E001 MUTANT MASSACRE
Based on the classic X-Men crossover circa issue 210 or so of the Uncanny X-Men series.
BRING: Character cards (or an official keyword list).
TURN THE DIAL: At the end of any turn in which a character that has a point value of more than 30 points is knocked out or eliminated.
WHAT IT MEANS: Unlike many other dials, which turn at the end of each round, Mutant Massacre only turns when characters leave the game. This means that various conditions can affect your game for a pretty long time, especially the first:
MASSACRE (Black, slots 1-8): Before the beginning of the first turn, each player declares a keyword. During the active player’s turn, if an opposing character that has the keyword named by the active player takes damage, after it takes damage deal that character 1 unavoidable damage. Critical hits to all characters deal an additional 1 damage.
WHAT IT MEANS: Any character with a keyword could be a target for extra harm, and this condition lasts a LONG time. You’ll want to seriously consider fielding characters without keywords. They will not be as vulnerable to the MASSACRE condition. By the same token, you should avoid theme teams entirely.
HELP FROM ARTIE AND LEECH (red, slots 3-4, 7-9): At the beginning of your turn, roll a d6. On a result of 4-6, a single character on your force that can’t already use Outwit can use Outwit once during that turn. In addition, if the result was a 6, you can also give an action token to one opposing character that has zero action tokens.
WHAT IT MEANS: Consider fielding Power Cosmic/Quintessence figures. They’ll essentially be immune to this condition. Anti-Outwit feats/powers like The Society, Outsmart, Fortitude and Stealth will help as well. Willpower and Indomitable will be less vulnerable to the token dump, at least.
EMERGENCY TRIAGE (cyan, slots 5-6): At the beginning of your turn, all of your characters that have two action tokens are healed of 1 damage.
WHAT IT MEANS: Another good reason to invest in characters who can push freely through Willpower or other means to gain free healing.
SUMMING IT UP: Mutant Massacre can truly make for a rough game for the unprepared. This is one dial that’s infinitely more fun when you can build for it. At the very least, avoid keyword themes.

Ugh. OK. So I said I’d have this installment up “some time this weekend?” Yeah. Didn’t happen. So I’m not making those kinds of promises anymore. Just look out for new posts, all right? All right. :)

E001 MUTANT MASSACRE

Based on the classic X-Men crossover circa issue 210 or so of the Uncanny X-Men series.

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BRING: Character cards (and/or an official keyword list).

TURN THE DIAL: At the end of any turn in which a character that has a point value of more than 30 points is knocked out or eliminated.

WHAT IT MEANS: Unlike many other dials, which turn at the end of each round, Mutant Massacre only turns when characters leave the game. This means that various conditions can affect your game for a pretty long time, especially the first:

MASSACRE (Black, slots A-H): Before the beginning of the first turn, each player declares a keyword. During the active player’s turn, if an opposing character that has the keyword named by the active player takes damage, after it takes damage deal that character 1 unavoidable damage. Critical hits to all characters deal an additional 1 damage.

WHAT IT MEANS: Any character with a keyword could be a target for extra harm, and this condition lasts a LONG time. You’ll want to seriously consider fielding characters without keywords. They will not be as vulnerable to the MASSACRE condition. By the same token, you should avoid theme teams entirely.

HELP FROM ARTIE AND LEECH (red, slots C-D, G-I): At the beginning of your turn, roll a d6. On a result of 4-6, a single character on your force that can’t already use Outwit can use Outwit once during that turn. In addition, if the result was a 6, you can also give an action token to one opposing character that has zero action tokens.

WHAT IT MEANS: Consider fielding Power Cosmic/Quintessence figures. They’ll essentially be immune to this condition. Anti-Outwit feats/powers like The Society, Outsmart, Fortitude and Stealth will help as well. Willpower and Indomitable will be less vulnerable to the token dump, at least.

EMERGENCY TRIAGE (cyan, slots E-F): At the beginning of your turn, all of your characters that have two action tokens are healed of 1 damage.

WHAT IT MEANS: Another good reason to invest in characters who can push freely through Willpower or other means to gain free healing.

SUMMING IT UP: Mutant Massacre can truly make for a rough game for the unprepared. This is one dial that’s infinitely more fun when you can build for it. At the very least, avoid keyword themes.

Next time, we’ll look at the next phase of event dial development: Evolutionary War.

300 points. Character-card sets only.

My take: Power Pack #6 “theme team”
Lightspeed 25
Mass Master 30
Energizer 35
Gee 40
SI Spider-Man 50
+ Lunge 5
+ Loner 5
SI Cloak & Dagger 109
= 299 points
See my blog, heroclixin.wordpress.com for this write-up!
Round ONE
Easton, 12-year-old from Huntsville, AL
On a shaved-down Indy map (the Evil Lab, I think), I took on his Stardust, SI Captain America, M+M Marvel Girl and AV Scarlet Witch. He played a great game, easily KOing first Gee, then Mass Master for an early lead. But Spidey and Cloak+Dagger began landing their respective double attacks, taking out Cap, Scarlet Witch and Marvel Girl. Stardust, still at full health, critmissed a big attack, enabling my two Phasers Lightspeed and C+D to run from the herald until Spidey could finally hit it — and then to run from it when it gained HSS. A 2nd critmiss spared Energizer’s life and the grownups finished the now-hittable Stardust for the wipeout. 1-0.
Round TWO
Clark, a 12-year-old former Atlanta kid now in Florida but back for Dragon*Con.
On the Crashed Spaceship map, this slightly spacey kid fielded a team of bi-coastal Avengers: Lionheart, U.S. Agent, Ronin, Moon Knight and AV Scarlet Witch. Not nearly as sharp a player as my last opponent, but much better than when I last played him, Clark took down Mass Master and Energizer and very, VERY nearly got Cloak & Dagger; a miss from a weakened Lionheart allowed the duo to Phase away and support a well-beaten-down Spidey from afar. Managed to hold on for a win despite frequent sniping from the hidden but nearby Moon Knight and Clark’s semi-secret weapon, Ronin. Got U.S. Agent and Lionheart. 2-0.
Round THREE
Nathan, a former S. Carolina player moved to Wisconsin back for Dragon*Con. On the HorrorClix Carnival map, he dealt me a vicious beating with a team lacking anything resembling a blind spot: SI Nick Fury + Contingency Plan with Skrully Ms. Marvel — both Warbound. And Lila Cheney just to round out. By not covering Gee in my initial move, a Kinetic-Accelerated Ms. Skrullvel took him, and any chance I had of winning, out in one shot. I retreated to force him to overextend a bit, though it cost me Mass Master in the next turn. And it worked some; by basing Lightspeed with Lila (outwitting her P/T to force Lightspeed to fight, he said) he’d left an opening for Spider-Man to Lunge-attack Lila (missing), then Nick Fury, hitting him and forcing a L.M.D. warp away from Ms. Skrullvel and thus negating the constant Warbound attacks. The team was actually able force a critmiss from her and knock Fury to hit late dial and even get KO points for Lila before getting wiped by this incredibly effective trio. 2-1.
Round FOUR
A guy whose name and hometown I’m blanking on. Did I ever ask?
I picked the Castle to face his Justice League of America: Starro Green Lantern, OOTS Batman, JL Zatanna and JL Black Canary. Again incautious with Gee placement, I got my TK first Outwitted, then lost outright to Green Lantern’s Running Shot off the bat. Fortunately, Cloak & Dagger would remain safely Stealthed on the Kinetic Accelerator, no matter what. Mass Master was my first casualty, blocking Batman’s fire for his brother. Energizer (via Lightspeed) proved her worth by disintegrating the object Bats sat on, leading to shots from Cloak & Dagger and a Spider-Lunge that took him to eventual KO. Both girls fell to enemy fire, but the Fantastic Four TA healed Gee back to TK, enabling him to push and move Cloak & Dagger forward to take out Zatanna. All four kids were lost but I wiped all but Green Lantern for the win.
Win/Loss: 3-1. I built this team just for kicks, being a great fan of the old-school ‘Pack. But it proved to be way more effective than I dreamed.
A couple of days later, we had a 200-point unrestricted game, and I saw a chance for another Power Pack-heavy team:
Lightspeed 25
Mass Master 30
Gee 40
R Shazam! 105
= 200 points. “Kid” keyword makes it a themed team. See my blog, heroclixin.wordpress.com for this write-up, too!
Round ONE
I was late, so I had to take a bye round. :(
Round TWO
A relatively new player whose name I can’t remember. He played, on a shaved-down old “Mall” map: Gamora, Spider-Man (Armor Wars) and The Question (Arkham Asylum). I was able to bunker my kids in an interior room to block nearly all line of fire from enemy fire and Outwit. Thus Shazam was able to easily beat down the whole team for a wipeout. But not without cost: Question crithit Gee into a wall for a one-hit-KO (OHKO). 1-0.
Round TWO
Now I faced Scott, a local player and friend. A master modder, he ran half of his Offenders team: an awesome Red Hulk (on the Hercules (Secret Invasion) dial) and Tiger Shark (Captain Mako repainted with a fin) on the Crashed Spaceship map. I used the terrain (and Mass Master’s Smoke Cloudform) to slow down the close-combat specialists. But they quickly based, then KO’d the boy when Shazam failed 4 attempts at hitting Rulk (burning both theme PCs and a push). Both fliers got the team away, forcing the Offenders to trudge back through hindering terrain. Shazam landed on his Billy clicks and hid in a corner with Gee blocking access to him. Gee fell, but it was enough time to get back to Captain Marvel power. One successful Impervious roll later, sole survivor R Shazam was able to chase down Rulk and then Shark for a come-from-behind win. 2-0.
Round THREE
Now in a battle for third place, I again faced young Easton’s nigh-unbeatable team of The Flash (Legacy) + Alias, V Spoiler + Loner and R Destiny. And when I neglected to block line of fire to Shazam and got his Hypersonic Speed countered, I was pretty screwed. Had to sacrifice nearly the whole Pack to block line of fire to try for additional attacks. It didn’t go well; failed the Kingdom Come roll and then the consolation attack on Destiny. Made a 2nd mistake when I neglected to move to my Telephone Booth to get off my Billy clicks. Only a successful Regen roll got me back in fighting shape. Constant Outwitting of KC’s Outwit kept me Invulnerable and safe from him, but unable to catch up to him to make an attack. So I pushed and rolled for the moon and failed due the Alias feat. Game Over! At least I got the other two. 2-1
TOTAL RECORD: 5-2. So OK, both Pack teams got utterly dragged by completely min-maxed builds played by master players, and certainly didn’t deal many KOs (only Gee got any, and it was a character half his points — R Destiny). They still well outperformed my and my opponents’ expectations.
Gee: As one of the game’s cheapest TK characters, he’s already a staple of teams worldwide. But he especially makes this team work, giving both my main attackers Spider-Man and Cloak & Dagger the reach they needed to use their respective Lunge-Flurry and duo attacks effectively. In the Kid team, Gee was instrumental in yanking Shazam out of harm’s way after a failed Charge attempt.
Lightspeed: The game’s most efficient taxi did the job here, too, getting Spidey or her brothers and sister in place over and over again.
Energizer: mostly served only as sacrificial tie-up but got that great move against Batman. She also scored an Exploit Weakness hit on U.S. Agent.
Mass Master: Also limited to tie-up, though he drew Outwitters’ ire away from more dangerous opponents.
And that’s really the Power Pack’s strength; while these swarming preadolescents are pretty weak on their own and even as a unit, they tend to make any grown-up figures on the team work better. For example, a Lunge-enabled Spider-Man, already beastly, is twice as effective when paired with cheap TK (Gee) or cheaper air taxi (Lightspeed). Shazam depended on the kids to block LOF from Question, Charge lanes from Gamora and to absorb the extra objects “Red Hulk” carried. And Energizer can be OOTS Batman’s worst nightmare.
The kids are INDEED all right.
One of the greatest comics Marvel's ever produced.

One of the greatest comics Marvel’s ever produced.

If I had to point to one comic that’s responsible for my near-lifelong love of comics, it’s this one: POWER PACK. Ever since I spied this promo ad in the spring of 1984, I knew this book could be something really special. I wasn’t disappointed: a deft melding of superheroics and the kids of the Narnia Chronicles, Power Pack was a comic well ahead of its time yet more innocent than most of  today’s fare.

Power Pack is also the reason I glommed onto HeroClix as both a game and as a collectible. Only the HeroClix line made room for not only the marquee characters like Superman or Spidey but also for Z-list characters largely unseen in comics for a decade or more like Ambush Bug or Zzzax. So I knew that if HeroClix lasted long enough, eventually I’d see my beloved superkids in playable, miniature plastic form.

Gee, Lightspeed, Mass Master, and Energizer. Aren't they cute.

Gee, Lightspeed, Mass Master, and Energizer. As ‘clix. Aren’t they cute.

Were they worth the wait? Well, yes and no. Yes, it was great to get them in ‘Clix and all at once…no waiting across different sets like fans of larger teams have had to. And given that HeroClix soon suffered a yearlong near-death experience mere months later, I’m glad they showed when they did.

But no. Not only are the sculpts a bit lacking, being influenced by the cute-but-inferior revamp of the 2000’s, but the dials aren’t right, either. Most of the problem is that it seems that the game designers couldn’t figure out which version of each character to emulate, leaving us with an oddly amalgamated Pack that doesn’t represent either very well.

I control gravity -- G POWER! Get it?"

“I control gravity — G POWER! Get it?”

Gee: Originally, the oldest Power kid (age 12.5, not 15 like his card says) could only affect the gravity of people and objects he touched, making some version of Super Strength and the Carry ability a shoo-in. But the current revamp recasts him as more of a standard telekinetic, and that’s the clix we got. It’s OK, but not accurate.

.

.

"I can fly -- so fast you can hardly see me! Is that the speed of light, Alex?"

“I can fly so fast you can hardly see me!”

Lightspeed: Also mis-aged on her character card, Julie only flew real fast at first. Much, MUCH later she learned to teleport, but that was never her main power. The current Lightspeed (in the kids’ books, not the teenaged runaway seen in recent years) has been treated as much as a speedster as anything, and even the original broke the sound barrier early in her career. Would it have been too much to give her at least ONE click of Hypersonic Speed, even with super-low attack and damage values?

.

"I'm MASS MASTER, punk! Don't you forget it!"

“I’m MASS MASTER, punk! Don’t you forget it!”

Mass Master: the greatest disappointment of the four, thanks to his way-too-low defense numbers. Think of it; he’s an intangible cloud most of the time (and a 5-inch-high, 60-pound “Jack Hammer” the rest). He should have 17 DV at minimum with Defend or something, not to mention Phasing/Teleport for his ability to slip through any crack in his cloud form. Drop his damage to 0 with Close Combat Expert.

.

.

"I just touched stuff and it disintegrated."

“I just touched stuff and it disintegrated.”

Energizer: the original Katie was considerably more destructive than the new incarnation that the ‘clix version seems based on. Always relied upon to either disintegrate or smash walls and such, the youngest deserves some 3 damage clicks.

Enough griping, though. The fact is, barring a sudden explosion in their popularity, the Pack we have is likely all the Pack we’ll get. And I’ve been hankering to run them in a team. I got the opportunity at Dragon*Con last weekend, the first big HeroClix tournament in many, many months.

SCENARIO/BUILD RULES: 300 points. Character-card sets only. This is only sets from summer 2007 and newer.

My take: Power Pack #6 “theme team” (both Spidey and Cloak & Dagger made cameos)

Lightspeed 25
Mass Master 30
Energizer 35
Gee 40
Spider-Man (Secret Invasion) 50
+ Lunge 5
+ Loner 5
SI Cloak & Dagger 109

= 299 points

Round ONE

Against Easton, 12-year-old from Huntsville, AL

On a shaved-down Indy map (the Evil Lab, I think), I took on his Stardust, Captain America (Secret Invasion), Marvel Girl (Mutations and Monsters) and Scarlet Witch (Avengers). He played a great game, easily KOing first Gee, then Mass Master for an early lead. But Spidey and Cloak+Dagger began landing their respective double attacks, taking out Cap, Scarlet Witch and Marvel Girl. Stardust, still at full health, critmissed a big attack, enabling my two Phasers Lightspeed and C+D to run from the herald until Spidey could finally hit it — and then to run from it when it gained HSS. A 2nd critmiss spared Energizer’s life and the grownups finished the now-hittable Stardust for the wipeout. 1-0.

Round TWO

Clark, a 12-year-old former Atlanta kid now in Florida but back for Dragon*Con.

On the Crashed Spaceship map, this slightly spacey kid fielded a team of bi-coastal Avengers: Lionheart, U.S. Agent, Ronin, Moon Knight and AV Scarlet Witch. Not nearly as sharp a player as my last opponent, but much better than when I last played him, Clark took down Mass Master and Energizer and very, VERY nearly got Cloak & Dagger; a miss from a weakened Lionheart allowed the duo to Phase away and support a well-beaten-down Spidey from afar. Managed to hold on for a win despite frequent sniping from the hidden but nearby Moon Knight and Clark’s semi-secret weapon, Ronin. Got U.S. Agent and Lionheart. 2-0.

Round THREE

Nathan, a former S. Carolina player moved to Wisconsin back for Dragon*Con. On the HorrorClix Carnival map, he dealt me a vicious beating with a team lacking anything resembling a blind spot: Nick Fury (Secret Invasion)+ Contingency Plan with Skrully Ms. Marvel (Secret Invasion) — both Warbound. And Lila Cheney just to round out. By not covering Gee in my initial move, a Kinetic-Accelerated Ms. Skrullvel took him, and any chance I had of winning, out in one shot. I retreated to force him to overextend a bit, though it cost me Mass Master in the next turn. And it worked some; by basing Lightspeed with Lila (outwitting her P/T to force Lightspeed to fight, he said) he’d left an opening for Spider-Man to Lunge-attack Lila (missing), then Nick Fury, hitting him and forcing a L.M.D. warp away from Ms. Skrullvel and thus negating the constant Warbound attacks. The team was actually able force a critmiss from her and knock Fury to hit late dial and even get KO points for Lila before getting wiped by this incredibly effective trio. 2-1.

Round FOUR

A guy whose name and hometown I’m blanking on. Did I ever ask?

I picked the Castle to face his Justice League of America: Starro Green Lantern, OOTS Batman, JL Zatanna and JL Black Canary. Again incautious with Gee placement, I got my TK first Outwitted, then lost outright to Green Lantern’s Running Shot off the bat. Fortunately, Cloak & Dagger would remain safely Stealthed on the Kinetic Accelerator, no matter what. Mass Master was my first casualty, blocking Batman’s fire for his brother. Energizer (via Lightspeed) proved her worth by disintegrating the object Bats sat on, leading to shots from Cloak & Dagger and a Spider-Lunge that took him to eventual KO. Both girls fell to enemy fire, but the Fantastic Four TA healed Gee back to TK, enabling him to push and move Cloak & Dagger forward to take out Zatanna. All four kids were lost but I wiped all but Green Lantern for the win.

Win/Loss: 3-1. I built this team just for kicks, being a great fan of the old-school ‘Pack. But it proved to be way more effective than I dreamed.

A couple of days later, we had a 200-point unrestricted game, and I saw a chance for another Power Pack-heavy team:

Lightspeed 25
Mass Master 30
+ Fantastic Four o
Gee 40
R Shazam! 105

= 200 points. “Kid” keyword makes it a themed team.

Round ONE

I was late, so I had to take a bye round. :(

Round TWO

A relatively new player whose name I can’t remember. He played, on a shaved-down old “Mall” map: Gamora, Spider-Man (Armor Wars) and The Question (Arkham Asylum). I was able to bunker my kids in an interior room to block nearly all line of fire from enemy fire and Outwit. Thus Shazam was able to easily beat down the whole team for a wipeout. But not without cost: Question crithit Gee into a wall for a one-hit-KO (OHKO). 1-0.

Round TWO

Now I faced Scott, a local player and friend. A master modder, he ran half of his Offenders team: an awesome Red Hulk (on the Hercules (Secret Invasion) dial) and Tiger Shark (Captain Mako repainted with a fin) on the Crashed Spaceship map. I used the terrain (and Mass Master’s Smoke Cloudform) to slow down the close-combat specialists. But they quickly based, then KO’d the boy when Shazam failed 4 attempts at hitting Rulk (burning both theme PCs and a push). Both fliers got the team away, forcing the Offenders to trudge back through hindering terrain. Shazam landed on his Billy clicks and hid in a corner with Gee blocking access to him. Gee fell, but it was enough time to get back to Captain Marvel power. One successful Impervious roll later, sole survivor R Shazam was able to chase down Rulk and then Shark for a come-from-behind win. 2-0.

Round THREE

Now in a battle for third place, I again faced young Easton’s nigh-unbeatable team of The Flash (Legacy) + Alias, V Spoiler + Loner and R Destiny. And when I neglected to block line of fire to Shazam and got his Hypersonic Speed countered, I was pretty screwed. Had to sacrifice nearly the whole Pack to block line of fire to try for additional attacks. It didn’t go well; failed the Kingdom Come roll and then the consolation attack on Destiny. Made a 2nd mistake when I neglected to move to my Telephone Booth to get off my Billy clicks. Only a successful Regen roll got me back in fighting shape. Constant Outwitting of KC’s Outwit kept me Invulnerable and safe from him, but unable to catch up to him to make an attack. So I pushed and rolled for the moon and failed due the Alias feat. Game Over! At least I got the other two. 2-1

TOTAL RECORD: 5-2. So OK, both Pack teams got utterly dragged by completely min-maxed builds played by master players, and certainly didn’t deal many KOs (only Gee got any, and it was a character half his points — R Destiny). They still well outperformed my and my opponents’ expectations.

I spent some lines writing about what’s wrong with the ‘Pack. But what’s right about them?

Gee: As one of the game’s cheapest TK characters, he’s already a staple of teams worldwide. But he especially makes this team work, giving both my main attackers Spider-Man and Cloak & Dagger the reach they needed to use their respective Lunge-Flurry and duo attacks effectively. In the Kid team, Gee was instrumental in yanking Shazam out of harm’s way after a failed Charge attempt.

Lightspeed: The game’s most efficient taxi did the job here, too, getting Spidey or her brothers and sister in place over and over again.

Energizer: mostly served only as sacrificial tie-up but got that great move against Batman. She also scored an Exploit Weakness hit on U.S. Agent.

Mass Master: Also limited to tie-up, though he drew Outwitters’ ire away from more dangerous opponents. That free Smoke Cloud occasionally helped, too. Finally, pushing to his 2nd click made him an actual threat worthy of the enemy’s attacks as a decoy.

And that’s really the Power Pack’s strength; while these swarming preadolescents are pretty weak on their own and even as a unit, they tend to make any grown-up figures on the team work better. For example, a Lunge-enabled Spider-Man, already beastly, is twice as effective when paired with cheap TK (Gee) or cheaper air taxi (Lightspeed). Shazam depended on the kids to block LOF from Question, deny Charge lanes to him from Gamora and to absorb the extra objects “Red Hulk” carried. And Energizer can be OOTS Batman’s worst nightmare.

The kids are INDEED all right.

OK. Enough postponing on the event dials articles…! Next time.

Sorry for the delay in this update and post-mortem on the Iron Campaign. But I just had to stick with the notion of finding and scanning all this artwork in addition to writing the text. :) From most to least expensive, I’ve done a mini-review of each Stark-designed piece of armor in the HeroClix game based on its usefulness as part of a Stark-themed scheme. I also list feats that work and give each a general rating and an “Iron” rating based on how well they work on an Iron-themed team.
V Iron Man (X-Plosion) 189
One of the earliest Iron Men and one of the worst. Tipping the scales at nearly 200 points, it looks like the points all went to range and Ranged Combat Expert. One click of 10 attack and a steady drop from there, though, makes his fairly impressive damage potential worthless. Which makes him fairly worthless. Don’t play him unless you have a huge team (think 1500 points and up) that you can hide him behind in the background. Feats that work: Trick Shot. With him safely in the background, he can actually be a highly effective sniper.
GENERAL RATING: 1.5 of 5
IRON RATING: 2 of 5.
Iron Man (Secret Invasion) 188
Great numbers on Attack (11), Defense (18) and Damage (4) almost make you not care how expensive he is. Then you see his Special Power “Extremis” granting him Perplex, Outwit and Super Senses all together for the first third of his dial. Quite simply the best Iron Man to date, SI Iron Man makes the Stark Industries theme build viable in an unprecedented fashion. Feats that work: Brilliant Tactician fits him, well, brilliantly. It’s hard to recommend much more on top of that, even though Outsmart, Coordination and the Avengers feats Thunderbolts and Alpha Flight are great fits as well.
GENERAL RATING: 4 of 5
IRON RATING: 5 of 5.
Veteran Iron Man (Armor Wars) 172
His high Attack Value, 10 range and Outwit are nice, but at a full 72 points less there’s another Iron Man that does all that save the Outwit. Attack values slack off too quickly and precipitously, and his damage is never that great (making his double targets mostly useless). Try to keep feats light: either Outsmart to guard against enemy Outwit or Nanobots to take advantage of all that 2 damage. Or stick with the minimally-costed Avengers alternate team abilities (ATAs) Thunderbolts or Alpha Flight for the very best bang per buck.
GENERAL RATING: 3 of 5
IRON RATING: 3 of 5.
Hulkbuster (Mutations & Monsters) 165
Although his Attack and Damage stats are a bit lightweight for his cost, “Buffet” Iron Man brings a well-appreciated close combat expertise to the Iron team. His theme-best defense (18+Impervious) is also a boon to him. Feat him either with Unstoppable to allow him to bust open firing lanes for the others or with Lunge to grant some small move+attack ability on his post-“Flight Stabilizers” clicks.
GENERAL RATING: 3 of 5
IRON RATING: 4 of 5.
Iron Man (Supernova) 160
As though Running Shot with 11 Attack and 4 damage weren’t enough, the Silver Centurion suit adds both Incapacitate (with 2 targets) and Outwit to the mix. That’s more than enough to make up for his less-than-optimal 8 range and to make him absolutely essential for any Iron Swarm greater than 400 points. One of the first truly good Iron Man figures. Feat him with Stunning Blow; it makes him expensive but also delivers a potentially crippling blow to the enemy and is worth dropping T-Bolts from the team to fit it on.
GENERAL RATING: 3.5 of 5
IRON RATING: 5 of 5.
Iron Man (Avengers) 154
The first alternate universe Iron Man of the list, this one isn’t bad with his high 10 range, high 4 damage and, best of all, his Stealth-busting Ultimates team ability. Starting with Impervious and spiking to 11 Attack Value is a great bonus, too. Sad that he’s got one of the bar-none worst Special Powers in the game, though. No feats.
GENERAL RATING: 3 of 5
IRON RATING: 3.5 of 5.
Tony Stark (Armor Wars) 150
This Limited Edition version has great range + Perplex to help his other mediocre stats, but he’s a bit too costly for what you get, especially since he can’t push off that first click and keep the power. Only good for Brilliant Tactician if you can’t run the Secret Invasion version; feat him with such (and if running a lot of Avengers, use Coordination to ensure he can always keep line of fire open to them). The Avengers ATAs fit, too.
GENERAL RATING: 3 of 5
IRON RATING: 3 of 5.
Iron Man (Ultimates) 144
8 range and lower defense numbers make him the inferior Ultimate Iron Man by far (despite double-target Energy Explosion and stuff). Only field him if running an Ultimates armor theme or as a point filler for a truly massive Stark team. Don’t bother with feats.
GENERAL RATING: 3 of 5
IRON RATING: 2.5 of 5.
E Iron Man (Armor Wars) 135
Boasts Running Shot plus a great 10 range along with Perplex to help his other mediocre stats. Works wonderfully on this team as a sniper and support piece without costing a lot. No TA, though. Feat with Mercenary if you run one of the Ultimates along with him. Otherwise consider Improvise.
GENERAL RATING: 3 of 5
IRON RATING: 3.5 of 5.
V War Machine (Armor Wars) 124
Mediocre damage and attack values are balanced by great defense. Not the first to reach for, though, especially with no team ability to add to the team. No feats needed.
GENERAL RATING: 4 of 5
IRON RATING: 3.5 of 5.
Iron Widow (Avengers) 117
A 3rd alternate Iron Man. I didn’t run her at all during the campaign due to forgetting she actually counts as a Stark suit. If I had, I’d have found her an effective anti-Stealth solution that works well with the cheap SHIELD pieces used as fodder when she’s inevitably targeted and hit. No feats really needed, but Fortitude or Outsmart can make her a tough KO on her back end.
GENERAL RATING: 3 of 5
IRON RATING: 3 of 5.
Spider-Man (Avengers) 111
For the Iron squad, he’s best employed as mobile (via Leap/Climb) Outwit and Super Strength (though he’s not the cheapest for the role). Survivable and taxiable, he’s the one of the first non-Iron Man pieces to consider when deviating from the theme. Feat him with Lunge sometimes.
GENERAL RATING: 4 of 5
IRON RATING: 4 of 5.
E War Machine (Armor Wars) 109
While a fairly stellar piece in its own right, for the Iron Man squad its  damage, attack and range values are all a bit too low for the points when compared with the cheaper Free Comic Book Day Iron Man. Still a fine piece, esp. with the Thunderbolts feat.
GENERAL RATING: 4 of 5
IRON RATING: 3.5 of 5.
U Iron Man (Mutations & Monsters) 100
10-range and high AV make him good either as a relatively cheap first-striker or as deadly cleanup piece. The “Invincible” power isn’t a killer either. The SHIELD TA is ironically a bit wasted since he’s going to be attacking more than supporting, but try to plan to use it anyhow. Feat with Vendetta and maybe Protected to get the most out of “Invincible.”
GENERAL RATING: 4 of 5
IRON RATING: 4.5 of 5.
Anthony Stark (Armor Wars) 100
As the cheapest Outwit and Super Strength available to the team, this old-school-sculpted piece is a good roleplayer as such. Feat with Outsmart sometimes in addition to the Avengers ATAs.
GENERAL RATING: 3 of 5
IRON RATING: 3.5 of 5.
Unique Iron Man (Armor Wars) 89
With weak stats and range, this figure is useful only as the tieup and Super Strength threat if Hulkbuster, Anthony Stark or Iron Spidey don’t fit the team. Pretty but empty. No feats aside from the ATAs.
GENERAL RATING: 2.5 of 5
IRON RATING: 2 of 5.
Rookie Iron Man (Armor Wars) 89
Terrible damage is only salvaged by 8 range + RS. He does get Ranged Combat Expert down the stretch, and his starting Invulnerability may just land him on those clicks after a hit. But this is one of the last Iron Men to pick in any case. Feat: Armor Piercing if anything beyond the ATAs.
GENERAL RATING: 2 of 5
IRON RATING: 2 of 5.
Guardsman (Avengers) 32
Normally, this piece is OK as a taxi…but on a team of flyers, like the Iron Men? Not so much. No, instead this cheap piece works great as tie-up…sacrificing these 32 points saved more than one game. And the SHIELD TA is SO good on a team full of shooters like this one. Always have as least one Guardsman on the team. No feats.
GENERAL RATING: 1.5 of 5
IRON RATING: 4 of 5.
Rookie Mandroid Armor (Clobberin’ Time) 28
This little guy revolutionized my efforts when I realized that the Mandroids count as Stark-built armor just as the Guardsman does. Telekinesis is a huge bonus, helping to both enhance and redress the Iron Man’s dependence on range. Hulkbuster needs to get within Charge range? Mandroid. V AW Iron Man need to take a shot this turn but not a hit the next? Running Shot with him, then yank him back with Mandroid. And even when his single click of TK is gone, he’s more than worth his points for the SHIELD TA or as a meat shield down the stretch. No feats needed.
GENERAL RATING: 3 of 5
IRON RATING: 5 of 5.
OTHER ESSENTIAL IRON SWARM TIPS:
If you use Thunderbolts, pick Ultimates, always. Just do it. This is a shooting team that works best from 10 squares or more out (thanks to Perplexed or SHIELD-boosted range values), so take the variant of hindering terrain out of the equation completely.
Sometimes you won’t have room for Thunderbolts with so many Avengers on the team and will have to settle for Alpha Flight. Bring a slip of paper to help keep track of who each piece selects as their target.
Battlefield Conditions to consider: Bright Lights, always; the only time it’ll ever hurt your team is if Hulkbuster takes a ton of damage (he’s got Stealth late-dial). Otherwise, this range-centric team can only benefit.
Atlantis Rising and Earthquake do little to hurt this team of nearly all fliers.
Isolation doesn’t affect your team in the slightest (unless you use the Kinetic Accelerator special object…more on that later), so stick it in your hand if you expect Blades/Claws/Fangs or JSA or something.
Finally, consider Wasteland to give your ranged fighters a wide field of vision to take shots. Be careful not to use this if you have problems dealing with Stealth, though.
Ones to avoid like the plague: Krakoa, The Living Island. This BFC denies you not only the cover of hindering terrain, but also the great sniper positions of rooftops. Never, ever play this.
Deep Shadows or Darkness or Shrunk: Again, these anti-range BFCs are absolutely no good for this team, taking away the Iron Man’s one great strength — ranged combat.
Alpha Strike: There are too many Avengers on the team. You’d only give the enemy more chances to rack up bonus points.
Armor Wars: The other strength of the Stark swarm is that nearly all the pieces start with Invulnerability or better. This BFC practically nullifies that. NEVER PLAY IT!!!!
Assembled: With all the Avengers on this theme, this seems like a great choice…until you realize most of them share the same name, “Iron Man,” disallowing the bonus.
Special Objects:
Dynamostat. Although wide-open maps serve the Iron Men well, this little bit of extra blocking terrain to Running Shot from behind can help a lot to set up your attacks…or prevent the enemy’s.
Kinetic Accelerator. If you have it, this is best for Hulkbuster to make him a threat even at long range.
Tombstone. Gives a Super-Strong tie-up piece like U Armor Wars Iron Man a little better shot at absorbing an attack for the bigger pieces on your team.
Meteorite. For Hulkbuster. Although he doesn’t NEED it, per se, thanks to his Exploit Weakness.
Thanks everyone for reading this record of my weeks-long indulgence of my Inner 12-Year-Old’s love of all things Iron Man. Upcoming at last will be the first parts of a series on team-building for the controversial Event Dials introduced in Mutations and Monsters back in Fall 2007. Look for it soon!

ironmanual

Sorry for the delay in this update and post-mortem on the Iron Campaign. But I just had to stick with the notion of finding and scanning all this artwork in addition to writing the text. :) From most to least expensive, I’ve done a mini-review of each Stark-designed piece of armor in the HeroClix game based on its usefulness as part of a Stark-themed scheme. I also list feats that work and give each a general rating and an “Iron” rating based on how well they work on an Iron-themed team.

V Iron Man (X-Plosion) 189

ironmanDoubleFeatureOne of the earliest Iron Men and one of the worst. Tipping the scales at nearly 200 points, it looks like the points all went to range and Ranged Combat Expert. One click of 10 attack and a steady drop from there, though, makes his fairly impressive damage potential worthless. Which makes him fairly worthless. Don’t play him unless you have a huge team (think 1500 points and up) that you can hide him behind in the background. Feats that work: Trick Shot. With him safely in the background, he can actually be a highly effective sniper.

GENERAL RATING: 1.5 of 5

IRON RATING: 2 of 5.

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Iron Man (Secret Invasion) 188

Good 'n' sober.

Good 'n' sober.

Great numbers on Attack (11), Defense (18) and Damage (4) almost make you not care how expensive he is. Then you see his Special Power “Extremis” granting him Perplex, Outwit and Super Senses all together for the first third of his dial. Quite simply the best Iron Man to date, SI Iron Man makes the Stark Industries theme build viable in an unprecedented fashion. Feats that work: Brilliant Tactician fits him, well, brilliantly. It’s hard to recommend much more on top of that, even though Outsmart, Coordination and the Avengers feats Thunderbolts and Alpha Flight are great fits as well.

GENERAL RATING: 4 of 5

IRON RATING: 5 of 5.

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Veteran Iron Man (Armor Wars) 172

Sometimes sober.

Sometimes sober.

His high Attack Value, 10 range and Outwit are nice, but at a full 72 points less there’s another Iron Man that does all that save the Outwit. Attack values slack off too quickly and precipitously, and his damage is never that great (making his double targets mostly useless). Try to keep feats light: either Outsmart to guard against enemy Outwit or Nanobots to take advantage of all that 2 damage. Or stick with the minimally-costed Avengers alternate team abilities (ATAs) Thunderbolts or Alpha Flight for the very best bang per buck.

GENERAL RATING: 3 of 5

IRON RATING: 3 of 5.

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Hulkbuster (Mutations & Monsters) 165

'Ey!! It's "Fat Tony!"

'Ey!! It's "Fat Tony!"

Although his Attack and Damage stats are a bit lightweight for his cost, “Buffet” Iron Man brings a well-appreciated close combat expertise to the Iron team. His theme-best defense (18+Impervious) is also a boon to him. Feat him either with Unstoppable to allow him to bust open firing lanes for the others or with Lunge to grant some small move+attack ability on his post-“Flight Stabilizers” clicks.

GENERAL RATING: 3 of 5

IRON RATING: 4 of 5.

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Iron Man (Supernova) 160

SHINY.

SHINY.

As though Running Shot with 11 Attack and 4 damage weren’t enough, Silver Centurion suit adds both Incapacitate (with 2 targets) and Outwit to the mix. That’s more than enough to make up for his less-than-optimal 8 range and to make him absolutely essential for any Iron Swarm greater than 400 points. One of the first truly good Iron Man figures. Feat him with Stunning Blow; it makes him expensive but also delivers a potentially crippling blow to the enemy and is worth dropping T-Bolts from the team to fit it on.

GENERAL RATING: 3.5 of 5

IRON RATING: 5 of 5.

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Iron Man (Avengers) 154

The first alternate universe Iron Man of the list, this one isn’t bad with his high 10 range, high 4 damage and, best of all, his Stealth-busting Ultimates team ability. Starting with Impervious and spiking to 11 Attack Value is a great bonus, too. Sad that he’s got one of the bar-none worst Special Powers in the game, though you needn’t actually use it. No feats.

GENERAL RATING: 3 of 5

IRON RATING: 3.5 of 5.

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Tony Stark (Armor Wars) 150

I THINK this is the right image for this suit...

I THINK this is the right image for this suit...

This Limited Edition version has great range + Perplex to help his other mediocre stats, but he’s a bit too costly for what you get, especially since he can’t push off that first click and keep the power. Only good for Brilliant Tactician if you can’t run the Secret Invasion version; feat him with such (and if running a lot of Avengers, use Coordination to ensure he can always keep line of fire open to them). The Avengers ATAs fit, too.

GENERAL RATING: 3 of 5

IRON RATING: 3 of 5.

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Iron Man (Ultimates) 144

8 range and lower defense numbers make him the inferior Ultimate Iron Man by far (despite double-target Energy Explosion and stuff). Only field him if running an Ultimates armor theme or as a point filler for a truly massive Stark team. Don’t bother with feats.

GENERAL RATING: 3 of 5

IRON RATING: 2.5 of 5.

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E Iron Man (Armor Wars) 135

Boasts Running Shot plus a great 10 range along with Perplex to help his other mediocre stats. Works wonderfully on this team as a sniper and support piece without costing a lot. No TA, though. Feat with Mercenary if you run one of the Ultimates along with him. Otherwise consider Improvise.

GENERAL RATING: 3 of 5

IRON RATING: 3.5 of 5.

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V War Machine (Armor Wars) 124

BLACK (andsilver) POWER!!!!!

BLACK (andsilver) POWER!!!!!

Mediocre damage and attack values are balanced by great defense. Not the first to reach for, though, especially with no team ability to add to the team. No feats needed.

GENERAL RATING: 4 of 5

IRON RATING: 3.5 of 5.

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Iron Widow (Avengers) 117

not bad for a suit with about 8 pages of panel time.

not bad for a suit with about 8 pages of panel time.

A 3rd alternate Iron Man. I didn’t run her at all during the campaign due to forgetting she actually counts as a Stark suit. If I had, I’d have found her an effective anti-Stealth solution that works well with the cheap SHIELD pieces used as fodder when she’s inevitably targeted and hit. No feats really needed, but Fortitude or Outsmart can make her a tough KO on her back end.

GENERAL RATING: 3 of 5

IRON RATING: 3 of 5.

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Spider-Man (Avengers) 111

Iron Spidey

Iron Spidey

For the Iron squad, he’s best employed as mobile (via Leap/Climb) Outwit and Super Strength (though he’s not the cheapest for the role). Survivable and taxiable, he’s the one of the first non-Iron Man pieces to consider when deviating from the theme. Feat him with Lunge sometimes.

GENERAL RATING: 4 of 5

IRON RATING: 4 of 5.

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E War Machine (Armor Wars) 109

So wait, is this Rhodey, or Tony? I'm stumped

So wait, is this Rhodey, or Tony? I'm stumped

While a fairly stellar piece in its own right, for the Iron Man squad its  damage, attack and range values are all a bit too low for the points when compared with the cheaper Free Comic Book Day Iron Man. Still a fine piece, esp. with the Thunderbolts feat.

GENERAL RATING: 4 of 5

IRON RATING: 3.5 of 5.

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U Iron Man (Mutations & Monsters) 100

I have this poster framed on my wall. :)

I have this poster framed on my wall. :)

10-range and high AV make him good either as a relatively cheap first-striker or as deadly cleanup piece. The “Invincible” power isn’t a killer either. The SHIELD TA is ironically a bit wasted since he’s going to be attacking more than supporting, but try to plan to use it anyhow. Feat with Vendetta and maybe Protected to get the most out of “Invincible.”

GENERAL RATING: 4 of 5

IRON RATING: 4.5 of 5.

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Anthony Stark (Armor Wars) 100

"Rehab" armor.

"Rehab" armor.

As the cheapest Outwit and Super Strength available to the team, this old-school-sculpted piece is a good roleplayer as such. Feat with Outsmart sometimes in addition to the Avengers ATAs.

GENERAL RATING: 3 of 5

IRON RATING: 3.5 of 5.

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Unique Iron Man (Armor Wars) 89

Oldie but...well, not so good actually

Oldie but...well, not so good actually

With weak stats and range, this figure is useful only as the tieup and Super Strength threat if Hulkbuster, Anthony Stark or Iron Spidey don’t fit the team. Pretty but empty. No feats aside from the ATAs.

GENERAL RATING: 2.5 of 5

IRON RATING: 2 of 5.

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Rookie Iron Man (Armor Wars) 89

Terrible damage is only salvaged by 8 range + RS. He does get Ranged Combat Expert down the stretch, and his starting Invulnerability may just land him on those clicks after a hit. But this is one of the last Iron Men to pick in any case. Feat: Armor Piercing if anything beyond the ATAs.

GENERAL RATING: 2 of 5

IRON RATING: 2 of 5.

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Guardsman (Avengers) 32

Normally, this piece is OK as a taxi…but on a team of flyers, like the Iron Men? Not so much. No, instead this cheap piece works great as tie-up…sacrificing these 32 points saved more than one game. And the SHIELD TA is SO good on a team full of shooters like this one. Always have at least one Guardsman on the team. No feats.

GENERAL RATING: 1.5 of 5

IRON RATING: 4 of 5.

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Rookie Mandroid Armor (Clobberin’ Time) 28

The Wal-Mart version of Starktech.

The Wal-Mart version of Starktech.

This little guy revolutionized my efforts when I realized that the Mandroids count as Stark-built armor just as the Guardsman does. Telekinesis is a huge bonus, helping to both enhance and redress the Iron Man’s dependence on range. Hulkbuster needs to get within Charge range? Mandroid. V AW Iron Man need to take a shot this turn but not a hit the next? Running Shot with him, then yank him back with Mandroid. And even when his single click of TK is gone, he’s more than worth his points for the SHIELD TA or as a meat shield down the stretch. No feats needed.

GENERAL RATING: 3 of 5

IRON RATING: 5 of 5.

OTHER ESSENTIAL IRON SWARM TIPS:

If you use Thunderbolts, pick Ultimates, always. Just do it. This is a shooting team that works best from 10 squares or more out (thanks to Perplexed or SHIELD-boosted range values), so take the variant of hindering terrain out of the equation completely.

Sometimes you won’t have room for Thunderbolts with so many Avengers on the team and will have to settle for Alpha Flight. Bring a slip of paper to help keep track of who each piece selects as their target.

Battlefield Conditions

Consider: Bright Lights, always; the only time it’ll ever hurt your team is if Hulkbuster takes a ton of damage (he’s got Stealth late-dial). Otherwise, this range-centric team can only benefit.

Atlantis Rising and Earthquake do little to hurt this team of nearly all fliers.

Isolation doesn’t affect your team in the slightest (unless you use the Kinetic Accelerator special object…more on that later), so stick it in your hand if you expect Blades/Claws/Fangs or JSA or something.

Finally, consider Wasteland to give your ranged fighters a wide field of vision to take shots. Be careful not to use this if you have problems dealing with Stealth, though.

Avoid like the plague: Krakoa, The Living Island. This BFC denies you not only the cover of hindering terrain, but also the great sniper positions of rooftops. Never, ever play this.

Deep Shadows or Darkness or Shrunk: Again, these anti-range BFCs are absolutely no good for this team, taking away the Iron Man’s one great strength — ranged combat.

Alpha Strike: There are too many Avengers on the team. You’d only give the enemy more chances to rack up bonus points.

Armor Wars: The other strength of the Stark swarm is that nearly all the pieces start with Invulnerability or better. This BFC practically nullifies that. NEVER PLAY IT!!!!

Assembled: With all the Avengers on this theme, this seems like a great choice…until you realize most of them share the same name, “Iron Man,” disallowing the bonus.

Special Objects:

Dynamostat. Although wide-open maps serve the Iron Men well, this little bit of extra blocking terrain to Running Shot from behind can help a lot to set up your attacks…or prevent the enemy’s.

Kinetic Accelerator. If you have it, this is best for Hulkbuster to make him a threat even at long range.

Tombstone. Gives a Super-Strong tie-up piece like U Armor Wars Iron Man a little better shot at absorbing an attack for the bigger pieces on your team.

Meteorite. For Hulkbuster. Although he doesn’t NEED it, per se, thanks to his Exploit Weakness.

Thanks to everyone for reading this record of my weeks-long indulgence of my Inner 12-Year-Old’s love of all things Iron Man. Upcoming at last will be the first parts of a series on team-building for the controversial Event Dials introduced in Mutations and Monsters back in Fall 2007. Look for it soon!

Q: What do these HeroClix figures have in common (besides all being Tony Stark-related characters)?

Q: What do these HeroClix figures have in common (besides all being Tony Stark-related characters)?

It was just me and 12-year-old Bryce this time, so we played a 1000-point game.  Although I wanted to wrap up my Iron Campaign, I actually decided to mix things up by not playing the best figures for the theme. So here’s my Iron team du jour:

V Iron Man (Armor Wars) 172
+ Inside Information 4
+ Alpha Flight 0
Tony Stark 150
+ Brilliant Tactician 20
+ Coordination 6
+ Alpha Flight 0
E Iron Man (Armor Wars) 135
V War Machine 124
E War Machine 109
+ Alpha Flight 0
Anthony Stark 100
+ Alpha Flight 0
R Iron Man (Armor Wars) 89
+ Alpha Flight 0
U Iron Man (Armor Wars) 89
+ Alpha Flight 0

= 998 points.

A: They're all from the Armor Wars set of Marvel HeroClix from Fall 2005.

A: They're all from the Armor Wars set of Marvel HeroClix from Fall 2005.

It’s all Armor Wars pieces, a theme I’d wanted to try some time ago once I realized I had all the Iron Men (and such) of that set. But it’s a much more fragile team than the other 1000-pointers I’ve played recently. With no natural damage above 3, only one click of AV higher than 10 and nothing better than Invulnerability on defense, I expected some problems against Bryce’s team:

The Mighty Thor 286
+ Thundering Blow 20
Magog 209
Dr. Doom (Fantastic 4) 200
Iron Man (Secret Invasion) 188
Batman (Icons promo) 102

…which I’m only now realizing was 5 points over. >:(

I win the map roll and pick the wide-open Rooftops map to give Doom and Batman little cover. Bryce plays Bizarro World while I Bright Lights up the field to completely nerf the Batman Ally ability.

First moves.
I start by moving out the old Iron Man suits to pick up objects. This is bad for Anthony Stark, who’s immediately hit hard for FIVE (thanks to SI Iron Man’s Outwit and Perplex via Extremis) by The Mighty Thor. Just like that, half my opening Outwit — and the heavy object A.Stark was holding — is GONE. And with the rest of Bryce’s team marching in for next turn, things look bleak already.

Not Going Out Alone.
Anthony Stark WILL be KO’d in another turn by Thor, who simply cannot miss his 15 DV. But Bryce has moved Batman in range of a Running Shot from one untokened Iron Man, so I take the shot. Then I call Alpha Flight and boost Anthony’s AV for a KO of Batman. This pushes Anthony to Outwit SI’s Extremis, forcing a “wasted” attack on Anthony to regain it. An early shot on Magog neuters him a little bit.

Things get worse.
I next get a couple of shots on The Mighty Thor, who wins the Impervious roll both times. Then my V AW Iron Man is hit for 4 down to his 8 AV click (which doesn’t belong on the middle of a dial this expensive). In an attempt to save the Vet, U AW bases bad Iron Man to stall him (and perhaps the fire of the still-free Dr. Doom) in a total sacrifice move. Fortunately, Iron Man missed his attack, enabling U AW Iron Man to survive that round and the Vet to retreat to the backfield.

One last push.
Meanwhile, R AW Iron Man tumbles under massive fire, but not before proving his worth by blocking for bigger guns and getting an Alpha Flight + Perplexed RCE hit on Thor. The Asgardian is KO’d after concentrated fire from both War Machines for the win within regulation time.

We play on. SI Iron Man & Doom hit E AW for a solid 3, but E AW busts back for 4 to get Doom off Perplex at last. Now I have two firing every turn. Doom flees too far to use PC so Iron Man starts taking heavy fire. Eventually, V AW Iron Man gets back in Outwit range and the War Machines finish off the rest of Bryce’s team. And, as it turned out, Thundering Blow never came into play, so the slight illegality of his team was never a concern.

Armor Wars set? We salute you.

Armor Wars set? We salute you.

Iron Campaign final record: 12-11.

Mission accomplished: I’ve taken the Stark Armory from a dismal 4-9 record to a winning one after about 5 weeks of focused play. It was especially gratifying to do so A) with a not-quite-optimized build (lacking the awesome 188-pointer and the oh-so-handy Mandroid Armor) that resembles the poorer teams I started with in 2008; and B) against Byrce, a young player who’s played in fewer than 8 tournaments since starting the game last summer but yet is a very sharp player who makes few mistakes.

Be here next time for a round-up of all the Iron Man/Stark Industries pieces I’ve used in this campaign. And as always, thanks for reading!

The Iron Campaign.
The first time I played an all-Iron Man team was in February 2008, an 800-pointer made up of Hulkbuster and some of the Armor Wars pieces. It went an anemic 1-2, with one loss being at the hands of an all-Hulk team and my own unwitting, first-time use of the Krakoa The Living Island Battlefield Condition that hurt me WAY more than them, and the other loss being a total wipeout (thanks in no small part to a single-target Pulse Wave that got Probability Controlled FIVE TIMES into a successful hit). A later game that June with the same point build garnered an identical record due to my non-calling for many T-Bolt Mystics damage clicks (though this time I won over an all-Hulk team). Yet another mostly-Iron Swarm team from August (a 2000-pointer half made of the Illuminati and the other half Iron Man figures) got the same 1-2 result.
So, for my birthday last week, I finally got to run a huge swarm of every Iron Man-related figure in my collection!
V Iron Man (X-Plosion) 189 + Trick Shot 20
Iron Man 188 + Brilliant Tactician 20
V Iron Man (Armor Wars) 172
Hulkbuster 165
Iron Man (Supernova) 160 + Stunning Blow 10
Iron Man (Avengers) 154
Tony Stark 150
Iron Man (Ultimates) 144
E Iron Man (Armor Wars) 135 + Mercenary 15
V War Machine 124
Spider-Man (Avengers) 111
E War Machine 109
U Iron Man (Mutations & Monsters) 100 + Protected 8 +Vendetta 6
Anthony Stark 100 + Outsmart 10
U Iron Man (Armor Wars) 89
R Iron Man (Armor Wars) 89
Guardsman 32
= 2300 points.
In a battle royale against Psicardi’s “ladies’ night” team featuring Ms. Marvel (Skrull), Wonder Woman (Arkham Asylum), Moondragon, Chase Spider-Woman and a full 6 Cuckoos, among many more; Lord Timothy (aka Bilbo3000) and his Parallax, CR Mordru, AV Ares, Magus, SN Thanos, Immortus and more; and Lenny’s JL Superman, AV Silver Surfer, SI Iron Man, CR Green Lantern, Gamora, Iron Spider, CR Green Arrow, OOTS Batman and the like.
RESULT: Took 75 points, lost 344, by far the worst showing on the map.
The next day, I got a fun game in a 6-person Battle Royale, again playing an Iron Man squad:
Iron Man 188
U Iron Man (Mutations & Monsters) 100
Paramedic 8
= 296 points.
RESULT: I was the first one wiped, since we had a special rule that prevented teams from pouncing on the nearest enemies (and me from targeting most of the weaker players on the board).
The NEXT day, I got another shot with an Iron Team:
SI Iron Man 188 + Inside Information 4 + Thunderbolts 10 (Ultimates)
AV Spider-Man 111 + Lunge 5
Spider-Girl 77 + Lunge 5
This game was a Father’s Day holdover in which 2 figures on the team had to be a father and his offspring.
RESULT: I beat Nathaniel Richards, his son FF Reed Richards, his son Franklin Richards, V Corsair and his sons V Havok and V IC Cyclops and a couple more pogs. Lost the Spiders, though.
Finally, I played one more Stark swarm:
U Iron Man (Mutations & Monsters) 100
Anthony Stark 100 + Outsmart 10 + Alpha Flight 0
U Iron Man (Armor Wars) 89 + Alpha Flight 0
R Iron Man (Armor Wars) 89 + Alpha Flight 0 + Armor Piercing 10
= 398 points.
against a Warskrull, V Vampire Lackey and White Martian x3 team and a JL team of CR Green Lantern, CR Green Arrow, OR Carter Hall and LE Atom.
RESULT: I was wiped first and scored no KOs.
So, with my weekend record a dismal 1-3, my Stark Industries-centric teams have sunk to a sorry 4-9 record.
This just cannot be tolerated. I REFUSE to leave it at this. I WILL make the Iron Man swarm a success. Looking back at my losses, I see some common factors besides the poor dice rolls:
–the worst BFC selection possible for a match.
–forgetting key abilities like Mystics or the Alpha Flight AV boost.
–not leveraging this theme’s range advantage for all its worth — or having a contingency for when it can’t.
–inability to deal the damage when needed.
Most of the above elements are user error, not build-inherent. And future posts will detail

Thus begins the Iron Campaign.

42856589026.174

I often refer to my Inner-12-Year-Old when I play Iron Man in HeroClix, and the above cover is a big reason why. It was at that age that I first discovered the character.

(Interestingly, the first issue I ever bought was the last one starring Tony Stark in the armor for nearly 2.5 years. As a young black kid yearning for superheroes who looked like me, I was instantly hooked by James Rhodes becoming Iron Man.)

Anyhow, a lot of years have passed since then. It took the great movie to get me truly interested in Iron Man again. But even before then, thoughts of that classic cover always sparked a desire to play an Iron Man swarm team.

The first time I played an all-Iron Man team was in February 2008, an 800-pointer made up of Hulkbuster and some of the Armor Wars pieces. It went an anemic 1-2, with one loss being at the hands of an all-Hulk team, and the other loss being a total wipeout (thanks in no small part to a single-target Pulse Wave that got Probability Controlled FIVE TIMES into a successful hit).

A later game that June with the same point build garnered an identical record due to my non-calling for many T-Bolt Mystics damage clicks (though this time I won over an all-Hulk team). Yet another mostly-Iron Swarm team from August (a 2000-pointer half made of the Illuminati and the other half Iron Man figures) got the same 1-2 result.

So, for my birthday last week, I finally got to run a huge swarm of every Iron Man-related figure in my collection!

V Iron Man (X-Plosion) 189 + Trick Shot 20
Iron Man (Secret Invasion) 188 + Brilliant Tactician 20
V Iron Man (Armor Wars) 172
Hulkbuster 165
Iron Man (Supernova) 160
+ Stunning Blow 10
Iron Man (Avengers) 154
Tony Stark 150
Iron Man (Ultimates) 144
E Iron Man (Armor Wars) 135
+ Mercenary 15
V War Machine 124
Spider-Man (Avengers) 111
E War Machine 109
U Iron Man (Mutations & Monsters) 100
+ Protected 8 +Vendetta 6
Anthony Stark 100 + Outsmart 10
U Iron Man (Armor Wars) 89
R Iron Man (Armor Wars) 89
Guardsman 32

= 2300 points.

In a battle royale against Psicardi’s “ladies’ night” team featuring Ms. Marvel (Skrull), Wonder Woman (Arkham Asylum), Moondragon, Chase Spider-Woman and a full complement of six Cuckoos, among many more; Lord Timothy (aka Bilbo3000) and his Parallax, CR Mordru, AV Ares, Magus, SN Thanos, Immortus and more; and Lenny’s JL Superman, AV Silver Surfer, SI Iron Man, CR Green Lantern, Gamora, Iron Spider, CR Green Arrow, OOTS Batman and the like.

RESULT: Took 75 points, lost 344, by far the worst showing on the map.

The next day, I got a fun game in a 6-person Battle Royale, again playing an Iron Man squad:

Iron Man (Secret Invasion) 188
U Iron Man (Mutations & Monsters) 100
Paramedic 8

= 296 points.

RESULT: I was the first one wiped, since we had a special rule that prevented teams from pouncing on the nearest enemies (and me from targeting most of the weaker players on the board).

The NEXT day, I got another shot with an Iron Team:

SI Iron Man 188 + Inside Information 4 + Thunderbolts 10 (Ultimates)
AV Spider-Man 111 + Lunge 5
Spider-Girl 77 + Lunge 5

This game was a Father’s Day holdover in which 2 figures on the team had to be a father and his offspring.

RESULT: I beat Nathaniel Richards, his son FF Reed Richards, his son Franklin Richards, V Corsair and his sons V Havok and V IC Cyclops and a couple more pogs. Lost the Spiders, though.

Finally, I played one more Stark swarm:

U Iron Man (Mutations & Monsters) 100
Anthony Stark 100 + Outsmart 10 + Alpha Flight 0
U Iron Man (Armor Wars) 89 + Alpha Flight 0
R Iron Man (Armor Wars) 89 + Alpha Flight 0 + Armor Piercing 10

= 398 points
against a Warskrull, V Vampire Lackey and White Martian x 3 team and a JL team of CR Green Lantern, CR Green Arrow, OR Carter Hall and LE Atom.

RESULT: I was wiped first and scored no KOs.

So, with my weekend record a dismal 1-3, my Stark Industries-centric teams have sunk to a sorry 4-9 record.

Crunched.

Crunched.

This just cannot be tolerated. I REFUSE to leave it at this. I WILL make the Iron Man swarm an unqualified success. Looking back at my losses, I see some common factors besides the poor dice rolls…mostly elements of user error, not build-inherent. Future posts will detail those errors, team-by-team, build-by-build…and I’ll analyze the strengths, weaknesses and roles for each Stark-designed suit made in HeroClix.

And I will play Stark Industries swarm teams until I win out!

Thus begins the Iron Campaign.

Stay tuned.

I finally got the new super rare Despero figure from the Arkham Asylum set and wanted to try out the Time Stealers keyword themed team. 

A Nazi, an ape and an alien walk into a bar...

A Nazi, an ape and an alien walk into a bar...

AA Ultra-Humanite 177
+ Outsmart 10
Per Degaton 90
+ Protected 8
+ Outsmart 10
AA Despero 88
+ Contingency Plan 12
Dr. Jeremiah Arkham 2
Movie Star 3
=400 points
My plan: Once Contingency is all planned for, use Despero’s TK to get 1st strikes with Ultra-Humanite, force rerolls with Per Degaton and keep him next to the white ape for maximum anti-Outwit from Outsmart. 
FIRST ROUND was against 
Batman (Icons) 102
Lex Luthor (Justice League) 161
Cosmic King 80
Captain Gordon 50
My opponent was Ademba, an inexperienced lad, so I chose not to inflict my Bright Lights on his Stealth-heavy team. I picked the Days of Future Past map, and he chose to start indoors. 
He didn’t place his crew efficiently, so I was able to get into prime TK position for a first — but unsuccessful — strike on Lex. In fact, Lex was fairly untouchable for largely the whole game, while Per Degaton took multiple shots. Demba’s inexperience in positioning cost him a pair of opportunities at Outwit and saved me near the end when I got Batman and managed to Barrier off an otherwise clear line of fire from Cosmic King, also untouched. 1-0.
SECOND MATCH was vs. Matthew, a young soldier on leave from Iraq. He played:
SI Doom 249
M+M The Leader 116
Howard the Duck 35
On the Dawn of Time map, I Disbanded the field. Using the Dynamostat to give myself a bit of cover from the far-seeing (and shooting) Doom, I rushed where Matt camped his trio across the river with Ultra-Humanite and Per Degaton. Despero, hit very early and very hard, went stumbling for my Eleha’al Vine in the corner.
So a deadly dance began around Matt’s Force Field Generator…how to get U-H to paste someone with the Meteorite without getting blasted through Invulnerability by Doom. Doom would phase away (after either failing to Outwit thanks to Outsmart or, more often, BEING Outwitted by one of the Time Stealers), and I would either chase and base both Psychic-Blasting foes. Leader was the easier target, so I concentrated on him (and, via Mastermind, the Duck). Safely out of the line of fire, I marched my pogs to back up Ultra-Humanite’s own Mastermind defenses. Meanwhile, Despero made the slow recovery process on the Vine.
Losing Per Degaton but up by the KOs of Leader and Howard, I then turned all attention to Doom, who broke for the Vine himself. Despero was near full health and managed to hold out while U-H slowly rumbled to his aid. But Despero was swiftly losing the battle when time was called for my win. 2-0.
FINAL ROUND was against Jazhmin, a teenager whose soft-spoken nature hides a cunning and aggressive play style. She’d rolled her opponents with:
X-23 35
Arachne 50
Shang-Chi 58
Reed Richards (Secret Invasion) 100
Spider-Man  (Secret Invasion) 50
Super-Skrull X-Men 106
On the Dawn of Time again. She ran her crew into hindering too close to Despero, and I finally got to use his Dangerous Game SP to jank Spidey next to Ultra-Humanite for a Meteorite-enhanced one-hit-KO. From there, my multiple Outwitters kept Richards in check* and the Time Stealers were able to dismantle the girl’s team after a long but completely one-sided fight.
WIN/LOSS: 3-0. Was slightly surprised that this team did so well. I’ll have to try these time-traveling despots again sometime!
*DOOM would have been jealous. 

 

AA Ultra-Humanite 177 + Outsmart 10
Per Degaton 90 + Protected 8 + Outsmart 10
AA Despero 88 + Contingency Plan 12
Dr. Jeremiah Arkham 2
Movie Star 3

=400 points

My plan: Once Contingency is all planned for (by waiting a few rounds to go on the attack), use Despero’s TK to get 1st strikes with Ultra-Humanite, force rerolls with Per Degaton and keep him next to the white ape for maximum anti-Outwit from Outsmart. 

FIRST ROUND was against 

Batman (Icons) 102
Lex Luthor (Justice League) 161
Cosmic King 80
Captain Gordon 50

My opponent was Ademba, an inexperienced lad, so I chose not to inflict my Bright Lights on his Stealth-heavy team. I picked the Days of Future Past map, and he chose to start indoors. 

He didn’t place his crew efficiently, so I was able to get into prime TK position for a first — but unsuccessful — strike on Lex. In fact, Lex was fairly untouchable for largely the whole game, while Per Degaton took multiple shots. Demba’s inexperience in positioning cost him a pair of opportunities at Outwit and saved me near the end when I got Batman and managed to Barrier off an otherwise clear line of fire from Cosmic King, also untouched. 1-0.

SECOND MATCH was vs. Matthew, a young soldier on leave from Iraq. He played:

SI Doom 249
M+M The Leader 116
Howard the Duck 35

On the Dawn of Time map, I Disbanded the field. Using the Dynamostat to give myself a bit of cover from the far-seeing (and shooting) Doom, I rushed where Matt camped his trio across the river with Ultra-Humanite and Per Degaton. Despero, hit very early and very hard, went stumbling for my Eleha’al Vine in the corner.

So a deadly dance began around Matt’s Force Field Generator…how to get U-H to paste someone with the Meteorite without getting blasted through Invulnerability by Doom. Doom would phase away (after either failing to Outwit thanks to Outsmart or, more often, BEING Outwitted by one of the Time Stealers), and I would either chase and base both Psychic-Blasting foes. Leader was the easier target, so I concentrated on him (and, via Mastermind, the Duck). Safely out of the line of fire, I marched my pogs to back up Ultra-Humanite’s own Mastermind defenses. Meanwhile, Despero began the slow recovery process on the Vine.

Losing Per Degaton but ahead by the KOs of Leader and Howard, I then turned all attention to Doom, who broke for the Vine himself. Despero was near full health and managed to hold out while U-H slowly rumbled to his aid. But Despero was swiftly losing the battle when time was called for my win. 2-0.

FINAL ROUND was against Jazhmin, a teenager whose soft-spoken nature hides a cunning and aggressive play style. She’d rolled her opponents with:

X-23 35
Arachne 50
Shang-Chi 58
Reed Richards (Secret Invasion) 100
Spider-Man  (Secret Invasion) 50
Super-Skrull X-Men 106

On the Dawn of Time again. She ran her crew into hindering too close to Despero, and I finally got to use his Dangerous Game SP to jank Spidey next to Ultra-Humanite for a Meteorite-enhanced one-hit-KO. From there, my multiple Outwitters kept Richards in check* and the Time Stealers were able to dismantle the girl’s team after a long but completely one-sided fight.

WIN/LOSS: 3-0. Was slightly surprised that this team did so well. I’ll have to try these time-traveling despots again sometime!

*DOOM would have been jealous.

Lately, with some less-well-stocked kids joining or rejoining our Saturday tournaments, we old heads have had to scale back the complexity of our build scenarios. No more 2000-point “every character must be green and LEFT-HANDED” build restrictions. So the scenario for this game was that each character on your 400-point team had to share a common standard power on the dial.

My take: I chose Super Strength, so I could play:

e2super

Superman (Crisis #100) 317

Spider-Woman (Secret Invasion) 79
+ Vault 3
=399 points. I wanted to try out my brand-new Earth-2 Superman, but was leery of A) running him with Fortitude and consequently being the only fighter on the team as a result or B) not using Fortitude and being subject to taking massive damage from enemy swarms thanks to his defenses being Outwitted. Spider-Woman was the perfect solution; with her trait making her able to wildcard offense-oriented TAs like Superman’s, she’d be able to blunt enemies’ Outwit capabilities even in Stealth. Her Speed SP would make her well able to get around and stay hidden as well. And she’d be a capable 2nd fighter to take a little heat off Superman, too.
Round one vs. PAUL, picked Blades (V Bron, U Elektra (Infinity Challenge), The Demon’s Head (Legacy), LE Boon) Claws (Timber Wolf) and Fangs (Vampire Lackey, Captain Mako) as his chosen power. He chose the Crash Site but I Ordinary Day’d his Crosswinds. We both used Vines and Kinetic Accelerators. At first it looked like I’d have no problem beating him, but the presence of four Mystics on a seven-person team and the Shield Disruptor Paul put out there gave me some pause. I denied the first strike by Outwitting T. Wolf’s Charge on the Accelerator. Paul responded with T.Wolf flying in Charge range of both and both Elektra and Boon threatening Spider-Woman in particular. I retreated to take full advantage of Superman’s range edge, but took the Disruptor away with Spider-Woman first. 
Keeping The Demon’s Head’s Outwit in check with Spider-Woman (thanks to her ability to copy Superman Ally ability and thus see the stealthy fellow), I had her toss the Disruptor (destroying it) at Timber Wolf to put her on her 2nd click. Meanwhile, Superman got based by Boon and the battle was truly joined.
It becomes a bit of a blur, here. Superman deal some hits, but I picked the non-Mystic targets when I could and thus didn’t use the free attack quite as often as I’d have liked. Spider-Woman held off the Vampire Lackey, Mako and Wolf by herself (a bit easier thanks to her SP Outwit) but she was KO’d trying to take on V Bron, the last player on Paul’s team to advance. Superman finally got Crossgen’d to his HSS clicks and began taking the other team out with extreme prejudice. Things got interesting when V Bron made a full Regen roll and Supes actually slipped to his Toughness clicks, forcing me to commandeer Paul’s Vine object and heal up a bit (lest I take a huge BCF hit or critmiss or something). In the end, I wiped his team but lost Spider-Woman. 1-0.
ROUND TWO vs. LENNY (IconsSupes)
R Ant-Man, Rampaging Hulk+Fortitude, Gamora+Protected, Benjamin J. Grimm (Secret Invasion), all of whom have Charge. I picked the Castle and he OD’d my Wasteland. I put out the Accelerator and Generator/Dumpster (the Dumpsterator) while he used the Meteorite and Vine. I forget what the BFCs were. 
I parked my pair on the Castle wall and waited. And waited, as Lenny wisely stayed out of my range. Eventually I got a tad impatient and blasted away a wall, which gave Ant-Man room to move and hide in clear LOF to Superman. That forced me to move Spider-Woman off the wall to counter-Outwit Ant-Man. Lenny responded by bunching his fighters in the drawbridge area near the midpoint of the map, and Ant-Man inside the room on his side of the map. 
So now people were in range of Superman’s Charge, but it was a perilous choice. If I hit any one of the three, the other two (and probably the third as well) gang up on the Man of Steel, which could be fatal if Ant-Man gets free to Outwit him. So I went for the lone Ant-Man in the room instead, also moving Spider-Woman nearby. A turn later, Ant-Man was done in.
Lenny had to regroup a bit, after that. Rampaging Hulk leapt to occupy the Vine Lenny had hid in the room while Gamora and Grimm moved to Charge range just around the corner. That turned out to be a mistake, not tying Superman down; I simply flew him back to my Castle wall, with Spider-Woman following again. Now Supes had clear LOF to Grimm and Gamora, forcing Lenny to move both or take an attack next round.
Got R. Hulk to waste his Meteorite on Spider-Woman while Superman Charged Gamora while she couldn’t use Protected for big damage. It landed her on Outwit, though, so I had to make sure Spider-Woman could keep the Deadliest Woman In The Universe Outwitted…a bit tough to do with Rampaging Hulk in her face! Double-teamed now by the unhittable Gamora (simply couldn’t roll that 7 I needed!) and the unlucky Grimm, Superman eventually beat down the orange fellow. A critmiss landed him on HSS just as time expired. 2-0.
FINAL ROUND vs. BRYCE, a 12-year-old who picked a team of Outwitters: Iron Man (Secret Invasion), Batman (Icons promo), Batman (Origin promo) and E Deathstroke (Cosmic Justice). He picked his beloved Junkyard but I stymied him a bit with Atlantis Rising, fielding the Vine and Accelerator again.
That was a bit more Outwit than Spider-Woman could handle at a time, so I had to be a little cautious. Byrce moved Iron Man and the Bats behind the elevated and Deathstroke in a bit of hindering. I needed to get rid of at least one source of Outwit, so I decided to go for Icons Batman, the biggest Outwit threat due to his ability to Leap/Climb away. Superman Charged and hit him…right BACK onto L/C and Outwit. Feh. But I had a contingency in Spider-Woman, who leapt over by herself to base and counter Iron Man’s Extremis power. Byrce’s counterattack with FCBD Batman failed, and Superman finished Icons Bats off.
Then, in a rather fiendish move, I pushed Spider-Woman to attack Iron Man (missed) then Vaulted where the Batman had been so she could counter both the remaining Batman and Iron Man’s defenses with her special adjacency-Outwit. But unfortunately, Superman critmissed an attack, that left Iron Man free to bump his damage up for a full-power repulsor blast for 5 non-reduced clicks! A followup with FCBD Batman left me near-dead. Fortunately, all Bryce’s easy followup rolls missed. WHEW!
His Close Combat Expertise countered, Superman needed to broke away for the Vine’s healing. He flew to it, leaving Spider-Woman alone to deal with Tony, who’d been knocked onto his Charge+Outwit clicks. She counter his Outwit, then pushed to hit him for a few more. Atlantis Rising slowed down Deathstroke and Batman considerably as Superman slowly healed. 
As the enemies closed in, I got Supes to HSS and abandoned the Vine, which Iron began using. Before he could get too healthy again, I HSS-pasted him onto his last click but didn’t think to Outwit his Regen, which gave him a good roll. Frantic to take out Iron Man, I did another HSS driveby but missed and had to settle for a KO of Batman. In the end, Supes and Spider-Woman got cornered by Iron Man and a still-full-health Deathstroke and the 12-year-old Bryce took those points to wipe me for first place!
WIN/LOSS: 2-1. This was an awesome game, for a number of reasons. 
1. both of us were on the verge of losing at any time. 
2. it validated my decision not to cheese up E-2 with the one feat he needed to be nigh-invincible against the kids, while remaining solidly competitive against the rest.
3. I was glad to see one of those kids win over us older folks fair and square, and I particularly like this kid. Bryce is a quick study and a great sport (both in spite of and because of his friendly trashtalking streak). Plus, he always plays that Iron Man, which endears him to my own inner-12-year-old who loves playing Iron Man.
Next report will star a team featuring a gorilla, a Nazi and an alien with a taste for superhero chess. See how the Time Stealers fared in HeroClix next time! Super Strength. 

I’d recently acquired him in a very easy trade from a fellow with an irrational hatred of the character and was itching to try him out. But I was leery of running a one-man-army with only Fortitude and a lone Telekinesis character in a 400-point build. It’d completely overwhelm and demoralize the newer players while the seasoned ones would be able to tear Big Blue apart, bit-by-bit. Conversely, running Supes with no defense against Outwit just to add a 2nd attacker is sheer suicide. Oh, what to do to make this chase piece work?

A: Add another chase piece.

3211887799_413d443e96If Outwit was the problem, I simply needed to add my own Outwit…perferably on a character that could copy Superman’s team ability to see through Stealth while remaining generally safe from the power itself. 

Spider-Woman (Secret Invasion) 79 + Vault 3

was the perfect solution. With her trait making her able to wildcard offense-oriented TAs like Superman’s, she’d be able to blunt enemies’ Outwit capabilities even in Stealth. Her Speed SP would make her well able to get around and stay hidden as well. And she’d be a capable 2nd fighter to take a little heat off Superman, too.

=399 points.

 

Round one vs. PAUL, who’d picked Blades (V Bron, U Elektra (Infinity Challenge), The Demon’s Head, LE Boon) Claws (Timber Wolf) and Fangs (Vampire Lackey, Captain Mako) as his chosen power. He chose the Crash Site but I Ordinary Day’d his Crosswinds. We both used Vines and Kinetic Accelerators. At first it looked like I’d have no problem beating him, but the presence of four Mystics on a seven-person team and the Shield Disruptor Paul put out there gave me some pause. I denied the first strike by Outwitting T. Wolf’s Charge on the Accelerator. Paul responded with T.Wolf flying in Charge range of both and both Elektra and Boon threatening Spider-Woman in particular. I retreated to take full advantage of Superman’s range edge, but took the Disruptor away with Spider-Woman first. 

Keeping The Demon’s Head’s Outwit in check with Spider-Woman (thanks to her ability to copy Superman Ally ability and thus see the stealthy fellow), I had her toss the Disruptor (destroying it) at Timber Wolf to put her on her 2nd click. Meanwhile, Superman got based by Boon and the battle was truly joined.

It becomes a bit of a blur, here. Superman dealt some hits, but I picked the non-Mystic targets when I could and thus didn’t use the free attack quite as often as I’d have liked. Spider-Woman held off the Vampire Lackey, Mako and Wolf by herself (a bit easier thanks to her SP Outwit) but she was KO’d trying to take on V Bron, the last player on Paul’s team to advance. Superman finally got Crossgen’d to his HSS clicks and began taking the other team out with extreme prejudice. Things got interesting when V Bron made a full Regen roll and Supes actually slipped to his Toughness clicks, forcing me to commandeer Paul’s Vine object and heal up a bit (lest I take a huge BCF hit or critmiss or something). In the end, I wiped his team but lost Spider-Woman. 1-0.

ROUND TWO vs. LENNY 

R Ant-Man, Rampaging Hulk+Fortitude, Gamora+Protected, Benjamin J. Grimm (Secret Invasion), all of whom have Charge. I picked the Castle and he OD’d my Wasteland. I put out the Accelerator and Generator/Dumpster (the Dumpsterator) while he used the Meteorite and Vine.

I parked my pair on the Castle wall and waited. And waited, as Lenny wisely stayed out of my range. Eventually I got a tad impatient and blasted away a wall, which gave Ant-Man room to move and hide in clear LOF to Superman. That forced me to move Spider-Woman off the wall to counter-Outwit Ant-Man. Lenny responded by bunching his fighters in the drawbridge area near the midpoint of the map, and Ant-Man inside the room on his side of the map. 

So now people were in range of Superman’s Charge, but it was a perilous choice. If I hit any one of the three, the other two (and probably the third as well) gang up on the Man of Steel, which could be fatal if Ant-Man gets free to Outwit him. So I went for the lone Ant-Man in the room instead, also moving Spider-Woman nearby. A turn later, Ant-Man was done in.

Lenny had to regroup a bit, after that. Rampaging Hulk leapt to occupy the Vine Lenny had hid in the room while Gamora and Grimm moved to Charge range just around the corner. That turned out to be a mistake, not tying Superman down; I simply flew him back to my Castle wall, with Spider-Woman following again. Now Supes had clear LOF to Grimm and Gamora, forcing Lenny to move both or take an attack next round.

 

Got R. Hulk to waste his Meteorite on Spider-Woman while Superman Charged Gamora while she couldn’t use Protected for big damage. It landed her on Outwit, though, so I had to make sure Spider-Woman could keep the Deadliest Woman In The Universe Outwitted…a bit tough to do with Rampaging Hulk in her face! Double-teamed now by the unhittable Gamora (simply couldn’t roll that 7 I needed!) and the unlucky Grimm, Superman eventually beat down the orange fellow. A critmiss landed him on HSS just as time expired. 2-0.

FINAL ROUND vs. BRYCE, a 12-year-old who picked a team of Outwitters: Iron Man (Secret Invasion), Batman (Icons promo), Batman (Origin promo) and E Deathstroke (Cosmic Justice). He picked his beloved Junkyard but I stymied him a bit with Atlantis Rising, fielding the Vine and Accelerator again.

That was a bit more Outwit than Spider-Woman could handle at a time, so I had to be a little cautious. Byrce moved Iron Man and the Bats behind the elevated and Deathstroke in a bit of hindering. I needed to get rid of at least one source of Outwit, so I decided to go for Icons Batman, the biggest Outwit threat due to his ability to Leap/Climb away. Superman Charged and hit him…right BACK onto L/C and Outwit. Feh. But I had a contingency in Spider-Woman, who leapt over by herself to base and counter Iron Man’s Extremis power. Byrce’s counterattack with FCBD Batman failed, and Superman finished Icons Bats off.

Then, in a rather fiendish move, I pushed Spider-Woman to attack Iron Man (missed) then Vaulted where the Batman had been so she could counter both the remaining Batman and Iron Man’s defenses with her special adjacency-Outwit. But unfortunately, Superman critmissed an attack, that left Iron Man free to bump his damage up for a full-power repulsor blast for 5 non-reduced clicks! A followup with FCBD Batman left me near-dead. Fortunately, all Bryce’s easy followup rolls missed. WHEW!

His Close Combat Expertise countered, Superman broke away for the Vine’s healing. He flew to it, leaving Spider-Woman alone to deal with Tony, who’d been knocked onto his Charge+Outwit clicks. She countered his Outwit, then pushed to hit him for a few more. Atlantis Rising slowed down Deathstroke and Batman considerably as Superman slowly healed. 

As the enemies closed in, I got Supes to HSS and abandoned the Vine, which Iron began using. Before he could get too healthy again, I HSS-pasted him onto his last click but didn’t think to Outwit his Regen, which gave him a good roll. Frantic to take out Iron Man, I did another HSS driveby but missed and had to settle for a KO of Batman. In the end, Supes and Spider-Woman got cornered by Iron Man and a still-full-health Deathstroke and the 12-year-old Bryce took those points to wipe me for first place!

WIN/LOSS: 2-1. This was an awesome game, for a number of reasons. 

1. both of us were on the verge of losing at any time. 

2. it validated my decision not to cheese up E-2 with the one feat he needed to be nigh-invincible against the kids, while remaining solidly competitive against the rest.

3. I was glad to see one of those kids win over us older folks fair and square, and I particularly like this kid. Bryce is a quick study and a great sport (both in spite of and because of his friendly trashtalking streak). Plus, he always plays that Iron Man, which endears him to my own inner-12-year-old who loves playing Iron Man.

 

Next report will star a team featuring a gorilla, a Nazi and an alien with a taste for superhero chess. See how the Time Stealers fared in HeroClix next time!

I had intended to start a series on event dials with this post, but got heavily sidetracked by my job search, daily life and, of course, more HeroClix games. 

June 5, 2009

SevenSoldiersbanner

VS.

 

batman-symbol2

Frankenstein 98 + Opportunist 10
Klarion 76
Zatanna 72
Bulleteer 69 + Unstoppable 5
R Mister Miracle (Origin) 64 + Loner 5
SR Shining Knight 48 + Double-Time 5
U Guardian (Collateral Damage) 47
= 499 points

 

Batman (Arkham Asylum chase #99) 120 + Protected 8 + Opportunist 10
Batman (Arkham Asylum) 64
Nightwing 79 + Contingency Plan 12 + Takedown 6
Batman (Justice League) 75
Robin (Arkham Asylum) 66
Captain Gordon (Arkham Asylum) 50
= 490 points

Of course, he won the map roll (themed team bonus) and picked the Justice League Bank map. I picked the non-vault side and used the Kinetic Accelerator, Meteorite and Mass Absorber as my special objects. Lenny packed the Meteorite and Eleha’al Vine.

BBeyond taxied big Bat to office (so latter could freely build Opportunist tokens and throw down endless Smoke Clouds) while NW, Robin and OOTS Bats took positions on lobby and tellers’ desks. With Zatana I set Klarion to block LOF on the opposite end, careful to keep Klarion JUST outside Robin’s potential 7 range with his Tear Gas SP. Shining Knight brought Bulleteer to the KA right behind them. Miracle took Guardian to Frankenstein stayed in the starting area to build Opportunist tokens. 

Mr. Miracle and Klarion boosted Guardian’s speed and damage to Charge Batman off OOTS. I then moved Shining Knight to protect Guardian, but a  bad placement error got SKnight incapped by Nightwing for 1, then Meteorite’d by Batman Beyond for 1st KO. :(

Klarion got a HUGE SSenses to dodge BatBeyond’s crithit for 5 (base 3 + self-Perplex damage + crit bonus). OOTS Bats broke from Guardian and ran to the Vine. Meanwhile, I finally got Frankenstein on the move, picking up the Mass Absorber on the way.

Bulleteer got a good KA boost to try to one-shot Gordon with the Meteorite, but missed. To help protect her from a potentially crippling Charge+Flurry from big Batman, I plunked Miracle in the way, hoping his Loner-juiced DV would help him live through such an assault. Out in the lobby, Batman beyond took a boosted hit from Guardian but got knocked back onto hindering terrain and safe from a followup hit.

Big Batman took his shot at Miracle, who Super Sensed the first nearly-guaranteed (thanks to 5 Opportunist tokens) Flurry hit attack but not the second. 

Finally, I had big Bats exactly where I wanted him.

Mr. Miracle used Willpower to Leap/Climb away with Bulleteer in tow, clearing a narrow line of fire for Frankenstein’s successful Indomitable Running Shot, which forced Lenny to burn Bats’ Protected. A followup pushing Charge with Guardian dealt actual damage.

A combo attack of Robin and OOTS Batman finished Guardian off, and both Gordon and Batbeyond retreated to the office behind the Bats. I taxied Klarion in position to attack him, but Nightwing incapped the witchboy and Gordon used Summon the Bat to jank big Batman well out of harm’s way.

Zatanna taxied Klarion in pursuit of the Arkham set Batmen while Bulleteer attacked OOTS Batman for another few clicks. Zatanna suffered the wrath of big Batman to become a 3rd KO, and again he got Summoned out of harm’s way.

Frankenstein had momentarily tied up Nightwing to protect Bulleteer from being shot up or Incapped from behind. But now that Bulleteer was finished with the finally-KO’d OOTS Batman, Frank was failing breakaway after breakaway (causing big problems in the other room, as Klarion and Miracle were ill-equipped to handle big Batman and the rest). Meanwhile, Robin had moved to Perplex Nightwing’s damage for hit after hit, pinging Frankenstein bit by bit. Finally, as Bulleteer fell at last, I swung for the hills against Nightwing while I still had Opportunist tokens to burn and later rolled well on a Blades roll. That dealt with the Contingency Plan problem and most of NW’s life. 

Eventually it came down to just Frank and Miracle against Nightwing and Robin. Frankenstein got taken down, and Miracle chased down the last-click ‘Wing. Unfortunately, this left Miracle on HIS last click…no match for the near-full AA Robin.

But…WOW. What a match! I really expected to get fairly rocked and socked against this powerful Bat-team but actually took it to the distance. Seven Soldiers really ARE better than they look.

 

Next week, look for reports on the Time Stealers and how I played Earth-2 Superman without Fortitude in a 400-point build.

After largely dominating in a pair of friendly games, it was time to put the Seven Soldiers of Victory through a real test in a tournament.
ROUND ONE
Opponent: PAUL
Team:
Spider-Man (Avengers)
Hercules (Secret Invasion)
Wasp (Universe Starter)
Spider-Woman (Armor Wars)
Sersi
Ant-Man (Infinity Challenge)
Hmmmm. Yes, this team was a bit more optimized than the one he’d played last night, with a great lead hitter in Herc and solid support in Sersi (TK) and Spidey (Outwit). Plus he had a themed team and picked the Avengers map. I picked the trench side with a Kinetic Accelerator special object to give me a shot at a first strike with Bulleteer and her Meteorite.
Paul use Spidey to counter Bulleteer’s Charge and thus prevent her getting to Hercules. In the meantime, I needed to get into position for actual fighting, but in a way that wouldn’t leave anyone open to Hercules’s Charge range after being moved by Sersi’s Telekinesis. Zatanna carried Klarion to a large patch of hindering to hide in, just beyond Hercules’ Charge range.
Or so I thought. Klarion WAS in the big demigod’s reach and took both hits of a Meteorite-boosted Flurry! Only Toughness saved the witchboy from instant KO.
Well, the bait was good and taken (though I hadn’t exactly planned it thus). I needed Bulleteer to retaliate, so I took a Running Shot with Frankenstein to ping Spider-Man off Outwit and get my Charge back. Thus re-empowered, Bulleteer would have just the boost she needed from the Kinetic Accelerator to Charge through the hindering (thanks to Unstoppable) with the Meteorite.
But first, I needed a good Regeneration roll for Klarion. Got the best, to land on his best click: Stealth + Duo Attack-granting SP + Probability Control. Nice!
Bulleteer landed her attack, which softened up Hercules considerably for Guardian and Klarion to finish him off. Frankenstein, for his part, was a bit tied up with Ant-Man, Wasp and Spider-Woman but someone managed to tag both ladies to send Spider-Woman running and Wasp off the board.
Paul retreated to his healing Eleha’al Vine and my forces gave chase (Miracle taxiing Guardian ahead and Zatanna carting Klarion). Bulleteer had Spider-Man cornered on his Vine when time was called. I’d lost none and KO’d Wasp, Spider-Woman and Hercules. 1-0.
ROUND TWO
Opponent: TIM
Team: Stone-faced cosmic despots
Thanos (Supernova) +
Darkseid (Crisis) + Outsmart + Protected
=495 points
OK, here was a real test! I picked the Icons park map. At all costs would I avoid the vast killing field in the middle, instead planning to bunker on a rooftop and use a Kinetic Accelerator to perhaps get a first Charge in a Meteorite. But Tim decided to rush me down, basing Bulleteer (and Outwitting her Strength) before she could move.
Had to proceed very carefully here, in order to stand a chance.
1. Break Bulleteer away by plunking Shining Knight diagonally between her and Darkseid.
2. Fly Zatanna to a back edge of the roof where she can see Bulleteer’s eventual attack square —
3. — and so her passenger Klarion can see Frankenstein for Perplex.
4. Hold Frank back a little bit longer to build up one more Opportunist token.
Next turn, Bulleteer picked up the Meteorite, Charged through the hindering terrain and hit Thanos for a solid 4 with the Meteorite. Frankenstein followed with an Opportunist-boosted Running Shot to turn a Probability Control-forced miss into a hit for three damage (thanks to Klarion’s  Perplex). To wrap up, I walked Klarion between Bulleteer and Darkseid so the latter couldn’t Outwit the shiny gal’s Invulnerability — the only thing that saved her from swift oblivion when Thanos punched her in the face for 7 damage (natural 5 + Close Combat Expert).
I should have taxied Klarion instead of walking him; I found myself on prime fighting clicks after Darkseid’s counterattack but unwilling to push for it. At least Darkseid took Mystic damage and burned his Outwit on countering Shining Knight’s Flurry.
Thanos got smacked to Regen and then out of the game, as did Guardian. But now it was my whole team on Darkseid, and he eventually fell. 2-0.
ROUND THREE
Opponent: LENNY
Team: Gotham
Batman (Arkham Asylum chase #99) + Opportunist
Batman (Arkham Asylum)
Nightwing + Contingency Plan + Takedown
Batman (Justice League)
Robin (Arkham Asylum)
Captain Gordon (Arkham Asylum)
Thanks to his fielding a themed team (Gotham) Lenny won the map roll and picked the Dawn of Time. I played Rushed Assault to blunt his assault. That turned out to be a mistake, as Lenny didn’t take the bait and bided his time WAY longer than he had any need to. Meanwhile, my outgunned team simply could not afford to waste a single attack on the Rushed Assault penalty, especially knowing that then nothing would slow the Bats from whaling on me. So we literally went at least 40 minutes of the 50-minute game without making any attack rolls.
I really wanted to chide Lenny for waiting so long. With Perplex, a full Contingency Plan stock, a team nearly full of double-digit Attack Values and three theme-team Probability Controls (provided he shut off his Bat-Stealth for line of fire first), he really had little chance of missing that first attack. To be fair, though, I didn’t give him easy targets: Mister Miracle with 19 Defense (thanks to Loner) + Super Senses or Frankenstein with Invulnerable 19 DV (thanks to a snatched Tombstone of Lenny’s).
Finally, Lenny took a shot at Frankenstein, who I’d set up ready to attack Nightwing (having forgotten that he had Takedown). The intentional whiff took out the Tombstone, giving Watchtower Batman an easy shot for three.
I gave the game away then, when, to tie-up that Batman, I Perplexed Guardian’s speed to Charge him in a failed attempt (despite having Probability Control). Batman did not fail to Flurry Guardian for the game’s only KO, as time ran out just two minutes later.
In retrospect, then, Rushed Assault was a horrible choice with no way to counter its effects myself. Halfway through the game, I should have broken someone away to threaten Captain Gordon.
WIN/LOSS 2-1. 4-1 total record.
This team looks like a hot mess on paper: only two team abilities, no wildcards to benefit. Only one character with greater than 6 range, and she can’t crack Invulnerability without help. The heavyweight starts with just a 9 Attack Value. Bulleteer is overcosted. At this point level, they seem plain outclassed.
What they do bring to the table is a pair of Perplexers and Probability Control to help out the low Attack Values. A few feats also bring out extra potential:
Opportunist on Frankenstein is superb…you have to hold him back early in the game, but once he starts, the Indomitable monster doesn’t have to stop and those built-up tokens make it hard for him to miss.
Shining Knight is MADE for Double-Time. While Frank’s biding his time, she can taxi either Guardian or Bulleteer in close to a target of opportunity, tying up the foe for a Charge next round. And with her Defense double-Perplexed by teammates, she might survive to push and Flurry (again, double-Perplexed) the next round to finish off or soften up whoever her fare Charges and hits.
Bulleteer + Unstoppable = a surprisingly capable attacker, either as a backup or frontliner. Twice in these games, the feat got her in position to make improbable hits. Invulnerability makes her short dial seem longer.
Loner makes the highly-mobile Perplexer Mr. Miracle nigh-untouchable. If he IS touched hard enough, he gets to take over PC duties from Zatanna.
As for the non-feated, they work out in the end, too. Klarion is a linchpin of the team; his Stealth and Mystic TA protect him from a lot of attacks while his Perplex makes the rest of the team work. He becomes a solid fighter down his dial.
Zatanna serves well to fly him around and help with Probability Control — as well as serving as bait for attacks. That worked out for me as she was able to make Frankenstein more dangerous with her Enhancement.
And Guardian truly shines on this team, as he’s the ultimate clean-up guy, Charging in after Frankenstein has softened everyone up. It’s when I failed to use him as clean-up that he fell.
And so a team I intended to play just for fun has turned out to be a true dark-horse winner. It’s not top-tier by any stretch — the final match showed that — but it’s better than you’d think!
Next post will either be a battle report on today’s “Zero-Range Brawl” — no ranged attacks allowed) or the first of a series of articles on how to build teams to play the controversial Event Dials first released in the Mutations and Monsters set of fall 2007. Keep an eye out for it!
Did they stand or fall in a real tournament?

Did they stand or fall in a real tournament?

After largely dominating in a pair of friendly games, it was time to put the Seven Soldiers of Victory through a real test in a tournament.

ROUND ONE

Opponent: PAUL’s Avengers

Spider-Man (Avengers)
Hercules (Secret Invasion)
Wasp (Universe Starter)
Spider-Woman (Armor Wars)
Sersi
Ant-Man (Infinity Challenge)

Hmmmm. Yes, this team was a bit more optimized than the one he’d played last night, with a great lead hitter in Herc and solid support in Sersi (TK) and Spidey (Outwit). Plus he had a themed team and picked the Avengers map. I picked the trench side with a Kinetic Accelerator special object to give me a shot at a first strike with Bulleteer and her Meteorite.

Paul used Spidey to counter Bulleteer’s Charge and thus prevent her getting to Hercules. In the meantime, I needed to get into position for actual fighting, but in a way that wouldn’t leave anyone open to Hercules’s Charge range after being moved by Sersi’s Telekinesis. Zatanna carried Klarion to a large patch of hindering to hide in, just beyond Hercules’ Charge range.

Or so I thought. Klarion WAS in the big demigod’s reach and took both hits of a Meteorite-boosted Flurry! Only a low Meteorite roll and the witchboy’s Toughness on the 2nd hit saved him from instant KO.

Quite the marksman with Opportunist!

Quite the marksman with Opportunist!

Well, the bait was good and taken (though I hadn’t exactly planned it thus). I needed Bulleteer to retaliate, so I took a Running Shot with Frankenstein to ping Spider-Man off Outwit and get my Charge back. Thus re-empowered, Bulleteer would have just the boost she needed from the Kinetic Accelerator to Charge through the hindering (thanks to Unstoppable) with the Meteorite.

But first, I needed a good Regeneration roll for Klarion. Got the best, to land on his best click: Stealth + Duo Attack-granting SP + Probability Control. Nice!

Bulleteer landed her attack, which softened up Hercules considerably for Shining Knight (who’d jumped between Herc and Klarion to protect the latter) from further attack), Guardian and Klarion to finish him off. Frankenstein, for his part, was a bit tied up with Ant-Man, Wasp and Spider-Woman but someone managed to tag both ladies to send Spider-Woman running and Wasp off the board.

Paul retreated to his healing Eleha’al Vine and my forces gave chase (Miracle taxiing Guardian ahead and Zatanna carting Klarion). Bulleteer had Spider-Man cornered on his Vine when time was called. I’d lost none and KO’d Wasp, Spider-Woman and Hercules. 1-0.

ROUND TWO

Opponent: TIM’s stone-faced cosmic duo of despots

Thanos (Supernova)
Darkseid (Crisis) + Outsmart + Protected

OK, here was a real test! I picked the Icons park map. At all costs would I avoid the vast killing field in the middle, instead planning to bunker on a rooftop and use a Kinetic Accelerator to perhaps get a first Charge in a Meteorite. But Tim decided to rush me down, basing Bulleteer (and Outwitting her Strength) before she could move.

Had to proceed very carefully here, in order to stand a chance.

1. Break Bulleteer away by plunking Shining Knight diagonally between her and Darkseid. This also would deny Darkseid an attack upon or further Outwit of Bulleteer
2. Fly Zatanna to a back edge of the roof where she can see Bulleteer’s eventual attack square —
3. — and so her passenger Klarion can see Frankenstein for Perplex.
4. Hold Frank back a little bit longer to build up one more Opportunist token.

BANG!

BANG!

Next turn, Bulleteer picked up the Meteorite, Charged through the hindering terrain and hit Thanos for a solid 4 with the Meteorite. Frankenstein followed with an Opportunist-boosted Running Shot to turn a Probability Control-forced miss into a hit for three damage (thanks to Klarion’s Perplex). To wrap up, I walked Klarion between Bulleteer and Darkseid so the latter couldn’t Outwit the shiny gal’s Invulnerability — the only thing that saved her from swift oblivion when Thanos punched her in the face for 7 damage (natural 5 + Close Combat Expert).

I should have taxied Klarion instead of walking him; I found myself on prime fighting clicks after Darkseid’s counterattack but unwilling to push for it. At least Darkseid took Mystic damage and burned his Outwit on countering Shining Knight’s Flurry.

Thanos got smacked to Regen and then out of the game, as did Guardian. But now it was my whole team on Darkseid, and he eventually fell. 2-0.

ROUND THREE

Opponent: LENNY’s Gotham Knights

Batman (Arkham Asylum chase #99) + Opportunist + Protected
Batman (Arkham Asylum)
Nightwing
+ Contingency Plan + Takedown
Batman (Justice League)
Robin (Arkham Asylum)
Captain Gordon (Arkham Asylum)

Thanks to his fielding a themed team (Gotham) Lenny won the map roll and picked the Dawn of Time. I played Rushed Assault to blunt his assault. That turned out to be a mistake, as Lenny didn’t take the bait and bided his time WAY longer than he had any need to. Meanwhile, my outgunned team simply could not afford to waste a single attack on the Rushed Assault penalty, especially knowing that then nothing would slow the Bats from whaling on me. So we literally went at least 40 minutes of the 50-minute game without making any attack rolls.

I really wanted to chide Lenny for waiting so long. With Perplex, a full Contingency Plan stock, a team nearly full of double-digit Attack Values and three theme-team Probability Controls (provided he shut off his Bat-Stealth for line of fire first), he really had little to no chance of missing that first attack. To be fair, though, I didn’t give him easy targets: Mister Miracle with 19 Defense (thanks to Loner) + Super Senses or Frankenstein with Invulnerable 19 DV (thanks to a snatched Tombstone of Lenny’s).

Finally, Lenny took a shot at Frankenstein, who I’d set up ready to attack Nightwing (having forgotten that he had Takedown). The intentional whiff took out the Tombstone, giving Watchtower Batman an easy shot for three.

I gave the game away then, when, to tie-up that Batman, I Perplexed Guardian’s speed to Charge him in a failed attempt (despite having Probability Control). Batman did not fail to Flurry Guardian for the game’s only KO, as time ran out just two minutes later.

In retrospect, then, Rushed Assault was a horrible choice with no way to counter its effects myself. Halfway through the game, I should have broken someone away to threaten Captain Gordon.

WIN/LOSS: 2-1. 4-1 total record.

This team looks like a hot mess on paper: only two team abilities, no wildcards to benefit. Only one character with greater than 6 range, and she can’t crack Invulnerability without help. The heavyweight starts with just a 9 Attack Value. Bulleteer is overcosted. At this point level, they seem plain outclassed.

What they do bring to the table is a pair of Perplexers and Probability Control to help out the low Attack Values. A few feats also bring out extra potential:

Opportunist on Frankenstein is superb…you have to hold him back early in the game, but once he starts, the Indomitable monster doesn’t have to stop and those built-up tokens make it hard for him to miss.

Horsewoman of this apocalypse.

Horsewoman of this apocalypse.

Shining Knight is MADE for Double-Time. While Frank’s biding his time, she can taxi either Guardian or Bulleteer in close to a target of opportunity, tying up the foe for a Charge next round. And with her Defense double-Perplexed by teammates, she might survive to push and Flurry (again, double-Perplexed) the next round to finish off or soften up whoever her fare Charges and hits.

Bulleteer + Unstoppable = a surprisingly capable attacker, either as a backup or frontliner. Twice in these games, the feat got her in position to make improbable hits. Invulnerability makes her short dial seem longer.

Loner makes the highly-mobile Perplexer Mr. Miracle nigh-untouchable. If he IS touched hard enough, he gets to take over PC duties from Zatanna.

As for the non-feated, they work out in the end, too. Klarion is a linchpin of the team; his Stealth and Mystic TA protect him from a lot of attacks while his Perplex makes the rest of the team work. He becomes a solid fighter down his dial.

Zatanna serves well to fly him around and help with Probability Control — as well as serving as bait for attacks. That worked out for me as she was able to make Frankenstein more dangerous with her Enhancement.

Freeze, POLICE!!!!

Freeze, POLICE!!!!

And Guardian truly shines on this team, as he’s the ultimate clean-up guy, Charging in after Frankenstein has softened everyone up. It’s when I failed to use him as clean-up that he fell.

And so a team I intended to play just for fun has turned out to be a true dark-horse winner. It’s not top-tier by any stretch — the final match showed that — but it’s better than you’d think!

Next post will either be a battle report on today’s “Zero-Range Brawl” — no ranged attacks allowed) or the first of a series of articles on how to build teams to play the controversial Event Dials first released in the Mutations and Monsters set of fall 2007. Keep an eye out for it!

DATE PLAYED: May 3, 2009
POINT TOTAL: 600 points
SCENARIO: Must be either all Teen Titans or X-Men.
My take: 80s X-Men
M+M Colossus 158
M+M Storm 100
Sinister Wolverine 94
+ Cannonball 4
AW V Psylocke 75
+ Takedown 6
Longshot 66
+ Lunge 5
Dazzler 48
V Havok 44
=600 points.
My plan: Use the Kinetic Accelerator to get Wolvie in the fight at the best moment, Longshot to force re-rolls, and support from range with Psylocke, Colossus and Storm.
Only one opponent: Paul, who fielded the New Mutants:
V Sunspot + Armor Piercing
V Cannonball + Damage Shield + Armor Piercing
V Moonstar
U Warlock
E Magik
V Magma
V Karma
V Wolfsbane
Sadly, his team didn’t qualify for a theme bonus, and he really needed it despite winning the map roll (I forgot to apply my theme bonus to my roll, thinking he had a themed team at first. Double-checking revealed our error). He picked the Prison map to blunt my range advantage. I fielded Bizarro World (appropriate given the X-Men fighting the junior team in a jailhouse) and Paul plunked down Low Gravity.
I moved second turn, getting an immediate long-range shot on Magik with Storm before bunkering in hindering with Psylocke and Colossus. I knew she was in Cannonball’s Charge range but trusted her 19 defense and Takedown combo to protect her. A Kinetic-Accelerated Charge on Moonstar (who’d missed a crucial Psychic Blast at Colossus) with Wolverine failed to boost his speed enough to reach her, leaving him out and vulnerable. Fortunately, her push attempt on him failed as well. 
Cannonball’s crithit on Storm was foiled by a theme-PC by Psylocke; though it left her pushed, Storm was saved from damage. That left ol’ Sam tied up by Storm, Psylocke (who Tookdown him in a later attack, knocking him past Impervious) and Colossus (who eventually KO’d him with the Satellite Dish 3D object). Warlock carried Karma in for a Mind Control attempt on Longshot but the lucky guy forced a failing re-roll, and Dazzler took advantage of the Low Gravity BFC to bounce Karma off the walls again and again to KO both her and Moonstar. 
When time was called, I’d scored Cannonball, Moonstar, Karma, and Warlock, losing none for the win. We played on and Wolverine was the only X-Man to fall, with Magma being the last New Mutant standing.
This was a fun team, but I really missed Perplex. In a future trial, I may swap out the feats I used in favor of Contingency Plan on one of the Leadership pieces to give the team that extra little oomph. 

 

In this week’s scenario, the build limit was 600 points with all characters having to be either all Teen Titans or all X-Men.

My take: 80s X-Men

M+M Colossus 158
M+M Storm 100
Sinister Wolverine 94 + Cannonball 4
AW V Psylocke 75 + Takedown 6
Longshot 66 + Lunge 5
Dazzler 48
V Havok 44

=600 points.

My plan: Use the Kinetic Accelerator to get Wolvie in the fight at the best moment, Longshot to force re-rolls, and support from range with Psylocke, Colossus and Storm.

Only one opponent: Paul, who fielded the New Mutants:

V Sunspot + Armor Piercing
V Cannonball + Damage Shield + Armor Piercing
V Moonstar
U Warlock
E Magik
V Magma
V Karma
V Wolfsbane

Sadly, his team didn’t qualify for a theme bonus, and he really needed it despite winning the map roll (I forgot to apply my theme bonus to my roll, thinking he had a themed team at first. Double-checking revealed our error). He picked the Prison map to blunt my range advantage. I fielded Bizarro World (appropriate given the X-Men fighting their own junior team in a jailhouse) and Paul plunked down Low Gravity.

I moved second turn, getting an immediate long-range shot on Magik with Storm before bunkering in hindering with Psylocke and Colossus. I knew Psylocke was within Cannonball’s Charge range but trusted her 19 defense and Takedown combo to protect her. A Kinetic-Accelerated Charge on Moonstar (who’d missed a crucial Psychic Blast at Colossus) with Wolverine failed to boost his speed enough to reach her, leaving him out and vulnerable. Fortunately, her push attempt on him failed as well. 

Cannonball’s crithit on Storm was foiled by a theme-PC by Psylocke; though it left Psylocke pushed, Storm was saved from big damage. That left ol’ Sam tied up by Storm, Psylocke (who Tookdown him in a later attack, knocking him past Impervious) and Colossus (who eventually KO’d him with the Satellite Dish 3D object). Warlock carried Karma in for a Mind Control attempt on Longshot but the lucky guy forced a failing re-roll, and Dazzler took advantage of the Low Gravity BFC to bounce Karma off the walls again and again to KO both her and Moonstar. 

When time was called, I’d scored Cannonball, Moonstar, Karma, and Warlock, losing none for the win. We played on and Wolverine was the only X-Man to fall, with Magma being the last New Mutant standing.

This was a fun and surprisingly potent team, but I really missed Perplex. In a future trial, I may swap out the feats I used in favor of Contingency Plan on one of the Leadership pieces to give the team that extra little oomph. And to be fair, it was the New Mutants I faced. Not exactly heavy hitters!

 

Next time, I’ll tell the story of how Superman fled in mortal terror of Black Manta.