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Finally, the retirement list is official, with the following sets rotating to Golden Age on Wednesday, July 1:

 

AMAZING SPIDER-MAN

BATMAN and its Fast Forces

TEEN TITANS and the RAVAGERS Fast Forces

 STREETS OF GOTHAM and its “Birds of Prey” Fast Forces

Marvel 10th Anniversary

Iron Man 3

DC 10th Anniversary

Man of Steel

All Tab App + Tab App Elite releases

Fear Itself

No Man’s Land and Convention Exclusive Utility Belt items

 

As with last year, we bid a fond farewell to Heroclixin’s favorites, a regretful sadness for pieces we passed over too often, and a hearty “Hey Hey Hey…GoodBYE” to stuff we hated seeing.

This Friday [which happens to be the webmaster’s birthday], Heroclixin’  will just list its old favorites that are retiring. It goes without saying that we’ll miss these:

 

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Captain America [Fear Itself 201]: Our favorite Cap in the game

 

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Clark Kent [Man of Steel 009]: A mainstay on the “plainclothes” theme

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Cloak [Amazing Spider-Man 202]: DEFINITELY didn’t get run enough

DotD
Colleen Wing and Misty Knight [Amazing Spider-Man 044]: Ditto for this great but awkwardly priced duo

MysterioHAHAHA
Mysterio [ASM 026 and 206]: Was it all an ILLUSION?

 

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Static [Teen Titans 045]: Precision Strike took his playability right away

 

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Valkyrie [Fear Itself 005]: Retiring just as a new Commander Rogers looks to show in Nick Fury. Poop

Vixen

Vixen (Streets of Gotham 028): Not likely to care about Animal themes in Modern without her

Next week, leading into July 1, we’ll say a few words on some non-favorites that we wish we’d gotten to know a little better. And we’ll celebrate those annoyances that we can’t WAIT to see gone from the Modern meta.

 

 

Welcome back to Heroclixin’s Top Tens, something we haven’t done since 2013. It used to be a nearly monthly feature, but we got away from it. [A little bit like how we got away on a vacation and didn’t update the blog from the road. Hotel didn’t have computer access.]

Anyway, we’ve been looking at the power creep LEAP in the game. And there are some figures that, while they aren’t game-breaking necessarily, they are still at least a little too strong for the character represented. For each, we offer our F.U.N. Fix suggestion of how it SHOULD have been done and, if you’re a F.U.N. player, how you can run it without being a jerk.

———

No. 10

Falcon [Avengers Assemble] gets 12 speed with a SP allowing him to effectively full Charge and use Close Combat Expert. Even with the balancing prerequisites of no action tokens and not being able to carry, it’s a bit much for him to hit for 4 from so far away. The F.U.N. Fix, then, is to split the CCE modifiers or stack on Attack to hit for light damage.

———

No. 9

3D Man: I read the comics where he joined the Agents of Atlas, and I saw nothing to suggest he had anything approaching Hypersonic Speed — not for the Speed values he got. The F.U.N. Fix: Something like Nova’s locked-speed version would be better. So opt to use it at half-speed, or to not hit-and-run.

———

No. 8

Iron Man [Invincible Iron Man 001] at 300 points. That dial is way better than that classic armor should be capable of performing. The F.U.N. Fix: Run him at the still-strong but more plausible 150 level.

[tie]

Iron Man [Classic Avengers 004]: This is supposed to be Tony Stark’s first suit of armor built in his real lab, but this dial is nearly as capable as the red-and-gold suit built much later. I know there’s power creep LEAP to contend with, but COME ON.

F.U.N. Fix this by never playing this armor at 150 points. The 100-pointer, while still a super dial, at least seems like an optimized version of Stark’s clunky early armor.

———

No. 7

Speed Demon [Deadpool]: Improved Movement: Hindering and Characters along with his very high Speed makes him overpowered and inaccurate. He has a move to run AROUND a foe and send him flying. The F.U.N. Fix: He should have to rely on his HSS-granted Improved Movement to put more actual risk into the power. Never run through an enemy square if he’s trying to spin that person.

———

No. 6

Entities: Should really work for Lanterns only. In the comics, only actual members of each Corps get possessed, right? And even they seem to lose some of their real personalities or control of their actions. There ought to have been some risk to using the entities, such as this F.U.N. Fix: Occasionally, due to the overwhelming power, the character gets an action token and can’t act. So when you pick the power and values, roll a d6 and force a token on yourself on a 1.

———

No. 5

Batman [Trinity War]: Bats has a lot of tricks in his Utility Belt, but nothing that should allow him to use Pulse Wave over and over! The F.U.N. Fix: Only pick each power ONCE per game. It’s conceivable that Batman would have ONE E.M.P. generator in his belt. More than that? Doubtful.

———

No. 4

Electro [Deadpool 064]: Isn’t the whole point of zombies is that they eat and infect people by biting them? So how does this character feed and infect from range? Shooting shouldn’t allow eating! The F.U.N. Fix is to just ignore his ability to rack up Food tokens with ease and only get them from adjacent characters, although this is not strictly allowed by the rules of the zombies’ ability.

———

No. 3

Banshee: This piece is still so mean. Back from the 2014 Top Ten countdown:

“He renders worthless most of the game’s defensive powers (Super Senses, Impervious, Invincible, Invulnerability) just by being a little close — without resorting to Pulse Wave — AND penalizes the characters using those powers with extra damage. He doesn’t care about Stealth OR elevated terrain and, sometimes, even blocking terrain.”

The F.U.N. Fix would be to reel the anti-defense trait’s range in to 4 instead of 6, or to have it affect friendlies as well. But there’s really no getting around this figure’s unfriendliness.

———

No. 2

Bullseye [Deadpool]: There is no reason why Bullseye should have normal Probability Control. A Special Power version for his own attacks, sure. But not this. F.U.N. Fix it by only using it on his own attacks.

[tie]

Science Police [SLOSH 004] : These goons routinely call in the Legion of Super-Heroes for backup, for goodness’ sake. They shouldn’t be dealing free damage JUST FOR STANDING AROUND. There really isn’t a F.U.N. Fix outside of WizKids issuing an erratum to make the effect not stack, at least.

———

No. 1

Felix Faust

This comes as no surprise after the piece’s domination at Worlds this year. Although the results of his d20 roll appear at first glance to be random enough to not be that terrible, in practice it’s incredibly powerful. Here’s what I wrote about it over on HCRealms.com:

—–

“If Faust’s d20 lands on the second special power on his card, “Green Bell of Uthool,” it’s as though the equivalent of three Black Panthers [81 points] had together used Outwit to counter:

    1. Flurry.
    2. Charge.
    3. Mind Control.
    4. Force Blast.
    5. Sidestep.
    6. Hypersonic Speed.
    7. Running Shot.
    8. Blades/Claws/Fangs.
    9. Energy Explosion.
    10. Quake.
    11. Incapacitate.
    12. Penetrating/Psychic Blast.
    13. Smoke Cloud.
    14. Precision Strike.
    15. Poison.
    16. Steal Energy.
    17. Telekinesis.
    18. Barrier.
    19. Regeneration.
    20. Ranged Combat Expert.
    21. Support.
    22. Exploit Weakness.
    23. Enhancement.
    24. Close Combat Expert.
    25. Empower.
    26. Perplex.
    27. Outwit.
    28. Leadership.
    29. Sharpshooter.
    30. Split.
    31. Merge.
    32. Duo Attack.
    33. Move And Attack.
    34. Throw A Grenade.
    35.  Targeting/Movement

…all without even needing range or line of fire, and against EVERY OPPOSING CHARACTER ON THE FIELD. 

It would require TWENTY-FIVE THIRTY-FIVE Rookie Black Panther figs on a build of 7001000 or greater to almost duplicate this effect using Outwit, against a SINGLE character, much less a whole force. (And even here, A. 35 clear lines of fire would be needed — better put the old Coordination feat on a bunch of ’em — and B. the BPs would ALL have to be in Stealth because even they can’t otherwise prevent the target from shooting.)

Felix costs 80 and does it from the safety of his starting area, or wherever. And the target can’t shoot.

That’s just one of six such debilitating SPs his Necronimicon offers.”

—–

Now, in practice, we’re actually only talking about, say, seven or eight Panthers: Three or four to handle abilities such as Flight, Indomitable and Improved Targeting, and one each to counter Speed, Attack, Defense and Damage powers, respectively. That’s still nearly THREE TIMES Felix’s cost and only effective against a solo target of all that Outwit.

This was a badly, badly designed piece, all reward and negligible risk. The only F.U.N. Fix that won’t mangle it entirely is to give Felix a non-free action EVERY TIME he rolls the d20, and don’t roll it if he can’t.

 

Continuing the quest to photograph every HeroClix fig with Super Strength holding object tokens:

 

Thor pool

 

The mastery of the lightning that the hammer of Thor or some such gives to Deadpool [Deadpool 055] also gives him Super Strength and the ability to hold his token in the lightning like a chimichanga!

Here are the rest of the Avengers Assemble pieces we’ve gotten shots of holding object tokens.

 

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Robo-Thor clone Ragnarok holds it securely as show. 20150517_152717

King Thor has nearly as solid a grip. 20150510_143550

Spider-Woman needs to pin hers down gingerly with her right knee. Not the best hold, but it’ll do. 20150510_142827

Hulk can juuuuust barely balance a token between the three points of his two fists and his right pectoral.

 

Goliath 066

Clint-Barton-as-a-giant Goliath achieves a great grip, though in a not-so-auspicious manner.

———

That wraps up this feature’s Avengers Assemble focus, with the exceptions of Black Widow [065] and Red Wolf [051]. Next time, we do some catching up on older sets.

More Super Strength on display.

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Look, Ma — no hands! Starbrand [Avengers Assemble 041a and 041b] uses his energy effect to good effect.

 

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Moonstone and her sculpt twin Power Princess can squeeze an object under the hair as shown.

 

 

20150509_222349Two of Black Swan’s left sleeve’s tassels can hold an object token.

 

Hey, Heroclixin’ fans. Time for another round of Token Totin’ from the Avengers Assemble set. Let’s see how three more Super Strength figs hold their light or heavy objects:

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Sersi [Avengers Assemble 042] has a neat little tuck under her right arm as shown.

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The original Mr. Incredible himself, Hulk [033] can juuuuust barely balance the object in his arms. Juuuuuust barely.
20150509_210613Kamala Khan Ms. Marvel [055] can use her costume’s scarves to keep the object from rolling off.

More on Thursday.

 

Welcome back to Future F.U.N., where Heroclixin’ looks at recently released or upcoming figures that we’re itching to field on a force. Despite this month’s Avengers Assembled set being one of our less-liked sets overall, there’s still a lot we’re liking about it.

  • Our Archery Club theme team gets a shot in the arm with three new additions: Hawkeye, Kate Bishop and Trick Shot. With their being common, uncommon and rare rarity, respectively, I suppose it’s not outside the realm of possibility that one could make an all-archer sealed team from this. But Heroclixin’ is more likely to take this 273-point trio and add a mostly-full Power Plant resource to fill the gap.
  • Long ago, I endeavored to own three copies of Spider-Man [Avengers 051] to represent the post-Civil War trio of Initiative members wearing the Iron Spider armor. I’m not sure the team ever happened, what with it equalling 333 points, a beyond-awkward total. But now we’re ecstatic to get a generic designed to work together as a team at a much better cost of 180. This is my next 200-point team!
  • I was a big fan of Avengers Academy before it was obliterated by the disgusting but really readable snuff-fest that was Avengers Arena. So Heroclixin’ will certainly be fielding a team of Hazmat, Mettle, Reptil and Veil for 291 points. 
  • …but NOT with fellow Initiative member Juston Seyfert [Avengers Assemble 020], who’s only useful on the team when paired with a Robot keyword figure to make his “Sentinel.” There are no Initiative figures with the Robot keyword, so he’ll either break the themed team or be unable to use his trait or either of his special powers. And him on any Sentinel-themed team with more than a single actual Sentinel pretty much obliterates the “F” in F.U.N. for us. 
  • Cammi [Avengers Assemble 019], another one who doesn’t play well with her frenemies in Avengers Arena, gets to play well with her pal Drax. Despite the fact that she hasn’t worked with the team officially, we’re looking forward to sticking her onto Guardians of the Galaxy builds since she won’t break them when Drax is around.

 

There’s more additions to themes we’re always adding to for eventual massive throw downs:

  • Whirlwind [Avengers Assemble 030] for the Masters of Evil
  • Nova [Avengers Assemble 039] and Steve Rogers [Avengers Assemble 061] for the Nova Corps
  • Black Widow [Avengers Assemble 001 and 065] for the Red Room [all Black Widow team]
  • Rage [Avengers Assemble 016] for the Luchador theme build!

 

Finally, there are a couple of pieces that got us excited at first, but have us MORE excited to use when Age of Ultron OP and Nick Fury sets drop in June and July, respectively:

  • Falcon [Avengers Assemble 017]: We wanted to try him on an updated Atlanta Falcons theme team or on a Modern-only team of Sam Wilson figs. But both versions’ points don’t add up well at all without adding 40-plus points of F.U.N.-destroying resources, and so many versions of the character need a Captain America or two to work with for best results.
    That’s why we’re biding our time until July for the release of Sam Wilson Captain America, who may not only help the points fill out, but also give an all-Sam Wilson team a Captain America to key off of at last! Waiting and seeing. 
  • And then there’s 3D Man [Avengers Assemble 013b], which had us champing at the bit to revive those old Agents of Atlas builds Heroclixin’ loved in the early days of the blog. But the news that a new Jimmy Woo is on the way in Nick Fury has us wanting to hold off and see what the real new version of the team will be like.

 

More photographic examples of Super Strength figs holding their own.

…own TOKENS, that is.

Here are the uncommons (and one common) we didn’t shoot last time.

Forgotten One [025] uses the stat window, too, but tucking the token under his chin makes the hold secure.

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Rage [016] uses his base instead of the stat window. His left fist makes the hold more secure.

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Thunderstrike [021] does the same with his right hand/forearm. But you have to put the bottom of the token on the sculpt half-moon base, NOT the base itself, in order to work.

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Ultragirl [022] rounds out the uncommons with her own “barely got it” grasp on an object.

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We’ll look at how the Rares do in Tuesday’s Token Totin.’

Time to continue Heroclixin’s look at how every character with the Super Strength power can hold its own object token because, as this site said years ago when the series started:

“…It ought to be obvious when a Super-Strong character is hefting an engine block and not sitting on it. And, surprisingly, it easily can be!

These are toys, and anyone who was once a boy knows that action figures need to be able to hold their weapons.”

So let’s look at the latest set to arrive, Avengers Assemble! We’ll start with the worst holds of the set:

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D-Man [Avengers Assemble 024] has the lame “lean the token on the figure’s chest while sitting in the stat window” hold. It’s effective, but it covers up the dial a little.

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Mettle [007] is even worse. His lean covers the entire dial. At least it’s easy enough to replace when you have to move it to see the stats.

20150509_171359Smasher [027] is worst of all, as the token stands almost straight up and falls over quite readily.

 

Token Totin’ Thursday will reveal more interesting results.