Welcome to a new installment of this regular Heroclixin’ feature that visually documents how characters with the Super Strength power can physically hold standard object tokens in the game. Last time, we looked at the two common rarity figures in Superman and the Legion of Super-Heroes that can do so. On to the uncommons, beginning with Ultra Boy [018 and 204]:

Tokens lamely lean on his upraised fist, with only the stat window keeping the thing from rolling away off the table.

Little better is Blok [020]:

This hold — if you can call it such — was achieved by standing it upright under his armpit, then scooching it over onto his back so that the team symbol is visible like above. And there it will sort of sit without rolling off. Sometimes.

Things get much better with Kalibak [027]:

It fits perfectly between his chest and mace.

But nothing beats Colossal Boy [032]!

Nice!

Next Tuesday, Heroclixin’ starts in on the rares. Hopefully by a week from now we’ll have all the Super Rare token toters photographed, too. Tomorrow, check out part 2 of the Legion ROC team’s report.

 

A few weeks ago, I learned that most of the regular players from the venue that I judge at had decided en masse to attend one of the Realms Open Championship qualifiers in a neighboring state, resulting in a likely empty venue that weekend. So I decided to come along and enter the tournament for fun (since I’ll be part of the judging staff at said ROC event at DragonCon, I can’t really compete in the finals).

I also kinda wanted to prove to myself that I could play this game at a high level after all these years of playing almost entirely for F.U.N.

The ROC Format, as it’s called, requires No Tactics force construction. That means

  • No special objects/relics
  • No resources
  • No feats
  • No Battlefield Conditions
  • No Bystanders

The only tactic still allowed is themed teams. It also bans multi-base figures larger than peanut bases. It’s an interesting format that nerfs some strong abilities — for example, it prevents certain characters whose SPs or traits bring in bystanders from using those effects — and requires more care in team building than “Hey, I’ll make this team and give them all Hammers.”

Being a big Legion of Super-Heroes fan, I really wanted to use the team somehow. Here’s what I came up with:

Saturn Girl [Superman and the Legion of Super-Heroes 202] 102
Cosmic Boy [Superman and the Legion of Super-Heroes 202] 70
Sun Boy [Superman] 79
Jubilee [Wolverine and the X-Men 047b] 33
+ Legion Lost ATA 16
=300 points.

Unlike most F.U.N. teams, this force was built to win, with each piece serving its purpose.

  • Cos is the core of the team with his SP Leadership + Perplex SP. His TK + Willpower combo helps get all deployed as needed and his Speed SP offers a little bit of Toughness to his unarmored cohorts.
  • Sun Boy is the main attacker thanks to his Running Shot +Penetrating Blast /Pulse Wave combo granting him the flexibility to shoot from range, nuke Stealthed targets or get in adjacency. He can’t afford to miss, so Saturn Girl is there to use Probability Control. She’s also a potent backup attacker with the same 7 range and a better AV than Sun Boy (but lacking his moving skills) and an Outwit figure at need.
  • Jubilee, invited to the Legion by the “Welcome To The Legion” trait, was to act as either a 3rd-string attacker or as a tie-up piece if necessary. At 33 points, I didn’t care which.

The real linchpin of the team was that it qualifies for the Legion Lost ATA. This would give it the flexibility to adapt its team ability to whatever map or force it’d face.

  • Glass cannons? Mystics.
  • Range? Batman Ally.
  • Melee? Hypertime.
  • Or I could chain the team together for sharing AV (Batman Enemy), DV (Justice Society), Outwit (Superman Enemy), healing (Suicide Squad, Teen Titans), whatever.

And, of course, it’s still a F.U.N. team through and through. Friendly thanks to no really cheap tactics and the characters are all a bit squishy; Useful because of all the above skills it brings to the table; and Nifty because it’s Legion.

I tried the team out in a playtest match prior to the tournament against Cyclops [Avengers Vs. X-Men ], Dark Phoenix [10th Anniversary], Madame Web and Bat-Mite. It lost, but not convincingly; my opponent got some truly edge-of-the-bell-curve rolls on Web’s SP that not once but twice completely swung a contested game wholly in his favor.

Still, when I unexpectedly found myself in the top 16 (after using another F.U.N. force that I’ll write about in a future installment), I had to make a decision whether to go with this weak-looking team or to try another I thought might do better against the team I lost to in the first tournament.

But my companions persuaded me not to give up on my original force, and I’m glad I listened.

This article is starting to run a bit long, so I’m going to hold the actual battle report for Friday’s posting. Check it out!

Whoa, it’s been a while since the last installment of this regular Heroclixin’ feature that visually documents how characters with the Super Strength power can physically hold standard object tokens in the game. Heroclixin’ does this for a few reasons:

The game’s rules say that picked-up objects should be immediately placed someplace that indicates the object is being held and that the object occupies the square. Some players just leave the object under the figure, but that leads to confusion as to whether it’s being hidden on —especially by Stealth figs — or semi-legally hidden from the opponent, who may forget the character is armed with a object. Others put it on the character card, but that’s even sketchier for the same reason.

These are toys, and boys’ toys always come with weapons.

So the best option is to put it on the sculpt when possible.

OK, enough soapboxing. On with the pix! First up is the common Daxamite [005a] and his more colorful Prime variant, the heroic Mon-El [005b]:

Tokens fit easily under his cape as shown.

The other common rarity figure with Super Strength is Giganta [016]:

She holds tokens with her mighty thighs THAT WOULD CRUSH YOU LIKE BUG LITTLE MAN!

On Thursday, Heroclixin’ starts its look at the Uncommons of the set. Before that, tomorrow another long-gone regular feature returns: F.U.N. Fights, the Wednesday battle report on HeroClix games. Hope you’ll stop back by.

Wow, it’s been a long time since this series recounting how I added art to DC cards to make ‘em prettier saw an addition. There are two reasons:

The blog got sidetracked from this semi-regular feature by first a hiatus, then other special series including the usual looks back at the past year and the just-completed focus on the Legion.

But the bigger reason is that A) I never did a card art version of the next card in line and B) once I did, I lost the new one in a hard drive crash and C) have only recently reacquired the Photoshop software needed to redo said card art.

So yeah. It’s been a little bit of a journey to present:

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It was also really difficult to find art that illustrated the concept. (Actually, I did have the perfect image, but it was already spoken for by another card.) So this Barry Kitson art of a baddie falling [heh] victim to a character’s gravity power in the 2007 Legion of Super-Heroes [there’s that name again 🙂 ] series was the next best thing.

Next week, look for the series back on its sorta regular schedule. 🙂

Tomorrow: The return of Token Totin’!

Earlier in the series, Heroclixin’ wrote that being mostly wildcards was a weakness for the all-Legion force. But as we’ve seen, quite a lot of team abilities are actually available for the team. Let’s look at each.

Animal ATA. This gives the team a shot at being able to bypass enemy Stealth or Shape Change each turn. It’s a cheap option for the wildcards at just 4 points with only a couple members who can equip it: Chameleon Girl and Timber Wolf [Superman & the Legion of Super-Heroes].

Green Lantern Honor Guard. It’s 5 points and gives the Legion +1 AV for each attack on a certain target. Consider it a bargain version of various attack TAs the team can use. It’s one to use in conjunction with other copyable TAs. Its drawback is just a couple of Sources: Earth Man, Mon-El [Superman & the Legion of Super-Heroes]

Justice League ATA: Gaining +1 DV against fliers, giants, Sharpshooters and Indom foes isn’t the worst defensive ability. It’s also dirt-cheap and comes with a pair of the team’s best attackers. Sources: Superman [Battle for Smallville Fast Forces], Supergirl [Superman, Battle for Smallville Fast Forces]

Justice League Dark ATA: Similarly, this one is OK as a ward against enemy range. It’s probably best with a non-Stealthed Legion bunker. Sources: Superman [Battle for Smallville Fast Forces], Supergirl [Superman, Battle for Smallville Fast Forces]

Justice League New 52 ATA: This one should only be considered if you’re running one or more dedicated Leadership pieces that will ALWAYS have a pal next to him or her and you’re not going to be running a better ATA for the points. The good thing about this 2-point ATA is that you only have to use it at the beginning of the turn when you’re using Leadership; the rest of the time, you can switch to more offensive or defensive TAs. Sources: Superman [Battle for Smallville Fast Forces], Supergirl [Superman, Battle for Smallville Fast Forces]

Justice League [Silver Age]: The Legion takes some time to set up its attack due to its all-flier nature. This ATA gives it flexibility to pick its target at the opportune time. It’s the priciest of the JL ATAs at 4 apiece. Sources: Superman [Battle for Smallville Fast Forces], Supergirl [Superman, Battle for Smallville Fast Forces]

Justice Society. Low DVs are a bane for much of the Legion’s history. With this TA, the superteens can share higher DVs. Defend is the basis for the Legion bunker, and JSA only extends its viability. Drawback is that it’s not compatible with most of the Superman Ally members of the Legion who are the team’s better fighters. Sources: Starman [Superman 039], Legion Lost ATA.

Kryptonian ATA. This 2-pointer only works on certain areas of certain maps and probably needs to be reserved for ranged combat-heavy Legion squads. But it’s unfortunately not very compatible with a bunker tactic, which likes hindering terrain. Should be the last ATA you pick unless one is very confident in map choice and has the team to exploit it. Sources: Superman [Battle for Smallville Fast Forces], Supergirl [Superman, Battle for Smallville Fast Forces]

Legion Founders ATA. A new ability, the three original members can use this ATA to help boost a given attack between +1 and +6, depending on how many Founders you began the game with. It’s 3 points. Sources: Cosmic Boy [Superman & the Legion of Super-Heroes 001 and 201], Lightning Lad [Superman & the Legion of Super-Heroes 003 and 203], Saturn Girl [Superman & the Legion of Super-Heroes 002 and 202]

Legionnaires ATA. For 2 points each, the LSH can get a major action advantage when its heaviest hitter goes down. The downside is that, well, it’s losing its heaviest hitter to get any real mileage from this ATA. It’s best fielded on swarm teams with some natural TAs to wildcard but can’t afford a better ATA. Sources: All Legion of Super-Heroes

Legion Lost ATA. Just like Thunderbolts ATA but for for DC, this 4-point pick-a-TA ability is MADE for the all-Legion squad. The drawback is that using it means leaving off some of the keyword’s best pieces that have non-wildcard TAs and that the chosen TA will be the ONLY TA usable by this force. But Legion Lost gives the team access to many more TAs these wild cards otherwise wouldn’t get. If one is not using a Legionnaire with the ability to invite temps to the team, this is an ATA to leave room for. Sources: All Legion of Super-Heroes

Mystics. All-Legion teams can be large, so this is a good TA for the team. Source: Black Witch, Legion Lost ATA

New Teen Titans ATA. I suppose if one is hungry for always having one extra Leadership figure on the team, this is the ATA for it. It’s only 3 points. Sources: Superboy [DC 75th Anniversary], Supergirl [Superman, Battle for Smallville Fast Forces]

Robot ATA. This uncopyable ATA only fits on one Legionnaire to date: its Source, Computo. Do not use it unless you’ve managed to add a non-Legion member Robot to the team along with Computo via trait or relic. 4 points per.

Superman Ally. The most likely TA for an all-Legion force to wildcard to, this one is good for the shooters on the team but completely useless for its melee pieces thanks to their ubiquitous Flight ability. Sources: Superboy [DC 75th Anniversary 026, Superman+Legion of Super-Heroes], Supergirl [Crisis, Superman, Battle for Smallville Fast Forces, Unleashed], Superman [Battle for Smallville Fast Forces], Mon-El [Superman & the Legion of Super-Heroes], Legion Lost ATA

Teen Titans. It’s almost the only way for the Legion to heal, and it sort of gets around the Legion’s general inability to push. The downside is that the Legion really needs its actions for positioning and attacking. Source: Superboy [DC 75th Anniversary 026], Legion Lost ATA

Young Justice ATA. This defensive team ability gives a bit of KO prevention to members of the Legion. It best works with a bunker formation due to its adjacency requirement. And given that its source character also has the Teen Titans symbol, this 4-point ATA works well in tandem. Source: Superboy [DC 75th Anniversary 026]

Finally, there’s the option to use the Gravity Feed founders to invite multiple characters to the Legion who might supply any of the game’s remaining TAs for the team to either wild card to or simply add to the force without breaking theme, including:

Crime Syndicate, Outsiders, Quintessence, 2000 AD, Arachnos, Crossgen, Crusade, Danger Girl, Guardians of the Globe, Kabuki, Top Cow, Fantastic Four, Masters of Evil, Power Cosmic, S.H.I.E.L.D., Skrulls, Ultimate X-Men, Assassins, Coalition of Ordered Governments (COG), Covenant Empire, Federation Away Team, Federation Support Team, Locust Horde, Street Fighter, Templars, United Nations Space Command (UNSC)

…to name a few. So go wild!

___

That concludes Heroclixin’s F.U.N. Focus on the Legion of Super-Heroes. I, for one, am looking forward to a huge-point game where I can run almost every single Modern Age member minus Superboy and Black Witch.

It’s exactly 3000 points. set_sloshset_sloshset_slosh

Next: At the time of this writing, the full roster of new Legion figures is unknown, so Heroclixin’ might take a short break from this F.U.N. Focus to await more spoilers. Long Live the Legion.

 

Earlier in this series, Heroclixin’ wrote that 2011’s Superman set had the mother lode of Legionnaires at 11. But that’s NOTHING compared with 2014’s Superman and the Legion of Super-Heroes’ TWENTY-SEVEN.

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As you might expect, this set changes the game for the Legion in a big way. Let’s look at how.
Cosmic Boy (Superman & the Legion of Super-Heroes 001) ups the ante on both the Leadership and Telekinesis earlier versions of the character was known for. He bears SP Leadership that works on even the most expensive Legionnaires. His version of TK is even better: It can be used twice for free, and free once more if he has two tokens. And he’s Indomitable. Suddenly, the Legion’s action disadvantage feels a lot more manageable, especially if you can hit those Leaderships. He’s also a Legion Founder, so use the ATA to help land that clutch hit. He’s 90 points the Legion shouldn’t do without. Hidden Charm: Might want to ignore the Indom. to push to click 2, where he gains Running Shot and a double-digit AV to function as a mid-game fighter at need.
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Saturn Girl (Superman & the Legion of Super-Heroes 002) is also a marked improvement and update over her pre-2014 predecessors. She’s got the starting Perplex and Mind Control of the Cosmic Justice classic mixed with the Super Senses defense and 2 damage of the 2007 version with the 8 range of both. The 31st Century’s foremost telepath is now more offensive with Penetrating/Psychic Blast and, most of all, starting with click 2, SP Mind Control that’s

  • free when she’s untokened
  • gives her +1 for tokens on her target
  • doesn’t cause her feedback.

At 94 points — or 97 with Legion Founder ATA — she’s a lot pricier than most other Saturn Girls. But she’s better than the older ones combined and still cheaper than the 102-point Gravity Feed version.
Hidden Charm: Keep pushing her as part of a Legion bunker. She gets Energy Shield/Deflection to bolster her DV and Precision Strike to make her MC attacks unevadable. Enhancement is just gravy.
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There’s just no comparison in the case of Lightning Lad (Superman & the Legion of Super-Heroes 003) to his now-Golden-Age incarnations. This is a 104-point cannon of a piece: Running Shot, Penetrating/Psychic Blast, Ranged Combat Expert. By mid-dial, he gets the “Arc Lightning” SP made famous by Electro [Amazing Spider-Man 021] but improved — it gets around the new Damage Depletion Modifier rule and is accompanied on most clicks by Precision Strike. He can be part of a bunker or support the heavier hitters on the front line. Hidden Charm: Don’t overlook the Force Blast interspersed along his dial.
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Bearing the team’s best starting AV (12) and range (10) and more, Mon-El [Superman and the Legion of Super-Heroes 005b] is the new leading Hypersonic man for the LSH. He’s got an extra TA in Superman Ally, too, and a dial that, while a little short for his 175 points, never quits. His Hidden Charm is that this tentpole is a good bunker fig as well with his Defend+1 trait.
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Remember how this series told you to remember Triplicate Girl from Origin, because that REV works well with the T-Girl 206 from this set? Now that Heroclixin’s gotten a look at Triplicate Girl [Superman and the Legion of Super-Heroes 006], the sentiment is, well, tripled. When next to two of her sisters, this 71-pointer gets to roll 3 dice and pick the best two on attacks, and nerf enemy rolls by a d6. She’s short-lived, though, and all but required to be run in multiples. Hidden Charm: Use her full dial of Empower to aid pals in melee.
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Shrinking Violet [Superman and the Legion of Super-Heroes 007] brings Stealthed Outwit to the Legion for 75 points, the first member naturally packing the potent power combo. Her Tiny Size makes her easily positioned for best lines of fire. Perplex follows on her back half. Hidden Charm: Her Stealth and high DV make her an ideal anchor for the Legion bunker if the team has access to the JSA TA.
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Phantom Girl [Superman and the Legion of Super-Heroes 008] is a surprising 72-point moving attacker with the ability to combo her Phasing/Teleport with a free close combat action against a character she moves through. And that’s not accounting for her ability against objects, relics and resources. Her Hidden Charm is to pick either Incap or Exploit Weakness as her free attack on clicks 2-3.
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A long-awaited addition to the Legion, Polar Boy [Superman and the Legion of Super-Heroes 010] brings both another Enhancement and Barrier piece to the team. Both roles are facilitated by a good long run of Sidestep. Double-target SP Incap that drops 2 tokens on a victim instead is icing [heh] on this cake. Then there’s his trait, leading to his Hidden Charm: Heroclixin’ has gone on quite a bit about the “Legion bunker” tactic that was about the only way to run the team for a number of years. But I’m sure some readers have considered that, in the modern game, this tactic is just asking to be rudely treated to Energy Explosion attacks. Polar Boy’s trait makes him, his adjacent pals, and any OTHER targets the foe’s also looking to light up immune to Energy Explosion.
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Sensor Girl [Superman and the Legion of Super-Heroes 011] makes up somewhat for the crushing disappointment that was Princess Projectra [Superman]. First, she has better utility with

  • natural 5 range Barrier instead of 4 for Barrier only;
  • She starts with PC instead of ending with it;
  • She has a decent 10 AV and 3 damage;
  • She starts Stealthy;
  • And she has traited enemy-only Perplex on AV or DV.

All this works superbly for her because with Improved Targeting: hindering and Characters, she can do it from the back of a Legion bunker. She’s not quite the ultimate supporting figure for the team, but she’s definitely among the best. Hidden Charm: Her DV holds pretty solidly, so don’t be afraid to push. 
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Tyroc [Superman and the Legion of Super-Heroes 012] is a combo of relatively straightforward 96-point mobile shooter and rainbow-dialed Leadership figure. A little soft-shelled, but never lands on a bad click thanks to Pulse Wave and 2-bolt Incap showing later. Hidden Charm: Use the alternating Running Shot and Force Blast clicks to his advantage.
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With the average Legion member rating about 100 points nowadays, it was time for a new Timber Wolf [Superman and the Legion of Super-Heroes 015]. 97 points gives us a basic Indomitable, Charge+BCF Battle Fury fig. Later, he gets a little range ability via SP and free Regen if he’s on the attack. Hidden Charm: He ignores characters for movement, so use him to tie up — and beat up — whomever he wants.
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Ultra Boy [Superman and the Legion of Super-Heroes 018] is a new heavy hitter for the Legion. He’s got three SPs each offering him the choice of two to three powers:

  • Charge or Running Shot;
  • Super Strength, Penetrating/Psychic Blast or Energy Explosion;
  • Impervious or ESD and Super Senses

…allowing the Indomitable Ultra Boy to adjust to the situation he faces. But it’s his Improved Targeting that may be the true Hidden Charm that makes him worth his 165 points and more as he sees through hindering and blocking alike for both attacking and using less aggressive powers, too, such a themed team PC or Superman Enemy Outwit via the Legion Lost ATA.
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Blok [Superman & the Legion of Super-Heroes 020] is a standard brick for the LSH, with one important addition: INDOMITABLE. He’s one of the few Indom. characters at all for the team. Part of the problem is that the LSH has been no-shows in so many of the sets since the ability was created. He’s a little slow, but it matters a lot less when he’s Charging regardless of characters and through wall. Hidden Charm: Willpower and his starting stats make him a good candidate for chaining combat values through either Batman Enemy or Justice Society TAs. Choose your Legion Lost ATA wisely.
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Wildfire [Superman and the Legion of Super-Heroes 021] is a LOT more costly than the 2011 or 2005 versions at a whopping 180 points. But he gets the immediate mobility of the Legacy REV with the mid-dial heal ability of the Superman rare, only better in both regards: He improves on AV and gets TWO “stop” clicks with high DV, armor and free Regeneration. He’s a hell of a Pulse Wave fig, too, with a SP that hits multiples with his normal damage using the power. Hidden Charm: Poison on his Regen clicks might be the way to go. Phase to a soft target that can’t get through his armor.
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Gates [Superman and the Legion of Super-Heroes 022] singlehandedly solves the one of the biggest problems the Legion’s always had, of being a team full of taxis that badly needed one themselves. His Speed SP allows him to carry 4 pals, fliers or not. He can set up the Legion bunker by himself, sparing the actual members the actions. He pushes to Perplex on click 2. Simply put, he belongs on every LSH team, ever. He’ll show up on many NON-Legion teams, too. Hidden Charm: With his 4-6 Super Senses, the little bug also makes for a decently survivable tie-up piece at need.
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Dawnstar [Superman and the Legion of Super-Heroes 030] looks like the first downgrade among the new remakes, being more expensive [81 points] and losing both the opening Willpower that made the Crisis Dawny so effective and the AV boost she gave against a given target. But this one’s ability to clear the whole team’s LOF to an otherwise hidden target more than makes up for the losses. She’s still Hypersonic, too. Hidden Charm: She’s much more survivable, DV-wise.
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Chameleon Girl [Superman and the Legion of Super-Heroes 031] brings a lot of options to the team in a 115-point package aside from her Charge, thanks to two “beginning of turn” skills.

  • Pick boot, wing or dolphin symbol in case you need her to be carryable, to fly or to swim this turn.
  • Pick Tiny symbol or Giant symbol or normal in case you want her carryable/hard to shoot or to see/punch over stuff or neither this turn.
  • Pick Incap and Poison or Combat Reflexes and Exploit Weakness or Flurry and Sidestep.

Hidden Charm? Her whole everything is a hidden charm, sometimes literally thanks to traited Stealth and Shape Change. But really, it’s her many clicks of Perplex, which work well with her shifting abilities.
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Whereas the first version way back in 2006’s Giants set was little more than an oversized support piece, today’s Colossal Boy [Superman and the Legion of Super-Heroes 032] is a 154-point beastick with Charge and Impervious and great stats. Unlike nearly every other giant, he can shrink to human height or grow even bigger via his Size Change trait, giving him unparalleled flexibility.
Need to avoid LOF from Penetrating/Psychic Blast threats? Choose normal symbol.
Want to sock a target two squares away? Giant symbol.
Have two tokens [because he’s Indomitable] and need to act anyway? Colossal symbol, which adds bonus Impervious from range attacks.

Hidden Charm: Play him with Chameleon Girl and put her in harm’s way to activate his wall-smashing, no-breakaway needed, free action full-speed Charge to retaliate.
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The game — and the Legion — has come a long way since the original Shadow Lass REV first made the team viable for the first time. The newest Shadow Lass [Superman and the Legion of Super-Heroes 035] is a rather different kind of fig. Rather than Defending a Legion bunker, she serves to guard members from enemy fire with her special traited Smoke Cloud, which totally prevents line of fire to friends and prevent enemies from seeing, period. Paired with a Telekinesis ally, she can exert an extreme degree of control over the game’s pace. Not bad for 78 points, though it’s the only thing she’s got to offer. Hidden Charm: With 3 damage or Incap or Flurry or CCE along her dial, she’s got the melee ability to deal with attackers who tire of her shadowplay.
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Glorith [Superman and the Legion of Super-Heroes 036] is the new PC specialist for the Legion, bearing a little more than the old Dream Girl with Perplex bundled in, too. A hit — or push — leads to a dial-long run of Pulse Wave. She frequently also has Toughness and, always Super Senses. Rather costly at 83 points for a short life, though. Hidden Charm: Team her up with the Black Witch for access to the Mystics TA.
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Computo [Superman and the Legion of Super-Heroes 045] is barely a Legionnaire; indeed, he’s more like a tool-turned-enemy-turned-tool-again. But he’s got the keyword and so should be looked at. The rogue robot is loaded with features:

  • Anti-object/relic/resource tech: Because he can target foes equipped with or even within a square of objects, Computo can really screw with enemy forces.
  • He’s a rare Legionnaire that can be carried, if only on his first click.
  • Flurry, Precision Strike, Quake.
  • With CHARGE.
  • GIANT REACH CHARGE.
  • AND OUTWIT!!!!

This ‘bot may be undercosted at 144 points, especially against the right team. Hidden Charm: A rare non-affiliated member with the keyword, he’ll need the Legion Lost ATA to have access to a team ability. [Robot ATA is no good on a Legion team since he’s the only one with the prerequisite TA.
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The appearance of Superboy [Superman and the Legion of Super-Heroes 046], the first-ever classic “Superman When He Was A Boy” figure actually NAMED Superboy, adds another beater to the Legion front line with his 8 range, 11 AV and 4 damage. But he works well as a bunker character, too, thanks first to his trait granting Leadership and, for cheaper adjacent allies, Willpower. Then there’s his Enhancement —and, later, Empower — making him great for his teammates at either his 175 or 100 cost. Hidden Charm: His SP granting melee-only HSS can combine with the Force Blast also bundled within it.
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White Witch [Superman and the Legion of Super-Heroes 047a] is one heck of a nerf piece: she can either effectively Outsider a whole enemy team at the cost of a power action, or she can cap enemies’ free actions at one for free. She also ignores the Mystics TA and, most blessedly for the Legion, is the team’s first healer starting on click 2. Though it’s unlikely she’ll see enough combat to rack up the hits, she can Battlefield Promote into her Black Witch persona. Hidden Charm: With her beau Blok, she can use Mastermind on him and stick around a good long time.
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Black Witch [Superman and the Legion of Super-Heroes 047b], the darker version of the mage, would be overpriced at 170 points if all she brought was offensive firepower, copious though it might be: Starting Penetrating/Psychic Blast that shifts to Energy Explosion and ends on PW with RCE, Ppx and MC interspersed. It’s her trait that makes her a bit more worth running, as she can pull in 20 points’ worth of relics into the game. At the very least, that’s nigh-indestructible hindering terrain for the Stealthy. Hidden Charm: Thanks to traited Defend and DV that never drops below 17, she’s perfect for a Legion bunker. She’s also a lot more durable than most centerpieces for the tactic with her Invincible and Invulnerability stacking atop Mystics TA.
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Tellus [Superman and the Legion of Super-Heroes 048] is all about the telepathic link trait allowing pals within 4 squares of him to see through other pals within 4 squares of him. This alleviates a big problem with the swarming team that is the Legion of Super-Heroes constantly blocking each other’s LOF. He also serves as a TK and PC fig. Well worth the 82 price. Hidden Charm: Add Mind Control to the mix, and Tellus is yet another welcome support star for the LSH.
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On a Legion team, Mon-El [Superman and the Legion of Super-Heroes 102] wastes a lot of his 200 points on the useless Green Lantern Corps TA. But he’s still a solid figure, bearing 2-bolt 8 range, Running Shot, bundled Barrier/Penetrating/Psychic Blast/Energy Explosion/ESD, and his usual Impervious and high damage. Hidden Charm: But hey. There’s a relic that could make that GLC TA so NOT useless.
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Shrinking Violet [Superman and the Legion of Super-Heroes 103], the third iteration of the character in this set alone, is all support with her starting Perplex that shifts to Enhancement then ends with a run of Empower. It’s frankly really hard to see how she costs 75 points…this should be a cheaper dial. Hidden Charm: She shares the “Morph: Shrinking Violet” trait to be able to turn to either of the others, or to pull her in if you need this one’s powerset.
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And, finally, one last piece that’s not a figure but belongs on nearly every Legion team:

Legion Flight Ring [Superman and the Legion of Super-Heroes S102] is easy to pick up [3-6 roll] and, in addition to granting the Wing symbol, Legion of Super-Heroes keyword and Defend and Toughness, it allows fliers to be carried. Hidden Charm: It can be fielded in multiples, too. At 5 points, it’s the perfect points filler for a Legion team.
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Next: There’s one more thing to examine when focusing on the Legion of Super-Heroes: Team abilities. Check Heroclixin’s take soon!

It’s a dark time for the Legion in comics. For the first time in its history, there appears to be NO Legion of Super-Heroes anything on the horizon. So imagine Legion fans’ surprise to see a whole set in HeroClix with the Legion brand coming in 2014. How’s it affect the goal of building the all-Legion force? Read on to see how the Legionnaires in the 10-figure CTD help the roster:
Cosmic Boy [Superman and the Legion of Super-Heroes 201] adds another dimension to the bunker technique with his SP granting Toughness to adjacent friends when he’s in hindering terrain. Better still is his other SP bearing Perplex and Leadership that adds a bonus of token removal from any adjacent Legionnaire on a 6 roll. And like many other iterations of Cos, he’s got the Willpower+TK combo. Mid-dial, he’s a Running Shot + Pulse Wave piece, if only for a light 1 damage. Hidden Charm: Maybe you’d rather use his Enhancement, since he’s already surrounded by friends, likely. That he’s all this — and more, as we’ll see — for just 70 points is pretty awesome.
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Saturn Girl [Superman and the Legion of Super-Heroes 202] gives the Legion another Prob Control piece at 102 points, which seems a little steep. But it’s not her only role; rather, she’s a 7-range, 11 AV Mind Control and Incap figure that transitions into a Penetrating/Psychic Blaster around midlife. She also gets a defense SP that allows her to choose Combat Reflexes or ESD for a round. Hidden Charm: She alternates to Outwit between PC clicks, so push her if you need to cut off enemy powers. She’s also got an important trait she shares with both the next and preceding figures...
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Lightning Lad [Superman and the Legion of Super-Heroes 203] is an Indomitable double-target Energy Explosion and Running Shot that switches to Running Shot Pulse Wave mid-dial and alternates between Ranged Combat Expert and Perplex throughout. Any questions? Hidden Charm: With a trait that he shares with the above two characters, Lightning Lad gets to invite a single 50-point character to gain the Legion of Super-Heroes keyword and Wing symbol to the team. This really opens wide the possibilities for the LSH — especially because if the others with this trait don’t use it, he can invite a 100-point character instead and still maintain a theme team. This is the ultimate game-changer for an all-Legion team, as it drastically reduces the chance that these mostly wild cards will be stuck without a TA to copy. He’s the costliest of the three, though, and with a more generic role.
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The only fig in the game with double targets and 0 range, Ultra Boy [Superman and the Legion of Super-Heroes 204] brings a combination of Hypersonic punching and soft Enhancement at first, before pushing to become the Invulnerable Super Strength piece he’s better known as. Then he gets Willpower and SP Penetrating/Psychic Blast at 6 range [so THAT’S what the 2 arrows are for) for most of his late dial. It’s an interesting, wild 100-point clix whose Hidden Charm is that he works well both as a front line fighter and as a bunker supporter based on where he’s landed on his dial.
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Triplicate Girl [Superman and the Legion of Super-Heroes 206] gets the “play one, get multiples” treatment seen in various forms across the past few years in ‘Clix. She brings two bystanders with her powers, stats and team ability with her, essentially tripling her presence on the board for 87 points. Her 9 AV is low for the cost, but she brings the swarm action the Legion’s needed. Hidden Charm:She’s got three, actually.

  • The sister pogs don’t possess her powers, so they can serve as an anti-Outwit shield for the main Trip.
  • Losing one gives the remaining two perma-Willpower. Might be worth losing the 0 points for the action advantage.
  • Her Empower SP works fine with the earlier Triplicate Girls from Origin to give them a much harder punch.

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Shrinking Violet [Superman and the Legion of Super-Heroes 207] is a surprising butt-kicker for one so small, for a few reasons:

  • Charge. She’s got four squares of reach.
  • Precision Strike. She doesn’t care about her low 1 damage because it’s getting through no matter what.
  • Willpower. 18 DV is solid, too.
  • Close Combat Expert. Combined with the above, she can deliver quite the one-two punch.

She transitions to a tie-up fig with Combat Reflexes+Shape Change and then Super Senses. At 75 points, she’s a little costly to be so short, but her Hidden Charm makes up it: She has the option of picking Tiny Size at the cost of -3 Speed in the beginning of her turn — which is no problem for her because she’s going to be hitching rides with her taller teammates anyhow, now being one of the few Legionnaires that can be carried by normal pals.
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Phantom Girl [Superman and the Legion of Super-Heroes 208] is a lot like the original 2007 version, what with her Phasing/Teleport skills and SP to disrupt enemy tactics. This time she’s affecting Robot and Vehicle keywords rather than objects. At 80 points, she’s far too expensive for this silver bullet role, though. Better to focus on her Hidden Charm: She has Empower on her starting and middle clicks, the latter with Defend and Sidestep, too. She can back up some of the more fragile, lower-cost melee allies like Timber Wolf and Karate Kid nicely.
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Next: At the time of this writing, the full roster of new Legion figures is unknown, so Heroclixin’ might take a short break from this F.U.N. Focus to await more spoilers. Long Live the Legion.

 

The Legion had a few more additions in their 21st Century members featured in the Smallville Fast Forces pack.

Superman (Battle for Smallville Fast Forces 001) 200 points buys one of the best starting AVs for the LSH. Better still is the Superman Ally TA he lends to the team for anti-Stealth action. But his 150-point level is a little better because of his starting Hypersonic Speed and Probability Control, both of which work best with the biggest he brings to the Legion: His ability to share his fine 18 DV with the vast number of sub-101-point Legionnaires to create a fine defensive bunker between attacks. Hidden Charm: Make sure he’s fielded with Starman to get the JSA TA to chain his DV to the Legionnaires over 100 points.
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Supergirl (Battle for Smallville Fast Forces 002) is even better than her famous cousin. At just 100 points, she brings the same HSS + 11 AV Super Strength 4 damage as her twice-as-expensive main set version, only shedding the Impervious and a click of range. She’s less pushable, too, but she doesn’t have to carry nearly as much of the fighting load. Her Hidden Charm is that the rest of her dial deals some sort of penetrating damage, so pushing her may well be worth it.
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Next: 

LegionHQwrecked

 

2011’s Superman set gave us the Legion motherlode with a whopping 11 choices to fill out the team with. Suddenly, building a formidable Legion team seemed within the realm of possibility.

Star Boy (Superman 007) adds another Telekinesis fig to get Legionnaires into position. With only the single opening click of the power, though, he’s instead best fielded for his Mass Increase trait that shuts down foes with 4 squares from starting Running Shot, Hypersonic Speed or Charge actions and halves their speed. He’s a short-lived and soft-skinned 78-point stall technique that might buy the rest of the Legion a chance to do something before he dies. A fairly essential member at this point. Hidden Charm: After pushing off TK, he’s got two-target Incap with Running Shot and an end-dial Pulse Wave, so he’s not all finesse.
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Brainiac 5 (Superman 008) brought key supporting powers to the team courtesy of his SP bundling Outwit and either Perplex or part-time Probability Control. Better is that he was more survivable than most characters in his cost range with Invulnerability. Hidden Charm: He also can help an adjacent Legionnaire by granting it Toughness. Any number of soft-shelled LSHers could thus benefit.
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Supergirl (Superman 010)
With 11 Speed and AV with HSS, she’s the flat-out best leading attacker for the team — and at 200 points, she ought to be. She also brings the Superman Ally TA for the wildcards. If only she were Indomitable, she’d be perfect. But with HSS on click #2 as well, she’s worth pushing in the right situation. She can lead a Legion team of any build. Her 100-point dial is much less imposing but still brings the best starting AV and damage for the cost. Hidden Charm: She could loan the either Kryptonian ATA to the wild cards, too, for a needed AV bonus on certain elevated terrain, or any one of three different Justice League ATAs granting, respectively, +1 AV against a team symbol, bonus to Leadership rolls, or +1 DV against enemy fliers/sharpshooters/giants/Indomitables.
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Sun Boy (Superman 022) is that other mobile, mid-cost ranged attacker the Legion’s needed since 2007’s Lightning Lad. At 79 points, he brings Running Shot+ Penetrating/Psychic Blast + Pulse Wave to the game. Though he’s completely armor-free, he’s nonetheless a front-line must for any Legion team. Hidden Charm: Don’t be afraid to get in base with a Running Shot Pulse Wave. Mid-dial Poison makes him dangerous in close, and he’s got Willpower for his whole back end.
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Earth Man (Superman 023) is an interesting piece to use. First, he’s a bit of a swiss army knife thanks to his Absorbancy SP allowing him to copy adjacent attack powers, friend or foe. Paired with his opening Running Shot, that offers a fair number of options likely to show on his Legion teammates:

  • Telekinesis
  • Pulse Wave
  • Penetrating/Psychic Blast
  • Incapacitate
  • Energy Explosion, though with only one target, he’s not very good at it
  • Super Strength. Surprise a foe by using Running Shot to throw a light object 8 squares. Or pick up and effectively drop an item in the same round.

He pushes off a good 18 Toughness click to 17 Invulnerability, so it may be apt to use him for his close combat prowess. Regardless, when Earth Man’s on the team, one may want to want to opt to Legion Lost a team ability that rewards adjacency, since he’s going to need to link up with teammates’ powers to get his 98 points’ worth.
Hidden Charm: He’s the cheaper option to bring in the Green Lantern Honor Guard ATA, which allows a swarm team like the Legion to not really waste a single attack as each one, hit or miss, improves the AV of each subsequent attacker. Also, enemy Cosmic keyword can’t use standard Speed powers when he’s on his first few clicks, making him a silver bullet against them.
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Invisible Kid (Superman 024) is an essential new addition to aid the Legion’s bunker formation or to help its top fighters stay alive. He does it with his “Shared Invisibility” SP that grants Stealth to a single adjacent Legionnaire. He’s also got his own natural traited Stealth bundled in with his ability to not be seen at all when he’s token-free. ‘Course, this means he needs to be TK’d around to maintain his Full Invisibility, which may not be the way one wishes to burn TK actions. So he’s probably best sent out next to a patch of hindering terrain early on to serve as a later safe point for a Hypersonic or Running Shot pal who needs a hidey-hole. But don’t overlook his second-click Perplex, either, if it’s safe for him to push to get it. The Legion can always use another Perplexer, especially at his 53-point cost. Hidden Charm: Remember Colossal Boy, a potential Defend piece whose Great Size crippled his ability to do so safely on an all-Legion team? With I-Kid here giving him constant Stealth, the big guy can fulfill that role as effectively as Shadow Lass, with the added plus of using Perplex over peoples’ heads.
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Matter-Eater Lad (Superman 025), despite the ridiculous name and powerset, is far from just being a points filler — though he excels at that role. He’s an invaluable addition to the Legion for these reasons:

  • he’s dirt-stinkin’-cheap. Only 35 points and there’s just four characters out of 80+ that cost less.
  • he’s a tie-up threat with Exploit Weakness and a steady 9 AV.
  • …who Steals Energy to stick around after click 1.
  • And he eats walls and objects, including relics. Need an unconventional attack vector on a cramped map? He’s your man. That indestructible hammer relic on the other force troubling you? Send him out to try and heft it, then just eat it if he fails the relic roll. Not enough hindering terrain to work with? Munch away some blocking and leave crumbs for a Legion bunker.

Hidden Charm: He can munch as a free action, so he could work together with Element Lad and Brainy at the beginning of a turn: Break a hole through blocking terrain, B5 Outwits or Perplexes, then E-Lad closes again. Almost as effective is for M-E-Lad to break the wall, move so Brainiac can see, then Element Lad plugs the hole with Barrier before repairing it permanently next turn.
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Princess Projectra (Superman 038) made 2011’s list of worst pieces of the year, but she’s not completely worthless. First, like Brainiac and Invisible Kid, she grants a defensive ability to an adjacent Legionnaire — in her case, it’s Super Senses. Second, she’s a short-range Barrier fig that can help ward off enemy fire. Third, she’s pushable to Mind Control and, later down her dial, Smoke Cloud, Stealth and Prob Control. Her 70-point price is steep for her somewhat limited combat or support utility — she’s a back field piece without much effect on the front line game the way an Outwit or Perplex fig would have — but she can turn a game’s tide at the right moment. Hidden Charm: Along with the equally costed and not-so-efficient Element Lad, she can maintain constant Barrier for a Legion bunker to hide behind.
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Wildfire (Superman 039) is all about firepower thanks to Energy Explosion and Ranged Combat Expert on his top dial, giving the Legion another heavy shooter. Unfortunately, he doesn’t start with Running Shot (that comes on click 2), so he’s going to need aid from TK to really pull his weight. His stats also aren’t super for his 132 cost. But he’s got a self-healing SP that could come in handy. And his end-dial clicks bear an SP granting Poison and Pulse Wave if someone chases him down to bypass his ESD. Hidden Charm: He’s the first (and only?) Sharpshooter for the Legion, so he’s key for sniping at those foes in the back row.
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Starman (Superman 041) is the slightly more grown-up, much more mentally ill version of Star Boy. For 99 points, he mainly brings his JSA symbol and team ability to the team at large, enabling a Legion in proper formation to finally solve its history of low defense values by replacing them with Starman’s and a few others’ 18 DVs. He’s also a Perplexer and, with a push, an Invulnerable Running Shot fig (though you’ll have to give up his 18 DV to get it). Hidden Charm: His Speed SP gives him Phasing/Teleport and if he uses it to base enemies, he knocks their AV -1 for a turn, making him an unorthodox tie-up character.
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Next: A fella from Smallville