No. 3

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Cerise [WATX 023b]

60 points buys you a figure that is:

  • A superb support for ranged allies thanks to Police TA and Enhancement. But she needn’t be only thus, because she’s…
  • An attacker with 11 AV and Running Shot and Penetrating/Psychic Blast and, sometimes, Energy Shield/Deflection, thanks to her trait giving her her choice between it, Empower and Blades/Claws/Fangs. With only 5 range, though, she’s not going be a main sniper and will get based soon. But fear not. She’s also…
  • A great tie-up character due to Combat Reflexes and, sometimes, Blades/Claws/Fangs (i.e., when she no longer has need of ES/D). And on those turns when she isn’t free to act due to pushing or tokens, she’s…
  • A good support for melee fighters thanks to, sometimes, her Empower.
  • She’s also a decent taxi amidst all these roles.

60 points is a pittance to pay for all this. More than almost any figure in the game, inclusion of Cerise on a team makes the rest of the team better AND she’s very capable on her own. No. 3 HeroClix of 2013.

Honorable Mention:

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Batman [Batman Classic TV 001] gets a nod because he starts with Outwit and Perplex, two of the key “pit crew” abilities, Precision Strike, a trait making most of his doubles rolls into critical hits, and, most especially, his defense power “A Batman Tool For Every Occasion” giving him use of a defense power based on the color of an attacker’s standard power. THAT’S NUTS. So if he’s targeted by, say, Mandarin [Avengers 061] on click #2, who has use of Energy Explosion, Incapacitate, Mind Control, Willpower, Outwit, Barrier, Force Blast, Quake, Smoke Cloud, and Telekinesis, Batman can get:

  • Toughness, to soften the blow
  • Barrier, to build walls on his next turn
  • Willpower, to push freely next turn
  • Regeneration, to heal next turn if he’s hurt
  • Combat Reflexes, for better melee defenses next turn
  • Invulnerability, to REALLY soften the Mandarin’s blow

Because this is a defense power and he’s a rare Batman without Stealth, it’s vulnerable to Outwit, keeping him well off the list. But like many an Honorable Mention, he’s just a relic or resource away from being strong.

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Deathstroke [AO 020] is the beefiest version of the character yet at 195 points. That high cost coupled with a fairly short range holds him down off the Top Ten and relegates him to also-ran status as he’s a tad outmatched in his own weight class — especially being a big wild card that needs a helpful team ability to leech from but only has about 100 points to get it. Despite all that, this is a monster of a figure that can win some games even as a tentpole with careful team construction and play.

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Next: The mysterious No. 2 revealed…!

No. 4

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Brother Voodoo [ASM 017b]

One of the earlier Prime figures, BV shows why they’re not allowed in multiples. The brother brings a lot to the table. First, there’s his free Mind Control as long as he has a single action token, allowing him to move his whole speed — with ease thanks to Phasing/Teleport — and use the power. He doesn’t take feedback damage and both he AND his target get +1 AV for the MC action. With him packing Probability Control top-dial as well, he’s not likely to miss his shot(s) at screwing with your team.

He lacks Willpower but doesn’t really need it, as he can use his free MC  next turn without gaining a 2nd token. Bro. V can literally use Mind Control every. Single. Turn.

Basing him seems like a decent counter, then; force him to only attack the single target. But that’s risky because he has a Special Power giving him use of Poison and Smoke Cloud, the latter for free when he’s based. And as mentioned before, he has Phasing/Teleport, so basing him is a temporary maneuver, anyhow.

Hitting him is a problem, too, what with his Super Senses+PC duo up top and a Stealth+Perplex+Combat Reflexes combo down his dial.

On top of everything else, he’s a candidate for ATAs for Howling Commandos, SHIELD and above all Heroes For Hire (which, post-Watch List, doesn’t really do all that much for him, admittedly — and that’s why he was left otherwise untouched after his inclusion on said list).

Mind Control is about all he does, though, so it’s hard to rank him higher on the Top Ten, even with his late-life Exploit Weakness. But there’s no question that he deserves this No. 4 slot in Heroclixin’s estimation.

Honorable Mention

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Spiral [WATX] might have topped this year’s candidates pre-Watch List for being able to deliver the queen of all alpha strike tactics on top of being a solid figure besides. But even before the announcement that her “Dimensional Portal” trait would receive errata consigning it into oblivion as anything other than a slow evac move, many a Spiral found herself stranded on the far end of the map away from all the action, basically unable to use the formidable non-trait portion of her dial. Or she would eventually get into the fight but already a click down and lacking any armor to withstand any hits. Now that the temptation to use her portals is gone, she’s only one of the better balanced figs in the game — starting with Phasing, Pulse Wave and Prob with a latter-half shift to Charge+Flurry+Reflexes+Shape Change.

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Hope Summers [WATX 040] is a total weenie, stats-wise, and utterly dependent on other figures to be strong, so she doesn’t rate true Top Ten status. But when one considers she’s not limited to friendly characters or standard powers to use with her Attack SP, it becomes apparent there’s no limit to what she can accomplish.

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Next: Another chick.

No. 5

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Silver Centurion [Invincible Iron Man 001b]

So there’s this trait called “Pulse Bolt Torpedo” that’s essentially the opposite of the pre-Watch List Spiral/teambase alpha strike rushdown. Where those teams could attack during round 1 or 2 and there was nothing the enemy could do about it, with this new ability Silver C. can get a nice big attack in the mid-game and there’s precious little the enemy can do about it.

  • The Torpedo can’t be detonated early.
  • It can’t be avoided forever, as it moves as a free action.
  • It ignores characters for movement.
  • Its stats can be modified by modifying Silver Centurion’s.

So the Torpedo is there to stay, dictating the pace of the game and ruining enemy positioning strats until S.C.’s gone. That’s when one runs into the other reason S.C. is the No. 5 HeroClix of 2013. For just over half your team build, he’s a good cracking piece with strong stats, strong armor and a trait of immunity to the “EZ-P” powers: Penetrating/Psychic Blast, Poison and Pulse Wave. With his Impervious, top-dial Shape Change (and Stealth just a single push away), dealing with S.C. before his Torpedo deals with you is no simple task.
Honorable Mention

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Kid Flash [Teen Titans 039] is soft and lacks the long-term stats to be considered a Top Ten figure. But he remains the one surefire character able to get the alpha strike every time due to his SP allowing him to get placed, attack, and then get re-placed within LOF of the target he just tried to sock.

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Gambit [WATX 031] didn’t make the Top Ten proper because he lacks the moving attack and/or Willpower a piece at his 118 cost ought to have to start. Add to that his conditional Stealth ability, and he deservedly slides off the list. But the sheer damage output he can deal with a light object can’t be overlooked or understated. In the hands of a skilled player who can get around his built-in weaknesses, Gumbo can steal a lot of points.

 

 

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Next: A Watch Lister who stayed a top piece any dang way.

Heroclixin’ usually takes a break for the weekend. But not this time. Straight on ’til morning!

No. 6

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Dracula [Amazing Spider-Man 016]
Dracula [Fear Itself 028]

These literal monster tentpoles are sort of a tie and sort of the same piece, just each with a slight difference in play style and focus.

The older Drac is a Stealthed Charging brick of the first order, one that, thanks to the “wild dial” mechanic, gets markedly better with traited Steal Energy from his starting click. But the lord of the vampires makes the list with his late dial SP granting him free action Regen AND a free choice of Combat Reflexes or ES/Deflection even if he heals off the power. A modest Regen roll puts him on solid Flurry+BCF clicks, which facilitates the possibility of him Stealing Energy all the way to his top click.

A trait to get Mind Control against foes he’s hit or Monsters and Animals is just gravy on this steak.

The newer Dracula adds 6 points of cost for an opening SP of Stealth+Charge+Flurry. So he’s a bit more vulnerable to Outwit (but not really, with Stealth) than his brother but far more aggressive with his Steal Energy trait to potentially reach his peak power in half the time.

The trade-off for his extreme aggro ability is that his late dial is FAR less survivable than the ASM Drac’s. But then, almost EVERY character’s late dial is less survivable than ASM Drac’s.

These vampire kings share the same throne: the No. 6 position on Heroclixin’s Top Ten of 2013.

Honorable Mentions:

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Absorbing Man [IIM 103] is about as unkillable a figure as exists in the game, what with his ability to shrug off damage 85% of the time. He’s really high-cost for not a lot of fighting prowess, so he fails to make the true Top Ten. But even a little luck should make him work for you.

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Scarlet Witch [AvX] No more…whatever. For the cost of a double power action, she’s got an 85% chance of totally getting rid of a team ability you don’t like facing. Beyond that game-changer, the latest Wanda is a solid attacker, Perplexer, Probber and healer — all with a DV power that FORCES an initial hit to be rerolled. She’s a little pricey and a little soft, even with Stealth and Mystics to deter initial hits. But she’s one to look at as a key piece this year.

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Next: It’s prime time again.

No. 7

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Batman [Gotham City 001]

As Batman figs go, this one is fairly standard, stats- and powers-wise: Running Shot. 11 AV. Toughness. Perplex. What makes it the No. 7 HeroClix of the year is the trait, Utility Belt:

UTILITY BELT: At the beginning of the game, choose a standard attack or damage power that Batman does not possess somewhere on his dial; Batman can use that power this game.

So, no picking Perplex or Prob Control or Outwit. That only leaves a bunch of options to address threats and opportunities based on the force he’s facing:

  • Blades/Claws/Fangs for a 66% shot at higher melee damage
  • Energy Explosion, which works well with his two arrows
  • Pulse Wave, great for dealing with Mystics and armor and, well, ANYTHING
  • Quake, if he foresees a need to hit a bunch of foes up close
  • Super Strength, if he foresees a need to hit one foe up close really hard — or to be able to set down his own portable hindering terrain
  • Incapacitate, which, while available to him, is a bit of a waste as we’ll see
  • Penetrating/Psychic Blast, for dealing with armor, but with his lowish damage, perhaps…
  • …Precision Strike is the better anti-armor choice as it also deals with the Masterminds and Super Sensing targets he might face
  • Smoke Cloud for if he wants to blunt the AV of the enemy for his team’s sake — not to mention the cover it gives a Bat Ally like himself
  • Poison, if he sees some soft-skinned melee attackers/tieups in his future
  • Steal Energy for that second wind against the melee fighters who’ll get to him in his Stealthed position
  • Battle Fury for that corner case of a match where he’s dealing with anti-Stealth Mind Control or a team full of Stealthed Shape Changers
  • Exploit Weakness when a punchout with armored foes looks inevitable

Or he can choose based on his own team’s build to best support it:

  • Telekinesis for his team’s mobility
  • Ranged Combat Expert for extra firepower once in position
  • Support to fill a combat medic role
  • Enhancement for his team’s firepower
  • Shape Change to add some added protection other than Bat-Stealth
  • Close Combat Expert to shore up that low damage
  • Empower to shore up allies’ punching power
  • Leadership for the benefit of a swarm team

As if that sort of flexibility weren’t enough, he also has a SP granting Incapacitate — which is why it shouldn’t ever be chosen via Utility Belt — that can be used for free when he’s got no tokens. That won’t be often, as he’s got Indom and at 115 points he’s not likely to be idle. But it’s a nice option for him to potentially dump two tokens on a foe in a single turn by using the free Incap then doing a regular Incap action later in the turn.

As we harped on a bit, his damage is a bit low, starting and staying at just 2, and this along with his price keeps him on the lower end of the Top Ten. But with so many ways to work around it, this dark knight detective is truly ready for anything and rates as Heroclixin’s No. 7 clix of 2013.

Next to all that…

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…how does Omen [Teen Titans 053] manage to tie?

By cheating.

Omen’s SPs don’t care about line of fire. So she can not only Mind Control you from behind a wall of meat shields (whom she can Mastermind damage to), but she can knock down a stat -2 before or after or instead of. (So there’s that corner case where the normally stealthy Bats might actually want Battle Fury to stop her from taking control of his head.)

She’s a wild card and Incap piece and, if you don’t mind adding 2 whole  points, she can use the N.O.W.H.E.R.E. ATA to get a quasi-phasing movement ability going.

Once the enemy actually claws its way in close to her and manages to get her to mid-dial, she’s got Willpower and Steal Energy to maybe heal a bit (although with only 1 damage, it’s iffy whether she can hit hard enough to do so). Probably more important to the team during her late dial is her Prob Control.

Like Batman, her low damage output for the cost keeps her from rising closer to the top. But Omen has the potential to warp a game well beyond what anyone can prepare for, earning a share of the No. 7 spot on Heroclixin’s Top Ten of 2013.

Honorable Mention

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Bat-Mite [WizKids D-010], even with his ability to place his Idol and give it a free attack made more risky post-Watch List, is still worth the 65 points. 1) He’s a 10-range Stealthed PC and Outwitter. 2) He can cut off attacks against him or his Idol just by trying to shoot ’em with Incap. 3) His successful Super Senses gets him out of adjacency for free. Paired with the right Idol (i.e., one that can take getting an inopportune click of unavoidable hurt), the little pest is still quite viable.

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Cyclops [Avengers Vs. X-Men] can Outwit through walls, then shoot you through them. He can shoot you when you base him. He can shoot others while based. And you can’t dodge the damage or shirk the damage or nullify the damage. He’s got better Leadership than most. If he weren’t so soft and expensive for his short dial[s], he’d have maybe blasted his way onto the Top Ten proper. As it is, look for him to blast his way through AvX in Q1 2014.

No. 8

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Shatterstar [WATX 010]

A late addition to the Watch List this past autumn, ‘Star got a deserved look and erratum. His trait, “X-Portal,” allows him to teleport anywhere on the map, once per game, and bring a cheaper friend along. While his 73-point cost ostensibly serves as a limit to abuse, the reality of Vehicles and pilots allow him to essentially cart MUCH more than his points for either a next-turn attack or an instant evac.

Even without the trait, Shatterstar is a prim0 piece. He bears the Charge+Flurry+Blades combo with 17 Combat Reflexes DV, making him one of the game’s very best in melee combat.

With his ability to change the positioning game with a single move and to survive and thrive in close combat, Shatterstar ranks No. 8 in 2013’s Top Ten.

Honorable Mention:

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Alyosha Kraven [ASM] singlehandedly makes Animal teams relevant. He’s only relegated to HM status because he’s essentially relegated to Animal teams to be more than just an above average 2nd attacker, extra pog character Gulyadkin notwithstanding.

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Fantomex [WATX 042] is another fig that brings an extra “piece” on the team for free. The Frenchman doesn’t quite rate the list because he’s so many fragile points and very dependent on range, which is a rather short 5.

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Next: An harbinger of dark nights to come?

No. 9 [tie]

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Justice League [Teen Titans T002r]
Trinity of Sin [WizKids D-T001e]
Shi’ar Imperial Guard team base [WATX T005e]

Prior to the Watch List changes, these team bases were the nigh-unbeatable monsters of HeroClix; they simply couldn’t lose unless a team was built to beat them because they could deal more damage output than anything else in the game within 3 turns of game start.

Now they’re actually reasonable to face. And still quite good. Each, at their 200- to 300-build levels, still get two actions via Working Together, and each still has high damage. Each can still nearly double their effective team build total by mid-game via the Solo Adventure mechanic. And each bears an opening-click Asset Dial ability that’s worth never rolling from. Combined, these three still represent the best team bases of the lot.

The three are tied because each has a minor weakness that keeps it from standing above the other two.

  • Justice League has the longest effective range of 10 with Sharpshooter, immunity to Outwit, Shape Change and Super Senses, team abilities granting Stealth and anti-Stealth, and the highest AV of all. BUT…the immunity to Outwit only works when the whole team’s on the base and is lost when Solo Adventure is used.
  • Trinity of Sin has Quintessence, double-hurting Mystics, Mind Control, Poison, Outwit and Probability Control. A Solo Adventure only costs them the double Mystics damage-dealing and gains them the abilities of the removed member to nerf the enemies’ use of Outwit, Perplex or Prob, respectively. But TrinSin’s weakness is very thin armor in the form of just two clicks of Toughness and nothing else.
  • Shi’ar Imerial Guard boasts the ability to alpha strike from almost anywhere on the map and deal out Flurry damage. It also has the  Power Cosmic TA, loses nothing with Solo Adventures and has the longest dial of the three. But its starting AV is also the lowest.

Each of these pieces is strong enough to handle almost any team it faces, even after losing much of their old power, and so share the No. 9 slot among the 10 best clix 2013 had to offer.

Honorable Mention

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War Machine [IIM 029b], like the team bases, is a tentpole designed not to be utterly outactioned. First, it’s got its “Alpha Strike” SP that grants two actions for the price of two tokens — easy enough to swallow thanks to Indomitable. Better still is WM’s trait “Retaliatory Strike,” that allows a free action ranged shot when foes take shots at him in between his turns. So in effect, WM’s still getting about the same number of actions as 2 or 3 foes — and as many attacks/actions as the team bases at the same cost get. The piece suffers, though, from lacking their sheer amount of extras — the TAs, the extra life, etc.

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New Mutants [WATX T004] also lacks the firepower of the big team bases, with only one action and not starting on a good Asset ability. But it’s better built for the Solo Adventure ability than most, and the power to force action tokens on foes with each KO can swing games its way.

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Next: Another x-citing entry!

 

10
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Iron Fist [Fear Itself 007]

For melee combat, there’s almost no clix better for the cost. It’s his Improved Movement that sets him apart: He can Charge through shrubs, blowing right by characters, and over hills with ease. Once in base, he’s guarded by Combat Reflexes and Super Senses.

He’s also a candidate for several good ATAs. Foremost is Heroes For Hire, which works very well for a close combat specialist like himself. Next in line is the cheaper and copyable Defenders ATA, which allows him to chain his excellent AV to other Defenders and wildcards. And, of course, he’s an Avenger now, which qualifies him for all their ATAs, most notably Secret Avengers for Outwit protection and Avengers Response Unit to nudge his and friends’ AV even higher when in close quarters.

Iron Fist would be higher if he had Willpower like his Secret Invasion predecessor. But the vast increase in his moving attack prowess more than makes up for the loss. One of the game’s very best secondary attackers, the immortal Iron Fist is hereby further immortalized as Heroclixin’s 10th best fig of 2013.

Honorable Mentions
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Batgirl [No Man’s Land 002]: In an earlier draft, SHE was the #10 and Iron Fist was the HM. But while her Batman Ally TA gives her cover and she’s got the superb Charge+Flurry combo, in practice her AV is just a stitch too low and her mobility pales next to Fist’s. Still, she’s got a little more going for her down-dial than he does — hello, free Incap/Force Blast-lite SP —and she’s a little cheaper, to boot.

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Skadi’s Warbot [Fear Itself]: Thirty seems a lot to pay for a pog. But it’s an Invulnerable one with the stats of a leading attacker that delivers penetrating damage. Worth. Every. Point.

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Tomorrow is the first actual tie of the list. It’s gonna be crowded.

A year ago, Heroclixin’ punted on doing a top ten clix list because so many broken mechanics showed up in the game.

Then 2013 showed us what “broken” REALLY meant.

Fortunately, WizKids saw at least some of its errors and created a “Watch List” that led to some repair of the game. So this year, Heroclixin’ feels a bit more comfortable doing a proper Top 10 list for 2013.

Some base rules:

  • We’re looking at stuff post-Watch List only. To do otherwise would really require TWO lists, and that’s both too much work and just not helpful to anyone at this point. This is about the top ten figs NOW, not three or six or nine months ago.
  • We’re considering the 300-point game, which filters out many of the super-high-cost pieces that might otherwise dominate the list.
  • Figures only. Despite the overwhelming effect that every Resource in the game not named “Penguin” has had on the game, they’re not being considered for a Top Ten Clix list, OBVIOUSLY.
  • By the same token, any fig that needs a Gauntlet/Belt/Hammer/Bat-Mite/ATA to be strong isn’t making the list, even if said mechanics DO make it a meta-worthy piece.
  • Certain figures that came out in 2012 but didn’t make an impact until 2013 will unfortunately be locked out of this list. Sorry, Big Barda.
  • Finally, Heroclixin’ isn’t considering figures that need specific teammates to be at their strongest. For example: While the 165-point Shi’ar Imperial Guard might be super with Lilandra [Wolverine and the X-Men 052], its dependence on the many bonuses she grants the team base will keep it off the Top Ten.

However, there are a lot of great figures out there. Each day will feature at least one Honorable Mention that could have made the list in a less competitive or less restrictive [or less broken] field.

All right, introductions are over. Watch this web address for the main event!

Merry Christmas to my readers! I gift you with a blow-by-blow battle report of a recent HeroClix game I played.

So most of the time I’m just glad to be playing, trying new figs, building goofball themes — y’know, having F.U.N. But after all the mental errors and straight up FAIL I recounted in last week’s report, I decided to go hard one time with a team designed to straight-up beat faces in. 

I know, not exactly “goodwill and peace on Earth,” right? But this is just a game.

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War Machine [Invincible Iron Man 029a] 245
Forge [Wolverine and the X-Men] 90
Rescue [Invincible Iron Man 002] 65
=400 points on the nose. This prime version of War Machine is a tentpole designed to get the alpha strike and never get completely outactioned thanks to the double power action SP, his Indomitable and his Retaliatory Strike trait. He’s ably backed by the Telekinesis-using Rescue, who nearly guarantees that first strike, and Forge, who serves as a secondary attacker if needed.

I tested the team first in one of the FAIL efforts from last week. It was there that I realized that not using the DPA Alpha Strike was a mistake, one that probably cost me that game. Landing Bane [Arkham Origins 021] on his “stop” clicks would have set him up nicely for Forge’s followup KO (Forge being one of the few characters able to deal with Bane’s end dial with no difficulty). But instead Bane was able to heal and later deliver the game-ending blow.

Thus forewarned, I face Bill’s Animal team of Alyosha Kraven, WATX Wolfsbane, IIM Snowbird, Cosmo, ASM Lizard and 30-point FI Loki on the Soul World map. He’s got a Gamma Bomb, too.

I’m not at all afraid of the Bomb, because Forge can dismantle it via his SP to remove an object to gain Perplex. But I don’t go for it because it’s bait for a TK+Charge threat from the other side. I instead fly Forge and Rescue to a spot seemingly safe with elevated between us.

That first decision nearly costs me the game thanks to my first User Error: I’ve fallen into a bad habit of eyeballing ranges and lines of fire instead of focusing and actually counting squares. I’m very good at lines of fire and use it to take opponents by surprise. I need to be more vigilant about the ranges, though, because I’M the one who gets jumped.

In this instance, Snowbird uses a Kraven-granted free-action move to fly over the mountain to get within Sidestep range of Rescue to claw her. Lizard follows up with his own attack, landing her on her last click and keeping her from acting. That’s due to my second User Error: Thoroughly forgetting that the adjacent Forge could heal her one click FOR FREE through his trait. So even though she was doomed, she still could’ve attempted a last-gasp push to Incap either of her assailants. Who knows? It might have saved her.

Instead, though, next round, Forge just cobbles Perplex from the light object he’s on. War Machine uses Alpha Strike to first move next to Forge, then to Running Shot and carry him away into the water so no Charge figures can reach either for a few turns. With 2-arrow Sharpshooter, War Machine can fire at both Lizard and Snowbird.

BOTH hit their Shape Change roll.

Two more Shape Changes would succeed, leaving only the 0-point Guyladkin lion pog as a target for Forge’s sole attack before he is overwhelmed by the animals closing in.

And then there is one: War Machine all alone, with the Gamma Bomb about to explode at the cost of only one of the enemy (Loki).

The rest of the match is a lesson on never giving up. War Machine manages to KO Lizard, Alyosha and Snowbird without a great deal of fuss, leaving only a wounded, Battle Fury-laden Wolfsbane in the lake and Cosmo on mid-dial against a still-Invulnerable War Machine. Cosmo attempts and lands a Mind Control to move WM next to Wolfsbane, who claws him onto Hypersonic Speed clicks

Here, then, is my final User Error, in retrospect. I choose to HSS away to finish her off with Precision Strike instead of, well, finishing her off with Precision Strike right there. But I roll a 1 on the break attempt and she doesn’t miss her next chance.

I came to win and am instead 0-1 in a game that, in Bill’s words, I was not supposed to lose. But that’s what happens when mind and dice both fail.

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The second and third rounds go much better for me, as my long-out-of-the-game opponent Jocelyn is thoroughly outmatched — she’s running Shadow King, Deathlok [WATX 011a], Longshot, Korvus and Pepper Potts cum Rescue — and Paul A. isn’t prepared for the assault of War Machine.

He’s running Thor, Spider-Man, Scarlet Witch and Magik, all of the Avengers vs. X-Men starters and all at their lower point values. He forgets to call Mystics during his turn for his wild card Spidey and I blast him (though it doesn’t matter, as the adjacent Forge would have healed WM immediately of the unavoidable damage anyway) off the map and Thor, with the second Alpha attack, into near-uselessness.

Paul makes the mistake of retreating to what he thinks is safety instead of first attempting to heal Thor when he has the chance. Thus my whole team gets a turn to set up for the endgame, and the win.

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The eventual winning force was a team led by Fear Itself Dracula, whose Stealth may have been the perfect counter to War Machine’s range attacks. But if Drac were forced to attack outside Stealth, he’d be open to Retaliatory attacks which could prove the difference. It’s a shame we couldn’t face off to see which would come out the winner.

Overall, I wasn’t disappointed in the team’s results. WM turned out to be stronger than I expected, and both supporting pieces very much made the big prime work. And despite the fact that the team was meant to go harder than my usual F.U.N. builds, I still had the F.U.N. factor going:

  • It didn’t use resources. Resources are rarely any F.U.N.
  • It still rocked most of the STOPP formula [Support, Telekinesis, outwit, Probability Control, Perplex] and had great synergy, from Forge’s armor heals to Rescue’s ability to carry the wounded War Machine at need.
  • It had an Armor/technology theme going for the Neato part of the equation.

Hope your Christmas is or was beautiful. Look forward to the start of 2014 next week and beginning of Heroclixin’s annual best of series of series.