones I knew.
Then I saw her.

Now I'm a believer!!!!

I was so impressed by the sculpt alone (let alone the solid dial) that I got interested in the Guardians of the Galaxy comic. And, in a scant six weeks or so (thanks in large part to my friend and fellow player Lenny loaning me the majority of the series for one of those weeks), I’ve become a big fan. All because of my love-at-first-sight with Miss Phyla-Vell above.
Anyway, I’ve been wanting to play this team for weeks but didn’t want to do it halfway. I also had to reacquire Vet Drax from Supernova first…

The dial is right...but the sculpt isn't.

and then I wanted to modifiy him to match his current look:

Better now.

Turned out great. One day, I’ll do a post or series of posts featuring all my mods. I’m hardly the best out there, but I like my work.
Here’s the team.
GUARDIANS OF THE GALAXY
V Drax 184 + Unstoppable 5
Adam Warlock (Secret Invasion) 160
Phyla-Vell 138 + Protected 8
Star-Lord 90
Gamora 73 + Protected 8
V Mantis 67
Rocket Raccoon 65
= 798 points.
FIRST MATCH vs. Charlie (RockMan on HCRealms) and his team full of classic Avengers:
Thor (Hammer of Thor) + Protected + Inside Info
Iron Man (Secret Invasion) + Protected
Giant-Man (Avengers)
Captain America (Hammer of Thor)
Hawkeye (Avengers)
Quicksilver (Avengers Super Rare)
Wasp (Avengers Super Rare)
Scarlet Witch  (Avengers Super Rare)

…and some other cards I can’t recall. He picked the Dawn of Time map. I picked the wrong side. Tons of hindering terrain forced my crew to assemble in a wide kill zone where Thor and Iron Man could take easy shots and get easy rerolls from Prob Controls. I’d have to hope my Kinetic Accelerator would give Gamora enough of a boost to get to someone. (An ideal build would’ve given me some way of double-teaming her with Drax. But no, not this team.)
Complicating that early-strike idea was Quicksilver swiftly moving to base Gamora and Mantis. Simply could not have that, so Drax Charged him to KO with the Meteorite. (Didn’t mind doing it because Drax has his own Exploit Weakness to work with.) Thus freed, Gamora got enough extra speed from the Accelerator to get to Iron Man. But her attack was Probability Controlled into a miss, and that’s all she wrote aside from tying up Tony for a while longer.
Mantis got healed by Adam Warlock after taking a hard shot from Iron Man but fell to Thor once she got back in the field while Drax pushed and utterly failed against Giant-Man. Stuck on Combat Reflexes and unable to Outwit any Avengers of note, he sucked massive damage straight to KO. Star-Lord took it even worse when a Perplexed Thor one-shot him.
EDIT (01/5/10): And now, as I recall, Charlie’s Earthquake BFC going off didn’t help much either!
Never quite got Star-Lord, Phyla-Vell or Rocket Raccoon into the fight for real…landed a shot on Iron Man but that was it. I lost Drax, Star-Lord, Gamora, Mantis and only got Quicksilver and a Protected feat. 0-1.


SECOND MATCH vs. Lenny
Thor (Hammer of Thor) + Fortitude + Protected + Alias
Beta Ray Bill (Hammer of Thor)
Heimdall
Sif
Spider-Man (Hammer of Thor)

Again I was forced onto the Dawn of Time map, but I picked a better side this round, giving me a little more cover and him only one direction of attack. Star-Lord again took an uru mallet to the face, but thankfully this was only for 5 damage, sending him to Adam Warlock’s healing ways.
This time Drax was the first to Accelerate to Thor, using Unstoppable to run through the water. But he was forced to waste his Meteorite on an adjacent Asgardian Warrior when Thor got his Alias roll.
Gamora came next (once the others cleared out the other A. Warriors shielding Thor) and the whole team began to work on Thor as Heimdall and Sif moved in to support him. Beta Ray Bill got some killing shots on Drax but gave Star-Lord something to try Galactic Marksmanship on so he could lay some big hurt on Thor (once Phyla and others got Spider-Man out of the way).
Thor whiffed a couple of key attacks and breakaways, sealing his fate. Got Thor, Spidey and both Asgardian Warriors (to my losses of Drax, Gamora and Mantis again) for a win. 1-1.


THIRD MATCH vs. Derek
Thor & Loki
Valkyrie (Hammer of Thor Super Rare)
Valkyrie (Hammer of Thor common)
Valkyrie (Hammer of Thor common)
Valkyrie (Hammer of Thor common)
Asgardian Warrior
Asgardian Warrior
Asgardian Warrior
V Hand Ninja (X-Plosion)
I won roll and picked the Space Map. Gamora got an early Charge on Thor & Loki but Shape Change thwarted her. Star-Lord got a much lighter shot on them.
Asgardians surrounded the big duo, forcing me to whittle them away. Poor Mantis, on the map’s rooftop, took down a generic Valkyrie but was woefully overmatched by SR Valkyrie. Rocket Raccoon tried to gain a rooftop vantage to PC, but only got Outwitted once Gamora actually got to hit Thor & Loki to that point in their dial.
Drax pushed and Charged in for a crit hit on Thor & Loki that was nullified when they made their Shape Change again (retroactively, because it’s non-optional). Drax was gone before the next turn, shot in the back by SR Valkyrie and Charged by Asgardian Warriors.
Gamora, on her Flurry+Blades click, rolled a 1 & 2 on the attacks. And then game was over after she was gone. I was incredibly mortified to realize that her base 3 damage would have KO’d Thor & Loki and won me the game instead of losing it — even with the Mystics feedback!
KO’d 2 Warriors and Valkyries each but lost Drax, Gamora and Drax…AGAIN.
These results were less than optimal: 1-2. Mantis and Gamora and Drax were casualties in every game. Gamora did her part despite her loss, but Drax really underperformed because I was just too reckless with him, pushing to make his attacks almost every time.
I kinda found a rhythm by the last game: taxi Gamora to the Kinetic Accelerator on turn one with Phyla, Charge on turn 2 then get Drax on the Accelerator for a push Charge with a Meteorite. I wasn’t able to do this plan of attack in round one and paid for it. Also flubbed it in round two. Almost pulled it off in the last one but Thor & Loki’s Shape Change is a killer and a half.
Even better would be to taxi Gamora first with Phyla, then Drax with Adam, hopefully scoring a 1-2-3 KO with 1) a push shot from Phyla, 2) an Accelerated Charge from Gamora, opening the Accelerator for Drax (hopefully) and 3) Drax coming in with a heavy a turn later.
I was now determined to win with this team, though, because they were still pretty competitive; it was more user error than anything that doomed me. I had a 1000-point game the next Friday and an 800-pointer Saturday. Both would be GotG builds…I SWORE IT*!!!!
*(not really. But I DID play a LOT more GotG teams. Watch this space for more on the space-farers!)

M+M E005 CIVIL WAR
Based on the 2007 Marvel Comics crossover, this dial is, in my opinion, just north of unplayable in the current game environment. Why? Read on…
THE SETUP: Before the beginning of the first turn, each player must declare his or her force to be either Pro-Registration or Anti-Registration.
WHAT IT MEANS: You get to choose to be either handicapped (Pro) or advantaged (Anti). This will become clear. Note that nothing here prevents both sides from picking the same affiliation.
TURN THE DIAL: Immediately when any character is captured, and at the end of a round in which any character was knocked out.
WHAT IT MEANS: This is a slow-moving dial for players with defensive styles.
STAMFORD EXPLOSION (yellow, slot 1): At the end of each player’s turn, that player chooses one of his or her characters adjacent to an opposing character and rolls a d6. On a result of 1, that character must immediately use Pulse Wave as a free action as if it had a range value of 12.
WHAT IT MEANS: This effect can [I]never happen[/I] in the current game environment since Pulse Wave, a ranged combat action, cannot be used in adjacency! Even when the dial was released, only flying characters (or boot speed characters IF based by a flyer) could still use Pulse Wave in adjacency.
REGISTRATION ACT (red, slots 2-10): All characters on Pro-Registration forces ignore any team ability they possess. They can use the S.H.I.E.L.D. team ability, and they can also use the Capture ability, but they can’t release captives.
WHAT IT MEANS: Pro-Registration side pretty much gets the shaft. Any team abilities that served well in the early game are gone and replaced by the SHIELD ability, which is practically useless for this game unless you field characters with some sort of anti-Stealth Traits, feats or Special Powers. Being able to Capture without getting the points for it is also largely pointless thanks to the later BREAKOUT condition. The upside is that an aggressive Pro-Reg team may be able to win the game early with a combination of Captures and KOs. It’s a risk-reward ratio that may be worth considering, so field characters with Willpower/Indomitable and who can ignore terrain to best chase down the rebels. Plasticity could also yield dividends for Capture attempts.
REBELLION (blue, slots 2-10): All characters on Anti-Registration forces ignore any team ability they possess. They can use Stealth, and move actions given to them don’t count toward their controller’s available actions for the turn.
WHAT IT MEANS: Essentially, they get the Batman and Avengers TAs, making the Pros’ SHIELD TA utterly useless. The free move also enables the Antis to outmaneuver the Pros. Anti-Regs will want to field fliers and auto-breakaway powers to help movement through hindering terrain. Ranged attackers are also important since being based risks Capture — and Phasing/Teleport or Plasticity are good guards against that, as well. One more tip: cheap sacrifice pieces, such as pogs, can speed up the slow-turning dial if key pieces do get Captured.
BREAKOUT! (orange, slot 10): All captives are immediately released.
WHAT IT MEANS: Any Pros who Captured early in the game will find themselves instantly tied up and the Anti-side will gain a hefty second wind. One more reason not to go Pro.
DETENTE (black, slot 10): At the beginning of each player’s turn, he or she rolls a 2d6. On a result of 10-12; the game ends immediately.
WHAT IT MEANS: The game may suddenly end at any time.
SUMMING IT UP: Civil War simply doesn’t work so well under the game’s current rules. The STAMFORD EXPLOSION will never go off unless the rules are changed. Players will never pick Pro-Registration if given an informed choice (unless they just like a challenge). And if the teams are small enough, the final slot may never be reached. Overall, although Civil War is fairly easy to pick up and play, it can be terrifically UN-fun for the sucker who picks Pro-Registration. But if both pick Anti-Registration, the spirit of the dial is lost.

At LONG last, I continue this series. (See the other parts here.)

M+M E005 CIVIL WAR

For the record: my head was with Iron Man. My heart, with Cap. And my middle fingers were up at Marvel for writing both JUST out of character enough to all but ruin the otherwise interesting premise.

For the record: my head was with Iron Man. My heart, with Cap. And my middle fingers were up at Marvel for writing both JUST out of character enough to mess up an interesting premise.

Based on the 2007 Marvel Comics crossover, this dial is, in my opinion, just north of unplayable in the current game environment. Why? Read on…

THE SETUP: Before the beginning of the first turn, each player must declare his or her force to be either Pro-Registration or Anti-Registration.

WHAT IT MEANS: You get to choose to be either handicapped (Pro) or advantaged (Anti). This will become clear. Note that nothing here prevents both sides from picking the same affiliation.

TURN THE DIAL: Immediately when any character is captured, and at the end of a round in which any character was knocked out.

WHAT IT MEANS: This is a slow-moving dial for players with defensive styles.

STAMFORD EXPLOSION (yellow, slot A): At the end of each player’s turn, that player chooses one of his or her characters adjacent to an opposing character and rolls a d6. On a result of 1, that character must immediately use Pulse Wave as a free action as if it had a range value of 12.

WHAT IT MEANS: This effect can never ever happen in the current game environment since Pulse Wave, a ranged combat action, cannot be used in adjacency! Even when the dial was released, only flying characters (or boot speed characters IF based by a flyer) could still use Pulse Wave in adjacency.

REGISTRATION ACT (red, slots B-J): All characters on Pro-Registration forces ignore any team ability they possess. They can use the S.H.I.E.L.D. team ability, and they can also use the Capture ability, but they can’t release captives.

WHAT IT MEANS: Pro-Registration side pretty much gets the shaft. Any team abilities that served well in the early game are gone and replaced by the SHIELD ability, which is practically useless for this game unless you field characters with some sort of anti-Stealth Traits, feats or Special Powers. Being able to Capture without getting the points for it is also largely pointless thanks to the later BREAKOUT condition. The upside is that an aggressive Pro-Reg team may be able to win the game early with a combination of Captures and KOs. It’s a risk-reward ratio that may be worth considering, so field characters with Willpower/Indomitable and who can ignore terrain to best chase down the rebels. Plasticity could also yield dividends for Capture attempts.

REBELLION (blue, slots B-J): All characters on Anti-Registration forces ignore any team ability they possess. They can use Stealth, and move actions given to them don’t count toward their controller’s available actions for the turn.

WHAT IT MEANS: Essentially, they get the Batman and Avengers TAs, making the Pros’ SHIELD TA utterly useless (except in conjunction with a Special Power or Trait to draw lines of fire despite Stealth). The free move also enables the Antis to outmaneuver the Pros. Anti-Regs will want to field fliers and auto-breakaway powers to help movement through hindering terrain. Ranged attackers are also important since being based risks Capture — and Phasing/Teleport or Plasticity are good guards against that, as well. One more tip: cheap sacrifice pieces, such as pogs, can speed up the slow-turning dial if key pieces do get Captured.

BREAKOUT! (orange, slot J): All captives are immediately released.

WHAT IT MEANS: Any Pros who Captured early in the game will find themselves instantly tied up and the Anti-side will gain a hefty second wind. One more reason not to go Pro.

DETENTE (black, slot J): At the beginning of each player’s turn, he or she rolls a 2d6. On a result of 10-12; the game ends immediately.

WHAT IT MEANS: The game may suddenly end at any time.

SUMMING IT UP: Civil War simply doesn’t work so well under the game’s current rules. The STAMFORD EXPLOSION will never go off unless the rules are changed. Players will never pick Pro-Registration if given an informed choice (unless they just like a challenge). And if the teams are small enough, the final slot may never be reached. Overall, although Civil War is fairly easy to pick up and play, it can be terrifically UN-fun for the sucker who picks Pro-Registration. But if both pick Anti-Registration, the spirit of the dial is lost. Ultimately, like the storyline it’s based on, Civil War ends up being a self-contradictory mess.

EDIT (3/15/10): So at a friend’s suggestion, I played this event dial and picked Pro-Registration anyway as a challenge. Though the STAMFORD EXPLOSION condition was duly ignored (since neither of us were playing any Sharpshooter characters), a knockout came fairly early in the game to activate the REGISTRATION ACT and REBELLION effects. That’s when I learned the full power of even the nerfed Capture ability to instantly remove a heavy hitter from the board with a single hit. Because the Civil War dial is so long, a Pro-Registration can get a great deal of mileage from this ability. So this addendum to the article advises: Pro-Registrationers should field  Lunge-equipped Leap/Climb pieces with Combat Reflexes to act as captors. Anti-Registration forces should not tentpole.

Next in the series, I’ll get off the soapbox and show you how to set Time Bombs…the harmless kind found in HeroClix, of course. See you then!

Clockwise from top left: Karolina Dean, Molly Hayes, Nico Minoru, Gertrude Yorkes, and Chase Stein. (Not pictured: Old Lace the dinosaur)

So there we were, me and Paul (the longtime clix player who taught me), there for a 300-point sealed tournament with no one else showing. Most of the regulars had dropped everything to play a D&D campaign (since one of their key players is frequently out of town) or had pressing personal concerns, and the two newbie players we did get couldn’t afford the buy-in at all (and we certainly couldn’t float them).

But they could stay to play a battle royale, so we built 300-point teams. And as you can tell from the title and the art, I chose the Runaways.

Nico Minoru 84 + Contingency Plan 12
Karolina Dean 55
Gertrude Yorkes & Old Lace 54
Chase Stein 45
+ Lunge 5
Molly Hayes 43
= 298 points. Basic intended strategy was to use Chase to get the team into attack range, then use Nico to TK pieces into battle.

I’m a bit of a purist concerning the new “print and play” policy on feats and battlefield conditions. If there’s a genuine copy available, I’ll play it…otherwise I just won’t (unless I really, REALLY need that 7th Submerged card for a massive Atlantis keyword force or something like that). For that reason, I didn’t play my printed copy of the Runaways alternate team ability feat card.

To my left, Paul fielded Thor (Hammer of Thor) and Bi-Beast. To his left was Donovan, a Yu-Gi-Oh player beginning to dabble in HeroClix; he used Taskmaster (Avengers), Stature, Guardsman, E Scarecrow (Icons) and Bucky. To my right was Linda, a returning player excited to try out this Asgard-heavy set: Heimdall, Malekith and Pip the Troll were her force. As the only themed team on the board, I easily won the map roll and chose the blocking-terrain-heavy Anti-Matter Fortress. It’d nerf Paul’s huge range advantage somewhat and had the least confusing terrain rules for the new players to worry about.

Despite what I thought was a careful map choice and character placement, Karolina was nearly an immediate victim of Thor’s first-turn Running Shot. Only her theme-team-granted Probability Control saved her. I was forced to use Nico to TK her out of harm’s way rather than set up a potential attack on Bi-Beast next turn.

Meanwhile, super-green Donovan moved his pieces up with little rhyme or reason, giving the slightly more seasoned Linda an easier time of positioning.

From here, there was a bit too much going on to do a proper play-by-play, so I’ll restrict it to individual characters’ performance and other highlights:

Donovan, dazzled by the potential of Taskmaster’s “Photographic Reflexes” Special Power, risked it and landed a solid shot on Heimdall. But he tried it one time too many and was the first KO of the game.

Linda’s Heimdall made an obscene amount of Super Senses rolls. But E Scarecrow, of all people, finally took him out.

On my end: Gert & Old Lace took the first damage of the game, getting blasted hard by Thor’s Running Shot and forcing Chase to pull them out of range so Nico could heal. That worked out well, as the duo got to Charge (and then free-attack via “Lend A Dino”) Pip the Troll and wear him down considerably. Later scored a crit-hit Charge on Bi-Beast that was a game-changer.

Chase’s “Leapfrog” was a key to the game, but I made one of my three awful mistakes of the game with him. I based Bi-Beast with him, trusting his Combat Reflexes to keep him safe…fool! Bi-Beast has no range! Once I’d Outwitted BB’s Super Strength with Nico — which I had planned to and did — Chase was utterly safe! Chase took a big attack and was forced to push and run the very next turn.

Molly Hayes totally underperformed against Pip the Troll, utterly wasting an object on the Super Sensing little brute. But she made up for it with a KO blow to Thor!

Karolina mostly missed her attacks but also forced a lot of misses thanks to her highest-of-the-Runaways defense at range. To the degree that she kept Thor occupied made her worth her cost.

Nico was, of course, the team linchpin and cornerstone. In addition to the early clutch TK to save Karolina from near-certain 2nd turn doom after the 1st turn near-miss, she used:

Support to get Gert & Old Lace back in to semi-fighting form;
Outwit to help low damage stick or Perplex to improve a stat here or there;
Energy Shield/Deflection to clutch-dodge  Thor’s attack;
Exploit Weakness to successfully soften Thor up;
Phasing/Teleport to escape Bi-Beast’s impending heavy-object+Willpower attack;
Willpower to run further out of BB’s reach for a while;
Regeneration in the late game to  get back to full;
Pulse Wave to painlessly blast the Mystics-teamed Malekith;
Poison to make the Willpowered Bi-Beast pay for basing her.

And, of course, Contingency Plan freed her and the rest from needing Perplex all the time to do anything. Though way expensive compared to the rest, Nico is worth every point. And, incidentally, was the last piece standing.

Final tally

Donovan KO’d Heimdall and Pip for 191 victory points.
Linda KO’d Taskmaster, Stature, Scarecrow, Guardsman and Bucky for 297 victory points.
Paul KO’d Karolina, Gert, Chase and Molly for 202 victory points.
I KO’d Thor, Malekith and Bi-Beast for 390 victory points.

Runaways: better than expected.


Super scary robot.

Ultron (Hammer of Thor) 174
+ Automatic Regeneration 12
+ Nova Blast 10
+ Protected 8
Phalanx Soldier 31
Phalanx Soldier 31
Phalanx Soldier 31
= 297 points.
>BEGIN TRANSMISSION<
PLAN: Surrounded by my Phalanx Soldiers, I, Ultron, shall advance within Pulse Wave range and destroy any flesh that dares draw near. Or my minions shall surround a target and decimate it attack by attack. Thus shall the Phalanx transmode all flesh into efficient, unfeeling circuitry and order shall be brought to the cosmos. So says Ultron.
STAGE ONE OF THE ERADICATION OF ALL FLESH
Targets:
Mr. Fantastic (Secret Invasion) 100
The Thing (Secret Invasion) 100
Yellowjacket (Secret Invasion, Skrull) 100

LOCUS: A human junkyard, where the fleshlings discard our machine brethren.
ULTRON’S LOG: My minions advanced with care (and ease, due to the use of a Stepladder) but the sight of my hated father caused a curious dysfunction in my processing. Instead of adhering to the battle plan, I used a Kinetic Accelerator to Charge in almost blind with rage, only turning away from my “father” when I scanned him more closely and learned he was but a Skrull impostor of Henry Pym.
Striking at Mr. Fantastic instead, that nearly proved my undoing. Now somehow able to nullify my adamantium shell, Richards opened the way for the brutish Thing to damage some delicate circuits, forcing me to flee. My Soldiers stalled as well as they could, and had I been able to either self-repair or energy-blast Richards even once more, the Phalanx would have been triumphant.
RESULT: Loss of all Phalanx units and no flesh eliminated. DEFEAT.
STAGE TWO OF THE ERADICATION OF ALL FLESH
Targets:
none
LOCUS: none
ULTRON’S LOG: Utter defeat required a full round of rebuilding.
RESULT: Forces repaired for next stage of conquest.
STAGE THREE OF THE ERADICATION OF ALL FLESH
Targets:
Volstagg 103
Moondragon (Hammer of Thor) 134
M-11 59
LOCUS: Earthen Crash Site previously used by invading Skrull army (see “Secret Invasion”).
ULTRON’S LOG: On this sortie the original battle strategy was adhered to, forcing the enemy forces to advance closer. My first target was the human-built robot M-11. Unable to reprogram it to battle for us, I immediately eliminated it.
I had a golden opportunity to Nova Blast the remaining flesh into oblivion and so ordered as many minions out of range as possible. Unfortunately, my damage yield malfunctioned and was only successful in rendering inoperative the one Phalanx unit that could not escape the blast. It was not a total loss; the remaining units began to successfully engage the corpulent Volstagg.
I charged the human called Moondragon and was startled to see her transform before my eyes into a decidedly NON-human form. Nevertheless, flesh is still flesh and such suet must be eliminated completely. As my minions completed their destruction of the supposed god Volstagg, I used my perfectly logical intelligence to keep Moondragon a non-threat until I could finally destroy her.
RESULT: Loss of 2 Phalanx units and elimination of all targets. SUCCESS.
This venue proved a difficult battle, especially due to an unforseen glitch preventing use of protocols that might have shifted the Battlefield Conditions in our favor. The Phalanx therefore warped to another locale to seek greater success.
STAGE FOUR OF THE ERADICATION OF ALL FLESH
Targets:
Volstagg 103
Fandral 101
Hogun 96
LOCUS: Castle walls in ruins (like all other human achievements, with the singular exception of Ultron).
ULTRON’S LOG: Faced with more so-called “gods” — THERE IS NO GOD BUT THE GOD OF THE PHALANX — ULTRON!!!!! — I apparently flew into a jealous-god fit by selecting this locus for the battle. The cursed water moat prevented my minions from advancing with ease and, separated as they were, they no match for these “Warriors Three.” Rare failures on my own part also proved deleterious to the cause of the Phalanx.
Although I was able to forestall defeat for longer than expected, eventually 01001010110 1010101000…
RESULT: Loss of all units and the elimination of the Fandral fleshbag. FAIL.
STAGE FIVE OF THE ERADICATION OF ALL FLESH
Targets:
Ch’p 82
Batman (Arkham Asylum) 120
Hand Ninja (Hammer of Thor) 38
Hand Ninja (Hammer of Thor) 38
E SHIELD Sniper 22
LOCUS: Bifrost Bridge in the realm of the “gods.”
ULTRON’S LOG: A quick scan of this clever-for-fleshlings setup required some immediate battlefield shifting; a phased-array band of my Encephalo Ray prevented the enemy from using any of its disgustingly fleshy “team abilities.”
Thus hindered, the targets were easy to whittle down until the enemy made its boldest move by using Telekinesis (via power ring) to place the Batman in close quarters. But despite his strange gadget making my adamantium shell of no effect, the Batman failed both attacks and my 2 remaining minions eliminated him. From there, it was a simple matter to eradicate the rest.
RESULT: Loss of 2 Phalanx units and the elimination of all flesh. SUCCESS.
FINAL STAGE OF THE ERADICATION OF ALL FLESH
Targets:
Clint Barton (Ultimates) 75
Iron Man (Avengers) 154
V Scarlet Witch (Fantastic Forces) 62

LOCUS: A human junkyard, where the fleshlings discard our machine brethren.
ULTRON’S LOG: We attempted to assault these humans that so resembled, yet were not the hated Avengers with an Alpha Strike, but both sides nullified each other’s attempt to reframe the battle.
It would be the last stalemate of the contest. I and the Phalanx engaged the Scarlet Witch and survived Iron Man and Barton’s ultimately* futile attempts to save her. Breaking through Stark’s pathetic A.I. firewalls with contemptuous ease, I took command of his armor to fire on Barton with a Full Power blast. So weakened, the two of them easily fell to the Phalanx.
RESULT: Loss of 1 Phalanx unit and the elimination of all flesh. VICTORY!
* That appears to be a pun, or irony. I must run a full diagnostic purge of such human nonsense.
>end transmission<
Well, Ultron and the Phalanx Soldiers are a difficult team to run in 300 points (and its chances are not helped when one forgets to pull Battlefield Conditions like I did in the first tourney! Disbanded or Alpha Strike would have helped a bit against the Skrull TA in the first game). Does one use the movement-challenged Phalanx to tie up enemies for Ultron to shoot? Or is it better to use them as meat shields for the big bad robot, despite their woefully short lives?The balance was difficult to find, and with only three of them on the team, all too soon Ultron may well be swarmed to death.
I also made a choice between the reliable Fortitude feat and the more situational trio of Protected, Nova Blast and Automatic Regeneration. Although I don’t regret my choices, Protected would have cost me the first game even if I HAD landed that last-minute KO blow on Mr. Fantastic; the one Nova Blast I tried whiffed all but the friendly target; Automatic Regeneration failed every single roll.
I’d like to try Ultron + Phalanx in a larger-scaled game; I currently have enough to field a 400 point force.
So, what to blog about next? Infintiy Watch? Or Ragnarok (not the event dial)? Comment and place your vote by 12/12/09!

And then it occurred to the crimelord: "Why should I pay for new landscaping and new security separately when I can get both in ONE?!?"

I got a phone call from my venue owner: two returning clixers were headed in for an impromptu gaming session. Having just scored a seasonal job after many months of total unemployment, I was enjoying my last free afternoon and evening for the next few weeks at least and decided to join them with a team I was planning to bring out to a Friday event but wouldn’t now due to the work schedule:

Marvel martial artists of Hell’s Kitchen.

Kingpin (Hammer of Thor) 78
+ Contingency Plan 12
Daredevil (Hammer of Thor) 81
+ Stunning Blow 10
+ Lunge 5
Elektra (Secret Invasion) 80 (Human)
+ Lunge 5
Tarantula (Secret Invasion) 51
+ Lunge 5
Hand Ninja (Hammer of Thor) 38
Hand Ninja (Hammer of Thor) 38
Hand Ninja (Hammer of Thor) 38
Hand Ninja (Hammer of Thor) 38
Hand Ninja (Hammer of Thor) 38
LE Elektra (X-Plosion) 19
V Hand Ninja (X-Plosion) 16
V Hand Ninja (X-Plosion) 16
V Hand Ninja (X-Plosion) 16
V Hand Ninja (X-Plosion) 16

Not only was this team intended to run nearly all the Hand Ninjas I’ve been slowly acquiring since early fall, but it was also born of my desire to play Tarantula, who’s under-appreciated because she’s just not as beastly-good as the 50-point  Spider-Man also seen in the same set. Finally, I’ve slowly been gaining respect for the new Kingpin figure and wanted to play him in a fairly comic-accurate team of him lording over a horde of hired ninjas (including the still-highly-mercenary Elektra and Tarantula) and Daredevil (presumably being manipulated somehow into working with his archenemy).
It was a battle royale starring, to my left going around:
Vic, who’s notorious for getting into the game, then selling out, then getting right back in:
Super-Skrull: Illuminati (Secret Invasion) 250 (borrowed from me)
Mr. Fantastic (Secret Invasion) 100
Yellowjacket (Secret Invasion) 100 (Skrull)
Rocket Raccoon (Hammer of Thor) 65
Nico Minoru (Hammer of Thor) 84

Tony, the venue owner and a diehard, old-school FF fan who plays them the few chances he gets to play a real game. To wit:
Dr. Doom (Secret Invasion) 200
Reed Richards (Secret Invasion) 100
The Thing (Secret Invasion) 100
Johnny Storm (Secret Invasion) 100
Invisible Woman (Secret Invasion) 100

and Therron:
Hela (Hammer of Thor) 200
Heimdall (Hammer of Thor) 149
+ Warbound 5 [Warrior]
+ Unstoppable 5
Fenris Wolf (Hammer of Thor) 140
Sif (Hammer of Thor) 93
+ Warbound 5 [Warrior]
He had an Asgardian themed team. But I had the umpteen-member Martial Artist theme and easily won map choice, putting us in the X:Men Danger Room indoor map. We decided to play until first team out.
I immediately marched as many of the red Ninjas into that map’s 2 x 10 area of hindering as possible:

No, REALLY. They're just a hedge.

…while keeping Kingpin in the rear (with a single black-clad Ninja as his Mastermind bodyguard) to build up Contingency Plan tokens.
Vic hid his team on the map’s 2 x 10 rooftop in mortal fear of Tony’s Telekinesis-fueled threat of sending either The Thing out to clobber someone with a heavy object or Johnny Storm to Pulse Wave an unwary target. But Tony just reshuffled his team in preparation for a much later strike. Then Theron got his quartet set to attack ninjas at the opportune moment.
I moved the rest of my Ninjas (including both Elektras) onto the remaining hindering terrain within reach, but made a key tactical error with the LE Elektra. Theron saw the threat and Charged her to swiftly KO her with Fenris Wolf’s big bite. And thanks to the big bad wolf’s giant size, none of my other Ninjas could retaliate with their swords.
That was all right with me; I had plenty of shuriken in the form of the Ninjas’ 8 range. And with the Hydra team ability boosting their Attack Values for range attacks, they began to whittle the big dog down.
Meanwhile, Vic decided to finally engage my Ninjas with Skrullowjacket, threatening to take out Kingpin. I took the opportunity to send  Tarantula in to occupy him. It proved a poor decision. She nearly took a crippling knockback punch until the players reminded me that I had tons of themed-team uses of Probability Control to burn. And so I did, forcing about 4 of my 7 available rerolls to save Tarantula from instant death. That proved fortuitous as Tarantula was later to use the Lunge feat to score a bit of real damage (yay BCF!) and hinder Vic’s attempts to take down Kingpin.
Elektra, on the other hand, did little but A) thoroughly miss Rocket Raccoon with her Flurry attacks and B) not get missed by Rocket Raccoon’s followup.
(Or Super-Skrull:Illuminati’s, which was the real trouble.) Daredevil, too, underachieved with big misses against Fenris Wolf. (Seems the critters were the ones giving me problems!)
Fortunately, I still had plenty of Ninjas. Hydra TA scored me lots of little shots on Skrullojacket, persuading Vic to try tying up the main Ninja culprits with Mr. Fantastic. With Mr. F using his SP to bump his DV to an impressive 19, it seemed a decent gamble, even against these two red-clad Ninjas’ free attacks.
It wasn’t. The Ninjas’ hits landed Mr. F onto late life.
As the game wore on, Daredevil at last pulled his weight by scoring a KO blow on the Wolf. With the other Ninjas mopping up the floor with all Vic’s team except Skrulluminati, I began creeping up on Tony and Therron’s respective teams. Therron was nearly all beaten up, with only Heimdall left and Tony wasn’t a whole lot healthier. I took the shots and actually scored two crit hits in a row to take out Therron’s last piece to end the game.
All game long, Tony kept warning that my Ninja Hedge would be a serious problem if Vic didn’t deal with them. But I honestly thought he was overstating things. In the end, though, he was right.

Watch out; that hedge has the nastiest thorns you EVER saw.

Kingpin worked just as I thought he would as the master plotter in the background. I actually never got to get him into full fight mode, as by the time he was actually threatened, the game was over.
Daredevil is a devil to use. His short range limits him and opens him up to retaliation. But he can dole out the pain.

She's better this way.

“Human” Secret Invasion Elektra (seen here in my repaint) is a real feast-or-famine piece for me. Sometimes she’s a total buzzsaw that shreds teams singlehandedly, but more often she takes a beating like a bowl of eggs and gets fried to boot. Tonight was the latter.
But she sure looked good doing it. 😀
I’ll have to run something like this again in the future. In the meantime, watch this space for an attack from space against all flesh…

At long, long last, HeroClix Organized Play is BACK! For those who don’t know, Organized (or Approved) Play is a system of tournaments held at gaming and comics shops nationwide where HeroClix players can compete for Limited Edition prizes that cannot be found in random boosters like the other pieces.
One popular format for both players and the company is Sealed, in which each player buys a couple of boxes and builds a team out of what’s inside. It’s a great equalizer between the veteran collector with thousands of characters to choose from and the new player who only owns an even dozen.
Today’s battle report is on the 300 points sealed Hammer of Thor tournament! Here’s what I ran:
Heimdall 149
Fandral 101
Rock Troll 45
= 295 points. This “Asgardian” keyword team lacked range, but I hoped Fandral’s Leap/Climb and Heimdall’s immunity to most move & attack powers would mitigate that weakness somewhat. The Troll was both filler and a damage-soaking tie-up piece. Now I turn it over to my “narrator”…

Heimdall, guardian of the Bifrost Bridge, gate of the golden realm of Asgard:

“At long last, we of the golden realm of Asgard hath exited our year-long sleep to enter the light of HeroClix day! But no sooner hath we blinked the matter from our eyes than we find the realm assailed by invaders!!
BATTLE ONE:
“Immediately I recognized the wicked Amora the Enchantress leading the miscreants: the lord of rock trolls Ulik and a Phalanx Soldier from a galaxy in Midgard’s heavens. They would not escape mine eyes. Battle was joined; our compelled Rock Troll drew Amora’s wrath as Fandral and I battled the incredibly tough-skinned Ulik. Even sharp-witted Fandral could find no chink’s in the fiend’s armor. The Rock Troll was defeated after many, many blows from Ulik and Enchantress and mine own forbearance against Ulik nearly cost us everything when he managed to wrest himself from our grasp. A merry chase they led us on, but eventually we ran them to ground. FOR ASGARD!!!
As we caught our breath and tended our wounds, we were startled to find our selves facing yet more invaders from the mortal realm’s heavens…”
BATTLE TWO:
“One calling himself Air-Walker and his dimunitive, furred companion Rocket Raccoon claimed Asgard for his master Galactus. Having seen long ago his dismissal from his role as herald for that infernal planetbreaker, I for my part dismissed his threat as mere bluff, but soon found that he was not to be taken lightly.
Fandral suggested we approach slowly, for while I could see his movements to avoid his attacks, he and our troll could not. And indeed, Air-Walker dealt his share of wounds to my stalwart ally. But we fought on bravely, waylaying the duo with blows that would have done even Thor proud, forcing this artificial being to self-repair again and again. Meanwhile, we also ran the animal to ground.
I know not when Fandral fell, but eventually it was I alone against the herald. And I failed, giving him a chance to self-repair and flee once more. At last my own sight failed as well and I took grievous harm. No longer able to strike with my usual vigor, I could not stop him from self-repairing one last time to seal my defeat.
It was fortunate indeed that this Air-Walker had not been in the thrall of his celestial master.”
BATTLE THREE:
“And yet it was not ended! A third group of interlopers appeared at the gates of Asgard: the reformed villain Songbird, Thor Odinson’s mortal ally Captain America, both accompanied by a Valkyrie of the realm and…by Odin’s beard!…another Fandral?!??
‘This deviltry needs be met with care,’ Fandral said. And so with care did we tread: myself using the Bifrost Bridge to widen my zone of movement and Fandral using his wits and agility to keep his opposite number in sight at all times. Meanwhile, we sent the troll ahead to act as diversion.
Mine eyes had seen what Captain America was capable of with that shield of his; not for nothing does he command Thor’s immortal respect. Fortunately, whatever madness impelled him to assault the golden realm also prevented him from fully using his ability to ricochet his shield to even unseen targets. Instead, his companion Songbird flew him into the fountains. And now it was time to strike.
The troll was ready to obey my command to rush forward to engage, but the woman surrounded him in solid sound–and nearly ensnared me. But I was free and clear to attack in the next moment, and did, rendering her utterly unconscious. Fandral then joined the now-free rock troll in engaging the Captain while the other Fandral engaged me. But the troll fell to the combined assault of the Captain’s fists and the rogue Valkyrie’s spears.
Now it was Fandral’s duty to engage the Captain, and I was left to battle dark Fandral alone. Alas, I could not best him. The last thing I saw before darkness took me was Fandral defeating the Captain, yet somewhat the worse for wear compared to his doppelganger.
“And now it falls to me, Fandral the Dashing, to relate the end of this grim tale. It is said that one who flees may live to duel again, and thus did I to the nearest rooftop. My doppelganger followed. Pushed to the edge of endurance, I successfully kicked him stoutly enough that we were now at the same level of endurance and forced him to draw his blade and show me the full measure of his skill.
He lunged. I parried and riposted. My blade struck true and deep; my opposite number went down and I was the victor.”
“And so we defended the gates of Asgard with enough success to call it a truly Legendary Day.”
======================
Three excellent games. The one against Air-Walker may well have been my win if not for three solid Regen rolls by Tim, the venue judge and my opponent…a very epic game. The first round vs. Scott found him a bit stymied by his slight lack of grasp of rules that hampered his planning. He still played fine…he never made any serious errors. The last game came down to Fandrals on the same BCF/CR click against a towering 19 DV and I won out with a game-ending 5 BCF roll.
Went to another venue for another game. Pulled and played Air-Walker (seeing how effective he is in this format), Jimmy Woo, and MOLLY HAYES, who, as it happens, will be our narrator this time.
=======================
“YAY! I got on the team!
The leader of the team was Air-Walker. He does walk on air, sorta, ’cause he can fly. He also dresses in pretty colors and is flaming. The other guy on the team was Jimmy Woo, who’s totally opposite. He wears a normal suit and looks totally normal. But I could tell  he was a little scary, too, in his own way. (And just between us, I think he was the REAL leader, not Mr. Walker.)
Me? I’m PRINCESS POWERFUL!!!!
Anyway, we got in a fight with some robots. Ultron was the scary-looking one and M-11 was the kinda hokey-looking one. Oh, and there was a ninja, too. We had the fight in a real CASTLE!
Ultron was scarier than the last time I remember. Mr. Walker’s first few attacks didn’t even scratch him! But now it was MY turn to fight! Mr. Walker brought me right in front of Ultron and I dared him to try and hit me.
M-11 tried to shoot Air-Walker but Mr. Walker dodged while I was dodging Ultron over and over. (I guess I’m smaller than he’s used to.) For some reason the Ninja jumped out of the open to fight me, but he couldn’t hurt me either. So while I was pounding on Ultron, Mr. Walker speeded away with Mr. Woo.
Then, because Mr. Walker has Cosmic Power or something like that, he and Mr. Woo shot Ultron with a HUMONGOUS energy blast. Then I hit Ultron with a humongous punch that knocked him out cold! YAY!
Mr. Walker and Mr. Woo shot M-11 right off the castle wall and in the moat. Then Mr. Walker double-shot the robot and the Ninja at the same time and we won!”
FIGHT TWO
“We went to a lab that looked like it was Iron Man’s or something and we fought some sorcerers named Enchantress (who’s really pretty) and Malekith (who’s not). And there was that Thunderbolt, Penance. He’s scary-looking.
Mr. Air-Walker and Mr. Woo told me to be careful because punching the magic man and lady would hurt me back like grabbing a live wire. I hate it when grown-ups try to tell me what to do! (Even when they’re right.)
Anyway, we were wondering how we were gonna get to the bad guys until they shot a hole in the lab wall. (OK, I guess THAT works.) Mr. Walker used his Cosmic Power to fly out and shoot Malekith really hard. Mr. Woo told Mr. Walker to carry me up to the hole because I’m the strongest and toughest one of us all. And I proved it when Penance tried to hit me and it didn’t even hurt! (But I hurt MYSELF trying to hit him one time.)
Both the grown-ups made short work of the bad guys, and we won again!”
FIGHT THREE
“We were in space now, but it was really weird. There was a fat guy, the Kingpin. And then there was an Asgardian Warrior, who looked and acted like a real-life Viking. There was Ultron AGAIN!!! Didn’t I punch him out? But the weirdest thing was seeing my friend Karolina Dean on the other team!! That’s not FAIR!!
Things started slow. Mr. Walker shot Karolina, sending her back to shield Ultron. (How wrong is THAT?) Mr. Woo told me to fight Ultron again, so I did. But this time I also had to fight the viking AND the Kingpin, who kept telling the other bad guys where to hit me so it hurts! SO UNFAIR!!!!
The worst part was that I was so scared that I hurt myself trying to fight again. And that made the viking knock me out with his sword.
Ugh, I HATE LOSING!
Mr. Walker told me later that Mr. Woo was so sorry I got hurt that he ran up to fight Ultron by himself, and lost. Then Mr. Walker was all alone but winning when he ran out of time. He said he was so sad about me that he forgot to focus on beating the Warrior instead of Ultron, which would’ve made us win ’cause he’d KOed Karolina already.

Two crit-misses. Poop.

Well, DUH! He SHOULD’VE hit the Warrior, ’cause the Warrior hit ME! Sheesh.
Anyway, it didn’t have a good ending, but it was still a cool adventure. Mr. Air-Walker is really awesome in this sort of random fighting and Mr. Woo works good too ’cause he’s a secret agent of SHIELD. At least that’s what he says.
Y’know something, though? Nobody was paying attention then, but I’m not a dumb little kid like people think. Karolina TOTALLY shouldn’t have been on that team. Not only is she my friend, but:
Ultron 174
Kingpin 78
Asgardian Warrior 37
Karolina Dean 55
= 344 points. I think someone’s math was really off.

M+M E004 CAPTAIN UNIVERSE
Fast-moving, this E-dial is one of the simplest ones.
TURN THE DIAL: At the end of any turn in which any character was knocked out, and at the end of each round.
TOUCHED BY THE ENIGMA FORCE (cyan, slots 2-4, 6): Once during your turn when you make an attack roll, if the result of either of the two dice is a 1, you can reroll one die before determining the attack roll result. You must use the rerolled result.
WHAT IT MEANS: This first condition (which won’t be in effect until turn two), is nothing more than the Lucky Break feat, available once per turn. There’s no way to build for this, so don’t fret it.
UNI-FORCE (red, slots 5,7): At the beginning of each player’s turn, that player rolls 2d6 and subtracts from the result the number of of his or her KO’d figures that have point values of more than 20 points. If the result is a 4 or less, that player chooses one target character on his or her force. Until the end of that turn, the target ignores its team ability and powers, has a range value of 10, and can use the Power Cosmic team ability and the following powers: Energy Explosion, Force Blast, Hypersonic Speed, Incapacitate, Outwit, Phasing/Teleport, Steal Energy, and Super Strength.
WHAT IT MEANS: This condition gives you a shot at turning one of your team into Captain Universe for a turn, your team build will make a difference one way or another. Field cheap sacrifice pieces over 20 points in cost (NOT less), because not only will they tie-up or bait the other force(s), if they’re KOed they improve your chance of rolling low enough to become Captain Universe. When you DO make the roll, give the Captain Universe powerset to a fig with good stats to make best use of them. Also consider one with some sort of Stealth and the Wing symbol. The former will keep it safe until the Uni-Force is active (and possibly protect it from an opposing Captain Universe) and the latter will give it the mobility to move and attack freely as CU. Don’t run a pivotal offensive team ability on your preferred Captain Universe candidate, though because the printed TA will be replaced with the uncopyable Power Cosmic ability until the end of the turn.
SUMMING IT UP: As stated in the outset, this dial is easy to pick up and play, regardless of your team build.

M+M E004 CAPTAIN UNIVERSE

I always found this cover to be rather hilarious.

I always found this cover to be rather hilarious.

Fast-moving, this E-dial is one of the simplest ones.

TURN THE DIAL: At the end of any turn in which any character was knocked out, and at the end of each round.

TOUCHED BY THE ENIGMA FORCE (cyan, slots B-D, F): Once during your turn when you make an attack roll, if the result of either of the two dice is a 1, you can reroll one die before determining the attack roll result. You must use the rerolled result.

WHAT IT MEANS: This first condition (which won’t be in effect until turn two), is nothing more than the Lucky Break feat, available once per turn. There’s no way to build for this, so don’t fret it.

UNI-FORCE (red, slots E, G): At the beginning of each player’s turn, that player rolls 2d6 and subtracts from the result the number of of his or her KO’d figures that have point values of more than 20 points. If the result is a 4 or less, that player chooses one target character on his or her force. Until the end of that turn, the target ignores its team ability and powers, has a range value of 10, and can use the Power Cosmic team ability and the following powers: Energy Explosion, Force Blast, Hypersonic Speed, Incapacitate, Outwit, Phasing/Teleport, Steal Energy, and Super Strength.

WHAT IT MEANS: This condition gives you a shot at turning one of your team into Captain Universe for a turn. Your team build will make a difference one way or another. Field cheap sacrifice pieces over 20 points in cost (NOT less), because not only will they tie-up or bait the other force(s), if they’re KOed they improve your chance of rolling low enough to become Captain Universe. When you DO make the roll, give the Captain Universe powerset to a fig with good stats to make best use of them. Also consider one with some sort of Stealth and the Wing symbol. The former will keep it safe until the Uni-Force is active (and possibly protect it from an opposing Captain Universe) and the latter will give it the mobility to move and attack freely as Cap U. Don’t run a pivotal offensive team ability on your preferred Captain Universe candidate, though.  The printed TA will be replaced with the uncopyable Power Cosmic ability until the end of the turn.

SUMMING IT UP: As stated in the outset, this dial is easy to pick up and play, regardless of your team build.

Next, we’ll look at one that’s NOT pick-up-and-play. In fact, thanks to some rule changes since its debut, strictly speaking it’s not very playable at all…

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.)

E002 EVOLUTIONARY WAR
This dial is nonstop; that is, it doesn’t have a red line to signify  an endpoint. So it can continue until the last KO or time is called.
WHAT TO BRING: A current Powers and Abilities Chart (PAC) is mandatory for the GENESIS CHAMBER effect later in the dial.
TURN THE DIAL: At the end of each round.
WHAT IT MEANS: Straightforward.
PURIFIERS (black, slots 1-5): At the beginning of each round, each player can declare a special or standard power. All declared powers are ignored until the end of the round.
WHAT IT MEANS: You want to be careful of fielding powers that are key to your early strategy, especially those shared by multiple characters. PURIFIERS will enable opponents to nix them entirely. And note that the powers are ignored, not countered. This means that even team abilities that grant use of certain powers aren’t immune; if a player chooses Stealth, then Batman Allies are suddenly left exposed. It also means you’ll want to pay attention to pure stats over powers when team building. Note, however, that Traits are immune to this effect.
RESTORATION (cyan, slots 4-7): At the beginning of each round, remove all debris tokens from the map. All destroyed walls are no longer destroyed. All clear, grounded, outdoor terrain is hindering terrain. Each player can choose a friendly character that occupies an opponent’s starting area and heal it of 2 damage.
WHAT IT MEANS: Suddenly, there’ll be a lot of hindering terrain for Stealthy characters (assuming they survived the early game and the brief overlap with PURIFIERS isn’t still nerfing them) to hide in and fliers, Phase/Teleporters and Leap/Climbers to move freely over and through. High-speed characters might be a boon for this segment of the game for getting the free healing in enemy starting zones.
GENESIS CHAMBER (red. slots 8-12): Once at the beginning of each player’s turn, each player can choose a target friendly character and declare a combat value (other than range); if the target possesses a standard power of the chosen value, ignore that power until the end of the turn. Then each player who chose a target rolls a d6. On a result of 1-3, the target can use the standard power on that combat value on the PAC that occurs immediately before the ignored power, until the end of the turn. On a result of 4-6, the target can use the standard power of that combat value that occurs immediately after the ignored power, until the end of the turn. (The first standard power of a particular combat value on the PAC is considered to be immediately after the last standard power of that combat value.) At the end of the turn, deal the target 1 unavoidable damage.
WHAT IT MEANS: This is an entirely optional effect that you should be very careful about using! Basically, you get to swap a power on your dial for one before or after it on the Powers & Abilities Chart (PAC). But it’s 50/50 which you’ll get, and the character takes a click either way, so don’t give up a sweet click for this effect. Moreover, you can do this at the start of both YOUR and an OPPONENT’S turn.  Here’s a guide:
On YOUR turn
Never use GENESIS CHAMBER on:
Phasing/Teleport
Charge
Mind Control
Hypersonic Speed
These will stick you with useless (for offense) or far-inferior (for the circumstances) powers.
Always consider using GENESIS CHAMBER on:
Earthbound
Stealth
In this circumstance, the powers you gain will be much more useful. Make sure it’s a click you can afford to lose, though!
Maybe consider using GENESIS CHAMBER on:
Plasticity
Force Blast
Incapacitate
Smoke Cloud
Poison
Mastermind
Exploit Weakness
Perplex
Leadership
You might get a better power or one of equal worth. Again, beware of the self-damage you’ll take regardless.
On ANOTHER’S turn
Never use GENESIS CHAMBER on:
Phasing/Teleport
Charge
Plasticity
Force Blast
Hypersonic Speed
Stealth
Running Shot
any Attack power
Toughness
Mastermind
Impervious
Invulnerability
Battle Fury
Exploit Weakness
Perplex
Outwit
Leadership
Either the new power is useless on defense or simply not worth the click you’ll be sacrificing.
Maybe consider using GENESIS CHAMBER on:
Earthbound (but ONLY to take the click and get OFF Earthbound at the end of the turn without taking a token)
Super Senses
Defend
Barrier
Willpower
Regeneration
Enhancement
…You might gain a power that could help avoid or reduce big damage. Check out the PAC carefully in relation to your current circumstances. (For example, choosing Barrier will land you either Energy Shield/Deflection or Mastermind, so checking if you have any potential fodder adjacent or are in danger of being shot is key before making the swap.)
Any power not listed here is probably not a good risk to use this effect on.
SUMMING IT UP: Evolutionary War is a simple, straightforward event dial. But the last condition, GENESIS CHAMBER, is so byzantine to figure out in mid-game that players may opt to ignore this optional element completely. This is a phenomenon that afflicts many event dials, as further installments of this series will demonstrate.

E002 EVOLUTIONARY WAR

I actually much prefer this image to the one actually used on the dial's card. More "MU-WHA-HA-HA" = much more awesomeness

I actually much prefer this image to the one actually used on the dial's card. More "MU-WHA-HA-HA" = much more awesomeness

WHAT TO BRING: A current Powers and Abilities Chart (PAC) is mandatory for the GENESIS CHAMBER effect later in the dial.

TURN THE DIAL: At the end of each round.

WHAT IT MEANS: Straightforward. Note, though, that this dial is nonstop; that is, it doesn’t have a red line to signify  an endpoint. So it can continue until the last KO or time is called.

PURIFIERS (black, slots A-E): At the beginning of each round, each player can declare a special or standard power. All declared powers are ignored until the end of the round.

WHAT IT MEANS: You want to be careful of fielding powers that are key to your early strategy, especially those shared by multiple characters. PURIFIERS will enable opponents to nix them entirely. And note that the powers are ignored, not countered. This means that even team abilities that grant use of certain powers aren’t immune; if a player chooses Stealth, then Batman Allies are suddenly left exposed. It also means you’ll want to pay attention to pure stats over powers when team building. Note, however, that Traits are immune to this effect.

RESTORATION (cyan, slots D-G): At the beginning of each round, remove all debris tokens from the map. All destroyed walls are no longer destroyed. All clear, grounded, outdoor terrain is hindering terrain. Each player can choose a friendly character that occupies an opponent’s starting area and heal it of 2 damage.

WHAT IT MEANS: Suddenly, there’ll be a lot of hindering terrain for Stealthy characters (assuming they survived the early game and the brief overlap with PURIFIERS isn’t still nerfing them) to hide in and fliers, Phase/Teleporters and Leap/Climbers to move freely over and through. High-speed characters might be a boon for this segment of the game for getting the free healing in enemy starting zones.

GENESIS CHAMBER (red, slots H-L): Once at the beginning of each player’s turn, each player can choose a target friendly character and declare a combat value (other than range); if the target possesses a standard power of the chosen value, ignore that power until the end of the turn. Then each player who chose a target rolls a d6. On a result of 1-3, the target can use the standard power on that combat value on the PAC that occurs immediately before the ignored power, until the end of the turn. On a result of 4-6, the target can use the standard power of that combat value that occurs immediately after the ignored power, until the end of the turn. (The first standard power of a particular combat value on the PAC is considered to be immediately after the last standard power of that combat value.) At the end of the turn, deal the target 1 unavoidable damage.

WHAT IT MEANS: This is an entirely optional effect that you should be very careful about using! Basically, you get to swap a power on your dial for one before or after it on the Powers & Abilities Chart (PAC). But it’s 50/50 which you’ll get, and the character takes a click either way, so don’t give up a sweet click for this effect. Moreover, you can do this at the start of both YOUR and an OPPONENT’S turn.  Here’s a guide:

On YOUR turn:

Never use GENESIS CHAMBER on:

Phasing/Teleport
Charge
Mind Control
Hypersonic Speed

These will stick you with useless (for offense) or far-inferior (for the circumstances) powers.

Always consider using GENESIS CHAMBER on:

Earthbound
Stealth

In this circumstance, the powers you gain will be much more useful. Make sure it’s a click you can afford to lose, though!

Maybe consider using GENESIS CHAMBER on:

Plasticity
Force Blast
Incapacitate
Smoke Cloud
Poison
Mastermind
Exploit Weakness
Perplex
Leadership

You might get a better power or at least one of equal worth. Again, beware of the self-damage you’ll take regardless.

On ANOTHER’S turn:

Never use GENESIS CHAMBER on:

Phasing/Teleport
Charge
Plasticity
Force Blast
Hypersonic Speed
Stealth
Running Shot
any Attack power
Toughness
Mastermind
Impervious
Invulnerability
Battle Fury
Exploit Weakness
Perplex
Outwit
Leadership

Either the new power is useless on defense or simply not worth the click you’ll be sacrificing.

Maybe consider using GENESIS CHAMBER on:

Earthbound (but ONLY to take the click and get OFF Earthbound at the end of the turn without taking a token)
Super Senses
Defend
Barrier
Willpower
Regeneration
Enhancement

…You might gain a power that could help avoid or reduce big damage. Check out the PAC carefully in relation to your current circumstances. (For example, choosing Barrier will land you either Energy Shield/Deflection or Mastermind, so checking if you have any potential fodder adjacent or are in danger of being shot is key before making the swap.)

Any power not listed here is probably not a good risk to use this effect on. And note that you absolutely can’t use it on Special Powers.

SUMMING IT UP: Evolutionary War is a simple, straightforward event dial…mostly. But the last condition, GENESIS CHAMBER, is so byzantine to figure out in mid-game that players may opt to ignore this optional element completely. This is a phenomenon that afflicts many event dials, as further installments of this series will demonstrate.

Whew! That write-up alone was enough to delay this column for months (I wrote it in March or April)! And the next one is no simpler in its way, being another that rewards a proper build and could punish a normal one. Get ready to rumble with Unlimited Class Wrestling!!!