#4
Uru Forge [Fear Itself Mighty Scenario Pack]
It’s one of the pricier relics on the list, but look at what 10 points buys:

  • A choice of a permanent +3 to speed or range, or
  • A permanent +1 increase to either AV, DV or damage, or
  • swap in a completely different relic into the existing game.

All for an easy-as-pie 3-6 roll. It could’ve been number one if it gave you the new relic outright instead of forcing ANOTHER pickup try.

__

#3
Wonder Girl’s Lasso
At the very reasonable cost of just 5 points, this relic granting Steal Energy even from range is well worth fielding for any team. Only the somewhat slim 33% chance of grabbing it keeps it from being a top pick.

 __

The Sonic Transmitter [Batman] is a 7-point waste on even the one force it benefits, one with Flock of Bats characters on it. Rarely are those characters going to be fielded without either a Batman [Batman 053a] or a Caped Crusader [Batman 053b] figure to interact with them, and as with the #5 worst relic, this one will also be used more effectively as a resource-based item. It’s just all kinds of useless for all but a handful of figures and forces that it’s nearly the worst relic one could ever field.

_____

Be back next week for the best and worst relics of all.

#6
Palantir [The Two Towers]
The most expensive relic on the top 10 list by far at 15 points, it’s here because it grants use of a pricey power — Mind Control — from behind walls, with an efficient 3-6 roll. For those teams you need to fill points on without just adding dead weight, this relic is the way to go. Better for long range than short, of course.

__

#5
Mjolnir [Hammer of Thor]
The first relic is still one of the very best, even though it requires a daunting 6 roll for just a 15% shot at being worthy of the hammer of Thor. Granting a hefty +2 AV and damage along with Quake, Flight and Energy Explosion, gaining this relic can be a game-winner. It costs 0 points, too, so there’s no reason not to add this relic to a Golden Age force.

____

In the middle of the five-worst list at #3 is the Globe of Ultimate Knowledge [Incredible Hulk]. Like Mjolnir on the good list, it requires a difficult roll of 6 to obtain. Unlike the above hammer, it’s going to cost your force 10 points, pass or fail. And the benefit of gaining it? Outwit. That’s all. It’s just not worth it. Ever.

 

#8
Disintegration Beam [Invincible Iron Man]
For 8 points and a 50% roll, you get one of the game’s few anti-relic/resource elements. But lest it be completely worthless in those matches not facing those dreaded “R” factors, it’s also a method for cutting through enemies’ armor if they’re not over 150 in cost. It’d be higher on the list if it didn’t depend so much on hot dice and strong attack ability to be useful after pickup.

__

#7
Scorpio Key [Captain America] and Flame Blast [Invincible Iron Man] [tie]
Only 4 points buys the Scorpio Key, an outside source of Penetrating/Psychic Blast AND + 2 range. Needing only a 33% 5-6 roll, it’s a great points filler. For double the cost but with an easier 50% roll, the Flame Blast also grants PPB with a minimum 4 range — so it’s better for those 0 range pieces — and Energy Explosion when only targeting one foe. They balance out to a tie.

______

Getting Super Senses as the Lothlorien Cloak [Fellowship of the Ring] offers isn’t so bad until one notes the 10-point cost and the 50% chance it won’t fit and the fact that the doggone thing only functions IN hindering terrain, not just when lines of fire cross it. It’s overpriced by at least double and thus ranks as the fourth-worst relic.

#10
Nul’s Hammer and Angrir’s Hammer [tie]
These are the two hammer relics actually worth running AS relics somtimes. For 8 points, each grants a bunch of abilities to improve a piece’s effectiveness:

  • Angrir’s: Charge, Steal Energy, Regen AND + 2 AV.
  • Nul’s: The same +2 with Willpower and Running Shot at 4 range minimum.

When a simple 5-6 roll gets all of that, it’s no wonder they make the list, especially over their equal-priced but less loaded fellow hammers. But they’re at the bottom because both are overshadowed by the fact that the Book of the Skull makes them each automatic for just one point more.

___

#9
Fragment – Cyclops
One of the most recent additions to the relics roster, this 5-6 roll relic grants Poison, Ranged Combat Expert and Flight for 10 points. It flame-claws a place on the list for being useful for 0 range pieces and shooters alike, making it easier for the former to maneuver in close with Flight, giving the latter better accuracy and firepower with RCE and helping both with the offensive and deterrent factor of Poison.

__

The fifth worst relic has got to be the Rebreather [No Man’s Land]. Despite a fair 50% roll and a semi-modest cost of 6 points, what good is Willpower in water, really — especially since relics can’t be placed in water terrain to immediately get the bonus? Immunity to Poison isn’t great shakes, either, when simple Toughness does the job about as well.  Completely sunk by its way cheaper yet overpowered twin on the Utility Belt (wait, a mini-Aqualung can give me super speed if I start by swimming?), this relic chokes every time.

It’s the holiday season, when many are out trying to obtain stuff. So it’s a good time to look at a HeroClix mechanic revolving around trying to obtain stuff: RELICS.

indiana-jones-idol-swipe

Relics. They’re a weird thing in HeroClix. They cost extra points on the force but seem riddled with drawbacks:

  • Limited to just one per force.
  • No guarantee of use.
  • Mean one less object for the Super Strong and the Telekinetics.

But on the other hand, it’s not all bad news where relics are concerned:

  • Indestructible hindering terrain for the Stealthy.
  • Some neat game effects.

Is it worth losing one of the three objects? Naturally, this matters more for Super Strength teams than others. But it’s also an issue for other teams because running a relic means they MUST run one light and one heavy object. So is the relic worth the risk of a SStrong foe getting more weapons?

 Whether a Relic works with a Resource will NOT be considered. Many of them change drastically in how they are acquired and how they function and, in any case, are simply a subset of their Resources instead. [In fact, Heroclixin’ goes on record as decrying Resources for essentially making Relics completely pointless. Don’t know why WizKids even continues making Relics, really.]

This week, Heroclixin’ looks at the top ten relics in the game — the ones giving the best bang for the most figures for the best price and ease of use…and five of the very worst.

Here’s an HONORABLE MENTION to start it off:

Batman Cowl [No Man’s Land]
A 5-point, 50% shot at getting Batman Ally TA and extra-sneakfulness for existing Batman teamsters is best saved for Bat-teams, which can use it even on failed rolls as an extra patch of hindering terrain. Other figures, while they’d surely welcome the Stealth, won’t get as much bonus mileage from it, pass or fail.

____

Tune in tomorrow for the beginning of the list in earnest!

I work evenings, meaning I get home around midnight. Being a night person, I rarely go straight to bed. More often I’ll stay up watching a film or surfing the web or even working on this blog.

But last week, I decided to play a big ol’ solo game of HeroClix to flush the rest of the unplayed figures out of my tackle box. It was straight heroes versus villains:

GOOD
Thor [Thor The Dark World 019] 400
Iron Man and Iron Patriot 400*
Odin [Fear Itself] 350
Cherno Alpha [Pacific Rim] 325
Crimson Typhoon [Pacific Rim] 300
Coyote Tango [Pacific Rim] 250
Gipsy Danger [Pacific Rim] 225
Superman [Man of Steel 100] 200
Heimdall [Thor The Dark World] 175
Dr. Strange [Fear Itself] 145
Iron Man [Invincible Iron Man 201] 110
Red Robin [Teen Titans 018] 101
Batman [Batman TV] 100
Red Robin [Teen Titans 201] 98
Red Robin [Batman 009] 80
Robin [Batman TV] 50
Dwarf [Fear Itself] 16 x 2
Air Force Airman [Fear Itself] 10 x 4
Navy Seaman [Fear Itself] 8 x 4
Army Private [Fear Itself] 8 x 4
Thug [Infinity Challenge] 6 …doing community service
+ Generator
+ Com Dish
= 3683 points (but I thought it was within the limit because I’d misread Cherno Alpha’s full cost as 225. As it would turn out, it wasn’t an advantage because…well, you’ll see).

versus

BAD
Slattern [Pacific Rim] 600
Leatherback [Pacific Rim] 450
Raiju [Pacific Rim] 400
Scunner [Pacific Rim] 400
Malekith [Thor The Dark World 004] 350
General Zod [Legacy] 236
Angrir [Fear Itself] 235
Skirn [Fear Itself] 150
Hobgoblin [Amazing Spider-Man 041a] 150
Dreadnought [Invincible Iron Man 204] 75
Skadi’s Warbot [Fear Itself] 30
Dagorland Orc [Fellowship of the Ring] 16 x 2
Warbot Flamethrower [Fear Itself] 15 x 6
Warbot Machine Gun [Fear Itself] 15 x 6
Warbot Rocket [Fear Itself] 15 x 6
Mary Jane Watson [Infinity Challenge] 5
+ Dumpster
+ Tank Turret 2
= 3598 points.

The match was played on Daerave’s Teenage Mutant Ninja Turtles-inspired map. Lots of indoor blocking terrain surrounded by walls, with a big area of elevated* in the main room. I thought the villains would be outmaneuvered and out-actioned by the more numerous and mobile heroes, but the sheer amount of Mystics/Kaiju TA characters served as a check to that.

Because nearly all these pieces were being fielded and, for the most part, faced for the first time, misplays were rampant. In fact, it’s safe to say I had a mental crit fail with almost every one of them.

BY PIECE:
Thor [Thor The Dark World 019]: This was the biggest fail I made. Tired of the hesitation on both sides — because of the sure knowledge that whoever made and missed the first strike would get ganged up on next turn — Thor made a bold move that might’ve worked HAD I THOUGHT TO USE HIS SPECIAL POWER, “CALL DOWN THE LIGHTNING:” Give Thor a ranged combat action and he can use Improved Targeting: Ignores Characters for this action. The area of effect for this ranged attack is any one square within range and line of fire and each square adjacent to it. A hit character occupying the chosen square is dealt Thor’s printed damage value. Other hit characters are dealt Thor’s printed damage -1.
That would have dealt with the Mary Jane pog that would cause trouble later even though the attack on Zod missed. CRIT FAIL. And just like that, by the end of next round, heroes were 400 points down.

Odin: He’d backed his son up, scoring a needed hit against Malekith after being TK’d forward by his so-empowered minions. But he was the next victim of the swarm that took out Thor.

Hobgoblin: His Leadership was key at times, and he was a good taxi for Skirn. CRIT FAIL: I forgot his Shape Change; it may have cost him. But he was still worth every point and then some on this squad.

Skirn: didn’t last long against the swarm she tied up for a turn or two. But keeping heat off the kaiju was worth it. CRIT FAIL: Didn’t remember her hammer drop, to bring a revert piece, or to use her Worthy-keyword-based powers at all.

Nul: One of those Worthy. CRIT FAIL: I wasted many early rounds not using his free-action move trait. But I eventually caught on to it and used it to devastating effect, especially the round he took the beginning of turn to shift up to Dr. Strange, then Poison him off Super Senses to make for a one-action KO, “Mighty Revert” click be damned.

Dr. Strange: In desperation to get more and much-needed offense going, I got too close to the crowded action, allowing for the above Nul maneuver.

Heimdall was the third hero to fall with his lords Odin and Thor. His defenses were no good against Malekith.

Malekith: Absolutely the MVP of the villains team. His ability to hit and nix defense powers forced the heroes to fall much faster than they should have. Add to that his Prob Control and you have a fig as deadly on click #5 — where he remained nearly all game — as #1. CRIT FAIL: Non-use of Perplex. But it was too late to even NEED IT.

Cherno Alpha: Couldn’t roll higher than 5 on clutch attempts. In Soviet Russia, is MVP, but…

Crimson Typhoon: CRIT FAIL — I overlooked its ability to use Giant Reach. Might’ve avoided Malekith’s LOF.

Gipsy Danger: CRIT FAIL — Blades roll. Had a superb shot on an Outwitted kaiju and only mustered a measly 2 damage. Lesson Learned: Don’t ever use that power on click #1. Just settle for the 5 damage.

All the Kaiju: SOOO beast, despite my CRIT FAIL: the game was almost completely done before I remembered they could use Giant Reach. Not that they needed it. The Poison was reaping dividends by itself.

Red Robin 201: Took a shot to get rid of Skadi’s Warbot before she could further harm Odin or Heimdall, but failed and was soon overmatched by Leatherback.

Red Robin 018: Spent far too much of the game in Stealth yet unable to contribute due to lack of LOF and pals to help with Leadership. Positioning CRIT FAIL.

Red Robin 009: See Red Robin 018.

New Mutants: Perhaps the most successful heroes piece of the game despite the new team base rules. Took forever to get into the fight, but the youngsters did a fair amount of embarrassing deep into the affray, especially when they Charged a bunch of horde stacks on elevated terrain. Sunspot was the Solo Adventurer and he scored some KO points himself.

General Zod only rolled poorly. Being able to use Superman Enemy was key, of course. He lasted to the end of the game.

Superman: A positioning CRIT FAIL had him too far away to back up allies at the needful moment (or so I thought — see the next listing) and then he goes and misses his only attack roll. He did NOT last to the end of the game.

Batman: His defense SP served as a good deterrent against Kaiju attacks. But perhaps I’d have focused more on him if I hadn’t made a huge CRIT FAIL in never, ever using his Outwit or Perplex. The heroes needed both — especially Supes.

Angrir: My only CRIT FAIL with ensorcelled Thing was a failure to remember to use Steal Energy on an early successful hit. No big whoop.

Police Deputy: Positioning CRIT FAIL. Could never get them next to shooters without being tied up themselves. The were quietly Poisoned to death.

Similarly, the Army Privates and Airman were matched against other stacks or kaiju, making their M powers nigh-useless. The only one worth anything was the stack of Navy Seamen — Enhancement helped the New Mutants gain traction in the late game and they even got a penetrating hit on a reborn Slattern near game’s end . But again, positioning was a problem, as the sailors’ speed is a pretty poor 6.

Iron Man and War Machine: The duo hung in the back, unable to get into the fight once Odin’s TK-granting SP was gone. They’d made a dent in the game — and taken a few — when I belatedly realized my biggest CRIT FAIL of the whole shebang: I’d been running them at 300 points instead of 400, essentially costing myself that one extra attacker I’d been needing all night. ARGH. I’d have happily dropped any one of the Red Robins to get more Hypersonic Speed on the team. At least it made my accidentally overbuilt Heroes team actually legal.

And finally, my other huge CRIT FAIL of the game: That area of elevated terrain I played the whole game around turned out, upon closer inspection, not to be elevated at all. I guess the map predated elevation numbers, and the mapmaker didn’t draw the red line correctly. But that zone is supposed to be grounded while the REST of the map is actually elevated.

Regardless of all the mess-ups, I had fun trying all these clix out across a couple of nights. And it cleared out the never-played box just in time for it to take in brand-new figs from Arkham Origins and Invincible Iron Man and Avengers vs X-Men. And so the cycle begins again…!

 

Continuing this photographic record of figures hefting objects, this time winding down a multi-week look at figs from the Wolverine and the X-Men full set. Here’s that paragon of England, Captain Britain [Wolverine + The X-Men 068]:

Under the arm, neatly.

Here’s that ultra powerful boy from the Imperial Guard, Smasher [Wolverine + The X-Men 036] :

 

I had to use the SwitchClix part to grab this older, thinner object. I don’t think it’d work with the thicker ones.

Some don’t have Super Strength full time, such as  Warlock (Wolverine and The X-Men 046):

The shapeshifting alien holds it between his arm and left knee even though he can only pick the power for his turn. Similarly, Hope Summers wins a spot on the Token Totin’ roster with her power to mimic adjacent allies’ powers:

Her cape and left arm make for a great hold.

Finally, that cute couple from the X-Men, Colossus and Kitty Pryde [WATX 101]:

YAY TEAMWORK!!!!

_____

WATX is well on the way to being fully documented. Hopefully the next one will be the last installment.

Continuing this photographic record of figures hefting objects, here’s the final looks at Fear Itself. Behold the Asgardian All-Father, Odin [Fear Itself]:

The cape and the helmet’s ram horn makes a nice spot for any object to fit when you’ve used his special power to gain him Super Strength.

Another hero of the event is Captain America:

He can barely hold it as shown.

The last SSe ig of Fear Itself is the last LE, Nul [Fear Itself 106]:

This one looks better than it actually works. It’s got to be balanced just so in three-point fashion on his back and tail. It does work, though.

____

And that concludes the Fear Itself edition. After a brief final look at Wolverine + the X-Men, Token Totin’ will dive into the heavy metal set of Invincible Iron Man.

Have F.U.N. Heroclixin!’

In the wake of my hard drive crash this summer, it’s been a bit of a challenge to get these done — I lost the templates AND the software to do them, and a new computer is well outside the budget for the forseeable. But I have managed to recreate the wheel somewhat and so present a checklist for the new Iron Man and more!

IIMPOCKETCHECKLIST

Visit the Downloads page for more newly posted checklists from 2013’s releases.

Continuing this photographic record of figures hefting objects, this time picking up a multi-week look at figs from the Wolverine and the X-Men full set. As proof that great things sometimes come in small packages Heroclixin’ presents Sunspot (Wolverine and The X-Men 018):

Well, I did write “sometimes.” Sunspot just lamely leans the token on his chest.

Here’s the more impressive-looking and gripping and appropriately-named-for-this-feature Strong Guy [Wolverine + The X-Men 012]:

Wedge it upright in the crook of his arm as shown. It’s not a great hold but it’ll serve.

Strong Guy had a crush on our next model, the magnificent M :

Monet can just barely hold the newer, thicker objects between her head and left arm as seen in the first photo, while thinner ones can fit a bit more securely in the gap between her right leg and swoosh.

She’s not the only multi-hold female of the set.

Rogue [WATX 064] holds ’em high by her hands and low by her hair.

Another former member of the X-Men Blue team makes the list: Jubilee [047b]:

The little vamp’s got a little grip on this thick token.

Speaking of hussies, this girl gone wild-mutations can keep hold of her tokens better than her top:

Husk [WATX 027]  holds both sizes of tokens btween her left wrist and the torn fabric of her costume.

_____

WATX is well on the way to being fully documented. Hopefully next Tuesday’s will be the last installment.