E100 PLANET HULK
Read the introduction to the series here.
Read the introduction to the series here.
R Aleta
(Supernova): Actual Telekinesis would double the team’s effectiveness. Barrier, too, could help the ground-pounders a lot. But she didn’t quite fit the theme I was going for, so I opted her out. Unless you’re trying to do the same, you should put her in every GotG keyword team you can over 100 points…she’s only 51 points!V Starhawk
(Supernova): Though he boasts an extreme 12 range and Running Shot to start, his opening AV is markedly inferior to the similarly-costed Phyla-Vell’s. But he, too, gains Hypersonic Speed mid-dial, and his attack numbers ramp up nicely. He’s probably a stronger piece with the Guardians of the Galaxy ATA or either Elite Sniper or Trick Shot. Save him for 400 and up if you’re going with the keyword theme.Yondu (Supernova):
Cheap Running Shot + 3 damage and Energy Explosion. Potential candidate for Elite Sniper, though adding nearly 40% to his cost for one click up front (’cause who knows if you’ll EVER see the two RCE clicks later) might not be the wisest investment. Fits with old- and new-school GotG but one of the last I tend to pick, frankly.
I’d fielded pre-built Guardians of the Galaxy teams at the 800 and 1000-point levels, coming away with a successful tournament record. But with other players not quite ready to leave that Saturday evening, we played on in a three-way “shock the turtle” (in which the map’s playable zone shrinks with each turn, forcing characters toward the center or take a click of damage) battle royale, me with still another Guardians of the Galaxy team:
At LONG last, I continue this series. (See the other parts here.)

For the record: my head was with Iron Man. My heart, with Cap. And my middle fingers were up at Marvel for writing both JUST out of character enough to mess up an interesting premise.
Based on the 2007 Marvel Comics crossover, this dial is, in my opinion, just north of unplayable in the current game environment. Why? Read on…
–
THE SETUP: Before the beginning of the first turn, each player must declare his or her force to be either Pro-Registration or Anti-Registration.
WHAT IT MEANS: You get to choose to be either handicapped (Pro) or advantaged (Anti). This will become clear. Note that nothing here prevents both sides from picking the same affiliation.
–
TURN THE DIAL: Immediately when any character is captured, and at the end of a round in which any character was knocked out.
WHAT IT MEANS: This is a slow-moving dial for players with defensive styles.
–
STAMFORD EXPLOSION (yellow, slot A): At the end of each player’s turn, that player chooses one of his or her characters adjacent to an opposing character and rolls a d6. On a result of 1, that character must immediately use Pulse Wave as a free action as if it had a range value of 12.
WHAT IT MEANS: This effect can never ever happen in the current game environment since Pulse Wave, a ranged combat action, cannot be used in adjacency! Even when the dial was released, only flying characters (or boot speed characters IF based by a flyer) could still use Pulse Wave in adjacency.
–
REGISTRATION ACT (red, slots B-J): All characters on Pro-Registration forces ignore any team ability they possess. They can use the S.H.I.E.L.D. team ability, and they can also use the Capture ability, but they can’t release captives.
WHAT IT MEANS: Pro-Registration side pretty much gets the shaft. Any team abilities that served well in the early game are gone and replaced by the SHIELD ability, which is practically useless for this game unless you field characters with some sort of anti-Stealth Traits, feats or Special Powers. Being able to Capture without getting the points for it is also largely pointless thanks to the later BREAKOUT condition. The upside is that an aggressive Pro-Reg team may be able to win the game early with a combination of Captures and KOs. It’s a risk-reward ratio that may be worth considering, so field characters with Willpower/Indomitable and who can ignore terrain to best chase down the rebels. Plasticity could also yield dividends for Capture attempts.
–
REBELLION (blue, slots B-J): All characters on Anti-Registration forces ignore any team ability they possess. They can use Stealth, and move actions given to them don’t count toward their controller’s available actions for the turn.
WHAT IT MEANS: Essentially, they get the Batman and Avengers TAs, making the Pros’ SHIELD TA utterly useless (except in conjunction with a Special Power or Trait to draw lines of fire despite Stealth). The free move also enables the Antis to outmaneuver the Pros. Anti-Regs will want to field fliers and auto-breakaway powers to help movement through hindering terrain. Ranged attackers are also important since being based risks Capture — and Phasing/Teleport or Plasticity are good guards against that, as well. One more tip: cheap sacrifice pieces, such as pogs, can speed up the slow-turning dial if key pieces do get Captured.
–
BREAKOUT! (orange, slot J): All captives are immediately released.
WHAT IT MEANS: Any Pros who Captured early in the game will find themselves instantly tied up and the Anti-side will gain a hefty second wind. One more reason not to go Pro.
–
DETENTE (black, slot J): At the beginning of each player’s turn, he or she rolls a 2d6. On a result of 10-12; the game ends immediately.
WHAT IT MEANS: The game may suddenly end at any time.
–
SUMMING IT UP: Civil War simply doesn’t work so well under the game’s current rules. The STAMFORD EXPLOSION will never go off unless the rules are changed. Players will never pick Pro-Registration if given an informed choice (unless they just like a challenge). And if the teams are small enough, the final slot may never be reached. Overall, although Civil War is fairly easy to pick up and play, it can be terrifically UN-fun for the sucker who picks Pro-Registration. But if both pick Anti-Registration, the spirit of the dial is lost. Ultimately, like the storyline it’s based on, Civil War ends up being a self-contradictory mess.
EDIT (3/15/10): So at a friend’s suggestion, I played this event dial and picked Pro-Registration anyway as a challenge. Though the STAMFORD EXPLOSION condition was duly ignored (since neither of us were playing any Sharpshooter characters), a knockout came fairly early in the game to activate the REGISTRATION ACT and REBELLION effects. That’s when I learned the full power of even the nerfed Capture ability to instantly remove a heavy hitter from the board with a single hit. Because the Civil War dial is so long, a Pro-Registration can get a great deal of mileage from this ability. So this addendum to the article advises: Pro-Registrationers should field Lunge-equipped Leap/Climb pieces with Combat Reflexes to act as captors. Anti-Registration forces should not tentpole.

Clockwise from top left: Karolina Dean, Molly Hayes, Nico Minoru, Gertrude Yorkes, and Chase Stein. (Not pictured: Old Lace the dinosaur)
So there we were, me and Paul (the longtime clix player who taught me), there for a 300-point sealed tournament with no one else showing. Most of the regulars had dropped everything to play a D&D campaign (since one of their key players is frequently out of town) or had pressing personal concerns, and the two newbie players we did get couldn’t afford the buy-in at all (and we certainly couldn’t float them).
But they could stay to play a battle royale, so we built 300-point teams. And as you can tell from the title and the art, I chose the Runaways.
Nico Minoru 84 + Contingency Plan 12
Karolina Dean 55
Gertrude Yorkes & Old Lace 54
Chase Stein 45 + Lunge 5
Molly Hayes 43
= 298 points. Basic intended strategy was to use Chase to get the team into attack range, then use Nico to TK pieces into battle.
I’m a bit of a purist concerning the new “print and play” policy on feats and battlefield conditions. If there’s a genuine copy available, I’ll play it…otherwise I just won’t (unless I really, REALLY need that 7th Submerged card for a massive Atlantis keyword force or something like that). For that reason, I didn’t play my printed copy of the Runaways alternate team ability feat card.
To my left, Paul fielded Thor (Hammer of Thor) and Bi-Beast. To his left was Donovan, a Yu-Gi-Oh player beginning to dabble in HeroClix; he used Taskmaster (Avengers), Stature, Guardsman, E Scarecrow (Icons) and Bucky. To my right was Linda, a returning player excited to try out this Asgard-heavy set: Heimdall, Malekith and Pip the Troll were her force. As the only themed team on the board, I easily won the map roll and chose the blocking-terrain-heavy Anti-Matter Fortress. It’d nerf Paul’s huge range advantage somewhat and had the least confusing terrain rules for the new players to worry about.
Despite what I thought was a careful map choice and character placement, Karolina was nearly an immediate victim of Thor’s first-turn Running Shot. Only her theme-team-granted Probability Control saved her. I was forced to use Nico to TK her out of harm’s way rather than set up a potential attack on Bi-Beast next turn.
Meanwhile, super-green Donovan moved his pieces up with little rhyme or reason, giving the slightly more seasoned Linda an easier time of positioning.
From here, there was a bit too much going on to do a proper play-by-play, so I’ll restrict it to individual characters’ performance and other highlights:
Donovan, dazzled by the potential of Taskmaster’s “Photographic Reflexes” Special Power, risked it and landed a solid shot on Heimdall. But he tried it one time too many and was the first KO of the game.
Linda’s Heimdall made an obscene amount of Super Senses rolls. But E Scarecrow, of all people, finally took him out.
On my end: Gert & Old Lace took the first damage of the game, getting blasted hard by Thor’s Running Shot and forcing Chase to pull them out of range so Nico could heal. That worked out well, as the duo got to Charge (and then free-attack via “Lend A Dino”) Pip the Troll and wear him down considerably. Later scored a crit-hit Charge on Bi-Beast that was a game-changer.
Chase’s “Leapfrog” was a key to the game, but I made one of my three awful mistakes of the game with him. I based Bi-Beast with him, trusting his Combat Reflexes to keep him safe…fool! Bi-Beast has no range! Once I’d Outwitted BB’s Super Strength with Nico — which I had planned to and did — Chase was utterly safe! Chase took a big attack and was forced to push and run the very next turn.
Molly Hayes totally underperformed against Pip the Troll, utterly wasting an object on the Super Sensing little brute. But she made up for it with a KO blow to Thor!
Karolina mostly missed her attacks but also forced a lot of misses thanks to her highest-of-the-Runaways defense at range. To the degree that she kept Thor occupied made her worth her cost.
Nico was, of course, the team linchpin and cornerstone. In addition to the early clutch TK to save Karolina from near-certain 2nd turn doom after the 1st turn near-miss, she used:
Support to get Gert & Old Lace back in to semi-fighting form;
Outwit to help low damage stick or Perplex to improve a stat here or there;
Energy Shield/Deflection to clutch-dodge Thor’s attack;
Exploit Weakness to successfully soften Thor up;
Phasing/Teleport to escape Bi-Beast’s impending heavy-object+Willpower attack;
Willpower to run further out of BB’s reach for a while;
Regeneration in the late game to get back to full;
Pulse Wave to painlessly blast the Mystics-teamed Malekith;
Poison to make the Willpowered Bi-Beast pay for basing her.
And, of course, Contingency Plan freed her and the rest from needing Perplex all the time to do anything. Though way expensive compared to the rest, Nico is worth every point. And, incidentally, was the last piece standing.
Final tally
Donovan KO’d Heimdall and Pip for 191 victory points.
Linda KO’d Taskmaster, Stature, Scarecrow, Guardsman and Bucky for 297 victory points.
Paul KO’d Karolina, Gert, Chase and Molly for 202 victory points.
I KO’d Thor, Malekith and Bi-Beast for 390 victory points.
Runaways: better than expected.