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Longtime readers know I love running the Guardians of the Galaxy in clix. I’m not the only one. Similarly longtime clix buddy Lenny is a GotG fan, too, and he played the team in a recent event. I’ll let him tell about it in his own words below!
This Past Sunday I had an opportunity to play a thematic Guardians of the Galaxy team using several of my favorite Guardian characters. I was excited when some of the figures were previewed last year, especially when one of the figures was a new Mantis (my favorite female comic character.) I knew the Guardians had good synergy, but I didn’t realize just how good until I played them in the tournament.
The Format: 600 points modern age, you must have exactly 6 figures on your team.
My team:
Star-Lord [Guardians of the Galaxy 030] 110 points
Mantis [Guardians of the Galaxy] 56 points
Yondu [Guardians of the Galaxy] 76 points
Major Victory [Guardians of the Galaxy] 95 points
Rocket Raccoon [Guardians of the Galaxy 052] 80 points
GROOT! [Guardians of the Galaxy 051] 100 points
I played the Green Lantern Power Battery with the Green Ring and 6 constructs. All 3 games were played on the War of Light Korugar map.
Round 1: My first opponent was Thomas, who was playing Fear Itself clix Ms.Marvel, Tyr, Speedball, Monkey King, Raizo Kodo with Jennifer Kale. In keeping with his Fear Itself theme, he played a nearly full Book of Skulls.
I used Star Lord’s trait to allow the entire team to share Major Victory and Groot’s 18 defense. Thomas moved his force up the map, and I grouped mine together on top of one of the buildings. Unfortunately, he moved Ms. Marvel up a little too close, as it put Ms. Marvel within range of a psychic blast from Major Victory that effectively nullified her as a threat.
Raizo and Tyr still remained dangerous, but before I could deal with them I had to worry about my opponent’s Monkey King who based 4 of my characters in an effective tie-up move. Rocket Raccoon’s ability to ignore elvated helped me take out Monkey King, while Yondu’s Precision Strike and Major Victory’s
Psychic Blast eliminated Raizo and Tyr. Jenifer Kale was the last to be KO’d. 1-0.
Round 2: My second opponent was George, a very good player who is always a formidable challenge. He also played a Guardians themed team: Iron Man [Guardians of the Galaxy 055] at 150 pts, Martyr, Moondragon, Gamora, movie common Rocket, and Mantis.
I used the power battery to put the shield construct on Major Victory, (I was counting on being able to share HIS 18 defense with the rest of the team moreso than Groot’s) then the Decoy on Yondu. I positioned my team on top of the elevated terrain and waited for him to advance. Although I struck against Martyr, outwitting her defense with Star Lord and hitting for 3 damage, she retained her hypersonic speed and my opponent was able to retaliate by using his Mantis’ friendly mind control to full effect, effectively giving his Iron Man extra actions and using him to wound Groot, then later knocking my Mantis to ground level and KO’ing Yondu.
As Martyr continued weakening Groot with Hypersonic hit and run in front of the elevated terrain, I moved
Mantis into position near Iron Man and got Groot close to Martyr in the hopes of further weakening her with one last attack before Groot fell. Then I saw an opportunity to use Mantis’ mind control to turn the tide of battle.
I perplexed Mantis’ attack up 1 and pushed her, successfully mind controlling Iron Man, who then made a successful breakaway roll (another of his characters was adjacent to Iron Man) and made him psychic blast his teammate Martyr for another 3 damage. Star Lord then finished Martyr off.
Major Victory’s psychic blast hurt Iron Man, but the enemy Rocket and Moondragon took Groot and
my Rocket down. Iron Man flew up on top of the building where Star Lord and Major Victory were making their stand. But he missed his pulse wave attack, which left him easy prey for Star Lord’s retaliation.
With Iron Man down, the Guardians scored with a critical attack that knocked Moondragon out and ultimately won me the game on points. A hard fought victory against a very worthy opponent. 2-0.
Round 3: My final match of the tournament was against Steve, another very good player who was using 2 Entities. His team was War of Light Krona, prime Captain Mar-Vell, Void from Streets of Gotham, and the new Gravity Feed Flash 202. The Entities were on Flash and Mar-Vell.
This time my opponent stayed on the buildings on his side of the map, taking advantage of Flash’s high speed value and hypersonic speed, combined with Krona’s long range. I made the mistake of leaving Major Victory within Krona’s range, and he was hit for 5 damage.
I switched out the Shield construct for the Nurse, and was able to regen the Major back to his 2nd click. I moved Star Lord down to ground level to make an attack on Flash, but the entity gave him shape change and he made all his shape change rolls. I moved Groot and Rocket closer to make a possible attack on Krona, but he moved Krona back from the edge of the roof.
I was able to use Rocket’s improved targeting ignore elevated terrain special to hit Captain Mar-Vell, then used Yondu’s Yakka arrows to finish him off. Steve then used a combination of ranged attacks from Krona and hit and run attacks from flash to cripple Major Victory again, and phased Krona to rooftops MY side of the map along with Void and Flash to the rooftop next to Krona’s. He also managed to deliver a KO blow to Groot, but I had Rocket adjacent to him so Groot regrew from a Sprig! I even regened him a few clicks!
I used Star-Lord’s outwit to get rid of Void’s supersenses, prob, etc. power and shot her for 3, while Major Victory did some damage to flash with a pulse wave. Rocket’s targeting special again came in handy, as he finished Void off from the ground. Nothing else of consequence happened and I won another tough battle on points, going 3-0 and winning the tournament!
Star-Lord – His trait that allows everyone on the team to share the defense of the member with the highest printed defense makes the Guardians a competitive theme in today’s meta, and his being able to outwit through other characters as well as ignore hindering terrain for targeting purposes is the icing on the cake. A must play for competitive Guardian builds.
Major Victory – Free action TK, leadership, perplex, and psychic blast make him a solid choice, if not a must play, but be careful because penetrating damage is the Major’s bane.
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Nice write-up, Len! You’ve learned the Heroclixin’ battle report style well!
Heroclixin’ welcomes battle reports from its readers. Feel free to share brief ones in the comments sections, or if you have more to say, email us at heroclixin@yahoo.com
We wrap up our look at the horror of resources with the latest (but alas, not the last):
POWER BATTERY
A distressing and growing problem seems to have cropped up where resources are concerned: How does one defeat them?
No wonder facing resources can be such a horror.
With the Power Battery, it appears that WizKids is trying to give players a way to fight back against resources directly. Not only is it designed to give itself damage, but the Battery actually exists on the map and can be damaged by enemies.
But it’s still a horror.
First, it’s all the way over in the enemy start zone. That’s a dangerous path to travel.
Second, it’s pretty difficult to deal enough damage to get it off the board. It doesn’t take damage like characters (’cause it isn’t one) and you can’t fight it on the move with the moving attack powers (Charge, HSS and the like).
Third, in the meantime it’s granting any number of extra stuff to its Corps Members via constructs, making them extra dangerous. Maybe you better fight them instead.
As if that wasn’t bad enough, there’s one more wrinkle: because the Battery isn’t a character, it isn’t even affected by Pulse Wave! So it’s the first resource that can’t even be fought THAT way, even.
Sigh. Even when they try to make it better, they make it worse.
______________________________________
Resources don’t HAVE to be horrors. As we saw a couple days ago, the Power Plant really isn’t so bad. And there are a couple more out there:
THE BATCAVE
Although it’s pretty strong, it’s also very expensive [85 to 100 points] and, like the Power Battery, it can be directly fought if one desires.
THE PENGUIN
Unlike every other resource, this one is fraught with actual risk along with its benefits, when used. It should be the template by which resources are designed in the game.
__________
But the simplest answer to the horror of all resources is a small upgrade to an existing power: OUTWIT.
Give this character a free action to counter a power or a combat ability possessed by a single target opposing character until the beginning of your next turn. Any game effects with a duration specified by the countered power or combat ability are removed. A character using this power must be within range (minimum range 6) and line of fire to the target and can counter use of an attached resource or relic as though it were a combat ability.
Outwit has lost some of its teeth lately, what with “can use” powers showing up more on traits rather than special powers, and worse, resources granting such powers to whomever. But this small change to the black damage power suddenly brings resources’ power in line with their very-low-for-their-benefit cost and, more importantly, makes them an actual risk to field instead of the “no-risk-all-reward” ratio they offer now.
So c’mon, WizKids. Resources are here to stay; they’re great for enabling flexible teams at the highest levels of play. But they should not be able to be played without a great risk to go with their great reward.
THE PHOENIX FORCE
We guess WizKids decided to make this resource more expensive than the last few cheap ones, which were only 8 or 9 or 12 points at their cheapest. The Phoenix Force has a minimum price of 18.
Still underpriced.
WHY IT IS NOT F.U.N.: Where the Gauntlet merely took time to build up and the Belt was random (after the Watch List fix, anyhow) and the Book needed hits and KOs to grow in power, the PF needs hits with doubles and KOs and PF members to be KO’d to get to more powerful clicks. While that sounds better on paper, in practice it makes fighting the P-Force troublesome; the more you’re winning, the harder it gets to win against it.
Moreover, the Fragments give so many key powers to characters who otherwise wouldn’t have them.
TK.
Invulnerability.
Ranged Combat Expert.
And don’t forget the Flight and Poison all the frags grant. Oh, and guess what else? These powers are immune to Outwit and even KOing the offending character doesn’t remove the power from the equation as it just goes back to the resource to be available to the REST of the P-Force assignees.
Tired of taking Mystics from the Magik fragment from range? Fine, base the character…get Poisoned. KO the character. OK, now ALL the rest of the team is Mystics. With OTHER powers from the resource dial.
Damned no matter what you do. Tell me, how is that ever F.U.N. to play against?
One last bit of horror tomorrow.
Q: What’s worse than a resource that makes one member of the opposing team into a nigh-unstoppable force?
A: One that makes the WHOLE TEAM an unstoppable force, such as our next subject… 
THE BOOK OF THE SKULL
At first, this seemed a breath of fresh air after the turtle-friendly Gauntlet and Belt. It was a resource that required making actual attacks and hitting to get the best of it.
But…it turned out to be a horror, too.
WHY IT IS NOT F.U.N.: The hammers made landing those needed attacks all too easy, because WizKids Game Design still liked to hand out +2 stat boosts like politicians’ promises.
The hammers also granted between two to FOUR other powers or abilities each. And that’s not even COUNTING the free Quake dropping each hammer granted.
I mean, look at how this character, designed as a support fig/3rd-line attacker, in effect turns into a legit threat with only nine points’ investment:
The only mitigating factor was the time it took to get its characters “hammered” because getting them was still a power action despite being guaranteed unlike normal relic rolls. But even that slight balance was kicked loose like an unwanted doorjamb with the release of the designed-for-the-Book-of-Skulls Splitlip, who made the hammer grabs a free action in addition to being automatic.
Here’s the non-comic-accurate part: The hammers in Fear Itself warped their wielders’ personalities. Perhaps some disadvantage to using the book should’ve been in evidence.
But no. Like nearly every other resource in the game, the Book is just another powergaming tool for powergaming tools. And it is, therefore, something of a horror.
Bonus horror today, below:
POWER PLANT
This resource takes the free power-up aspect of the Splitlip+Book combo and goes one further by dumping the Splitlip. But there are some balances built in, at least:
The result is that the tower itself one of the ugliest, frankly useless things in all of HeroClix except that it’s required to use the rings as a resource.
WHY IT IS NOT F.U.N.: Two of the rings, Black Light and Matter Rearranger, get right around the token clear part because using them is a free action. So conceivably, one character can grant Stealth for a whole cadre of allies for the whole game. Another can morph the map as needed, one square at a time, over and over.
It’s not much of a horror, being rather straightforward and an actual limited resource. But there’s true horror yet to come.
This Halloween week, Heroclixin’s focus continues on the simple fact that resources are scary.
Last time, we looked at the one that started it all, the Infinity Gauntlet. But far from being limitless and never-ending, it has gone by the wayside. And more than anything else, the second resource is responsible. ______
UTILITY BELT
Folks once griped that the 40-point full Gauntlet was undercosted. Oh, for those innocent days to return.
WHY IT IS NOT F.U.N.: Though it’s been corrected via Watch List and a game-wide rule change or two, The U-Belt is still a busted element because it essentially makes any old character into Batman.
Here’s the thing, though. Batman’s utility belt isn’t what makes Batman, well, Batman.
Actually being BATMAN makes Batman Batman.
The dumbness doesn’t stop there. The underpriced items — ONE point apiece! — are also better than anything Bats has ever packed in his yellow britches-bearing waistband.
And these are just the basic ones. Look at the convention exclusive items that further upped the arms race:
One would think perhaps the limited number of these items would rein in their abuse. But no, the UB is designed to refill itself and/or prevent the items from being “used up.” Because God forbid you actually have to risk losing A) the Willpower that toting 3 items gives you or B) the team-ability-squishing skill that having 5 items does.
Then there’s the dial’s penchant for frequent stat boosts, all guaranteed. It starts with a blanket +1 to stats, that the IG had to push and wait and push and wait for. This boost reappears on stop clicks throughout the dial. Worse, there are the +2 clicks. Sure it’s only “godhood” for a turn, but good freakin’ grief.
Finally, there’s the Costume slot: Get a Batman Cowl to make you extra-Stealthy or a Robin Uniform for Teen Titans team ability or a Suit of Sorrows for Super Strength because that’s a power Batman has for some reason.
It’s 14 points of clothes that make a fig into Batman. That’s dumb. And a horror.
It’s hard to figure how resources could get worse. But they do. Check in next time, if you dare.
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.
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.
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:
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:
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.
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.