This Halloween week, Heroclixin’s focusing on one simple fact:

Resources are scary.

Sure, some of us may like using them, but none of us like seeing them on the field against us.

Ever.

Knowing that not only do you have the opponent’s actual team to contend with, but there’s an extra piece of plastic that you simply can’t do diddly about can be a real F.U.N. killer.

Join us as we consider the horror of resources.

 

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THE INFINITY GAUNTLET

This was the one that started it all. Like Feats 2.0 but without the handy balance like the 10% rule, not a single competitive team could be run without it in its day. 

WHY IT IS NOT F.U.N.: Using the IG is all about actively turtling until you get the Godhood clicks. (Some players built teams around a strong Phasing/Teleport fig for this very purpose.) Once on those clicks, then the Guantlet holder stops spinning the dial and proceeds to wreck shop, usually until the end of the game. And there’s not a doggone thing the other team can do about it. 

But that’s not really comic-accurate. In comics, NO ONE holds onto the Guantlet for long.

  • The heroic wise, such as Adam Warlock or Reed Richards, give up the Gauntlet before they go mad with the power.
  • The weak can’t handle the power for long at all. See Nebula.
  • Even Thanos either sabotages himself or gets bored with the omnipotence.

Therefore, players shouldn’t be able to sit on those clicks, ever. Instead, once the IG’s Special Powers start showing up, the option for the die roll should go away and the Gauntlet should turn automatically. It represents the difficulty in handling the might of the artifact and puts pressure on the other team to either strike before Godhood is reached or to run/hide until the danger is past. 

THAT would be a F.U.N. piece of comic book goodness to come out of this Resource.

But as it stands, it’s merely a horror…of an age past. Now retired, the Infinity Gauntlet is mostly a memory that rarely makes appearances these days, as its 40-point cost at full power seems a lot to pay.

So I have these three favorite figs:
Batwoman [Batman] 61pts
Captain America [Fear Itself] 88pts
Falcon [Winter Soldier 006] 105pts
and one more that fits the Soldier keyword:
Aldrich Killian [Iron Man 3] 35pts
= 289 points. That leaves enough left over for a relic or resource or ATA. What should I run? Note that I am primarily a F.U.N. player.
Options:

  • Utility Belt 11pts. This is thematic with Batwoman, and she could use the Willpower, but I dunno if it’s the best use of points.
  • Book of the Skull 9pts. This is distasteful to me, as it really doesn’t fit with any of the characters, though it does give Batwoman the moving attack powers she could use. It’s particularly odious on a team with Bucky Cap, as he got sorta killed in the comics by one of those hammers
  • Batman Family ATA 4pts. A little extra Speed and range for Batwoman is welcome. But with her lacking Charge to really get the most out of the former and only getting a middling 6 range with the bonus, I don’t know if it’s worth the cost.
  • Avengers Response Unit ATA 3pts. Gives Cap’s adjacent allies an AV boost in close combat. But I don’t know if I want to rely on close combat with this team.
  • Secret Avengers ATA 5pts. Outwit protection for the one Invulnerable member, Captain America, is also welcome. But with him the lone beneficiary, it seems like tossing points away.
  • The Penguin resource 10pts. Also not thematic, but more fun…and riskier.
  • There are any number of relics I could use, but I’m leaning most toward the Bookcase as an indestructible hiding spot for Batwoman among its other assets.

This talk of resources has given me an idea for a Halloween-themed series for next week: The Scariest Resources in HeroClix. Stay tuned!

“Describe your ideal Saturday night.”

This was a “topic suggestion” from WordPress. I thought I’d have a little Heroclixin’ fun with it:

  • My ideal Saturday night involves my usual Saturday night HeroClix game.
  • …except that this time I’ve brought my ladyfriend along.
  • Everyone’s come with a fun, amusing team based on some stupid or cute idea…
  • …instead of the customary “Here’s my Resource/entity, what figures should I run to complement it?”
  • We all have decent die rolls and no one gets slaughtered…
  • and we all get some little prizes that we use to trade for something cooler.
  • Then, once she’s seen how great this game is, my ladyfriend decides to buy in and play in earnest and plans to join in next week.

That’d be my ideal Saturday night. 🙂

I’m such an incredible nerd.

What’s your ideal Saturday night?

 

Got a rare chance to play a lot of figures in just a couple of days against actual other people rather than in one of my sad solo playtests thanks to a trio of bye rounds for an 800-point Golden Age, no tactics other than themed teams and special objects event. In one of those rounds, I was able to try out a newer, better version of a team I ran a couple years back.

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CAPTAINS AMERICA:

Captain America [Captain America: The Winter Soldier 101] 100
Captain America [Fear Itself] 88
Captain America [Secret Invasion] 49

and THE FALCONS:

Falcon [Captain America: The Winter Soldier 006] 105
Falcon [Captain America 030] 79
Falcon [Captain America: The Winter Soldier 103] 75
Falcon [Avengers] 75
“Snap” Wilson 60
Falcon [Sinister 057] 57
Sam Wilson 53
Falcon [Sinister 056] 46

= 787 points. Added Gold Kryptonite and a Generator for a 797 total. My opponent Keith was fielding an all-Halo squad: blue Spartan, ODST, Arbiter, Drone, a battle rifle Marine, one each of the two red Spartans, all led by hammertime Master Chief. He picked the moon crater map from AvX.

It pretty much went all my way when Keith made the rookie error of splitting up his force neatly in two. I took on the crew on the near side before he could bring Arbiter’s Outwit to bear and scored many KOs before he could begin to seriously threaten my force.

By piece:

Falcon [Captain America: The Winter Soldier 006]: This one was the engine for the team. In between serving as advance attacker with his trait-boosted Move and Attack ability, Gravity Feed Falcon taxis the Caps with his free Sidestep or buffs others with Enhancement and Empower. Priciest of the squad but worth every point.

Captain America [Captain America: The Winter Soldier 101]: With a taxi, I think his ability to stay stealthy — and thus healthy — made him a solid meat shield in this debut. He’ll never be my first choice for a Cap, but he’s a nice option.

Captain America [Fear Itself]: As I’ve noted before, I’m always torn on how to run this favored piece. This time I used him as a Charge piece behind other characters running interference for him. His SP to boost allies’ defense after his first click comes in really handy with this crew.

Falcon [Captain America 030]: On a team this size, running him as a tie-up fig seemed right for the situation, especially as he was able to bring a Cap along for the ride to take advantage of the AV bonus they both get.

Falcon [Captain America: The Winter Soldier 103]: This was my first time trying the starter set Falcon, with some reluctance as he’s not half as good as the GF version. But his DV bonus for Cap allies is dynamite, esp. paired with the Fear Itself version’s SP. On this big team, a 75-point taxi was a fine use of points.

Falcon [Avengers]: Though a rare mobile shooter, this is the first Falcon I’d drop for room for something else. Still, SHIELD TA is good for something.

“Snap” Wilson: Spent all game hanging back in the starting area as I burned actions doing more important things. If I replayed, I’d make sure he was available to block for bigger figs and leverage that 10 AV and 6 range more, using the Enhancement available via GF Falcon.

Falcon [Sinister 057]: Though he’s a better taxi than the cheaper Falcs on the list and boasts more 3 damage, in a pinch I’ll drop this Vet if it means getting the rest in.

Sam Wilson: Willpower makes him a great taxi + attacker, even if his Leadership is a little wasted on so few cheaper allies. SHIELD TA is probably the bigger deal, boosting all the 6 range on this team to 7.

Captain America [Secret Invasion]: He’s a very good option to activate various Falcon bonuses. I won’t run a version of this team without him if rules allow.

Falcon [Sinister 056]: Free-move taxi is never a bad thing. And check out that 3 damage.

 

I really want to try variations on this team on future, more competitive games! Maybe something like this, in Modern Age:

Falcon [Captain America: The Winter Soldier 103] 75
Captain America [Fear Itself] 88
Falcon [Captain America: The Winter Soldier 006] 105
Captain America [Captain America: The Winter Soldier 001] 125
= 393 points. Add a Bookcase for more Empower/Enhancement fun.

or go all out:

Captain America [Avengers vs. X-Men] 200
Falcon [Captain America: The Winter Soldier 006] 105
Captain America [Captain America: The Winter Soldier 101] 100
Captain America [Fear Itself] 88
Falcon [Captain America 030] 79
Falcon [Captain America: The Winter Soldier 103] 75
Falcon [Avengers] 75
“Snap” Wilson [Sinister 219] 60
Falcon [Sinister 057] 57
Sam Wilson [Sinister 207] 53
Captain America [Secret Invasion] 49
Falcon [Sinister 056] 46
= 987 points
for a big build. On paper, it looks like it just dies against the heavy hitters this build limit allows. But I think the surprising swarm ability might give the enemy a stiffer challenge than expected.

 

To finish our slow-running F.U.N. Focus on the Guardians, let’s look at the ATAs available to the team. First, at the two built for the team itself:
Guardians of the Galaxy: Powers possessed by characters using this team ability can’t be countered. This team ability can’t be used by wild cards. 4 Points.
If there’s room at all for this ATA, it should be used, without question. Being able to safely ignore enemy Outwit is a nice advantage to have. Note that it won’t keep abilities like Indom. or Improved Targeting from being countered, though. Still, if there’s a chance the opponent will field the black damage power, you’ll be glad you have this ATA on board.
 
Guardians of the Galaxy [Silver Age]: Characters using this team ability are wild cards, but don’t possess any other team abilities. Uncopyable. 1 Point
 On the other side of the coin, there’s this ATA that is completely useless for a Guardians of the Galaxy themed team ever since ATAs got restricted to themed teams only earlier this year with the 2014 Rulebook’s release. What good is it being a wild card if the whole team is wild cards and nothing else? This ATA is only to be considered if a Guardian fits a different themed team, such as Future.
Speaking of other themes and keywords, there will be times when a GotG build won’t leave points room for the 4-per-character GotG ATA. There are other options, then, to keep in mind:
 
Animal: At the beginning of your turn, roll a d6. On a result of 5-6 all friendly characters using this team ability ignore Shape Change and Stealth this turn. 4 Points
All the Rocket Raccoons — and Cosmo — can use this ATA. Unless you need the points for some other tactic, there’s little reason not to equip it if you can if using either character.
 
Annihilators: When a character using this team ability KO’s an opposing character of a higher point value with an attack, remove an action token from each friendly character using this team ability that’s less points than the KO’d character. 4 Points
Cosmo is the only Guardian who qualifies, and it’s unlikely he’ll be making any KOs. Heroclixin’ wouldn’t waste the 4 points.
 
Avengers [Heroic Age]: When a character using this team ability is given a move action, after actions resolve roll a d6 that can’t be rerolled. On a roll of 6, remove an action token from that character. 2 Points
There are a few Avengers among the Guardians: Iron Man, Mantis, Major Victory, Moondragon, Hollywood. At such a low cost, one could get some use out of this ATA. But most of those characters are highly likely to be doing various power actions rather than vanilla move actions. So this ATA will likely be a waste. We at Heroclixin’ aren’t fans of it.
 
Avengers Response Team: When one or more characters using this team ability is adjacent to a friendly character making a close combat attack, modify the character’s attack value by +1. 3 Points
The Avengers/Guardians are mostly range fighters, so it’s going to be hard to use this melee-centric ATA. It CAN be done, though, and one fig — Mantis — is a close-fighting master. Taxi her with a flying Avenger and get some Response going.
 
Mighty Avengers: When a character using this team ability destroys a square of blocking terrain, roll a d6 after actions resolve. On a roll of 5, you may place a standard light object in that square. On a roll of 6, you may place a standard heavy object in that square. 4 Points
The five candidates for this ATA are either unlikely or unable to waste actions on smashing terrain to MAYBE get another object to use. Not worth the price at all.
 
Secret Avengers: Characters using this team ability can’t be the target of an opponent’s Outwit or Perplex unless they’ve been targeted with an attack previously in the same turn. 5 Points
This, OTOH, is an ATA well-worth using. If denied blanket Outwit blocking for the whole team, at least maybe the Avenger or three on the team can get the next best thing to it.
 
Defenders: Characters using this team ability may replace their attack value with the unmodified attack value of an adjacent friendly character using this team ability. 4 Points
There’s only one candidate for this ATA, Moondragon, and so it requires a wild card teammate using the ATA to activate its effect. So IF one deigns to run her with Rita DeMara, one could actually use this ATA to give Rita a usable AV when adjacent to Moondragon. NO ONE WILL SEE IT COMING!!!!! Unless, of course, they’re fellow Heroclixin’ readers. 🙂
 
Inhumans: Characters using this team ability may use the Carry ability, but only to carry characters that can also use this team ability, and may carry those characters regardless of their combat symbols. Uncopyable.  4 Points
As above, there’s only one choice to bear this ATA, Talon. Unlike above, there’s no way to wild card it, so never use it on a Guardians team.
 
Infinity Watch: When a character using this team ability rolls for a relic with the IG set symbol, it succeeds on a roll of 3-6. Uncopyable. 2 points
There are a few members who can field this ATA. If you’re in a Golden Age game and also have space on the team for one of the Infinity gem relics, feel free to run this ATA on your Gamora or Adam Warlock or Drax — IF you can’t squeeze on the GotG ATA, which will always be a better choice.
 
Masters of Evil: When a character with this team ability has one or more action tokens and attacks, damage dealt can’t be reduced below 1. 4 Points
Only Rita DeMara can use this ATA. With her low damage values, it might be worth trying. Maybe. I mean, if you’re going to bother with the most useless GotG fig in the first place.
 
The Order: Characters using this team ability cannot be targeted by an opposing character using one of the listed powers if any character using this team ability was already hit by an opposing character using that power this turn: Flurry, Incapacitate, Charge Penetrating/Psychic Blast, Hypersonic Speed, Ranged Combat Expert, Running Shot, Exploit Weakness, Blades/Claws/Fangs, Close Combat Expert. 3 Points
Again, this is a Moondragon + Rita exclusive. Unlikely to see use.
 
Ravagers: Characters using this team ability automatically break away. Uncopyable. 4 Points
Here’s an interesting case of a DC ATA fitting an identical Marvel keyword. In this instance, some of the movie figs — Rocket Raccoon 018 and two of the Star-Lords — can run this card. Could be useful to a team of shooters who like to Running Shoot stuff instead of getting tied up.
Stark Industries: When a character using this team ability uses Outwit, you may instead choose a team ability the target character can use. Opposing characters 200 points and less can’t use the chosen team ability until your next turn. Uncopyable. 4 Points
Only Space Tony can use this ATA, and only on some of his most inconvenient clicks. Still, if you’re fielding him and have the 4 points to play, why NOT use it? Note that this ATA can kill off team abilities the target doesn’t even possess.
 
Universal Church of Truth: When an opposing character targets a character using this team ability with an attack and misses, modify the defense value of all characters using this team ability by +1 until the end of the turn. 4 Points
A final ATA that a solo character can field — in this case, Replica — and that a solo figure can copy, our wild card friend Rita. Using the pair as a tandem of tie-up has some small potential. But we don’t really recommend using Rita under any circumstance.  
 
Next week, Heroclixin’ will begin to get back to a normal routine, starting with some long-delayed Token Totin’ photographs and a F.U.N. Fights battle report or two. ‘Til then, make sure you find your F.U.N. in every clix game!

Time for the second half of our review of the Guardians of the Galaxy figs in the Guardians of the Galaxy set.
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Angela [Guardians of the Galaxy 033] 94
Here’s a new character for the team, one that only belongs on the current Bendis-era incarnation of the group. She’s devoid of SPs, but does bear one powerful trait allowing her to be placed next to and attack a character who targeted her earlier, all for the cost of one power action. This makes her both a great tie-up fig and lead attacker in one. Her weakness is relatively light defense, given that she might warp herself into the middle of a killbox before she can really tear into her foes with Close Combat Expert. Lack of Willpower makes that harder to do as well. But HEROCLIXIN’S TAKE is that her gimmick may yet be worth the risk of fielding her.
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Killraven [Guardians of the Galaxy 035] 76
While he mostly appears to just be an OK close combatant with Charge and 11 AV Precision Strike, his damage SP allowing Outwit and Improved Targeting: Characters makes him a bit more of a fig to use at range, even though it’s a short 4 range. Moreover, the SP allows him to counter a power on multiple foes within 3 squares! So he’s an odd mix of support piece and secondary attacker. Run him directly behind a frontline of melee or tie-up allies for best results. He’s only an occasional member, appearing in a far-future alternate timeline version of the team during the 2008 series run, but HEROCLIXIN’S TAKE is that he need not be occasional on your Guardians teams.
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Martyr [Guardians of the Galaxy 040] 160
Longtime Heroclixin’ readers may recall that an earlier version of this character, Phyla-Vell, basically is responsible for me getting interested in the Guardians in the first place. As much as I liked that Hammer of Thor figure, Martyr is better in most every way, with moving attack starting up top lasting most of her dial instead of just a bit mid-dial and armor on most of her dial instead of vice versa. She also has a SP to heal adjacent allies at the cost of a click of life — which could “push” her to her self-healing Regen clicks for a potential second wind.
Really, the only downsides to her are a much higher cost — 160 over 138 — and a much-shortened range of 6 down from 10. But with her Stealth-and-Hypersonic Speed SP, and the ability to see through hindering, it’s really not a downgrade at all. She only served on the 2008 version of the team. HEROCLIXIN’S TAKE: A possible tentpole to build around.
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Groot [Guardians of the Galaxy 051] 100
Like most Groots before him, this version (which most fits the current Bendis-helmed run) is a bit slow with Speed topping out at a starting 7 and tapering from there. His AV numbers are also a little anemic down the line, slipping from a decent 10 early on down to just 7. A full dial of Battle Fury at least means he won’t have to contend with being Incapacitated or having attacks denied by Shape Change. But what really makes HEROCLIXIN’S TAKE that he’s a must-try at least is his near-inability to be KO’d if he’s adjacent to a fellow Monster or Guardian of the Galaxy thanks to his trait.
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Rocket Raccoon [Guardians of the Galaxy 052] 80

What’s the latest Rocket in the game bring to the HeroClix table? First, he’s an aid to any Groot thanks to his trait boosting both their AVs +1 — not that RR’s natural 11 really needs the help. Second, he has great Improved Targeting enabling him to ignore elevated and adjacent characters for shooting. Third, and probably most key, he is like a super-Prob Controller with his SP allowing him to force a reroll of ANY roll for a character he can see. This includes certain rolls that usually can’t be PC’d, such as Super Senses or Impervious.Once again, he’s Tiny Size and thus easily carted about by allies, and double-arrow Energy Explosion is welcome. HEROCLIXIN’S TAKE: Another great Rocket.

 

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Iron Man [Guardians of the Galaxy 055] 200/150
At home only on the Bendis team, this latest version of Tony Stark isn’t the best Iron Man in the game. But it’s the best you’re gonna have on a Guardians team. At full cost, he’s another HSS fig — though it takes a double power action to do it — with a +2 Speed and Range bonus while using it. Or just take a normal action to use Running Shot with Perplex, 4 damage and Improved Targeting: Hindering and Characters. Either way, he’s Indomitable. At 150 points, he’s starting with Invulnerability instead of Impervious, but he has P/PB to go with the Running Shot/HSS SP. 
At either price, he’s got to push to get to his other SP granting Outwit and the ability to make a free ranged attack if he starts a turn with two tokens. It’s too bad; if he started with this power, HEROCLIXIN’S TAKE would be a lot more positive. As it is, Space Tony is only for use on a Bendis-era team. 
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Star-Lord [Guardians of the Galaxy 209] 115
Finally, here’s one more Star-Lord, again a Bendis team member. This one is an Sharpshooting Indomitable Running Shooter with EE and Force Blast — with two targets, he can ruin formations with a quickness. But his real boon to a team is his SP Outwit with a power action option allowing him to counter the same power on all opponents sharing a keyword. Not bad. HEROCLIXIN’S TAKE is that he’s still about the last version of Star-Lord we’d pick for a GotG team, but that’s more a statement on the quality of Peter Quills in the game than a knock on this one. 
That almost does it at last for our slow-running F.U.N. Focus on the Guardians. But there’s one more thing to mention about the team: its ATAs! We’ll look at those in a rare weekend installment of Heroclixin’ next time.

Finally, here’s the Guardians’ own full-size set. We’ll start with the Commons:
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Gamora [Guardians of the Galaxy 001] 55
We cut to the bottom line: At nearly 20 points cheaper than the next-least-expensive one, this bargain-priced version, in HEROCLIXIN’S TAKE, may be the go-to Gamora. Why? She starts with Charge and decent if not stellar combat values. She’s a solid tie-up fig with Combat Reflexes that’s able to deal out serious damage with Close Combat Expert. And, in a first for any Gamora, she can shoot: 5 range rounds out this compact package. The only possible reasons not run her is A) you need the Willpower she lacks or B) she doesn’t fit the version of the comic-accurate team you’re building. We know Heroclixin’ is all about fun, but come on…only one of those is a good reason.
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Drax The Destroyer [Guardians of the Galaxy 002] 100
This Destroyer has the same problem the character’s had for much of his history both in comics and in clix: That singleminded focus on a single target. We see it here in his trait to, via power action, get adjacent to Thanos or Black Order keywords. Trouble is, that leaves him open to attack before he can capitalize on the instant-basing technique. Good thing he’s got Invulnerability to maybe soak up the attacks and Indomitable to push and fight — or run — the next turn. His SP that smashes through Barrier and kills adjacent foes’ use of ESD can help his team, but… HEROCLIXIN’S TAKE is that while he’s not bad, there are better Draxes for the around the cost.
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Mantis [Guardians of the Galaxy 003] 56

At last, this 2008-team member is a HeroClix, and she’s a game changer for the keyword. First, she’s another of those crazy pieces with friendly Mind Control, one of the most effective special abilities in the modern game. It only works on adjacent Guardians, but it’s still beyond excellent — especially because it doubles as normal MC as well. Second, she’s another great tie-up fig for the team with Combat Reflexes and CCE. Her DV is only 16, but there are ways to improve that. Third, at 56 points she’s the cheapest source of Probability Control for the keyword. Fourth and maybe most importantly, her late dial bears both 17 DV Regeneration and decent AV Support, making her a self-healing “pit crew” piece we haven’t seen the likes of in a long time, if ever. HEROCLIXIN’S TAKE: Indispensible for GotG teams and likely many others as well.

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Starhawk [Guardians of the Galaxy 004] 130
The latest version of the One Who Knows brings a tiny bit of Prob Control and Outwit to the team via his Past Lives tokens — at least 2, as many as 6 — which each allow him a one-time use of those two powers per token. But that’s just icing on the main cake of him being a 4-damge Running Shot Psychic Blaster that pushes directly to Hypersonic Speed.
And as long as we’re doing this cake analogy, there are morsels in the batter: When he takes damage from a foe, he can be swapped out for Aleta from the set or vice versa. So if he, say, gets Poisoned off his early unarmored clicks, Aleta can jump in and nullify the threat with her Toughness SP. But even if you don’t go for that option, there’s late Regeneration and Phasing to help. He best fits the 1990s team, but thanks to time-travel state of being, he can find a place on any incarnation.
HEROCLIXIN’S TAKE: He’s OK, a combo of a leading attacker and pit crew fig.
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Major Victory [Guardians of the Galaxy 005] 95
So he’s got a weakness to penetrating damage thanks to a trait increasing damage from such. But it’s not a big deal, because he’s on the team for his damage SP granting Leadership, Perplex and especially Telekinesis that he can use twice in a turn if the second is a fellow Guardian. Therefore he’ll be in the back and probably safe from that nasty p-damage. 🙂 But eventually he’ll need to venture forth after initially mobilizing the team to A) continue bolstering the team with Leadership and Perplex and B) leverage penetrating damage of his own via his 11 AV, 4 damage Running Shot PPB combo. Late dial, he goes down swinging with Pulse Wave and Force Blast — nuke ’em and throw ’em all back! He’s a fit for every incarnation of the team except the Bendis one. HEROCLIXIN’S TAKE: He replaces every previous version of Major Victory/Vance Astro and will make any GotG team better.
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Talon [Guardians of the Galaxy 022] 60
This 1990s team member starts off the uncommons of the set. Like Mantis, he’s a cheap source of Prob Control but much more offensively oriented with Charge and Blades/Claws/Fangs. There’s no nutty traits or specials to keep track of. HEROCLIXIN’S TAKE: Simple and straightforward melee fig.
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Yondu [Guardians of the Galaxy 023] 75
Running Shot+Precision Strike at 3 damage is good. But he’s on the team for his ability to shoot through EVERYTHING as a power action. At 8 range, that’s great, and even basing him won’t stop it thanks to Improved Targeting OO> . He’s a founding member of the ’60s team and 1990s team but has made appearances in the 2008 version as well. HEROCLIXIN’S TAKE: A short dial isn’t enough to stop him from being a strong addition to GotG teams.
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Aleta [Guardians of the Galaxy 024] 130
Starhawk’s better half is possibly also a better piece. She starts with Hypersonic Speed instead of pushing to it — and pushes to Running Shot Pulse Wave. She starts with a SP bearing ESD WITH Toughness instead of just the green DV power. 10 range instead of 8 (though she loses a target). But maybe her best boon to the team is that she shares her ESD with adjacent friendlies during the first half of her dial. Don’t forget she can swap out for Starhawk 003 after taking damage from a foe, though the Ranged Combat Expert and Perplex liberally scattered down her dial may dissuade you from that option. Best fits the 1990s team. HEROCLIXIN’S TAKE: She doesn’t really have a bad click. Use that ESD SP!
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Moondragon [Guardians of the Galaxy 029] 85
She starts as another TK figure for a 2008 version of the Guardians. But feel free to push to click 2 for Running Shot + Penetrating/Psychic Blast with free Mind Control. AND Outwit. She ends up showing why she gets the Martial Artist keyword with a little chopsockiness in Reflexes and CCE and Precision Strike. HEROCLIXIN’S TAKE: Not bad at all, if not a must-field.
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Star-Lord [Guardians of the Galaxy 030] 110
We wrap up the Uncommons with a look at what may be the most vital Guardian for effective fielding of the team. We could talk about his Professor X-like ability to Outwit from like-keyworded pals’ squares, or his ability to shoot Stealthers — thanks, Improved Targeting! — or his solid AV numbers. But the reason this Star-Lord is the one to play before all others is his trait allowing Guardians to share the highest DV. Suddenly all those mediocre defense numbers don’t matter so much anymore. Not when there are a heaping handful of 18s or higher to share, making the team much more survivable, without even having to consider adjacency like with the older Guardians’ Defenders TA. HEROCLIXIN’S TAKE: Seriously, only an irrational dislike for the Bendis-era Guardians version of the character should prevent one from building around this Star-Lord.
There’s too much for us to finish without breaking our promise to deliver this part before week’s end, especially with us running off for the weekend. So look for the second half of this installment — and the conclusion of the entire F.U.N. Focus on the Guardians — next week.

Until now, this FUN Focus has looked at the pieces in ascending order of point cost. But to keep things a bit simpler for us, what with multiple characters getting multiple point costs, we’re reordering things according to set number.

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Star-Lord [Guardians of the Galaxy Movie 001] 95
The first of the Chris Pratt-inspired Star-Lords brings the character’s usual penchant for running and gunning either via his opening Attack SP “Short Duration Flight” that allows him to use Leap/Climb and take a shot if he moves half-speed or less or his Speed SP “Espionage Battle Suit” granting Running Shot and Stealth. These two powers alternate, so he’s always got moving attack powers and Stealth. He needs the latter to protect his very short and unarmored dial. No Willpower is a problem, but Outwit is a single push away, with a great 8 range. HEROCLIXIN’S TAKE: Could do better with your Star-Lord. Could do worse.

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Gamora [Guardians of the Galaxy Movie 002] 73

She’s got problems. 1) No range and no Charge makes it a little difficult to get her attack in. 2) 3 damage with Blades/Claws/Fangs isn’t really what you want to see. 3) Flurry + Precision + 2 damage isn’t so great. Just think how good it’d be if some of those power combos were swapped instead of appearing on alternating clicks. 4) Her defense is nothing special despite a +2 DV bonus in hindering against shooters. She needs help with that DV to be worth using over, well, almost any other version of Gamora. HEROCLIXIN’G TAKE: The last Guardians-keyworded Gamora we’d pick to fill the character’s slot.

 

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Rocket Raccoon [Guardians of the Galaxy Movie 005] 90
As much as we liked the original Rocket Raccoon in Hammer of Thor, it’s unlikely we’ll ever use him again if the points allow. This one offers so much: Perma-Perplex-lite, Running Shot, better AV and damage, and a DV bonus (18-20!!!!) vs. most attacks. Add to all this his Tiny Size status enabling him to get in position much more easily and it’s clear that HEROCLIXIN’S TAKE is he’s a solid pick.
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Groot [Guardians of the Galaxy Movie 009]  198
Outwit…for many clicks. Plasticity…that reaches two squares out. Solid 4 damage for many clicks. Great armor. Indomitable. A stop click with a guaranteed heal trick if you can get him to water or his start zone — not a problem since the same power makes him taxiable by any ally and he can’t be shot. But…his AV and DV numbers are a little lacking for his very high point cost. And despite his Improved Movement: Wall-buster ability, he’s really slow. His 90-point level has the same trouble with poor AV, though the average DV goes up a bit — and he needs it, given his very short dial at this cost. HEROCLIXIN’S TAKE: The Outwit/Plasticity SP is still enough to make this Groot stand a bit taller than the rest.
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Drax the Destroyer [Guardians of the Galaxy Movie 013] 94
He’s got some real cons: Starting Battle Fury keeps him from being carried into the fight, which is bad ’cause he’s a bit slow. With no Willpower. His damage is a tad low and he only bears Toughness for armor. But he’s got serious pros: Charge+Flurry+Precision Strike as an early combo. Later, a SP packages Close Combat Expert+Combat Reflexes. And then there are his stop clicks — yes, CLICKS — with Regeneration (free if he has any action tokens). Granted, these clicks aren’t guaranteed stop clicks: they only work on a 5-6 roll. But he’s got three of them and he gets to roll for each one. We like those odds. HEROCLIXIN’S TAKE: Our first choice as for the Drax role in ANY Guardians team. Don’t forget that beginning of game trait to select a target for him get a close-combat +1 AV against.
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Star-Lord [Guardians of the Galaxy Movie 017] 150

Decent stats with unusual-for-the-character Invulnerability and Willpower are welcome. But the Invuln’s gone so fast. And his “All-Out” SP is not so hot when one considers taking self-damage MIGHT NOT be a good move on the back end of the dial. Even with his “KO me, take 2 damage” trait in play, you may not want to sacrifice such a costly part of your team. HEROCLIXIN’S TAKE: Neat but too top-heavy.

 

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Rocket Raccoon [Guardians of the Galaxy Movie 018] 100

At an even 100 points, he’s the priciest RR in the game. Is he worth it? Let’s see:
  • There’s another Outwit piece for a team that kinda needed some.
  • Tiny Size = portable Enhancement for all other non-raccoon-sized allies. He offers +1 AV for adjacent GotG pals, so there’s another boon to his size.
  • Good range (7) and Improved Movement Elevated and Hindering work well with his Running Shot.
  • And he starts with a base 19 DV Super Senses.
HEROCLIXIN’S TAKE: He has a short life but who cares?
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Star-Lord [Guardians of the Galaxy Movie 101] 75
Pros: He’s a relatively cheap Running Shot/PPBlaster, a combo that used to more than cost twice as much to get on the team [see Adam Warlock from part 3: Galactic Guardians]. A nice damage SP, “Leading The Attack,” can help press an advantage by allowing adjacent fellow keyworders to act with 2 tokens. An Empower+Enhancement SP and Perplex are scattered on his dial so he’s a constant boon to the team, and he bears a one-time Pulse Wave bomb trait that will prove VERY useful. Cons: He’s also VERY short-lived, lacking the Stealth or ESD or armor that aids other Star-Lords in surviving and his range is a bit lacking, which will put him in further peril. HEROCLIXIN’S TAKE: The bargain-priced Star-Lord is still worth running in a pinch, esp. with Indomitable pals he can keep active.
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Rocket Raccoon  [Guardians of the Galaxy Movie 102] 75
Ahhhh, there’s that inexpensive opening Outwit the team’s needed forever. Tiny Size and Willpower mean more actions for shooting “Two Big Guns” — like ranged Flurry — with Improved Targeting: Hindering and Characters. Being able to thusly fire from behind pals helps cover his lack of defense, a middling 17 with only Stealth to cover at first. HEROCLIXIN’S TAKE: A great pick of the litter of Rockets.
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Gamora [Guardians of the Galaxy Movie 103] 100 / 75
This one is much more like it, starting with Charge, her trait offering an AV and damage boost against a target, and CCE-plus. She’s the costliest of the Gamoras, though. Fortunately, there’s a 75-point level that unfortunately only offers same problems as Gamora 002 — lack of opening Charge — but less life and lower DV. Still, HEROCLIXIN’S TAKE is that either price is a good one to pay for a solid Gamora on the team.
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Drax The Destroyer [Guardians of the Galaxy Movie 104] 125

This Drax is a lot more durable than ALL the ones that have come before: Impervious, Invincible, and Invulnerability each make a run on his otherwise rather short dial. He also hits harder with Charge, Exploit Weakness and Super Strength leading the way. Don’t overlook his 6 range and the same Hadron trait as Star-Lord, giving him one-time-use Pulse Wave. HEROCLIXIN’S TAKE: Though he’s not our favorite — Drax 013 above is — he’s well worth the extra points for the easier-to-use dial.

 

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Groot [Guardians of the Galaxy Movie 105] 100/75

At last, a Groot with a decent Speed value! It’s too bad he lacks the opening Charge to truly leverage it. Instead, he’ll need to rely on his two SPs: A Speed one that negates the benefits of hindering terrain for foes within 6 squares and a DV one that not only bears Invulnerability and Defend but grants Toughness to adjacent allies. Never push him off this click if you can help it — and with Indomitable, you shouldn’t have to. If you’d prefer a more actively fighting Groot, cut him to his 75-point dial, which trades away the starting special stuff but retains the Giant Reach + Super Strength + CCE powers to deal big hurt along with that starting Charge we lamented earlier. HEROCLIXIN’S TAKE: While we prefer our Groots to be high-cost monsters, there’s no downside to this, the cheapest Groot of the game.

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OK. One more part coming up next week. Watch for the F.U.N. Focus on the Guardians of the Galaxy full-sized set, which gave us even more Guardians than I expected!

Phew. Between DragonCon and the Realms Open Championship and battling the dreaded “con crud” illness, I’ve been a bit too preoccupied to continue this F.U.N. Focus series… until now!

 

 

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Replica [Galactic Guardians 035] 47

A member of the 1990s team, Replica is a tie-up/taxi hybrid. Like the best taxis, she has a high Speed value (10). Like the best tie-ups, she combines attack/damage avoidance (Skrulls TA, Toughness) with being a legitimate threat (Flurry with Super Strength). She pushes to Plasticity on her 2nd click to maximize her tie-up potential. And she’s under 50 points, the sweet spot for these roles. Sticking to the comic themes is the only reason to leave her off the team. HEROCLIXIN’S TAKE: Squeeze her on
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Cosmo [Galactic Guardians 039] 52

Bearing Telekinesis, Enhancement and PD TA seem like great reasons to never push off his first click. But the next couple of clicks trade off to Barrier and triple-arrow Incap and Mind Control, making this piece truly man’s best friend. He’s a fixture among the DnA squad. HEROCLIXIN’S TAKE: Da, is being good!
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Nikki [Galactic Guardians 024] 72
Nikki is tricky. She’s a Running Shot piece with low damage and 16 DV. She’s also a Sharpshooter with Poison and Combat Reflexes. So if you’re using her, she needs to be basing lightly or unarmored targets. And maybe you want to push her to click 2 bearing Ranged Combat Expert and a DV boost. But she needs to have fellow Defenders TA friends to get higher DV help from, almost always. Armor Piercing is a good feat for her.  She’s from the 1990s series. HEROCLIXIN’S TAKE: For thematic play only. She also needs to eat a sandwich
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Drax [Galactic Guardians 204] 75
The lightest of all versions of the Destroyer, this piece is hindered a bit by his trait only working against Thanos. Aside from that, he’s otherwise a solid Invulnerable melee piece that doesn’t take up a lot of points room. The Exploit Weakness on both ends is what makes him scary. He belongs on any 21st-century build. HEROCLIXIN’S TAKE: Use this Drax for points shaving.
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Martinex [Galactic Guardians 82
One of the founding members of the 1969 and 1990 teams, Martinex is another unusual piece what with his conditional Impervious and Energy Explosion + Incap rider. Like others in this set and era, his 16 DV is mediocre and he needs better Defenders on his side to make use of the TA. He’s all range, so keep him out of the fray. HEROCLIXIN’S TAKE: For thematic play only.
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Charlie-27 [Galactic Guardians 012] 92
The last of the founding quartet to be made, Charlie shares the low 16 DV of his teammates, so he’s gonna need the Defenders TA aid like the others. He’s Impervious, though, so there’s that. 9 AV is counterbalanced by RCE. His back half has CCE. Though a little bit too expensive to need so much help, he’s a fun fella. HEROCLIXIN’S TAKE: For thematic play only.
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Drax [Galactic Guardians 011] 121
This Drax is less constrained than the Gravity Feed primer version, thanks to a trait allowing him to pick any higher-point foe to gain actual Willpower and Charge along with his natural Running Shot as long as the foe is on the board. ‘Course, he’s also way more expensive, and not hugely more effective on the board as a melee piece due to his bonuses only working against his quarry. Still, the GotG needs close fighters like him and the flexibility he offers being a shooter as well (pre-Battle Fury on his back half, anyway) means he is a Destroyer, indeed. HEROCLIXIN’S TAKE: Could do worse, could do better.
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Hollywood [Galactic Guardians 013] 138

The far-future Wonder Man is on the team for his defense SP, “Almost Immortal,” which ignores all but 1 damage dealt to him and can’t be countered. He’s a good combo of meat shield for softer teammates and a decent Super Strength bruiser. He falters, though, in that he loses Charge frequently, which might strand him at a time when he needs to take the fight to the enemy. He also lacks the Defenders TA that most of the Guardians of these sets bear, so he’s a tougher fit for teams. Still, he’s got a very long and well-armored dial. You could do worse. Best fits the 1990s team but has worked with the 2008 series team for an issue or two. HEROCLIXIN’S TAKE: Leave him off unless you can make him a team player somehow

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Adam Warlock [Galactic Guardians 010] 165
With no top-dial Outwit on the team, the GotG also lacked a way of dealing with enemy armor from range. Adam addresses this weakness by being the team’s first Running Shooting Penetrating/Psychic Blast figure. At 165 points, he’s very expensive for this. Fortunately, he’s also a Perplexer and bears mid-life Hypersonic Speed, but with Invulnerability as his armor, a clear upgrade from the similar-but-soft-skinned Phyla-Vell. Also, when hurt, he can swap to Magus [Galactic Guardians 020] for a totally different power set — one that offers some more late dial healing abilities and that Outwit the team sometimes needs. This fig was a central character in the 2008 series. HEROCLIXIN’S TAKE: Not quite essential but not at all superfluous.
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Keeper [Galactic Guardians 048] 237
The most expensive of the whole keyword, this Silver Surfer variant is at home on the 1990s team. And it’s not hard to see why he’s pricey, as he’s Hypersonic and bears a trait that can get him across the board in a single power action. Unfortunately, his AV is too low for his price. If he started with his Outwit SP, he’d be much stronger. HEROCLIXIN’S TAKE: He’s a chase piece, too, and barely fits the theme. Only for those vast “every member ever” builds of 2000 points or higher
++++++++++++++++++++++++++++
Next installment looks at the clix’d stars of the recent hit movie. Which are Groot great, and which are “paper people?”

 

Wow, a little time has passed since the last update that was SUPPOSED to come early last week, not early THIS week. We promise there’s a reason for it (more than standard laziness, anyhow) that’ll be apparent in the near future. Anyway, we continue the FUN Focus on the Guardians of the Galaxy, this time looking at the early NECA-era pieces. (NOTE: much of this text is edited from the original reviews from 2009 and 2010.)

Still ticked that he's *tik* not on the "A-list."

Bug [Hammer of Thor 001] 44
His mobility (Leap/Climb to get in any position), defense (Super Senses with a 17 DV to loan to other members with the Defenders symbol), damage ability (Exploit Weakness makes him impossible to safely ignore) and surprise 4 range makes him worth every point. He’s filler, but he’s gooood filler. Like the cream in a Twinkie. Feat him with Lunge, if anything. Fine for any size GotG build but thematically only fits the DnA team. HEROCLIXIN’S TAKE: Could make the “A” team, finally.
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Rocket Raccoon [Hammer of Thor 028] 65
Leap/Climb-ing Probability Control and 17 DV with Super Senses make this critter indispensable for the theme. In between forcing rerolls and loaning his defense to fellow Defenders, his 8 range keeps him in the fight. Getting hit only turns him into an Running Shooting Outwitter. Excellent combination of secondary fighter and support piece. The only reason to leave him off the team is if you’re running a 1990s or earlier build or if you’d rather run a different RR. HEROCLIXIN’S TAKE: He’s still the cheapest Rocket on the market

...but he's Number ONE with the BULLETS.

Star-Lord [Hammer of Thor 025] 90
He needs defense help from his teammmates, he’s very soft and he’s very short-dialed for his near-100-point cost. Compounding the problem is that Star-Lord’s Running Shot makes him a key attacker ahead of more stationary shooters or melee-oriented teammates.
His SP “Galactic Marksman” is just about good enough to counterbalance ALL that.
It gives him the choice to boost his AV +2 against a single target or his damage +2 against two. And suddenly this fragile, 9 AV piece is blasting for 4 clicks all over the place again and again (because he’s quite pushable). Basing him doesn’t help; he’s a Sharpshooter with Combat Reflexes. Hitting him may only knock him into Stealth and Ranged Combat Expert for continued damage and/or AV boosts. Feat him with Contingency Plan and field him in any size build over 100 unless you decide to go with a different version of the character. HEROCLIXIN’S TAKE: His time may be gone, though, with so many other versions of the character to use

Now I'm a believer!!!!

Phyla-Vell [Hammer of Thor 042] 138

Top-loaded Perplex wouldn’t seem the best use of her high points, but that’s what Phyla’s good for. It’s not as pathetic as it sounds. For example, since she’s one of the team’s taxis, it’s good that she can boost the defense of her fare or herself during that round she’s not attacking…and being able to make herself a nigh-unhittable 20 DV at range (in hindering terrain) isn’t a bad way to pass the time. Moreover, she can still make herself useful when she’s got two tokens after using Power Cosmic to push for free (being one of the cheaper figs with the TA to date, and the ONLY one under 150 with 8 fighting clicks of life) and shoot someone for 3 or 4 (again thanks to Perplex) with her high 11 AV.
‘Course, all that paints a day-glo bull’s eye right on her chest (um…literally), so she needs Protected in case her high DV and Super Senses both fail and she would take 5 or more damage. But if she’s NOT taking 5 damage, just take the hit and and get Hypersonic Speed and thank your opponent with beatdowns two of every three turns. She fits thematically on the DnA series team. HEROCLIXIN’S TAKE: Save her for those huge battles where she’s not taking as much fire and won’t be a tentpole. ‘Cuz she’s just not one

It wedges under his mask!

Jack Flag [Captain America 011] 64
He fits a heretofore empty role on the Guardians roster: The inexpensive melee fighter. With Charge, Super Strength (as noted in the repurposed Token Totin’ image above), Toughness and Indomitable, Jack is the perfect backup for a team full of mid-to long-range shooters and a few tie-up figures. He’s been supplanted a bit with some welcome additions in the close-fighting corps, but he’s still equally welcome on a DnA-based build of any size. HEROCLIXIN’S TAKE: He may hate cosmic stuff but he can handle some of it

He is Groot.

Groot [Web of Spider-Man 040] 152
The first version of the big guy did so much for the team.
  1. He’s got great defense. He can chain his 18 DV with weaker members possessing the Defenders ATA. Being the first able to do so is key.
  2. He’s another taxi. Being a giant affords that. But…
  3. He’s terribly slow. Without TK (he’s a giant) or the speed boost of, say, the Kinetic Accelerator special object, it takes him a looooong time to get in the fight.
  4. He’s tough to put down. Protected by Shape Change and Invulnerability and a self-healing SP when in hindering or water, Groot can stick around. And with him loaning that DV, he’s liable to draw fire away from lesser members of the team.
He is Groot. And he should be on your Defenders TA-heavy DnA or Bendis teams. HEROCLIXIN’S TAKE: The first Groot may still be the best
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OK. Next up is the look at Galactic Guardians. We PROMISE it’ll be out this week. (EDIT: It wasn’t. Sorry!)