So back in 2017, Sceritz and I played a friendly game at DragonCon.

I was playing my semi-comic accurate team of Authority (from 2014’s The Flash set) and Planetary (from 2017’s Elseworlds):

Apollo [The Flash 048] 200

Jenny Sparks [The Flash 061] 125

Elijah Snow [Elseworlds 046] 120

Midnighter [The Flash 049] 100

Swift [The Flash 017] 90

Engineer [The Flash 060] 90

Jack Hawksmoor [The Flash 033] 85

Jakita Wagner [Elseworlds 025] 80

Doctor [The Flash 016] 50

Drummer [Elseworlds 036] 40

= 980 points

…while Scooter was running a massive SHIELD-themed team:

Hulk [Nick Fury 052] 300

Steve Rogers [Nick Fury 051] 150

Quinjet [Age of Ultron V001] 140

Nick Fury [Nick Fury 056] 120

Hawkeye  [Avengers Defenders War 067] 65

Monica Chang [Age of Ultron 011] 65

Jimmy Woo [Nick Fury 008b] 60

Iron Man [Nick Fury 053r] 50

Fitz [Nick Fury Fast Forces 004] 50

HENRY [Nick Fury 099]

= 1000 points

Though the then-new Bifrost map was fairly open, I felt safe enough to advance a few squares and set up my squad in a 3×3 formation. They’d be fine, I thought.
What a fool.
After Iron Man hopped into the Quinjet to pilot, Fitz TK’ed Hawkguy out. Monica Chang perplexed his attack. H.E.N.R.Y. walked next to Hawkguy to bump up his damage to 3 via Enhancement. And then Hawkguy activated his trait:
RAPID-FIRE TRICK SHOOTING: Hawkeye can use Running Shot. Each time Hawkeye hits an opposing character with a range attack, after actions resolve, he can use Running Shot again as a free action, but only to target a character that wasn’t attacked this turn.
  • He hit stealthed Midnighter, killing his SP Outwit. Then…
  • He hit Jenny Sparks in the middle. Bye-bye, Pulse Wave! Then…
  • He hit Apollo. Bye, Hypersonic Speed. Then…
  • He hit Elijah Snow. So much for my 120-point dial. Then…
    He hit Swift. Now she was stuck on a measly 9 AV. Then…
  • He hit Jakita Wagner, crucially docking her 9 Speed to just 8. Then…
  • He hit Doctor, taking out my extra Prob Control and Barrier and leaving me with uselessness. Then…
  • He hit Drummer, killing my team’s OTHER SP Outwit. Then…
He finally missed against Engineer.
WHAT. THE. WHAT.
He dealt my team 24 DAMAGE. IN ONE TURN. with ONE CHARACTER.
Who else can do that in one turn? No one can do that. Or so we thought.
Scooter wrapped his turn by using the Quinjet to carry pretty much the whole team up to likely finish me off next turn while blocking any effective counterattack with the Quinjet, which can soak a ridiculous amount of damage.
So I had to do this really methodically. Here’s how it went:
  • No longer Hypersonic, I essentially had to waste Apollo on a Running Shot on a piece of blocking hiding the taxied Hulk.
  • Engineer selected Hypersonic, TK and Prob Control for options.
  • Jack Hawksmoor did his “Absorbed Into Buildings” SP thing then TK’d Midnighter into Charge range of Hulk.
  • ‘Nighter Charged and landed his Exploit Weakness. More importantly, his trait dropping the DV of anyone he’s punching kicked in.
  • The Quinjet, a flying character, had carried last turn, so I had an Air token for Swift to free-action fly next to Hulk and the Quinjet.
  • Jakita and Drummer Perplexed Jenny Sparks’ attack, then she landed her Running Shot on Hulk, Quinjet and Jimmy Woo with the following SP:
MASSIVE ELECTRICAL ARC: Jenny Sparks can use Penetrating/Psychic Blast, Improved Targeting: Ignores Characters, and has “3 bolts”. When she uses Penetrating/Psychic Blast, increase the damage dealt to each hit character by the number of characters adjacent to it.
Also active was her trait that shuts off SPs the instant she hits a target. So:
  • Hulk was dealt and took 6 damage (her printed 3 + 3 extra for the Quinjet, Swift and Midnighter adjacent) right past his 2nd STOP click;
  • Jimmy Woo was dealt and took 3 (next to Quinjet, Swift and one other); and
  • the Quinjet was dealt a staggering NINE damage (+4 for all passengers, +5 for other adjacent characters Hulk, Swift, Midnighter, H.E.N.R.Y. and Hawkeye), taking 7 clicks.
Jenny Sparks just dealt 18 damage with A. SINGLE. ATTACK.
Swift used Close Combat Expert to boost her attack and damage to finish off the still-defenseless Hulk. So add her 3 to Jenny’s 18 and the two from Midnighter, and my team dealt 23 damage — and, more impressively, took down a 300-point character with THREE STOP CLICKS — in a single turn.
And with that, we called the game. Nothing was going to top those two turns … the most damaging ever played.

So here’s a thing that Heroclixin’ used to do on the regular: Highlight a Top Ten each month. Going forward, it’s probably not going to be quite that frequent — heck, updates of any sort have been difficult — but we’re pleased to re-present this series. Here’s Heroclixin’s TBT’s picks for:

TOP 10 MOST ACCURATE SPIDER-MEN

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Rules: Figure must be named “Spider-Man” or have “Spider” and “Man” in the name, OR have the real name “Peter Parker”.

How I’m Rating Each Piece:

  • Maneuverability: Spider-Man should be very nimble on the board. Maybe not the fastest piece, but it should feel like he can be moving well through a fight.
  • Power Set: There are certain traits that Spider-Man has that should be reflected on his dial. Late-dial Willpower helps the case. Super Senses or it’s just not Spider-Man. Super Strength or Incapacitate, too. Anything else is icing on the cake!
  • Back to Basics: Ignoring any fancy bells and whistles like Thor’s hammer or Venom Symbiotes… How Spider-Man is this Spider-Man?

Honorable Mentions:

ws100

Spider-Man [Web of Spider-Man 100]
This large-based Spider-Man is one of my favorites, but cracking this top 10 takes more than a free web-sling and some cheap webbing. Didn’t feel like Spider-Man on the board enough to make top-ten!

[Webmaster Rurouni KJS note: He was also terrible at the time. And worse today. A Spidey only an Aunt May — or a TBT — could love]

 

asm057

Spider-Man [Amazing Spider-Man 057]
Armor-Spider is a personal favorite, but with no move-and-attack option he doesn’t feel like he’s Spider-Man. Really great sculpt though, with great power.

 

 

10.

Spider-Man [Web of Spider-Man 007]

ws007

This Spider-Man slips into the top 10 with the bare minimum. Leap/Climb, Super Strength, and a very spider-like traited Super Sense (with a +1 to your roll). What he lacks in Willpower, he makes up for in free webbing. As early as this set was (early September 2010), this Spider-Man is rock-solid with high values and a wonderful sculpt, a good start for this list.

 

9.

Spider-Man [What If? 026]

wi026

Not exactly Peter Parker, but Ben Reilly makes this list as a perfect clone posing as Parker. With a wonderful Charge special that allows him to move freely, this man is complemented with Super Senses and Strength. I like this take on Spider-Man because he gets more defensive as he takes damage, with Perplex moving to Outwit and Defend holding down the last few clix. A fine representation of a Peter Parker who’s trying to keep his friends and family alive, while also trying to keep his own life together. Doesn’t have Willpower at all though- number nine it is.

 

8.

Spider-Man [Amazing Spider-Man 201]

asm201

This Spider-Man is flexible. He could’ve been much higher too, with Sharpshooter allowing him to web up targets adjacent, Super Senses for the defense, and the ability to ignore almost everything for basic movement. Absolutely attack-minded with this one, but when actually played he’s much more finesse than what the dial says. Choosing when to web someone up (giving them a -3 to their attack) or charging over to support a friend is flexibility that can’t be looked past. Still needs some sort of Willpower. But it’s Spider-Man!

 

7.

Spider-Man [Superior Foes of Spider-Man Fast Forces 001]

ffsfsm001

In a set dedicated to Spider-Man’s arch enemies, the fast forces set supplied you with the key villains (including J.J. Jameson), and one heck of an accurate Peter. His traited carry really hits home with who he usually carries in the books, and the reducer on his Hypersonic Speed special reminds you that he’s not super-fast in a fight… just agile. Late dial Willpower/Outwit combo is something you’ll see quite a bit on the rest of this list, and to top it off, his sculpt is clean and neat. Perhaps a little dull for Spider-Man, but the set wasn’t about him. If the Combat Reflexes were switched with his Super Senses in his dial he’d be more accurate, seeing as Parker usually dodges a couple bullets before getting in close… details matter here!

 

6.

Spider-Man [Spider-Man and his Amazing Friends WKM-010]

wkM-010

This piece, plucked off the team base he comes on, might be one of the most powerful Spider-Men in the game. A host of almost every single power a Spider-Man fan could ask for, this guy almost placed at the top. The issue is the -placement- of said jumble of powers. Sidestep, Improved Movement, and carry are traited. Awesome. His top-dial has Super Strength, an awesome Super Senses… and Flurry? I can see Flurry later on in any Spider-Man dial, but at the top is a little odd. Peter hasn’t gotten the snot beat out of him, so there’s no real reason to flail wildly at his opponent. Moving on, he’s got Running Shot, then Plasticity, and Combat Reflexes somewhere… It’s all a-jumbled! Absolutely nuts. Overall, this Spider-Man -feels- like a Spider-Man on the board due to his capacity for any situation on any click number and sweet willpower that’s always there, but it’s too wild and crazy to contend with Spider-Men of a higher caliber. Onward.

 

5.

Spider-Man [Civil War Storyline Organized Play 108]

cwsop108

Halfway down the list, and this guy pops up. Peter Parker makes mistakes. We all do. This Heroclix piece though, makes zero. Purely a support piece, Peter makes it well-known that all he’s trying to do is help people. He genuinely wants a safer world, and this piece stands out. Defend, an awesome “I’ll get in the way of a bullet” Shape Change trait, and Incapacitate get the point across. Perplex after click one, Outwit after click three represent his intellect. Improved, traited Super Senses. His movement is stripped down to Leap/Climb, which is really a “bare minimum” for Spider-Man by today’s standard. Accuracy is what I’m after; this Peter Parker nails it. Even his clicks of Barrier do him justice. He just wants everyone safe and sound. A top Spider-Man piece, worthy of his spot on this list.

 

4.

Spider-Man [What If? 101]

wi026

To start this piece of, I have to say; It needs to be played at full 100 points. He doesn’t ignore characters for movement, and he has no access to Hypersonic Speed. So why on this great Earth has this Spider-Man made number four? Power set! Awesome Super Senses with a high value, top-dial Outwit that switches to Perplex, and Charge for some nice move-and-attack. Willpower near the end of the dial (as a spider should have), and the oddest addition- Precision Strike. Now, P.S held this Spider-Man back from being top three, but it fits with a more methodical, smart Parker. A Peter Parker… that would have Outwit on his top-dial. A great pick for the list, but not accurate enough for me!

 

3.

Spider-Man [Mutant Mayhem 060]

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Surprise! Digging back to the 2004 set, I found a Spider-Man gunning for the most accurate prize! While his dial values are outdated, his powerset is EXACTLY what I was looking for. Leap/Climb all the way until what I call his “desperation clicks”, also known as his last three clicks of life. Incapacitate and Super Strength switch back and forth throughout the dial until the desperation clicks. Outwit in the final three. Super Senses? Check. Willpower? CHECK. This Peter Parker is well put-together, well thought-out, a lengthy dial that REALLY feels like Spidey is fighting for his life. To top it all off? His sculpt and point value are spot-on. I can’t always explain how a piece feels to play on the table, but this piece feels like Spider-Man… in 2004. Wonderful representation of Spider-Man. Top three starts with a bang.

 

2.

Spider-Man [Avengers Versus X-Men 004]

avx004

Now things are getting good. This was one of the first Spider-Men I owned as a Heroclix player, and I do not regret my choice. While his “Move and Attack” special is … dated, it exemplifies who Spider-Man is. It’s also the first top-dial Shape Change we’ve seen for this list. It’s a happy balancing act where the dial creators gave Spider-Man improved Super Senses as a trait, but only from range. It really gives a good game feel as Spider-Man when he’s difficult to hit on his top-dial. Moving on, you see his dial is not jumbled, but stuffed with appropriate powers at appropriate times. This piece was my original number-one to this list, usurped by one other… AMAZING pick. (See what I did there?)

 

1.

Spider-Man [Superior Foes of Spider-Man 049]

sfsm049

It had to be. This Spider-Man is perfect. Perplex that shifts to Close Combat Expert, and then settles on Outwit. Willpower to start, Combat Reflexes, then Willpower again. Super Strength. Then, in true Spider-Man fashion, a “Last Ditch Effort” free attack with Precision Strike. Hypersonic Speed, with the necessity of close attacks. Sidestep when he’s been beaten up. Wait, where’s the Super Senses? TRAITED IMPROVED SENSES. The cherry on top is the webbing trait. He’s got it all, all for 100 points. It really feels like you’re using Spider-Man in a fight. Keywords are on-point too. I really can’t extrapolate on how strong, balanced, and wonderful this piece is. It’s the most accurate, strongest, and best-looking Spider-Man in Heroclix.

———

That wraps it! Thanks for a great article, TBT.

X-Statix_logo

So while I was getting my computer and internet situation back in gear, I missed a few post opportunities. Namely, with Q1 2018’s release of Xavier’s School set, we got a couple of new pieces to the X-Statix crew, reviewed back a little over a year ago, when we said:

 

  • U-Go Girl is vital to the team, freeing the others up from burning actions getting to the fight.
  • Anarchist is vital to the team as its only real range.
  • Orphan is vital to the team for his Leadership and to make the Headlines work.
  • Doop is vital at 35 points for Prob.
  • Dead Girl is vital as the one member of the team with an above average AV, Flight and a degree of “don’t die” ability.

Do the newbies make themselves indispensable as well?

 

Phat [X-Men: Xavier’s School 048] 75 points

phatxstatix1

He’s another melee fighter for the team, like the equally priced Orphan and Dead Girl. But with starting Invulnerability, he’s much more durable than either. He also boasts Great Reach to offset his not-great 7 Charge. That might not be a huge problem with his trait to nerf a combat value and boost the rest +1, assuming the random d6 roll required doesn’t end up nerfing the very one you needed the boost for.

Maybe you opt out of this beginning of turn roll until you’re sure that it can’t bite you in the nethers.

HEADLINE TIPS: Because he’s an attacker above all with decent to good AV, he’s likely to gain Headlines. But all he gets from them is extra Giant Reach range … not the best way to burn those tokens.

Phat is a lot of FUN, but he’s not quite as vital to the team, it seems. I guess run him if you just HAVE to play a brawler who’s more durable than Dead Girl.

______________________________________

Venus Dee Milo [X-Men: Xavier’s School 060] 85 points

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For 10 points more than Anarchist, Venus is another Running Shot Psychic Blaster for the team, though she lacks his Improved Targeting. Instead, she represents another dedicated taxi in addition to U Go Girl, via her Passengers: 2 “Pinpoint Teleportation” trait.

Just those elements alone would be worth the points increase. But she fills so many other holes in the X-Statix playbook. For in last year’s article, Heroclixin’ lamented that the team lacked the STOPP powers: Support, Telekinesis, Outwit, Perplex, Prob. Control. Venus here provides starting and ending Support, free TK (with Headline tokens, at least) and Perplex mid-dial.

HEADLINE TIPS: Here’s the thing, though, about that “free” TK: She needs to burn Headlines to use it, so during the early game when TK is most useful, it’s not gonna be usable at all.

Still, it’s hard not to see Venus as vital to the X-Statix cast, as she brings so many pluses to the team: that ranged shooter (with better swing than Anarchist), a super taxi (though without the limits and advantages of U Go Girl but far better use in between ferrying) and a healer and TKer…! The only drawback to fielding her is that she’s the only one to lack the X-Force keyword if you want to pad out the team and still stay themed.

Which could be a problem.

______________________________________

The previous X-Statix team fit in 300 builds at 295 points. Adding these two comes up to 455, which leaves WAY TOO MUCH room left over. Not even Golden Age feats or Additional Team Abilities can properly fill out. Let’s recap from last year:

  • OrphanContingency Plan 12 points. In lieu of actual Perplex or something
  • AnarchistForce Field 10 points. ‘Cuz a Poison piece needs a little Toughness
  • Dead Girl: Opportunist 10 points. Since she’s getting carried by U-Go Girl at first anyway
  • U-Go Girl: Alias 3 points. Needs SOMETHING to keep her from being one-shot

Nothing for Doop at 35. That leaves 10 points.

Venus Dee Milo could take Force Field for her opening and last third of her dial, but I was looking at Invigorate to help keep friends token free. But the feat’s banning of power actions in the same turn hurt the team’s chances of maintaining a good offense, so I dunno.

And what about Phat? I guess Damage Shield could work, but there’s a mid-dial where it doesn’t, at all. And Lunge only functions on his end-dial, too late to be worth using.

Maybe the better move is to use 5 points for the Yellow Lantern again — Venus is another member who benefits — and call it a day.

GLOW

I keep coming back to this F.U.N. theme of female characters who either have or can use Great Size — and thinking that it can compete with the meta.

Here’s how it did one time.

And here’s the latest version:

Waspheartgiant-girlFF hc_mi_G001cwsop041hq055etmtG005

Wasp, Heart of the Avengers [Avengers Infinity G011] 50

Giant-Girl [Avengers Infinity Fast Forces G001] 50

Giant-Girl [Avengers Infinity G001] 40

Stature [Civil War] 80

Giganta [Harley Quinn and the Gotham Girls 055] 50

Ms. Marvel [The Mighty Thor G005] 15

Tribbles [Star Trek: The Original Series ] 5

Invisible Plane Terrain Dial 5

Prodigy ID Card 3

=298 points of Colossal Retaliation and Stamina galore. But how does this G.L.O.H. (Gorgeous Ladies of HeroClix) team stack up in actual high-level competition?

 

ROUND ONE

LE Doc Ock, Captain America [Avengers Defenders War 069], Renet Tilley [TMNT2], Shredder Clone. A whole team of actions after taxi. And sure enough, it took a figure down, just like I planned.

I did NOT plan for TWO to go down, limiting my retaliation options.

But it turned out OK as my opponent couldn’t take down Giganta (she being Stealthed and now able to get the six-characters-on-force stat bonuses) and I began to gain the action advantage with Stature’s Colossal Stamina attacks — though that almost turned to disaster when she crit missed on one of those to suffer a near-fatal THREE clicks of self-harm. But she escaped to preserve a solid points advantage despite not being able to finish off Shark Shredder for a big points bonus. 1-0.

 

ROUND TWO

Superman [Elseworlds 050], Unseen, Starfox [Avengers Infinity 048] and Mangog on my opponent’s Junkyard map.

Ohhh, damn this mudpit map, leaving me with nowhere to plant Giganta in Stealth. Had me settling for trying to KO an ID Iceman to get a swift lead in points.

(“Oh, Rurouni KJS … you poor fool,” some of you Mangog experts out there are thinking.)

As it turned out, I didn’t score a hit until late in the hour. And that’s when the big yellow retaliator struck, dealing WAY MORE DAMAGE to WAY MORE CHARACTERS with a single attack than any other figure in the game EVER. And so my giant girls all fell in one turn except Stature.

1-1.

OK, seeing how my team’s whole strat was Colossal Retaliation, I pretty much had no shot at winning this round — especially given my thorough unfamilarity with the Mangog threat. Knowing what I know now, I’d simply march for Mangog immediately, regardless of the risk.

ROUND THREE

Facing Uni-Mind, Lockjaw, Carnage [The Mighty Thor], and Groot [Avengers Infinity] with the Boxing Ring on my Muir Island map.

Uni came for Wasp in his Boxing Ring, gambling correctly that his Perplexes would nullify the penalty of shooting out. She got one-shot. Not the punch in the face I thought to take. But I hadn’t lost yet.

I called in ID character Prodigy, who Outwitted Uni, then I retaliated with FF GG, placing her like so (inside the Boxing Ring, next to Uni-Mind).

Muir Island ROC Breakdown

And that is when I DID lose.

See, I forgot about Super Strength.

I missed the retaliation, but landed the followup punch with an object. Then Stature charged, using Giant Reach from outside the ring, but missed by one.

But had I remembered Super Strength, I’d have placed here instead:

Muir Island ROC BreakdownALT

… and used the KNOCKBACK (indicated by the arrow) to hurl Uni out of the Boxing Ring for what would be a much more likely hit to split him into the far more manageable Makkari and Thena. And that’s a game I probably can win.

As it was, Uni easily escaped, got healed to full. And I got just 10 points in a Carnage KO. 1-2.

ROUND FOUR

Got stuck facing chase Starfox again (this time with Mjolnir!), Lockjaw again, and Groot again along with Mudman and a full load of IDs. But the real MVP of his team was Infinity and her -1 speed to my whole force. Kept me from Charging, taxiing, or even getting my loaned Dr. Leslie into Outwit position. On my opponent’s Amok Time Star Trek map, there was nowhere to plant Giganta that helped at all. It was just a miserable slog; what else can you say about a game where Starfox with Mjolnir never has to make a single attack?

1-3.

Disappointed as usual. But I’m gratified that I got the one win against a solid team in Round 1. I also learned a powerful lesson against Mangog in Round 2 and about my own team in Round 3. Round 4 was the only time I felt completely without a chance to win.

 

By piece:

Wasp, Heart of the Avengers [Avengers Infinity G011] 50

Her plot driven “retaliation” represented one of the threats of the team. I was always torn whether to be aggressive with her (she’s Indomitable) or to keep her safe, as she’s a key target.

Giant-Girl [Avengers Infinity Fast Forces G001] 50

“Blue” Giant-Girl’s free Colossal Retaliation on top of CR can be a game changer. I completely forgot her “Keep It Moving, Avengers” trait allowing her to move 2 squares when an Avenger hits.

Giant-Girl [Avengers Infinity G001] 40

So I’m torn. On one hand, having an extra taxi who can take a hit and block for others was great. On the other, her not having the usual free CR (it’s a POWER action) really limited its usefulness and I never got her into a position to get the heals from KOs with normal attacks even with CR’s easy reposition ability. I might try “purple” Giant-Girl at minimal 10 points in a future version of the team.

Stature [Civil War] 80

On paper, she looks like the albatross of the team, but in practice, she’s a high-risk/high reward attack machine doing work while the other girls draw fire. I have no complaints even though her points MIGHT be better used on a higher cost purple Giant-Girl.

Giganta [Harley Quinn and the Gotham Girls 055] 50

The other secret weapon of the force, the taxi-able Giganta was able to stay safe in Stealth when I could actually find some hindering for her. Lack of move+attack was a problem as she often found herself out of punching range. I might need to upgrade to her top dial for the Charge.

Ms. Marvel [The Mighty Thor G005] 15

She functioned as a great taxi for either Giganta or Stature and as trigger for the rest of the team’s CR. I wish she could have survived ONE attack all day long.

Tribbles [Star Trek: The Original Series ] 5

The girls’ stuffed animals. They’re there to ensure Giganta keeps the stat boosts for when she’s in the fight.

Invisible Plane Terrain Dial 5

This was a waste of points that honestly had an outsized effect AGAINST me by limiting my movement and placements more than the opponents’ and NEVER turning its dial even once. I thought it a better fit than the Boxing Ring (which is no good offensively and only OK as a defense IMO) but I was wrong.

Prodigy ID Card 3

I didn’t want to break the tall women theme, but I had points left and Outwit is never unwelcome. Almost won me that one game, in fact.

 

A future version of the team might be this:

Wasp, Heart of the Avengers [Avengers Infinity G011] 50

Giant-Girl [Avengers Infinity Fast Forces G001] 50

Giant-Girl [Avengers Infinity G001] 10

Stature [Civil War] 80

Giganta [Harley Quinn and the Gotham Girls 055] 90

Ms. Marvel [The Mighty Thor G005] 15

Tribbles [Star Trek: The Original Series ] 5

 

= 300 points. Oughta be F.U.N.

Young_Avengers_-_Logo

Been a fan for some years. But they were no good for years. Paraphrased from a Heroclixin’ article from a few years back:

  • Giant-girl Stature [Avengers 011] lacks even the basic giant-size brick powers of damage reduction (ANY!) and her AV is possibly the worst overall in the game for 50 points.
  • Iron Lad [Avengers 030] is a design fail: While his AV is appropriately low, he ought to have much better damage numbers.
  • Hulkling [Avengers 009] is a hulking mass of powers wasted on horrid combat values.
  • His BF Wiccan [Avengers 047] is the useful one but like his mom Scarlet Witch, he’s underpowered.
  • Patriot [Avengers 010] is poor at tie-up. No range. Can’t be carried. Leadership too low. Short-lived with poor DV. Good at nothing, really.

So it was great to see these five remade — and well — in Civil War SL set. It’s been even better to see more characters added to the lineup in the forms of Loki and Miss America.

Heroclixin’s going to look at what each Young Avengers piece brings to a pure Young Avengers squad, in order of each character’s appearance in the game. We’ll also look at ATAs and Feat cards that work for point filling and whatnot.

———

HULKLING

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Half-Kree, half-Skrull and all-gay shapeshifting bruiser of the team.

 

av009

Hulkling [Avengers 009] 72 points

While many of the old YAs get a little new life on a modern squad, I don’t know that this Hulkling is one of them. His only use is as a meat shield. Not worth the 72 points. Though first in this review, he’s the first to drop if you need build room.  CARD THIS TEEN: Too costly for added stuff, really.

cwsop027

Hulkling [Civil War 027] 90 points

New Hulkling, on the other hand, is a must-play. Indomitable 18 DV Invulnerability and traited Shape Change mean he’s a far more survivable brick than his earlier incarnation, especially as down his dial he gets a SP granting Wing symbol and free breakaway. But what makes him a key fig is the +1 DV buff to all adjacent Young Avengers, giving new life to older pieces with the keyword. He’s also Wiccan’s bodyguard, allowing either of those figs to Mastermind to him. CARD THIS TEEN: Traited Shape Change makes Camouflage a good added 8 points.

———

PATRIOT

Patriot-Marvel-Comics-Young-Avengers-Elijah-Bradley

Grandson of the first, black Captain America.

av010

Patriot [Avengers 010] 38 points

Though he’s still a mess of a piece, he’s also the by-far cheapest available for the keyword. On a modern team, use him to handle special objects you want moved about or safeguarded (for example, with the amount of Super Strength on the YA, you might wish to run the Generator or Dumpster special objects). Push him to Leadership and get an extra action for the squad. His stock rose after the 2017 rules allowed him to Leadership tokens off any Young Avengers allies.

cwsop021

Patriot [Civil War 021] 60 points

Heroclixin’ raved about this one shortly after his release:

Once one of Heroclixin’s top needed remakes, this new version of the Young Avengers’ leader is just what we wanted. A Leadership figure for his team. A secondary attacker. Indomitable. A new favorite.

But I’ve been surprised just how key he’s been in every game I’ve run him in. First, his Leadership: Even before the 2017 rules, he could remove tokens off any Young Avenger via his trait. Second, he’s a solid cleanup puncher, or that one guy you need to bust a wall for teammates to shoot past. He also gets CCE and Flurry later. Third, he’s got Indom to help the YA keep the pressure on.

Truly an effective figure that plays better than he looks on paper. CARD THIS TEEN: Contingency Plan is great on trait Leadership.

———

STATURE

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Daughter of Scott Lang, Ant-Man.

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Stature [Avengers 011] 50 points

She was always best at tie-up with opening Plasticity and a 7-click life. Now her best role is as giant, cheap taxi, mobile blocking terrain and object safeguarder (never, EVER use her to attack with an object. With her 8 AV, you’d just be wasting the precious object). She’s especially good for blocking lines of fire to new Stature. Speaking of whom:

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Stature [Civil War 041] 80 points

She hits for a wallop and has an even longer dial but the self-sacrificial nature of her trait — become Colossal, gain +1 AV, take a click — can backfire horribly. Use her as a taxi (her sorta boyfriend Vision is the best fare) and blocker to until it’s time for her to strike with Charge, 10+ AV and 4 damage Super Strength. Mid-dial, she gains Willpower and Plasticity and ends the dial with Barrier, but her lack of armor by then, coupled with her being a colossal target, means she’s unlikely to live to use any of those powers. CARD THIS TEEN: Protected is OK on her as she approaches the battle and gets shot at because her trait to go colossal allows her to stay active at need.

———

IRON LAD/VISION

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Once a young Kang from his pre-conquerer days, now an AI copied from the memories of Iron Lad within the original Vision’s repaired body. 

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Iron Lad [Avengers 030] 75 points

While his Invulnerability + Shape Change is a decent defense, his opening 9 AV without so much as Running Shot is unforgivable. He’s got to PUSH to the gray Speed power. And his DV is only 16, slipping to an anemic (even by 2007 standards) 15. He’s another to use only to hold objects in safekeeping for other, better fighters. Strictly for huge, “Let’s Play Every Single Young Avenger from Every Timeline In This One Game” themes.

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Vision [Supernova 063] 137 points

He got the keyword retroactively. But he’s more of an adult, veteran Avengers Vision. Very long-lived (9 clicks, mostly armored), he’s nevertheless a mess offensively. 10 range is wasted on 2 damage, though bearing Perplex. He doesn’t get his trademark Phasing until click 2 but loses Invuln. Just not worth the cost even a little bit.

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Vision [Chaos War 013] 95 points

This version of the synthezoid is a marked upgrade, both Indomitable and able to SP Charge as a double power action through walls and characters. (He also has normal Charge and Stealth in this SP.) His Toughness feels a little soft for the points and his 3 damage is light. Mid-dial, he hardens to Impervious and gains 2 dmg Exploit before ending with Super Senses and Phasing. He’s OK. But just OK.

Vision [Chaos War 205] 130 points

Nearly matching the price point of the oldest Vision with the YA keyword, this one at least brings some offense with Penetrating/Psychic Blast and some armor in 18 DV Invuln. Too bad his Speed SP is just Phasing and a silver bullet enabling him to shoot past Shape Change and Super Senses. It’s hard to decide whether to push to click 2 for the Perplex, even if he loses DV and speed and penetrating damage in the process.

Basically, all these pieces should be ignored except as point filler for “Every Young Avenger Ever” teams. Instead, go with this:

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Vision [Civil War 003] 80 points

The cheapest of all the YA Visions and better by far than his Iron Lad persona. He’s still missing the early moving attack to be the fighter he should be, but he’s really here to synergize with Stature, granting her, via trait, +1 to both her and his AV. He’s got 5 range PPB and a choice between 18 DV Super Senses or 17 DV Invuln. with Super Strength.

Remember when we said Stature is best as a taxi? Well, he’s her best passenger.

———

WICCAN

YA_Wiccan

Somehow the son of Scarlet Witch, with reality-warping powers

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Wiccan [Avengers 047] 54 points

He’s so overshadowed by his remake that you only have him on an expanded modern version for one thing the newer one lacks: his Enhancement. That might be well worth running if you have any shooters on the team. Being able instantly push (via his otherwise unnecessary ability to taxi more than one passenger) from that to 8-range Prob Control is another benefit.

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Wiccan [Civil War 031] 90 points

But this version adds so much more even at a hefty cost increase. No need to push to Prob or Support; he starts with an SP granting both along with Outwit and Perplex. Another SP gives him Mystics TA for his early clicks and a third SP shifts his ESD DV to that plus Barrier and Toughness. And he has a trait to carry up to 5 Young Avengers (excluding the giants and fliers). There’s so much here that it’s easy to forget it all.

 

———

HAWKEYE

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Socialite teaches herself super-heroism

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Hawkeye [Secret Invasion 023] 57 points

At under 60 points, she doesn’t break the bank, but this 2008 fig hasn’t aged well. While 8 range Running Shot and Willpower are welcome, 9 AV and 16 DV and 2 dmg are not. Her self-Perplex is far too necessary. If you field her, make certain you have Enhancement on board as well.

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Kate Bishop [Avengers Assemble 018] 86 points

Hey, look…Enhancement. And two target Incap. And Shape Change if she’s next to a friendly. At her cost, I don’t know that her Sharpshooter ability is worth it with only a 10 AV and 6 range and 2 damage. But 17 ESD makes her a lot more survivable than her Secret Invasion predecessor.

Kate Bishop [WizKids WK17-008] 70 points

This very latest Kate boasts the Willpower of her first incarnation (with a grateful nudge to 17 DV), the two targets of her second, and buffs her AV to 11 and her damage to 3. She also has a SP granting RCE or CCE to truly make her an offensive linchpin of a squad that generally doesn’t have more than a 5-square swing.

———

But here’s one of the exceptions…

SPEED

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Speedy. Also somehow the son of Scarlet Witch.

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Speed [Chaos War 021] 55 points

There’s no other starting HSS on the team, so despite his low AV, DV and damage values, he’s got a use. He can harass the enemy back line or back up your linemen once they land on Empower or Perplex clicks.

———

LOKI

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De-aged trickster god of lies

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Loki [Wizkids M-027] 115 points

The YAs are, by and large, low-powered C-grade figs. Not so with Loki here. He can headline this force somewhat.

First, he’s a hard-to-tag target with 18 Super Senses + trait Shape Change and immunity to being seen in plain view by foes under 151 points unless they’re Mystical or Deity or Asgardian or he’s pushed. Which he shouldn’t be because he lacks Willpower. If they do hit, they’ll take Mystics damage and he may land on one of his free-reroll Regen clicks.

Second, he’s offensively solid as just one of three YAs with natural 11 AV. He sports 7-range Mind Control and Incap with two arrows and Prob and traited Sidestep to stretch that range a bit further — and 3 damage. Late dial he gains SP Blades/Claws/Fangs that’s max 4 damage but can be penetrating (if you clear the target of action tokens) along with Perplex.

He’s a bit of an odd fit compared with the rest of the team, but is ultimately a boon. However…

Loki, Agent of Asgard [The Mighty Thor 050] 60 points

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At an extreme discount of 55 points, maybe you go with this version of the little liar. Being a Title Character, he’s a lot more complicated to use as Plot Point abilities require making attacks to keep from taking damage. But with 7 clicks of life guarded by opening Stealth and Reflexes, he’s a difficult KO — especially given his Plot ability to freely heal up to 2 if he can dodge being hit after activating it. He can also Plot away enemy Prob and Perplex for a round. And with Exploit to start, followed by Blades on the back half, Loki can indeed do a little fighting.

———

MISS AMERICA

America_Chavez

Kicker of butts and time/space fabric

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Miss America [WizKids WK17-009] 95 points

With 9 Charge, 11 AV Super Strength and 18 Invulnerability, America is a slightly beefed up brick compared to Hulkling, though she lacks his Indom. But her contribution to the squad is her trait that allows her to place a Space Portal next to the foe she just punched at. Then, when a teammate is ready to make a close combat action, that ally can be placed next to the portal to make its own close action attack at the same target.

THE LAWS OF PHYSICS CAN KISS MY… When Miss America makes a close attack targeting an opposing character and actions resolve you may place a Space Portal marker in an unoccupied square adjacent to her and her target. Before a friendly character makes a close combat action it may be placed adjacent to the Space Portal but may only target that opposing character this turn. Remove the Space Portal at the end of your turn.

So the question is who to call with the Space Portal. It’s got to be a close combat action, so that more or less rules out Speed, Wiccan, all the Kates. Also, any Young Avenger with single-digit AV or 2 damage should be ruled out. This maneuver is high-risk, so you want to give it the best possible chance of succeeding.

Note, however, that nothing prevents you from using multiple allies with the Space Portal. So call however many it takes!

  • Patriot: Offers respectable 10 AV and 3 damage. But he’s better chosen for his potential to clear America with Leadership and/or follow up with Indom next turn. Make sure he’s placed next to her and as many other YA pals Portal’d over as possible.
  • Stature: As a giant/colossal, she’s able to attack from a square back for big damage while leaving room for others to gangpile. Because she’s so tall, this maneuver puts her very much in harm’s way. She could later evac America if needed.
  • Hulkling: In addition to Indomitable Super Strength, he brings his DV boost. Drawback is that he may leave the rest of the squad less protected, and the more YAs this tactic brings, the fewer YAs he can cover with the trait.
  • Vision: IF he’s selected Invuln. + Super Strength and IF he’s holding an object and IF he’d be adjacent to a Stature, then he’s a good pick for this attack option. But those are a lot of conditions to answer, and he might be tied up and unable to use his PPB after.
  • Loki: Only if he’s on his BCF clicks, or if you opt to use him to do a Mind Control attack.
  • Loki, Agent of Asgard: Exploit and Reflexes make him an excellent selection, especially since he can then use Plot skills freely.

There are some corner cases where a player might choose one of the others. Old Patriot has Battle Fury. Old Stature has first-click Plasticity. 95-point Vision has Stealth and Indom to serve both as a potential blocker and to press the attack. Maybe LE Kate could use her Willpower next turn to use CCE for big damage. But again, these are corner cases and not really your first choices, ever.

———

There are a few more Young Avengers-related characters that can’t be played on a keyword themed team, yet.

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Noh-Varr [Web of Spider-Man 038] 141 points

He joined the team in its most recent series (circa 2013) but the figure lacks the keyword. (And he and Kate aren’t seeing each other anymore anyway.) He’s the priciest member by a fair degree but even without Willpower he could be well worth the cost. Since he’ll break theme anyway, feel free to use his “Traitor To All” trait to gain him +1 AV.

–––

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Prodigy [Xavier’s School 047] 30 points

 

He didn’t get the YA keyword, either. His ability to grant himself and a teammate the same power(s) an opponent chose that turn is nice, but nothing to count on. He’s better run for his opening Outwit and his late dial Support — though with his four-click life, you may not see it. X-Men TA is a waste on this squad.

———

Finally, there are some alternate Young Avengers: The Runaways, from a timeline where THEY became the YAs. Fielding them feels a bit wrong, but the two teams indeed partnered for a miniseries, so it’s not completely un-F.U.N. by any stretch.

 

Iron Lad [What If 006] 100

Though he looks like the classic OG Young Avenger, he’s actually a new form of Runaway Victor Mancha. And you might recall that he garnered a dishonorable mention among Heroclixin’s Worst of 2018 list. Field him for completeness’ sake, as starting Running Shot and Invulnerability can be useful, and his late-dial free healing SP could keep him in the game a bit longer.

Molly Hayes [What If 011] 50

She made Taylor’s favorites and it’s not hard to see why. This powerful princess can bruise enemies with ease for not a lot of points. She’s a key fig to for Miss America to Space Portal in.

Chase Stein [What If 012] 50

Sidestep+Perplex is what Chase is for. He also has the same free heal that Iron Lad sports, at half the price.

Karolina Dean [What If 024] 75

Flying Running Shot+PPBlast is welcome on a YA squad. But her best boon to the team is her SP Barrier+Defend granting adjacent allies +1 vs. range attacks.

Nico Minoru [What If 031] 75

Oh look! One of the original “pick a power” characters returns to clix. She has to alternate between Speed, Attack, Defense or Damage powers each turn (can’t choose the same category two turns in a row) but she’s still full of nigh-unrivaled utility for the Runaways — and the Young Avengers. Natural Willpower helps assure she can push freely.

Gertrude Yorkes & Old Lace [What If 037] 50

Gert is really about A) siccing Old Lace the Velociraptor Deinonychus on folks and B) Leadershipping from the back field for Runaways and Young Avengers. Both are nice boons to the team(s).

Finally, for all these Young Runavengerways, there’s a trait that allows them to reroll a 1 on attacks if they’re next to a Young Avenger or Runaway.

——————————

There’s our look at the Young Avengers! Hope you enjoy reading and, more importantly, playing!

bizarro-world

THE SCENARIO: Bizarro style (start on final click, damage/heal in reverse, KOd after start line)

MY SQUAD:

Moon Knight [Avengers Defenders War 062] 110
Atom Smasher [Giants] 97
Miss America [WizKids] 95
Moon Knight [Superior Foes of Spider-Man] 90
The Spectre [Joker’s Wild] 40
Sand [Harley Quinn] 35
Mercury [World’s Finest] 25

= 492 points.

HOW IT WENT:

It was a team battle royal format. I got stuck with the two relative newbies. I scored the most individual points but the other team wiped my teammates and won on team points.

 

BY PIECE:

Atom Smasher [Giants]

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A classic favorite of mine in this format, big Al here gains a LOT of playability with the 2017 TK rules allowing for giants to be placed with the power. Willpowered, Giant Reaching 11AV Battle Flurry!

 

Mercury [World’s Finest] 

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Did someone say TK? His last click’s the same as his first, so he fit well.

 

Miss America [WizKids] 

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Normally I wouldn’t bother running a piece with 9AV, 16DV and just 2 printed damage, even with Hypersonic. But her Space Portal trait tho: Being able to gangpile a foe with the whole team from even further away than usual was worth doing. And she’s pretty much my favorite figure anyway. I got the maneuver off once at least.

 

Moon Knight [Avengers Defenders War 062] 

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Yes, his STOP click is wasted in this format. But he’s 18 DV Invulnerable and the 4 damage Flurry was attractive. And if not for my opponent’s Shape Change, maybe he gets a punch or two in instead of getting one-turned. Oh well.

 

Moon Knight [Superior Foes of Spider-Man]

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This figure was just cheating in this format, being able to not only Running Shoot well (11AV 4 damage!) but also free heal thanks to hits. And even if the worst happens and he’s KO’d … well, he isn’t.

“When Moon Knight would be KO’d, you may remove 2 Tribute tokens to instead turn him to click #6.”

That’s his FIRST CLICK in this format. That’s just wrong. And it’s why Heroclixin’ has changed its Bizarro scenario rules: “No effect that names a specific click number can be used.”

 

Sand [Harley Quinn]

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Got Prob? Yes. He’s also a source of shareable-via-JSA-TA 18 DV (among four on the team).

 

The Spectre [Joker’s Wild]

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But who needs 18 DV when this dude has 19 to share with Atom Smasher, Sand and both wildcard Moon Knights? He also served as a taxi and occasional reliable shooter with 8 range, 11AV and 3 damage. Makes the team work!

 

Another spring/summer, another WizKids rotation.

sam-quits

This is usually when yours truly, Rurouni KJS, is sad to see favorite themes no longer playable in Modern Age. But Sceritz surprised me when he said he won’t really miss playing any pieces rotating out. That’s because he feels like they’re always available for home games, which is where he’s more liable to run his favorites anyway.

I guess for him Modern Age is not as much F.U.N. time as it is for me. But he’s right: I’m not feeling the sadness so much this go-round for the same reason. For example, I’m already missing Cyclops 033 from Uncanny X-Men. But there are so many NEW X-Men keyword pieces in the recent Xavier’s School set that we’ve gotten replacements almost across the board.

WHAT WE’LL MISS (or “will miss” KOing because we HATE THEM):

Nick Fury [Nick Fury Agent of SHIELD 056]. Um……WHAT? But no, Sceritz really said this. His point: Without the threat of Fury as an answer to Uni-Mind, the Eternal will rule the current meta even more. I can’t really argue that point.

Taylor nominated Mr. Mxyzptlk [Superman/Wonder Woman 060] as one he can’t wait to be gone. I concur, but the annoying 5th dimensional imp hasn’t been seen so much in the meta lately. But still.

I’m a bit sad that swarm teams of Brood Queen and Brood [Uncanny X-Men 041 and 027] only had a brief moment in Modern along with a couple of new pieces, Broo [045] and prime Professor X [037b].

I’m also regretting never actually using Sharon Carter [Captain America: Civil War 011] and her team ability Outwit on a meta team. Same with Perry White [Batman V Superman 015]. Oh well.

One that just recently got into my possession is Nightwing [World’s Finest 037a], too late for any Modern Age team that makes sense. In fact, there is now no Nightwing in Modern Age at all.

And how F.U.N. would it have been to show up to a Modern Age event with an all-black squad of these three?

  • Captain America [Avengers Infinity 033] 100
  • Captain America [Avengers Defenders War 069] 70
  • Captain America [Nick Fury Agent of SHIELD 049] 130

…300 points on the nose.

Probably my biggest sadness, though? The loss of the most underrated SHIELD Level 7 ID Card call-in of the whole game: Nick Fury.

……JR. [Nick Fury Agent of SHIELD Fast Forces 001]

At 50 points, almost any character could bring him in, and with 3 damage, Charge, 11 AV BCF, 17 Reflexes and his SP to negate a target’s power if he hits, he could really swing a match for minimal risk.