clockwise from top left: The Spot, Super-Adaptoid, Armadillo, Nightshade, Chameleon, Rocket Racer, Living Laser (Xed for lacking the keyword), Mentallo, Puma, Scientist Supreme. And, of course MODOK in the center.

Last summer I wrote about fielding this team en toto. I got a chance to run a truncated version of it soon after, but as it was lacking nearly half the members (500-point game), it wasn’t nearly satisfying.

Well, with a 900-point “last chance for Modern Age”  tourney a few months ago, I finally brought the whole (not-quite-comic-accurate) MODOK’s 11 to the map:

MODOK (Captain America #050) 160 + Intelliencia ATA 3
Super-Adaptoid (Captain America #020) 175
Scientist Supreme (Captain America #033) 97
Armadillo (Captain America #036) 89
Nightshade (Captain America #027) 72
Mentallo (Captain America #010) 71
Chameleon (Web of Spider-Man #019) 66
Rocket Racer (Web of Spider-Man #044) 60
Puma (Web of Spider-Man #012) 56
The Spot (Web of Spider-Man #051) 51
= 900 points.

As I wrote before, running this team is like planning a heist. Every piece has its role. But as you’ve seen in every heist movie ever, things never go exactly as planned. Piece-by-piece:
MODOK (Captain America #050) 160 + Intelligencia ATA 3
The PLAN: As the main perceived threat, MODOK was to hold his big brain back behind pals.

What really happened: With the last-minute addition of the Intelligencia ATA, he had razor-thin opportunities to take range-enhanced Running Shots. So MODOK really was more the tentpole than I intended, taking and landing crippling blasts on the opposition. It worked out pretty well, to say the least. The big brain was also the brawn. He’ll be back for the next caper.

______

Super-Adaptoid (Captain America #020) 175
The PLAN: Use him as tie-up and blocker. His long dial would allow him to take multiple hits to land on his dangerous, Cosmic-powered clicks.
What really happened: His paltry 2 damage for his whole early dial made him a non-factor in fighting his weight class, while those foes simply murdered him past his best late-life clicks. Pushing was no help, either: he can’t afford the loss of his one opening click of Running Shot and his DV slides way too low for his price. Worst of all, his Attack-power-copying SP requires him to get way too close but the Intelligentsia ATA (and his inborn fragility) absolutely discourages that. Super Adaptoid will be the first I’ll drop for the sequel to this movie.
______

Scientist Supreme (Captain America #033) 97

The PLAN: Wait for the right moment to unleash her Outwit-through-walls SP.

What really happened: It was a challenge to make sure she could keep fellow Scientists in her Perplex-vision — which was more useful than the SP Outwit at first — while staying close to her Mastermind fodder, too. But in both games, she indeed acted as the surprise weapon no one could see coming, or stop. I won’t field MODOK’s 11 without her in a build high enough.

______

Armadillo (Captain America #036) 89

The PLAN: Use him as Mastermind fodder for Scientist Supreme.

What really happened: The guy just couldn’t keep up with her and never got used for her Mastermind. (It’s a real pity he can’t tunnel in ‘Clix like he can in the comics.) Instead, he worked OK as a cleanup hitter. Not bad, but feels a bit like deadweight. He’s only for the full squad.

______

Nightshade (Captain America #027) 

The PLAN: In between occasional Running Shots, turn The Spot into a buzzsaw of a werewolf.

What really happened: She did just that. In fact, she also functioned well as a tie-up piece, being able to Battle Fury a foe (The Armored Avenger 003, specifically) but keep him from attacking her back! This hottie is no mere eye candy.

______

Mentallo (Captain America #010)

The PLAN: Hydra TA and a bit of anti-Stealth shooting and, later, Outwitting.

What really happened: Well, at least he was able to loan Hydra to the wildcards. Moreover, he served as a Penetrating/Psychic Blast threat to draw fire. Any solid hit other than a KO made him an Outwit threat. Still and all, he’s hardly needed for future heists.

______

Chameleon (Web of Spider-Man #019) 66

The PLAN: Block LOF or tie up someone. Also loan wildcards the Sinister Syndicate TA.

What really happened: He did perform the requisite Stealth blocking, but the real surprise was that he actually landed an Incapacitate attack that swung the team to a victory. I won’t make certain he’s on future jobs, but he’s not as useless as I’d figured on.

______

Rocket Racer (Web of Spider-Man #044) 60

The PLAN: The advance striker, maybe? He needs the Sinister Syndicate TA to actually land attacks.

What really happened: The Intelligencia ATA truly made Racer effective at his intended role; a +2 range boost to his halved HSS attacks isn’t insignificant! He also excelled a bit at being another tie-up piece for the team thanks to his Combat Reflexes. Racer gets the call every time.

______

Puma (Web of Spider-Man #012) 56

The PLAN: The close combat specialist.

What really happened: Despite Super Senses and Shape Change, he only ever took damage and never dealt it. At least he frequently got hit to his Outwit clicks. He’s so inexpensive that he should end up on any and all MODOK’s 11 teams, but it seems he ought to be more effective.

______

The Spot (Web of Spider-Man #051) 51

The PLAN: The only taxi of the team and, possibly, a second melee fighter if Nightshade does her job.
What really happened: This part of the plan went entirely according to plan. Not bad for a screwup of a villain.

___________

Somehow this team managed a 2-0 victory over superior forces, proving that sometimes, crime does pay.

I really wanted to try all my Nova Corps pieces in a single team.

Nova Corps Recruit (Galactic Guardian 00) 50
R Nova (Supernova 037) 56
Nova Corps Denarian  (Galactic Guardians 210) 80
V Nova (Supernova 039) 78
Nova Corps Centurion  (Galactic Guardians 015) 100
Nova (Galactic Guardians Fast Forces 001) 125
Super-Nova (Galactic Guardians 200) 142
Nova Prime  (Galactic Guardians 001) 150
Air-Walker (Hammer of Thor 044) 201

The “Share Through The Worldmind” trait gives all the team some interesting — but nerfed — powers. Moreover, most also allow an additional game effect activated by fellow Corpsmen’s power action which we’ll call STW (Share Thru Worldmind) actions.

  • The Recruit offers a one-way Defend for the cheapies on the team, making him (and, by extension, the Supernova Rookie) good meat shields for bigger pieces. He’s also the best piece to take STW actions.
  • The Denarian’s version of Super Senses (only on a 6) could literally be a lifesaver. There’s also his ability to make an attack reroll after a STW, but this isn’t super-useful over making a standard move or attack action with the other Nova.
  • Both the Centurion and Super-Nova up the team’s firepower with Ranged Combat Expert (which maybe begs the use of Trick Shot on, say, the 10-ranged Supernova Vet, who could then shoot from behind the Recruit he’s loaning his 18 DV to). But a STW can give a Nova +1 damage for that turn, in case you need the damage boost for a close attack or a Running Shot.
  • Nova (201) contributes Force Blast to the team — a power you’ll probably use almost never, as the action needed to knock the foe back will either be useless (against, say, giants or Charge) or better used to fight or pump up damage. A STW action allows this Nova to knock back both friend and foe 1 square. Can’t think of a single time this would be useful when Force Blast would not — especially since this Nova breaks away automatically.
  • Nova Prime offers nerfed Leadership for all, which could come in handy for all. His STW option is even better, as he gets action tokens removed.

______

What sparked this interest in Nova Corps, aside from the fact that I reread much of the fine 36-issue series this week, is my frustration in either not being able to or neglecting to use the various “Shared Through the Worldmind” traits lately. The first time, I was using the Nova Corps ATA to fit Nova Prime on a team of 100-points-and-higher. The second, a half-constructed, half-sealed tourney, kept me from fitting on all the different traits to be had. But I had so much fun finessing the ones I did have available that I decided to scrap the Howling Commandos team I was going to play in a 900 Modern Age team in favor of this one, while I still had the chance in Modern Age:

Nova Corps Recruit (Galactic Guardians 002) 50
Nova Corps Recruit (Galactic Guardians 002) 50
Nova Corps Denarian (Galactic Guardians 210)  80
Nova Corps Centurion (Galactic Guardians 015)  100
Super-Nova  (Galactic Guardians 200) 142
Nova Prime  (Galactic Guardians 001) 150
Air-Walker (Hammer of Thor 044) 201
+ Infinity Gauntlet on Nova Prime 10
+ Soul Gem 5
+ Space Gem 5
+ Time Gem 5

= 898 points. This was a first outing using the Infinity Gauntlet, used on Nova Prime. It wound up in a 4-player battle royale against some Guardians of the Galaxy, a horde of Skrulls, and a hodgepodge team led by MODOK, Queen of Fables and Beta Ray Bill from Hammer of Thor.

I played it far too conservatively and scored only minimal points — namely, a generic Valkyrie and a Force Blasted-into-wall Space Phantom — before time ran out.

  • The Gauntlet was also highly useless on Prime, as it takes forEVER to get the dial moving. (I’m beginning to see that the Gauntlet is really only good on characters who can push freely. They don’t really need the help so much.)
  • Getting these “human rockets” going is an issue, as the team lacks both the swing and AV to get the first strikes, aside from Nova Prime.  Worse, the same Centurions that offer the extra TK boost are also the most reliable attackers of the rest of the team. What’s their real role?
  • Hard to figure out how to use Super-Nova. He’s well-armored with Impervious but his AV is a weak-for-the-cost 9. Pushing gets him to Running Shot and 10 AV but he’s down to Invulnerability, now.
  • Air-Walker remains the glass cannon of the team. Only a theme-team reroll saved me from a disastrous Hypersonic Speed critical miss stranding him in full view of multiple enemies.

I’m still highly dissatisfied. I need to run this crew soon in a full game or tournament — preferably with the Fast Forces Nova to pump up the team with his Perplex. Perhaps in the next 1000-point game?

Nova Corps Recruit (Galactic Guardians 002) 50
Nova Corps Recruit (Galactic Guardians 002) 50
Nova Corps Denarian (Galactic Guardians 210)  80
Nova Corps Centurion (Galactic Guardians 015)  100
Super-Nova  (Galactic Guardians 200) 142
Nova Prime  (Galactic Guardians 001) 150
Air-Walker (Hammer of Thor 044) 201
and
Nova (Galactic Guardians Fast Forces 001) 125
= 998 points. Throw in Mjolnir, the Black Lantern and a heavy for the Denarian…at least while the orange elements are still Modern Age through June!

Yep, I played this some weeks ago in a 100% Captain America set Golden Age tournament.

Nick Fury (Captain America #023) 109 + Inside Information 4 + Alias 3
Quake 67
Stonewall 62
Phobos 59
Slingshot 50
Hellfire 45
+ Kinetic Accelerator
+ Eleha’al Vine
+ Dynamostat
=399 points

My basic strategy: Use Fury’s SP to deploy the troops around Quake, whose Leadership might remove a token or grant an extra action. Slingshot uses the Accelerator to make hit&runs until Stonewall and Quake can get in Charge range.

FIRST ROUND vs. Conrad’s Nick Fury, Steve Rogers, Black Widow, Yelena Belova, and SHIELD Agent on the indoor Helicarrier map.
Conrad stayed in his enclosed starting area, giving me a decided deployment advantage.
Turning Point:

  • Probability Controlled a miss into a crithit on Rogers.

MVPs: Though Slingshot made that big hit, it was Quake who scattered the enemy like tenpins, sealing my win with authority.

SECOND ROUND vs. Sammy’s Baron Zemo, Stonewall, Doorman, Quake and Scorpion on Days of Future Past.
Sammy’s only about 7 and isn’t a great player at all, but he’s needing less and less coaching and made some surprisingly solid tactical moves.
Turning Point:

  • This was actually a very close game until Fury KOed Zemo.

MVPs: Quake and Fury.

THIRD ROUND vs. Paul’s Invisible Woman, Cage, Steve Rogers, Bucky Cap on Days of Future Past.
Paul’s the veteran player here, so this was going to be a challenge. I focused on Outwitting Sue’s TK, but her PC was the real annoyance.
Turning Point:

  • Though Stonewall took tons of fire, he blocked for Quake long enough for her to land a crippling hit on Cap and Steve through the walls.

MVPs: Quake and Fury, again. Her SP is gonna be a game-changer, and his Outwit enabled the team to actually deal damage.

The Secret Warriors don’t look like much, with only light-damage attackers surrounding one immobile leader, but they definitely equal to more than the sum of their parts. Probably the fact that A) they don’t absolutely depend on any one member to work (aside from the Stealth-and-Mastermind-protected Fury) yet B) any one of the members still have the ability to affect the game.

  • Stonewall’s the tough brick who can absorb damage and deal out plenty with Super Strength;
  • Slingshot’s cheaper version of HSS works well in the close quarters that the SWs thrive in;
  • Quake is doubly effective in said medium-to-close range;
  • Phobos functions well in the same zone and as a great bodyguard for Fury;
  • and Hellfire’s the blocker/tieup/bait piece who can’t be ignored.
Next week, I’ll be in the midst of another of my turn-of-the-month Top Ten lists. (If I were more on the ball, I’d do something on the New DC universe, debuting today. But…I dunno.) Until then, check tomorrow for another Token Totin’ pic, and try to get to Atlanta’s Dragon*Con for some sci-fi/fantasy fun this weekend!

clockwise from top left: The Spot, Super-Adaptoid, Armadillo, Nightshade, Chameleon, Rocket Racer, Living Laser, Mentallo, Puma, Scientist Supreme. And, of course, MODOK in the center.

I recently got the new MODOK (Captain America #050), and so want to run a near-complete M.O.D.O.K.’s 11 team.

MODOK (Captain America #050) 160
Super-Adaptoid (Captain America #020) 175
Scientist Supreme (Captain America #033) 97
Armadillo (Captain America #036) 89
Nightshade (Captain America #027) 72
Mentallo (Captain America #010) 71
Chameleon (Web of Spider-Man #019) 66
Rocket Racer (Web of Spider-Man #044) 60 + Outlaws ATA 1
Puma (Web of Spider-Man #012) 56 + Outlaws ATA 1
The Spot (Web of Spider-Man #051) 51
= 899 points.

There’s no questioning that this is a F.U.N. team. There’s hardly a hint of the powergames that usually go on in 900-point teams. It’s also Nifty, being based the Super-Villain team-up comic.

That leaves only the matter of Usefulness. How in the world will I make this team work?

Well, it’s going to be a little bit like planning a heist, I think.

Naturally, MODOK is going to be the main perceived and actual threat. It’ll probably do for me to run counter to usual wisdom and use my highest-point fig, Super-Adaptoid, as tie-up and blocker. His Shape Change and long, hulk-up dial make him ideal as a damage sponge. With him being a wildcard, though, I need to leverage the Sinister Syndicate TA provided by Chameleon (who’s only good for this one thing, really) to bump up the AV of my third mobile attacker, Rocket Racer.

For the Racer to make any sort of impact, his 2 damage is gonna need Scientist Supreme’s Outwit. That’ll make her a target, so she’ll need to Mastermind damage to Armadillo, chiefly. I must resist the urge to fully hurl him into the fray. Mentallo will try to take up some of that offensive slack with Stealth-busting penetrating shots and HYDRA aid to fellow shooters like MODOK and Nightshade.

Mobility’s going to be an issue, as there’s just one taxi for the whole team in The Spot. And frankly, he may be better reserved for receiving Nightshade’s Werewolf Serum, which turns him into a potentially lethal teleporting buzzsaw of Flurry/BCF on the right map. Setting up that opportunity is going to be difficult, though. I’ll need to rely on Puma in the meantime, keeping him next to WCs and fellow Outlaws to receive the needed movement boost to get in close.

MODOK’s 11 is a team that’ll live and die by the effectiveness of its swarm potential; no hanging back and sniping with this crowd. Neither, though, is it a melee-capable group. Mid-range is the ideal zone; close enough for Scientist Supreme to use her super-Outwit and for Rocket Racer to take ranged shots while getting boosted by HYDRA and Sinister Syndicate.

Can the Eleven pull off this caper? We’ll have to wait for the next Modern Age 900-point game to see!

Dr. Manhattan (#005) 276
Ozymandias 83
The Comedian (#006) 83
Rorschach 57
Nite Owl  (#003) 53
Silk Spectre (#002) 46 
= 596 points. 

Ever since I scored the $100 collector’s set for a simple trade of a chase figure, I’ve been hoping for a 600-point build to run the whole team in. Finally got the chance last Wednesday in a four-way against:

Brian and his Brotherhood: Magneto, Juggernaut, Mystique, Pyro (all from Giant-Size X-Men) and Black Tom Cassidy;

Bill’s William Stryker, three Predators X, and five Purifiers;

Terry’s White Lanterns: Flash, Sinestro, Bart Allen and Deadman.

The battlefield was two fitted-together 2 x 3 GridReality maps, so our starting areas were set up like this (mine in red):

_  _

_  _

instead of this:

_
|  |

MY STRATEGY:

With Dr. M taking up the lion’s share of the team build and the only one who could so much as break a wall without help, I’d need to be careful that he didn’t get KO’d too soon. Trouble was, he lacks moving attack ability, so first strike is almost impossible. Therefore, I’d need to try to use Comedian and Silk Spectre to ping targets with Running Shot or Charge/Flurry respectively on foes softened up by Ozymandias’ Outwit.

The White Lanterns were directly across from me, but there were fortunately plenty of walls between us. The Brotherhood  was engaging the Purifiers on my left, giving me a little breathing room there as well.

TURNING POINTS

  1. Comedian took early shots on Juggernaut (unsuccessfully) and Pyro, leading to the latter’s KO. Silk Spectre later won a KO on Black Tom.
  2. The White Lanterns retreated to my side of the board to regroup after defeating Stryker to cripple the Purifiers. I decided it was time to deal with them and moved in close with Dr. M. Didn’t work so well, though, and he took  damage. Only moving in close with Nite Owl to tie up the Psychic-Blasting Sinestro saved Big Blue.
  3. Unfortunately, Nite Owl’s attempts to fight failed, but he stalled the foes long enough for the rest of the team to support one by one.
  4. But they started to get hit one by one, too. Rorschach crit missed against Deadman. Bart Outwitted Ozy and he went down. Silk Spectre tried tying up, but only for a while. Dr. M crit missed himself and had to teleport for the Vine to heal back to a good click.
  5. With the Brotherhood completely wiped out, the remaining Purifiers tangled with the Lanterns, taking the heat off my depleted Watchmen. This gave both Spectre and Comedian a chance to heal on the Vine while the Lanterns began to drop under the Predator X assault.
  6. In the end, an Enhanced Comedian, surrounded by Predators X, wore them down with Sharpshooter shots until all three of my figs could take out all three of the beasties in a single turn (to avoid the stat boosts they get when one is KO’d) for the win.

I didn’t expect an actual win, but this team played about as I expected.

  • Dr. Manhattan: The team rises and falls with him, of course. Interestingly, though, he really didn’t deal the most damage. Instead, he drew most of the fire and used support powers of TK and PC even more often to enhance the rest.
  • Ozymandias: He was fine in the early game with his Leap/Climb mobility and Outwit, but he’s usually a quick KO when I play him despite his above-average DV+Super Senses. It’s very difficult to use his extra Outwit without pushing, and he really can’t afford to be pushed.
  • Comedian: the MVP. Even though his damage is low, he somehow managed to deal more clicks than Dr. M! Running Shot and Sharpshooter ability gave him the flexibility to fight as needed even when based. His consistent AV made his shots actually land.
  • Rorschach:  Usually one of the best Watchmen, he was almost utterly ineffectual this time around. Still he was fine as tie-up just long enough to keep Deadman from healing others, at least.
  • Silk Spectre: MVP runner-up. For a chick with 1 damage all dial long, she sure had a big impact. She scored a solo KO on Black Tom, and, late-game, was able to Vine up to her mid-dial Enhancement to help Comedian make his game-winning performance. She even got to use her range-granting SP to take out one of the Predators X.
  • Nite Owl: It seems he always only serves as weak, easily KO’d tie-up fodder. Such was the same today, but his contribution was vital nonetheless.

Watchmen are nothing like a min/max team. But they can be played with finesse to pull off surprising feats.

So I recently got a pair of the new Toys “R” Us Exclusive Sentinels and wanted to try them out in a tournament requiring all-fliers with range. My team:

Sentinel Mark V (Giant-Size X-Men #G02) 200
Sentinel Mark V (Giant-Size X-Men #G09) 150
Sentinel Mark II (Giant-Size X-Men #G08) 100
Experienced Sentinel Trooper (Ultimates) 25
+ Yellow Lantern 5
+Dynamostat 0
+Eleha’al Vine 0
=480 points.

FIRST, I faced Jay and his Green Lantern squad of Sinestro, Kilowog,Tomar Re and Abin Sur, all from the Green Lantern Gravity Feed set. He easily won map roll (thanks to Tomar’s trait) and picked Hawkworld.

Such an open map played to the Sentinels’ advantage. I took an early lead in this game and never looked back, eventually wiping out his team and losing only my 150-point Mark V and Trooper.

_____________________

SECOND, I faced guest Heroclixin’ writer Morrison, on my choice of the Prison map, and his armored team of War Machine (Hammer of Thor), Iron Man (Secret Invasion), Iron Man (Mutations & Monsters #200) and Batman (Arkham Asylum #016).

I know from running Iron Man teams that they’re great at range and I wanted to do all I could to mitigate that…hence, the map. Using the Dynamostat to block access to me until I was ready, I set up a phalanx of sorts that, while it blocked much of my own line of fire, still managed to focus Outwits and attacks on the Stark armors and limit his countermoves. I took down War Machine and FCBD Iron Man while SI Tony escaped with his life just barely seconds before I was about to make a surprise ranged attack that would likely have KOd him.

__________________

FINALLY, I squared against Paul’s Gravity Feed Lanterns (Salaak, Ganthet and R’Amey Holl) and Fast Forces (Sinestro & Abin Sur). He picked Madripoor, a really difficult map for my 2×2 colossals to navigate.

I picked the dock side, to give the robots cover, before camping the 200-point Sentinel on the roof, the only other safe spot. My key

TURNING POINT

  • was a clutch crithit Psychic Blast that knocked Ganthet off his Outwit, giving me the advantage in countering powers.
  • Then, in the late game, after E Sentinel Trooper tied him up for an effective 3 full turns, Sinestro missed his would-be KO Charge on Mark V. That cost Sinestro his life.

Along with KOs of Abin and Salaak, I got the victory despite a potential comeback from Ganthet as time ran out.

The Sentinels…went 3-0.

Flush with victory, I started spinning the 100-point Sentinel’s dial to see how many clicks he had left, since in this game, he’d actually taken damage.

Kept turning.

And turning.

And then I thought: “This seems awfully long.”

Then I saw two clicks that I know aren’t on his 100-point dial.

I’d played the 100-point Sentinel on his 300-point dial! Arrrrrgh! Instant disqualification.

Frankly, the 100-level powers would’ve been better for my game. Front-loaded Psychic Blast > Incapacitate. But…my 3-0 instantly became 0-3. At least my opponents were cool about the mistake and actually somewhat relieved that they’d been playing at a 200-point handicap.

I also managed to trade for the Sentinel Mark II (Giant-Size X-Men #G01), so look for a future battle report featuring all four of the colossal mutant-hunting robots!

From Batman, Inc. #1.

I’m not a huge Batman fan, whether in comics or clix. But there’s no denying he’s a great character, no matter who’s wearing the cowl…there’s a reason he endures even after celebrating his 75th anniversary just last week.

So when mad genius comics writer Grant Morrison created “Batman, Inc.” with Bruce Wayne’s public revelation that he’d been bankrolling Batman for years, and then followed it with a team-up between Bruce Wayne Batman and Catwoman in that first issue as well, this Modern Age team quickly formed itself:

Batman and Catwoman (The Brave and the Bold) 142
Batman (DC 75th Anniversary #031) 77
Robin (The Brave and the Bold) 43
Alfred (Batman Alpha) 30 
+ Indigo Lantern 5
+ Dynamostat 0
+ Kinetic Accelerator 0
= 297 points. 

FIRST TEAM FACED: Chris’s Martial Artists led by Bullseye (Web of Spider-Man) + Thunderbolts ATA, Nightcrawler (Web of Spider-Man), Hand Ninja (Hammer of Thor), and Howard the Duck on my choice of the Castle map, picked more for fun than for effectiveness. 

TURNING POINTS

  • I thoroughly forgot to use the Catwoman trait to “steal” Chris’s Yellow Lantern special object. Oops. But for his part, Chris opted to use Mystics instead of the Stealth-busting Ultimates team ability.
  •  My map choice turned out well anyway, as my placement of the Dynamostat left Nightcrawler no way to reach BatCats — or even to place his carried Hand Ninja pal next to the duo.
  • Finally, as repeated Smoke Cloud Maneuvers got Batwing and Robin slowly closer to the action, Chris moved Nighty and Bullseye within range of Batman & Catwoman’s alpha strike. And though it failed, BatCats could counter Bullseye’s Running Shot to stay safely behind hindering terrain until the others could back them up.
  • Feeling the pressure, Chris pushed Nighty to try to hit and reposition BatCats. He failed. By then, both Batwing and Robin were in fighting position to overwhelm the Martial Artists completely, losing only Robin. 

===

LAST MATCH was against Brian’s Future theme of Kid Zoom, Trevor Fitzroy, Karate Kid and Ahab on his choice of a 3rd-party map.

TURNING POINTS

  • AGAIN forgot to use Catwoman’s trait, robbing myself of positioning opportunities thanks to Brian’s Dynamostat placement. Lesson Learned: Give all character cards a quick readthrough before the first round of play begins.
  • Got first shot on Karate Kid, ending his threat before it’d begun.
  • Fitzory incredibly failed to hit Alfred and was a sitting duck for a huge counterattack by the others. His KO pretty much sealed the win for the Gotham crowd, as my Dynamostat kept BatCats safe from Ahab more than long enough to take him down a peg. Didn’t lose any characters this time.

MVP: Batman & Catwoman are a really strong duo…they could almost take on these teams themselves, given the right die rolls. But the presence of Robin as ever-ready tie-up and Batman as a very strong secondary help BatCats shoulder the load. Finally, there’s Alfred’s Support as the back-up plan should things go wrong (as they did in the 2nd game when Batwing crit-misses and took a hit, losing Charge).

I will play Batman, Inc. again in Modern Age, as all the characters remain legal when Avengers, Justice League, Mutations & Monsters, and Crisis all retire May 15. (I’ll have to find a different special object than the Dynamostat, though!)

Welcome again to F.U.N. Friday, where I share team builds that are Friendly yet Useful and, above all, Nifty.

Once I got Harley Quinn and Poison Ivy, the Super Rare duo from The Brave And The Bold set, and  The Holiday Killer from same, I was finally able to build a decent Batman Enemy-centric team for a 700-point Modern Age tournament:

Harley Quinn and Poison Ivy 175
The Joker (Arkham Asylum) 97
The Penguin (Arkham Asylum) 70
Firefly 68
Harvey Dent (Arkham Asylum) 67
Edward Nigma 60
The Holiday Killer 43
Catwoman (Batman Alpha) 40
Henchman (Arkham Asylum) 40
Henchman (Arkham Asylum) 40

= 700 points.

_____________________

Harley Quinn & Poison Ivy 175

They’re quite pushable, gaining Perplex and Stealth on their 2nd click, so I won’t shy away from using Running Shot to gain a bit of initiative in offense. Harley’s super-Outwit makes me almost hope they get hit.

_____________________

The Joker (Arkham Asylum) 97

His 11 AV isn’t quite as vital anymore for Batman Enemy teams now that wild cards can loan the team their attack values again. He’s also pretty fragile, with zero defenses outside of Stealth and a little Probability Control. But his 8 range is key in damage-dealing, and he has some help on this team, namely:

_____________________

The Penguin (Arkham Asylum) 70

17 Defend and flying really helps the mostly ground-pounding Batfoes. Heck, to the degree that Penguin takes enemy fire instead of more threatening targets makes him worth every point.

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Firefly 68

The other flyer of the crew and the most mobile attacker, Firefly gains a lot when teamed with better Batman Enemies and an Enhancer or two.

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Harvey Dent (Arkham Asylum) 67

Stealthy Outwitting Willpower with Flurry. Any questions?

Well, there’s also his singular ability, on this team, to not be forced to cluster with the rest to be most effective. Makes him a fine tie-up piece or hidden supporter with equal ability.

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Edward Nigma 60

Most put him on the team for his ability to allow a teammate to act turn after turn, but that power was barely used in my games. No, he was instrumental for his Outwit and especially his Enhancement, which made a threat out of so much else on this team.

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The Holiday Killer 43

Stealthy Outwit to start, a simple push to 11AV to share with other Batfoes and another 8-ranged threat for under 50 points. Even with the short dial, what’s not to like?

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Catwoman (Batman Alpha) 40

Long-lived tie-up piece that’s pushable to much better clicks. Better still, she was ripe for taking theme-PC tokens or Mastermind damage at any time.

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Henchman (Arkham Asylum) 40
Not really the best choice to double up, still they’re quite useful on this force. Batman Enemy and E.Nigma’s Enhancement turn them into threats instead of just Mastermind fodder, and their self-Perplex SP offers a third method of improving their combat ability. Still, for half the cost the normal AA Street Thug works nearly as well. In a future run, I’ll just go with a single Henchman and fill out with Thugs.

"You WILL obey me...!"

I recently got a Watchmen Collector’s Set in a great trade. And because I like to play all my pieces at least once, I decided to use this team of no-good criminals in a 200-point tournament recently:

Moloch the Mystic 79
Knot Top Leader 37
Larry & Mike 33
Knot Top 25
Knot Top 25
= 199 points.

Each character possesses the Underworld team ability, giving each member the Carry ability to ferry fellow members. In addition to that key bit of mobility, my main tactic and attacker is Moloch and his Mind Control. Finally, the Stealthy Knot Tops would be a decent close-ranged threat.

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FIRST ROUND

was vs. Josh’s Red Arrow, Green Arrow (DC 75th Anniversary), and E Green Arrow (Cosmic Justice).

TURNING POINTS

  • He won the initiative roll and chose the Crater map. That gave him a shooting gallery against my mostly low-range team.
  • Having missed my need-to-hit Mind Controls against enemy archers, I opted to make a retreat using the Underworld TA, making sure to move the Knot Top 10 squares away from the Green Arrow with 9 range perched in Stealth.

    But then.

    …I placed the Knot Top’s passenger, Moloch, exactly 9 squares away from Green Arrow…just within my enemy’s range…

    …despite the fact that Moloch has 10 RANGE. Terrible, terrible square miscount. A turn later, Moloch was KOed and so was my chance of an improbable win.

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SECOND ROUND

vs. Charlie’s Iron Widow, Doombot 5359, and Guardsman.

TURNING POINTS

  • Knot Top Leader managed to survive an early hit. He’d heal up with the Vine and return to contribute to the end-game by Underworld-carrying Moloch around.
  • Charlie rolled increasingly badly toward the end-game, giving my last two pieces not only a chance against the stronger Iron Widow but, eventually, a victory.

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THIRD ROUND

vs. Chris’s LE Clint Barton (Ultimates), U Nick Fury (Classics), V Black Widow (Classics).

TURNING POINTS

  • The Graveyard map was key for me, as the special squares kept key piece Moloch hidden even from the Ultimates. That gave Moloch the chance to Mind Control from relative safety.
  • Better still, his being able to MC enemy Ultimates gave my team a way to deal with the Stealth on Chris’s team. Thanks, Chris, for fielding that team. (Little did you know it was actually Moloch’s idea.)

After the first mega User Error’d round, I thought I was in for an 0-3 day. But I actually clawed out a 2-1 record. Good showing for the bad guys.

It’s almost Valentine’s Day, that Hallmark-promoted holiday that puts dudes on the spot the middle of every February and sets ladies up for disappointment.

Oh, sorry. Did I sound a little bitter there? Didn’t mean to.

(Much.)

Anyway, a lot of venues like to couple-up the clix in their scenarios. Here are a few that I always look toward (or will for the first time, this year):

Ultra Boy and Phantom Girl

For 170 points you get this pair of wild card fliers. One is a tough fighter and the other a mobile taxi, both sporting 18 DV. Theme ’em up with other Teens or with their own crew, the Legion of Super-Heroes (which features other pairings like Lightning Lad/Saturn Girl, and Mon-El/Shadow Lass).

Speaking of teens…

Invincible and Atom Eve

It took a while for these teenagers to come together, but they are inextricably linked, now. ‘Vince gives you an inexpensive HSS brick while Eve covers his retreats with Barrier.

Speaking of Barrier, half of this pair is a mistress of it…

Mr. Fantastic (Secret Invasion) and Invisible Woman (Secret Invasion)

The First Couple of the Marvel Universe makes a decent team, too. His +2 Perplex makes her a potent ranged threat while her TK enables some extra range.

Superman and Lois Lane

As classic as this pair is, in HeroClix it’s really just an excuse to play a Superman in this format. Lois doesn’t contribute anything other than A) the Superman Ally TA if you’re fortunate enough to own the ultra-rare chase figure from Origin or B) a way to block or tie up enemy figures for a turn or two.

Peter Parker (Web of Spider-Man) and Mary Jane Watson (Web of Spider-Man)

Even though MJ nearly topped my list of 2010’s worst pieces, she does have some playability when paired with her man. In this format, I might just stick with AE Parker and let this couple act as wild card support for the real fighters.

Dr. Manhattan and Silk Spectre

Aside from his obvious huge damage potential, he also has TK to toss his gal out to tie up targets with her 19 DV in close. Then, if she survives a hit, she can run back to him and Enhance his shots even more. But if that pair of Watchmen is too rich for you…

Nite Owl and Silk Spectre

With two versions of Nite Owl, this pairing offers more points flexibility (if not much raw power at all). Use them as the street-level tie-ups they are.

Black Adam (Crisis) and Isis

The only thing the big Crisis Super Rare has really needed to work is some TK for extra mobility/range and PC to help his must-hit alpha strike land. Isis provides both. Huge point cost, though.

Hawkeye (Avengers) and V Mockingbird

Even adding the Thunderbolts ATA (he qualifies for it) doesn’t even break the 100-point mark! She’s perfect tie-up to set up his shots.

August General in Iron and Ghost Fox Killer

These Great Ten members are in love and are fairly deadly in melee.

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I’m not really one to promote gay couples. But there are some in ‘clix that shouldn’t be overlooked:

Scandal Savage and V Knockout: These villains are mistresses of close combat.

The Question (Arkham Asylum) and Batwoman: One of the game’s best and one of its most mediocre for under 80 points. Could do worse.

Wiccan and Hulking: Ditto…except Wiccan’s not nearly as good as Question and Hulking’s nearly double the cost of Batwoman…y’know, you probably should overlook these booty-buddies.

Phyla-Vell and Moondragon (Hammer of Thor): Costly, but you know I love me some Phyla-Vell.

 

Happy clixing this weekend!