Welcome to a new occasional Heroclixin’ feature called F.U.N. Focus, in which we take an in-depth look at a character or team or, as in this case, an entire keyword: The Legion of Super-Heroes, in anticipation of the full-size Superman and The Legion of Super-Heroes set releasing later this month.

Legion-Symbol2-e1313636779673

Building a F.U.N. all-Legion of Super-Heroes team has been an exercise in frustration for many years. The vast team of superteens has long had a number of problems to overcome that other similarly sized rosters don’t:

  • It’s lacked many attackers with greater than 10 AV.
  • It’s lacked multiple support-power pieces: Only one starting-click Outwitter in Modern Age and ZERO healers.
  • It’s composed almost entirely of fliers and so severely lacks the action advantage that a force with taxiable characters can employ. Or, to put it another way, it’s a swarm team that can’t really swarm.
  • It’s also almost lacking in Willpower/Indomitable — fewer than five total each compared with literally dozens in the other big teams — which compounds its difficulty swarming.
  • It’s also almost entirely made up of wild cards.

Most of these problems are mitigated when the characters are teamed up with non-Legionnaires that they can carry and copy. But the Legion ought to be formidable in its own right. This is a team that’s taken on Darkseid, for crying out loud. Or, as a quote from one of their comics — and ATA cards — goes:

“So you’re like the Teen Titans of the future?”
“No, we’re the Justice League of the future.”

This problem just came up in a multi-player game recently. I ran a 500-point all-Legion team and was the last to fully engage because every one of my characters had to waste actions just moving around and couldn’t safely push, while the other five teams either had Willpower or taxis or both.

This 10-or-so-part F.U.N. Focus series will take a look at the progression of the Legion in HeroClix and how well each piece works on an all-Legion squad, ending with a sort of rating:

set_slosh This piece has a role best reserved for a huge Legion team.
set_sloshset_slosh The piece is fine for most Legion teams of any size.
set_sloshset_sloshset_slosh This piece must be considered for any Legion team, big or small.

Finally, one of the charms of the Legion is that even the weakest members have something to contribute. This series will highlight each piece’s Hidden Charm.

The first installment will use the Legion Time Bubble to go back in time to 2003…on Monday. Be there!

At last, that 900-point Golden Age opportunity to run this team came about.

Valkyrie (Hammer of Thor 055) 145 + Not So Special 3
Valkyrie (Fear Itself 005) 130 + Contingency Plan 12
Mirage (Wolverine and The X-Men 004) 75
Valkyrie (Sinister 048) 71 + Not So Special 3
Brunnhilde (Sinister 204) 69  + Not So Special 3
Valkyrie (Sinister 047) 60
Samantha Parrington (Hammer of Thor 101) 55
Mirage (Fantastic Forces 007) 55
Valkyrie (Sinister 046) 44
Valkyrie (Hammer of Thor 012) 38 + Invigorate 10
Valkyrie (Hammer of Thor 012) 38
Valkyrie (Hammer of Thor 012) 38
+Book of the Skull 27
+ Defenders ATA 24

=900 points.

FIRST it faced a team full of Halo, Gears of War and Bioshock figs on the Bioshock starter map. Squeaked out a win by KOing Dominic Santiago before my opponent could lay into my bunched-up team with grenades. 1-0.

NEXT, I was against an Avengers team of a pair of Iron Men, Dr. Druid, Scarlet Witch and the Fear Itself versions of Wolverine and Black Widow. This team was optimized to abuse the hell out of the Book of the Skull. But my zero-point loss was mainly due to a colossal mental CRIT FAIL: Me completely forgetting to use the Defenders ATA that I’d built the team to use in the first place. It was the difference between a hit on Wolverine that would’ve crippled him and the actual miss that allowed him to use the penetrating Poison and Exploit Weakness and B/C/F that KO’d the top Valkyries in one short turn. UGH! 1-1

FINAL game was against an overmatched team of LOTR figs. Even here, I barely managed to eke out enough victory points to win.

RECORD: 2-1. But I didn’t even clear 200 points on the day.

This team performed well below expectations. What went wrong:

  • I couldn’t figure how to use the generic Valkyries well enough. Taxis or medics? I should have run them just behind the fighters, then pushed them to evac the wounded for healing.
  • I had a plan for Mirage, then I did totally the opposite. She was to be a lead shooter and Shape Changing/Camouflaged bait. Instead, she was always in the back, stuck with bad LOF. I needed to cart her to the front with a teammate and let her Sidestep into action from there.
  • Forgetting that Defenders ATA. Not only on the big attack but on the small ones, too. More than once, I opted not to make attacks due to low AV when I shouldn’t have worried. Speaking of attack values…
  • Not So Special on the wrong character. It needed to be on moving attackers like either R or E Valkyrie from Sinister or R Mirage instead of on Brunnhilde, who barely ever made an attack and could benefit from the ATA anyway.
  • The hammers slowed down an already slow force. Without Willpower, it almost doesn’t seem to be worth the effort to equip. I think I may have been better served by fielding one more generic Valkyrie for more taxi/medic action.
  • This mostly melee force’s need for cover kept the ladies from truly swarming their targets, which was a real problem down the line. Once the enemy was actually in Charging range, there were no squares left to Charge to!

Future builds will likely not open the Book. Instead, Mirage will have Camouflage again and there’ll be that fourth generic Valkyrie. Rookie Val will be gone. Contingency Plan may well be doubled up at the expense of Not So Special.

THE VALKYRIES WILL RIDE AGAIN!!!!!!

The scenario: 600 points, no team bases or resources.

Because running clone swarms are one of my favorite things to do in HeroClix, I went all-Catwoman:

Catwoman [Dark Knight Rises 006] 80
Catwoman [Batman 007] 71
Catwoman [Dark Knight Rises 102] 75
Selina Kyle [Batman] 69
Catwoman [DC 10th 015] 68
Catwoman [Dark Knight Rises 203] 65
Catwoman [Batman TV 009] 60
Catwoman [Batman TV 005] 60
Catwoman [Unleashed] 50
= 598 points.

It went a terrible, terrible 0-3 because it got stranded on low-Stealth maps and, more importantly, I almost never rolled higher than 5 on two dice and usually under 4 on one. What does it say about a game where you need Leap/Climb’s help just to break away? Meanwhile, opponents hit even my 18 DVs practically at will.

And this was pretty much the result, all the time

And this was pretty much the result, all the time

Black cats are supposed to cause OTHER PEOPLE bad luck!!!!!!

 

But it wasn’t all dice. The build was no good, either. By piece:

  • Catwoman [Dark Knight Rises 006]: This, the most expensive of the Selinas, was a fat waste of 80 points except for the Outwit. I ran her for the Batman Enemy team ability, but it was never ever used because she was always kept at range due to her ESD and anemic 2 damage. I’m never using this figure again. 
  • Catwoman [Batman 007], OTOH, was quite useful, even if she hardly ever attacked. The “Misdirection” SP shifting tokens about was good enough, as was the Outwit. But one 71-point piece couldn’t carry the team.
  • Catwoman [Dark Knight Rises 102] was another that looked better on paper. I thought her Charge would give me a little bit of offense amidst the others’ tricks. But as noted in the first part of the article, my dice didn’t do well. And her super-duper short 5-click life did her absolutely no favors, in spite of her free-action-breakaway trait, only racking up an easy 75 points for opponents. Another Anne Hathaway bites the dust.
  • Selina Kyle [Batman] was my only real offense and about the only one who wasn’t KO’d in any game. Not enough to save me, though, especially with so much of her point cost wasted in a game with no relics.
  • Catwoman [DC 10th Anniversary 015] ostensibly was the beneficiary of the Batman Enemy TA, but never used it. Another fighter down in flames thanks to lack of movement and horrid dice. I need to rethink using her when there’s no relics or resources to speak of.
  • Catwoman [Dark Knight Rises 203] was, finally, an Anne Hathaway clix worth using, with Flurry, Perplex, Batman TA, Indom and object-ganking skills. Heck, she’s one of the only reasons I’ll try this sort of team ever again. Unfortunately, she’s short-lived, too.
  • Catwoman [Batman TV 005] never got her pet tiger in the game, ever. Stupid dice rolls. At least her Elaborate Deathtrap managed to take a victim.
  • Catwoman [Batman TV 009], as the only non-Stealthy one of the team, always got into the fight too late. I probably should have been more aggressive with her, but I really didn’t think it’d be so necessary. It was also tough to decide whether to use BCF or go for the Deathtrap move.
  • It’s a bad day when an old piece like Catwoman [Unleashed 222] is practically an MVP just for drawing fire. Having Exploit Weakness will make her a target. But with her only costing 50 points, I didn’t mind so much.

 

 

 

 

 

I should have dropped the Batman Enemy fig — the TA was barely relevant anyway, with just one wildcard to use it — and run Catwoman [Batman 204] instead. She’d have brought a much-needed Charging 11 AV to this underpowered, immobile team, another Batman Ally to help her sculptmate 007a gain extra powers of Plasticity and Shape Change, and potential healing from the Birds of Prey ATA.

Dumping the similarly useless-for-the-75-points Catwoman [DKR 102] could’ve bought room on this team for TWO others: Catwoman [Batman Alpha] and [DC 10th Anniversary 008]. The former, for 40 points, adds a cheap tie-up piece with a 6-click-long dial — one more than the Catwoman she’s replacing for 35 less cost! — with a ton of Outwit on the back half. The other piece is a total remake of the Unleashed Catwoman, just slimmed down by 15 points, making her another needed cheap tie-up piece with a bite.

Huh. After this tournament, I’d all but sworn to never run this team again. But I think I’ll give it another shot sometime with this amended lineup.

 

 

 

 

 

 

watchmen

Dr. Manhattan (Watchmen 005) 276
Dr. Manhattan (Watchmen 011) 105
Comedian (Watchmen Fast Forces 006) 100 + Not So Special 3
Silk Spectre (Watchmen Fast Forces 002) 75
Nite Owl (Watchmen Fast Forces 003) 75 + Utility Belt 13
Ozymandias (Watchmen Fast Forces 004) 75 + Brilliant Tactician 20
Rorschach (Watchmen 001) 57
799 points.

Ran this last summer.

FIRST vs. Lenny with Supergirl (Fast Forces), Eradicator and Superman (Superman 001) among others from Metropolis I can’t recall on the Days of Future Past map. I had to work very hard to get shots on big Supes and Supergirl and Eradicator, having to bust walls and sacrifice Rorschach to do so. Alas, I was not able to take out either before running out of time.

SECOND vs. Stephen’s Haunted Tank, David Cain and other Soldiers on the Dr. Manhattan’s Lab map. The tall Dr. got an early long-range Running Shot on a target that I almost chased down for the win — but I wound up having to win on a roll-off. The sitting Dr. M. resisted all attempts to hit him — narrowly.

FINALLY against Henry on the Bridge: Iron Spider, Hawkeye (Chaos War) Mockingbird (Chaos War) and more. Still a new player, he moved too aggressively and I made him pay for it. A more seasoned opponent would have made it much harder for me and I probably would not have won. I lost Rorschach, Silk Spectre and Comedian but KOd Hawkeye, Mockingbird and Iron Spider for the advantage.

By piece:
Dr. Manhattan (Watchmen 005)
Lotus-position Dr. M spent too time TKing and not enough time shooting. His lack of Willpower is also a liability. But it’s nice knowing he’s a potent piece of backup for the rest of the team.

Dr. Manhattan (Watchmen 011) 105
The tall Doc, OTOH, was a real workhorse. He was the most mobile shooter of the team, a second taxi, a barrier builder (instrumental in my last win) and a boon to other shooters through his Enhancement. Oh, and there’s that 2x Energy Explosion thing, too.

Comedian (Watchmen Fast Forces 006) 100 + Not So Special 3
Despite his great AV, he never quite had the effect on the game I expected. I used him over the longer-ranged, double-targeted original for the damage boost. Perhaps I should consider the older piece in the future and use an additional feat card to make up the points difference.

Silk Spectre (Watchmen Fast Forces 002) 75
With both her boyfriends on the team, SS is a legit melee threat well worth the extra point cost, even though she took a lot of fire.

Nite Owl (Watchmen Fast Forces 003) 75 + Utility Belt 13
Definitely a linchpin of the team due to his ability to carry Silk Spectre, Ozymandias, Comedian and, most importantly, sitting Dr. Manhattan into position for next-round attacks. The Utility Belt is VERY thematic on the Watchmen universe’s Batman analogue. The Willpower helps a lot, too. Today, with the release of the Batman Cowl, I’d add that costume for Stealth action.

Ozymandias (Watchmen Fast Forces 004) 75 + Brilliant Tactician 20
He’s a bit tricky to use because you want to have him carted about by Nite Owl, but his LOF to the rest of the team tends to get blocked that way. But of course Brilliant Tactician makes him superb for the team.

Rorschach (Watchmen 001) 57
He’s a needed Stealth wall and Leap/Climb tie-up for the rest of the team. With the boost to CCE, maybe he’s a potential fighter, too.

I like running the Watchmen more than ever with the superior Fast Forces versions. This team will see the map again.

With Wednesday’s release of the Wolverine and the X-Men set, the core roster of the not-so-mighty GLA is complete.

Great_Lakes_Avengers1_9471

  • Mr. Immortal: 46 points of undying frequently dying tie-up;
  • Doorman: 45-point taxi extraordinaire with 11 Speed and the ability to open a wall or blocking terrain for a round;
  • Dinah Soar: The other taxi. Not quite as fast but makes it up in quantity by carrying 3 GLA teammates for 20 points less;
  • Flatman: A conditional Outwitter of 100-points-or-less figures;
  • and Big Bertha: Just 4 clicks long for 56 points but with Charge and Plasticity and a DV power that only takes one click at a time. Strong, too.

= oh, look! They’re exactly 200 points! …withOUT their tailor-made Additional Team Ability. :(

This team has great mobility options in Dinah and Doorman, and Mr. I and Bertha are good tie-up. But it’s sorely lacking in damage output. None of the characters have greater than 2 printed damage and most have ONES almost the entire dial! Outside of Bertha’s brawn, the GLA will often NEED Flatman’s limited Outwit SP to be able to deal with even the lightest armor.

Or they can get a little help from other keyworded friends:

  • Squirrel Girl: With a good run of Exploit Weakness and then Incap and BCF, she gives the group a little oomph. Unfortunately, her 59 point cost is awkward.
  • Hawkeye (Avengers 056): Finally a bit of actual 3 damage for the team. His 9 AV is suspect, since he’ll need to use Running Shot instead of sitting still for the +2 AV standing still version. At 56 points is also tough to tack on to the rest of the team’s 200.
  • Then there’s Hawkeye (Chaos War), a nearly perfect fit to make the team 300 points. The trouble with him is he still prevents use of the ATA and his natural Spider-Man Ally TA is completely wasted on this team. Same goes for…
  • Deadpool (Web of Spider-Man): Way expensive at 158 points, but worth every one as he gives the GLA what it sorely needs to help its fighting strength: Perplex. Though he’s such a good fig that he threatens to steal the show…like Deadpool NEVER, EVER does in the comics. 😉
  • What about Hawkeye (Fear Itself)? 135 points allows another pal such as Squirrel Girl to get in on the action in a 400 point game. His Revert click works well with CW Hawkeye. The only drawback is that the GLA ATA is STILL crowded out.

But IS that ATA even worth using?

“During an attack made by a character using this team ability, opposing characters cannot use Probability Control unless a friendly character has already used Probability Control during this attack. Uncopyable.”

3 points just to stop enemies from forcing rerolls on your attacks seems overcosted.

Anyway, the Great Lakes Avengers are only supposed to be a F.U.N. team: certainly Friendly, kinda Nifty….barely Useful.

Wolvies

My favorite thing to do in HeroClix is to run teams composed of various iterations of the same character. This time is was comics’ most popular Canucklehead’s turn:

Wolverine (Giant-Sixe X-Men) 103
Wolverine (Giant-Sixe X-Men Fast Forces) 75
Wolverine (Web of Spider-Man) 105
Wolverine (Armor Wars 095) 60
Wolverine (Fantastic Forces) 71
Wolverine (Wolverine and the X-Men 201) 113
Wolverine (TabApp) 100
Wolverine (Chaos War) 90
Wolverine (Incredible Hulk) 70
Weapon X (Captain America) 72
Weapon X (Marvel 10th Anniversary) 71
Colonel Logan (Days of Future Past) 70
+ Eleha’al Vine
+ Kinetic Accelerator
+ Dynamostat
= 1000 on the nose. BFCs included Overconfidence, Darkness and Resistance.

FIRST, I faced Paul’s excellent Mystical team of Dracula (Fear Itself), full-power Scarlet Witch (Fast Forces), 50-point Enchantress (Justice League) 3 Vampire Lackeys, 2 Astral Dr. Stranges and Trinity of Sin’s Phantom Stranger and Pandora, all led by a Warbound pair of Dr. Stranges (Secret Invasion and Galactic Guardians 206) on the Gridreality Park map. My BFC (Overconfidence, to stop Lotus Strange’s Brilliant Tactician) was nixed. I fought off Dracula but only KO’d a single Rookie Lackey for a horrible loss in which my opponent consistently made at least 2 attacks for every one I attempted.

SECOND round was against Bill’s N.O.W.H.E.R.E. team of Harvest, Omen, Rose Wilson (Teen Titans 030), Warblade (Teen Titans 055), N.O.W.H.E.R.E. Soldier (Teen Titans 205) and the rest of the team filled out with at least four N.O.W.H.E.R.E. Soldiers (Teen Titans 009) on the Metropolis map. Again, my chosen BFC, Resistance, was killed, and again I found myself thoroughly outactioned, outgunned and outdone, only scoring 126 points in the final minutes while losing Wolverine after Wolverine. And it could have been far, far worse, if Omen’s Mind Controls had actually borne fruit.

In the FINAL round, a bye against the judge, I finally found a little success, winning map roll to get Shadowlands (which ironically made my last BFC, Darkness, superfluous). This meant my Wolverines could actually do some fighting at last. And fight they did, KOing Green Lantern Batman and Caped Crusader (both of 2012’s Batman set) while surviving attacks from Thing (Galactic Guardians), Hawkeye (Chaos War), Kid Flash (Teen Titans 039) and Raizo Kodo, common Red She-Hulk and Valkyrie all of Fear Itself. Only lost WAXM Wolvie.

I’d wanted to play an all-Wolverine team for a long time. In fact, it was the sole reason I even still own some of these figures. But today’s 1-2 record tournament has me considering…well…NEVER DOING THIS AGAIN.

That means I’m dumping some Wolvies outta my collection.

So…which Wolverines should stay? Which should go? Post your opinions in the comments! A future F.U.N. Friday article will reveal the results of the Wolverine Purge.

Valtrauta_cool_from_Thor_313

Years ago, when HeroClix’s rebirth was in its infancy, I wrote about this  theme. Now, with a new Valkyrie figure, it’s time to cue up the Wagner and field the choosers of the slain again!

RIDE OF THE VALKYRIES

Valkyrie (Hammer of Thor 055) 145 + Not So Special 3
Valkyrie (Fear Itself 005) 130
Mirage (Wolverine and The X-Men 004) 75 + Camouflage 8
Valkyrie (Sinister 048) 71 + Not So Special 3
Brunnhilde (Sinister 204) 69  + Not So Special 3
Valkyrie (Sinister 047) 60
Samantha arrington Hammer of Thor 101) 55
Mirage (Fantastic Forces 007) 55
Valkyrie (Sinister 046) 44
Valkyrie (Hammer of Thor 012) 38
Valkyrie (Hammer of Thor 012) 38
Valkyrie (Hammer of Thor 012) 38
+ Defenders ATA 20

= 800 points. EDIT: I must’ve been falling asleep at the desk, because this in no way adds up to 800. Here’s the REAL team:

Valkyrie (Hammer of Thor 055) 145 + Not So Special 3
Valkyrie (Fear Itself 005) 130 + Contingency Plan 12
Mirage (Wolverine and The X-Men 004) 75 + Camouflage 8
Valkyrie (Sinister 048) 71 + Not So Special 3
Brunnhilde (Sinister 204) 69  + Not So Special 3
Valkyrie (Sinister 047) 60
Samantha Parrington (Hammer of Thor 101) 55
Mirage (Fantastic Forces 007) 55
Valkyrie (Sinister 046) 44
Valkyrie (Hammer of Thor 012) 38
Valkyrie (Hammer of Thor 012) 38
Valkyrie (Hammer of Thor 012) 38
+ Defenders ATA 24
+ Black Lantern 0
+ Generator 0
+Mjolnir 0

= 900 points is more like it. EDIT: Except that IT’S NOT 900 POINTS. I keep screwing up the math on this. Either drop the C.Plan feat or Camouflage + a Not So Special card to make the team fit.

The last time the Valkyries rode, the team was able to take advantage of some tricks that no longer work (such as transporter Move And Attack being a move action). But it has some new ones that might work better.

  • Big Hammer of Thor Valkyrie is no longer the sole tentpole of the force. Before, the Contingency Plan feat was all but required, to allow the strong but soft-skinned horsewoman to make safe hit-and-run attacks with a decent AV. But now she has help from two more sources…
  • No-cape Fear Itself Valkyrie, who shares the high damage potential and excellent AV of horse Val — and can field the C.Plan for more clicks than Horse Val…
  • The Defenders ATA allows both these Vals to chain their stellar AVs to their three sister Defender-keyworded sisters from Sinister, making for a solid front line of melee offense.

Then there are the curious mortal inductees to the cadre.

  • Samantha, whose low AV was always reason enough to hold her off the team before, finds that weakness addressed by the ATA.
  • Mirage of the upcoming WATX set adds a bit of ranged ability with her -range and Incap (with Sidestep to add even more swing).
  • Finally, there’s Mirage from Fantastic Forces. Though very weak stats-wise, her Running Shot and Penetrating/Psychic Blast could land a light shot against weakened foes. More important still is her taxi ability to carry the less-mobile of the Valkyrior.

A team of Charging Super Strength figs can make good use of the Generator. The Black Lantern, though from DC, is highly thematic for valkyries. And Mjolnir is quite fitting.

I obviously can’t run this team yet because Wolverine and The X-Men is still a few days away from release (AND I no longer own a Samantha Parrington LE). But one day, the Valkyries will descend upon a HeroClix battlefield!

So I got to a venue too late and too broke to get in the scheduled Fear Itself event and instead joined a battle royale with this team:

Clark Kent (Man of Steel 009) 115
Lois Lane (Man of Steel 00) 39
Harve Bullock (Streets of Gotham 016) 32
Roy Raymond, Jr. (Batman 026) 74
Miranda Tate (Dark Knight Rises 012) 70
Pepper Potts (Iron Man 3 007) 70
= 400 points of plainclothed clix…no costumes, no weapons, nothin.’ I had a few pieces running for the first time.

VERSUS three others in a battle royale:
MATT with Superboy (Teen Titans 026)+Belt, Kid Flash (Teen Titans 039), and something I can’t recall. Solstice, maybe?
DOMINIQUE’s Thanos (Galactic Guardians 045) and Terraxia.
JASON fielding Superman (Man of Steel 101) and Superboy (Teen Titans 026). And I think that’s all.

I knew that Thanos was the big threat, but Matt & Jason went at it first anyway because they’re noobs. I crept about toward Thanos, using Stealth (thanks, Harvey for giving it to yourself and fellow detective Roy) for cover. Eventually, I made my move:

  1. Based Thanos with Roy Raymond Jr. for the -1 DV trick
  2. Knocked down T’s DV further with PD TA
  3. Perplexed it down one more time with Miranda…
  4. …so she could Mind Control him to kill Terraxia nearby!

But Thanos himself missed, leaving me with Miranda taking MC damage and Roy all set to just get one-shot by Thanos. :(

Fortunately, 5 damage is not enough to one-shot Roy, so he lived to use Outsiders TA for many more rounds to come. That proved key to dealing with Matt’s Superboy’s Belt-fed modifications.

In the end, it was only Lois Lane and Kid Flash. A late misplay cost me a shot at a most unlikely victory for the overachieving star reporter.

By piece:
Clark Kent (Man of Steel 009)
Traited Stealth and SP Willpower made him the solid core of my team’s offense. I happily landed on his second such click, with HSS and Perplex. Maybe I erred in healing him off it (though with only a natural 8 AV, who could blame me). Great piece that literally flies under the radar.

Lois Lane (Man of Steel 007)
Amy Adams, as noted above, nearly won the whole shebang with her nosy reporting ways. A fine use of 39 points.

Harvey Bullock (Streets of Gotham 016)
Key for his ability to Stealth fellow cops and detectives. His TA also came into play. All told, he was worth way more than his cost.

Roy Raymond, Jr. (Batman 026)
Been wanting to get this unusual figure on the field. He’s tricky to use because his Outsiders and maxxed-Outwit beg for him to stay away from the fight. But his Combat Reflexes and ability to -1 adjacent DV means he ought to be in foes’ faces. With no Stealth or other defense against range, his 16 DV is an easy target. Use with care…but do use him on plainclothes teams like this one.

Miranda Tate (Dark Knight Rises 012)
Still one of my faves, she had so many ways to mess with the team (Perplex. Outwit. Mind Control). Both underestimated and a priority target, she always served her purpose on this force. On a future build, I’ll want to couple her with Bruce Wayne 003 from her set to gain Batman Ally TA and a Defense boost.

Pepper Potts (Iron Man 3 007)
Great for drawing fire early on — as she need not fear being one-shot — then for fighting after taking the big hit. Gwyneth is a winner for this theme. On a Golden Age team, I’ll run her with Loner for the DV boost.

That is, if I can still fit her on after adding the ultimate plainclothes clix piece: 

crispus

Crispus Allen (Arkham Asylum 101).

—-

Tomorrow, one more installment of “Token Totin’ Titans,” and I think I’m done with the set (minus a few whose high rarity have kept me from readily getting pix: Wonder Girl 065, Wonder Woman 068 and Zookeeer). Then on Friday, a look at a F.U.N. Force I’d like to run.

Secret_Avengers_05_pencil

The highlighted figures below retired to Golden Age on July 1, a Monday. I played this team on June 29, a Saturday, for

One.

Last.

Mission.

Steve Rogers (Captain America) 99
Sharon Carter (Chaos War) 45
Ant-Man (Chaos War 026) 43
Valkyrie (Fear Itself) 130
Black Widow (Captain America 006) 85
War Machine (Iron Man 3) 220
Moon Knight (Amazing Spider-Man) 109
Beast (Giant-Size X-Men) 95
Nova (Galactic Guardians) 125

While there are the Avengers Movie/Fear Itself versions of Black Widow and the Fast Forces release of Beast to keep those characters Modern, Steve Rogers as commander of SHIELD is highly unlikely to ever be remade. So the Secret Avengers, in its one truly great incarnation (on paper, at least — the actual team-up in the comic never lived up to its promise thanks to the virtual non-involvement of Nova before his being taken out) will never again grace a Modern Age game.

So how’d it do in its swan song?

MISSION: To beat Mark’s Adam Warlock (Galactic Guardians 032), Quasar (Captain America), Jor-El (Man of Steel 005), Cyborg (Teen Titans 025), Hawkeye (Chaos War), Alfred Pennyworth (Batman), Gizmo and Bruce Wayne (Batman 202a) x 3 on my choice of the Iron Man 3 docks map in a 1000-point, 5-action Modern Age event requiring at least one figure due for retirement July 1.

Key moment: Ant-Man and friends took early Energy Explosion damage from Cyborg, who got TK’d a bunch to get an object-enabled shot.
War Machine and friends took Cyborg down next. Then Valkyrie, warping to Cyborg’s last known spot, pushed to Charge-Flurry Hawkeye to immediate death for an extra margin of victory. Only lost Ant-Man in the end, despite two badly timed consecutive crit misses on my part.

BY PIECE:

Steve Rogers (Captain America) 99

CommanderRogers

True to his trait’s name, he was “The Focal Point” more than ever in these last few games. Giving fellow Avengers the SHIELD TA helped plenty. When I originally played Rogers, well before the TA’s more recent upgrades, his 7 range was a liability against further-reaching foes. But with the average range value dropping to about 6, he’s working out a lot better. More than a couple of Leadership roll successes kept certain teammates active.

Sharon Carter (Chaos War) 45

sharoncarter00
Naturally, her “Secret Avengers” trait granting Stealth to Avengers is a key point on this team. But she’s also great for her printed SHIELD TA and 2nd-click Perplex, too. SO much better than the original Sharon in Mutations & Monsters.

Ant-Man (Chaos War 026) 43

irredeemable ant-man
O’Grady’s lack of speed hurts his effectiveness as a good tie-up piece, but his unusual anti-Outwit/Perplex power can come in handy. Better still is his Tiny Size, which enables him to take a power action to use SHIELD and then hitch a ride with a Running Shot pal to boost said pal’s damage. His short dial is a boon to the following teammate as well…

Valkyrie (Fear Itself) 130

valkyrie
This team has needed a dedicated melee piece and, in her, gets one. So after she’s done clustering with cheaper allies to use her Leadership early on in the game, she either Charges in to Flurry or, more hopefully, warps in the spot of a fallen friend or foe to gain access to more targets. ‘Course, this can just as often lead her to her own early death. But the more fire on her, the less on the dangerous shooters of the team.

Black Widow (Captain America 006) 85

black-widow-jg-jones
Best used as Rogers’ left hand with his Leadership to take off her tokens. SHIELD helps extend her modest range, too. With traited, unOutwittable Stealth, she’s the one teammate who need not depend on Sharon Carter for cover. A single push gets her to Penetrating Psychic Blast if needed.

War Machine (Hammer of Thor) 137
Nova Prime (Galactic Guardians) 150

war-machineNovaPrimeIAmAnAvenger
These two serves as leadoff or cleanup hitters alike on the team I played back in mid-June. War Machine’s long range proved key for a clutch TTPC, and both are my preferred choices to represent the characters.

War Machine (Iron Man 3) 220
Nova (Annihilators) 125
This Modern Age pair worked differently, with Nova being more pure support through his Worldmind Surge SP granting Perplex to like-keyworded friends. It especially benefited his fellow Soldier, War Machine, who got a generally can’t-miss 13 AV.

Moon Knight (Amazing Spider-Man) 109

MoonKnight
He was a HUGE boon with his Perplex. Especially good in crowded environs thanks to his short range. The Full Moon trait makes him a bit of a wild card, as one never quite knows if he’ll be a quietly high-priced support piece or a dangerous threat they won’t see coming.

…even though he wears all white.

Beast (Giant-Size X-Men) 95

beast
Thanks to the Outwit nerf forcing him to get closer to the action, Beast is now a new melee threat and tie-up piece. At worst, he’ll draw fire away from the real offensive threats on the team before going down. And with his late-dial CCE, he WILL draw fire if he’s basing a foe with his natural 11 AV.

The difference couldn’t be greater in this truer incarnation of the Secret Avengers build than the initial one cobbled together in 2010 when the title was first released. And I couldn’t be gladder about it — a comic-accurate F.U.N. team!

The final “piece” in this “Top Ten” list of figures Heroclixin’ will miss in retirement is a whole team:

#1

Nextwave

Aaron Stack, Elsa Bloodstone, Monica Rambeau, The Captain, Tabitha Smith (Giant-Size X-Men)

Equaling a perfect 500-point named keyword team, the Nextwave squad never really got on the field the way I wanted it to. Maybe it was the lack of good top-dial moving attack options in a game which still boasted, at the time, plenty of ranges 8 or longer. A pity that almost as soon as the support powers Outwit and Perplex, which could easily nerf Nextwave before, were themselves nerfed, Nextwave gets relegated to the pasture. Speaking of which, Nextwave didn’t have any of those support powers, either — not without taking a lot of damage. And even though the crew had a decent ATA, it was unusable on a full-power Nextwave themed team in Modern Age unless one doubled up on the weakest member to make a 600-point team.

Nextwave: Not Getting Played In Force Since Q1 2011.

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Retirement has a silver lining though, because this:

Nextwave

Aaron Stack, Elsa Bloodstone, Monica Rambeau, The Captain, Tabitha Smith (Giant-Size X-Men)

The team with the Nextwave ATA added up to 525 points. Now that the team’s in Golden Age, we can throw on the full 50 points of Feats to make this a proper 600-point themed team at last!

First, spend 25 points on Warbound on all characters with the Nextwave keyword. This feat, which really kinda fits this close-knit team that’s more like a family, eliminates some of the movement/action challenges the squad has at this point level. The taxis, which are also the big hitters, can shunt tokens off to the cheaper passengers (only Tabby is too inexpensive for them to Warbound to). Or the cheaper ones, when finally in position to do something, can dump their tokens off to the others, as in this illustrative pic:

Tabitha Smith (Giant-Size X-Men 015) makes a close combat attack and uses Warbound to give the token to adjacent friendly character more than half her 58-point cost, Aaron Stack (Giant-Size X-Men 016). He then pushes to make a close combat attack of his own because he's Indomitable and can use Willpower. Tabby will be free next turn to act — say, setting her Timebombs in distant squares or just making a ranged attack, because no generic cop HeroClix figure is standing up after getting kicked for 3 damage twice in a row.  (Dont' worry, it's OK, it's a BAD cop they're kicking.)

Tabitha Smith (Giant-Size X-Men 015) makes a close combat attack and uses Warbound to give the token to an adjacent friendly character more than half her 58-point cost, Aaron Stack (Giant-Size X-Men 016). He then pushes to make a close combat attack of his own because he’s Indomitable and can use Willpower. Tabby will be free next turn to act — say, setting her Timebombs in distant squares or just making a ranged attack, because no generic cop HeroClix figure is standing up after getting kicked for 3 damage twice in a row.
(Don’t worry, parents, it’s OK— it’s a BAD cop they’re kicking.)

That leaves 25 more points left for feats in the 10% allowed for feats. Each character’s gonna get one.

Monica!

Rambeau

Lacking Special Powers or Traits, she will microwave the buttocks off most of the newer figures in the game thanks to Not So Special giving her an AV boost against those that do have SPs. That’s 3 points. 22 to go.

Tabby!

TabbyCANwalk&chewgum

Her no-attack-roll-necessary SP only deals a low 1 or 2 damage. So feat her with Armor Piercing, which has always put teeth into multi-target Energy Explosion, which Tabitha (aka Boom Boom aka Meltdown) has in spades on her non-SP clicks to give foes the explodo with this clever use of 10 points.

Aaron!

aaronstack

The robotic hero full of useful devices and sock-drawer-organizing skills would have the Inside Information on other Avengers, Heavy Metal, Nextwave, Robot, S.H.I.E.L.D., and West Coast Avengers-keyworded foes for a healthy AV boost against them for just 4 more points. Play it!

Elsa!

Elsa

The English-accented monster hunter can further her monster hunting ways with the 3-point Monster Hunter feat.

The Captain!

captain-avenger

In an appropriately gonzo sort of way, Alias is actually a pretty fitting feat for a guy who’s called himself just about every Captain [insertwordhere] in the Marvel Universe. Gameplay-wise, as he’s liable to lead the charge with his Impervious hide and potential Outwit/Perplex immunity, it gives him a little protection.

Feat total comes to 48 points, 2 under the cap, bringing the team to 573.

So let’s put a Resource on Aaron Stack, who, as noted before, is full of very useful devices approximating the powers of a half-complete Infinity Gauntlet:

  • Soul Gem (or “Death to fleshy ones!”)
  • Power Gem (Close Combat Expert on early dial. Range Combat Expert on 2nd half)
  • Space Gem (using extendible arms to Carry pals and stride past foes with his extendible legs akin to giants)

And, of course, his time with the Celestials means he can access robot godhood … eventually.

The most useful aspect of a Gauntlet on Aaron is the early Telekinesis he offers the team. He is the pilot of Nextwave’s ship, the Shockwave Rider, after all.

Finally, some Battlefield Conditions will round things out:

  • Mistrust. Nextwave have no team symbols to share, so they’re unaffected by this card. (And, as noted before, Nextwave is Love.)
  • Overconfidence. There’s no Perplex on the team, either, unless Aaron picks it later via Gauntlet (Assuming he’s not actually complete and utter ****). Conversely (because I may not actually have the above card in my collection anymore) I could use White Noise because, again, I have virtually no Outwit on the team.
  • Extraordinary Day. This just fits Nextwave’s penchant for **** and **** and people getting kicked. ESPECIALLY PEOPLE GETTING KICKED.
  • There’s also Debris. The Captain and Aaron both start with Super Strength, so it might be worth having a bunch more objects to use.

598 points. Can’t wait to try this out!

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Next week: back to regular features.