7
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Bronze Tiger [Justice League]

Although the set he came in has aged terribly, Bronze Tiger remains a good piece with solid skills (Charge with Willpower and Close Combat Expert, then Flurry and Reflexes later) even now. Not even the bad memory of two identical losses with him is enough to keep this Tiger off the list.

6
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Experienced Wildcat [Origin]

The 66-point boxer in the cat suit is the best of the REV, with Charge and 3 damage and double Regen. Ted Grant was a favorite during the height of my JSA completist era of collecting.

#5
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Unique Jakeem Thunder [Origin]
Similarly, Jakeem was a must-play for JSA, thanks to his first-for-the-team 18+ DV to share with team members and wildcards — or any ally, because it was matched with the Defend power. He also went a ways toward making my All-Black Everything team competitive.

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The retrospective continues tomorrow with numbers 4 and 3!

 

OK. Hiatus is over. We’ll kick off the first week of the new month with the customary Top Ten list!

For this month’s Top Ten, Heroclixin’ takes another look back at its Favorite Clix of the year from a pre-blog age: the year 2007.

 

#10
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Veteran Cat-Man [Origin]
The REV represented the best of the rookie/Experienced/Vet progression, and the Vet was my favorite: A 64-point Willpowered Charging BCF fig with a long-click dial that can be longer still thanks to the Suicide Squad TA. Simply can’t run a Secret Six theme without him.

#9
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Devil Dinosaur and Moon Boy [Mutations + Monsters]
They were Giants. They were a Duo. They were even a double base. And the tail was POSEABLE. Really, how could this NOT be a favorite? If only the starting Attack Vaue weren’t such an anemic 9…that’s inexcusable for a 151-point figure.

#8

This sculpt, different dial.

Rookie Mister Miracle [Origin]
The first versions of Scott Free in ‘clix were all great. But this one rose to the top for me because the others were too expensive in their roles as tie-up and support. At 64, he’s great with Perplex, Super Senses, and Phasing to start, with Flurry just a push away. He’s actually better than he was thanks to the boosts to his full dial of Smoke Cloud and he still rocks a back half full of Leap/Climb, Willpower and Prob Control. Plus he fits on my Seven Soldiers team as a stand-in for the yet-unmade Shilo Norman, Scott’s protege.

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Next time: Numbers 7 through 5

So the Watch List results are in. Have they made the game more F.U.N. or not?

HeroClix Team Bases’ Working Together ability
This was the big one, given the mechanic’s capability of KOing any character — even Galactus! — in a single turn. WizKids agreed with Heroclixin’s recommendation that each successive attack get a -1 damage penalty, which brings Working Together more in line with existing abilities Multi-Attack and Duo Attack.

WK went further, though, by making said damage penalty a global rule rather than just for Working Together. Heroclixin’ thought this went too far until the article assured us that Flurry would be spared and that Duo Attack and Multi-Attack would lose their built-in penalties.

This change does take some of the Utility out of a number of more F.U.N. figures than the team bases, so the jury’s out on whether this change is for the best. But it makes the TBs less of a total auto-win and will require more strategy than “Move, Running Shot, then roll dice FOUR MOAR TIMES FTW”

Even more pointedly, Working Together now is limited by the point build: only one action per 200 points (so 2 for the 300 point range). Again, this brings them in line with other pieces in their point range while not denying them all their power. But Heroclixin’ wonders if maybe it’s a bit too far on top of the general multiple attacks rule.  Perhaps Working Together should have allowed a minimum of two actions.

Still, they retain their ability to almost double their point build and actions with Solo Adventure. So my sympathies are limited. Instead of acting as early-game nuclear bombs against opponents, team bases now must be used with finesse and patience to get their full power.

Although it wasn’t on the list specifically, Team Bases’ map roll bonus, a practical guarantee in lower-point games especially, got a tweak that makes the roll matter: +1 for each fraction of 100 instead of +1 for each character on the base. Fantastic change that further brings them in line with the game.

Spiral’s Dimensional Portal trait
The Watch List completely removed the trait’s ability to invalidate an opponent’s positioning and gain cheap alpha strike ability as early as turn 1.  Now, said opponent has a whole turn to react to Spiral’s Gateway placement.

Again, Heroclixin’ is unsure how to feel. On the one hand, the original ability completely took the map out of the equation as there was absolutely no way to defend against an alpha strike. On the other hand, it made less-than-mobile F.U.N. teams viable for the first time.

This change, though, puts a great deal more finesse into using the ability, and Spiral is worth all but 6 of her points if she NEVER uses the Gateway.

The Heroes for Hire Additional Team Ability (ATA)
Heroclixin’ wanted a total rewrite because more free actions is NOT what this game needs. But limiting its free actions to basic vanilla attacks is a good compromise that removes the abusiveness from the ATA without making it toothless.

Utility Belt’s Prep Time special power
Heroclixin’ wishes Resources would either go away or, more importantly, have an actual hard counter in the game besides a few silver bullets. But the WK solution of preventing Prep Time from landing on any stat bonus click at least brings the thing’s power more in line with its dirt-cheap cost.

Gotham City Police Department (GCPD) ATA
Curiously ignored, probably because it was only a problem due to 2012’s Most Torrid Piece, the GCPD Cruiser…which was NOT ignored.

GCPD Cruiser’s pilot ability
Free stuff in this game needs to cost something. Dealing penetrating damage just for MOVING isn’t much of a cost. In the process of minimally tweaking this ability by removing the penetrating aspect, WizKids made some more substantive changes to the vehicles in general, primarily making them unpilotable by characters larger than themselves and unable to use Resources. Both changes should have been part of the vehicle rules from the beginning because Galactus doesn’t drive a Haunted Tank and cars can’t use a Utility Belt because they don’t have hands.

Bat-Mite’s “You’re My Hero” ability and “Let Me Help” special powers
Heroclixin’ really wanted this piece nerfed pretty hard, as much for character accuracy as for game balance. But we’ll settle for the the boost of him harming his Idol 33% of the time along with the global rule of -1 damage on multiple attacks.

Brother Voodoo’s “My Spirit Brother Possesses You” trait
This was rightly left alone. I think it only made the list because Heroes For Hire allowed him to remove his weakness of being exposed to enemy fire after his Mind Control move.

Shatterstar’s “X-Portal” trait
This works more like it does in the comics now instead of being total alpha strike material.

Continuing this photographic record of figures hefting objects, let’s look at some more from Fear Itself, like a most Worthy version of the Thing below, Angrir [Fear Itself]:

The token balances fairly well on his back as shown.

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Future editions of Token Totin’ Thursday will highlight more Fear Itself until it’s all shown.

Have F.U.N. Heroclixin!’

So the combination of going away to Anime Weekend Atlanta and coming home to a carload of urgent project deadlines has kept me from updating as I wanted to. Therefore, Heroclixin’ is going to take a little break to retool and recharge. There’ll be some short battle reports and Token Totin’ pix, to be sure. But there won’t be a Top Ten this month and who knows? Maybe Heroclixin’ will get a whole new look before it’s all said and done.

Anyway, keep an eye open for new stuff. I can’t stay away from this for long. 🙂

Continuing this photographic record of figures hefting objects, let’s look at some more from Fear Itself, like the Slinger below, Prodigy [Fear Itself]:

He doesn’t do much else other than die in most of the FI games Heroclixin’ has witnessed, but he holds his token perfectly between his left arm and leg.

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Future editions of Token Totin’ Thursday will highlight more Fear Itself until it’s all shown.

Have F.U.N. Heroclixin!’

Although the store of unplayed HeroClix figures hasn’t reached the extremes of late 2012-early 2013, I’m still carting around more of these pieces than I care to. It’s all because changes to my work schedule and running Fear Itself events have taken a large bite out of my ability to play as many Clix games as I’d like.

Still, every chance I DO get to play, I make certain to run a fresh figure. Here’s what I thought of the last few virgin minis fielded recently, and how likely I am to revisit ’em:

Big Bertha: Perhaps the one piece in all of HeroClix that could, and almost did survive taking all five attacks from an enemy team base’s alpha strike. Man, if only I coulda gotten ONE of those “Impervious” rolls. Of course, BB is a founding member of the Great Lakes Avengers and she’ll be a fixture on my Fatties theme teams.

Bishop [Wolverine + The X-Men]: Fun and effective, he nevertheless took a lot more attacks than I liked. because he’s so soft-skinned for his price. But then no one wants to shoot him once he hits middial. Not sure what team I’ll use him on next. But I WILL use him.

Captain America [Fear Itself]: The only thing I really wanted out of the Fear Itself: Blitzkrieg pack, this latest version of BuckyCap didn’t disappoint.

The Goblin King: I wanted him for my theme team of overweight clix, and boy, none better fits the bill like this piece. His epic Perplex and Leadership actually gave a glimmer of hope of defeating X-Men: Gold. But it was not to be, at all. I will probably ONLY play him on the Fat teams.

Kid Omega: The trouble with him is he’s left alone in the starting area after flinging all his pals away. Not great for a 128 fig that should be fighting more.  Unsure how or if he’ll find a spot on future builds.

Lockheed  [Wolverine + The X-Men]: Not sure why he’s a Mystical, but he made my themed team work. Sadly, HE didn’t work, failing his sole shot at a Pulse Wave. Oh well. He’s destined for Pet Avengers squads anyway.

Magik  [Wolverine + The X-Men 061]: Man, did I pick the wrooong map for her…not a square of blocking terrain to be found. But that’s my own fault. She did her job in keeping me in the game beyond reason and in serving as trade bait to get the chase I REALLY wanted, Namor. Glad I got to run her first.

Martian Manhunter [WK-D002]: I fielded him with the Brave+Bold, 10th Anniversary and Brightest Day characters of the same name for a “My Favorite Martian” theme team of 900 points. And it turns out this one is NOT my favorite. Now that I’ve gotten that team idea out of my system, I may be trying to trade this one for something.

Monkey King: Finally got one of these. He worked fine. I’d like to run him AS the monkey king of other simians like Grodd, Solovar and the Super-Apes.

Phoenix [Wolverine + The X-Men]: Rachel Summers was a boss for me in the tournament I used her in, even though I didn’t play her to full potential. She’s got me thinking of a “Sculpts that yell ‘Fire’ on a crowded map” theme.

Shadowcat [Wolverine + The X-Men 204]: Being one more source of Outwit on a team filled with it made her feel superfluous. In fact, I’m not crazy about either of the set’s version of Miss Pryde.

Shadow King [Wolverine + The X-Men]: Missed one must-hit attack on a team base. That was sad. Other than that, he was fine. I wanted him for — and played him on — my Weight Watchers team of fat clix.

Thule Society Priest: I have only played in ONE Fear Itself event in all these months. So I only just managed to trade for one of these guys (and the Monkey King mentioned earlier). All he did for me, though, was A) be cheap enough to fit the generic theme and B) pick up a relic himself. That got him killed because he was no longer Stealthed and so he was shot to KO. At least he was a wildcarded Mystic…

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Another weekend approaches, and it’s another one when I’m unlikely to get much heroclixin’ done. So the Figure Flush will continue for a time. Stay tuned.

Continuing this photographic record of figures hefting objects, and our multi-week look at figs from the new Wolverine and the X-Men full set. Next up? A pair of Imperial Guardsmen, Warstar (Wolverine and The X-Men 048) and Gladiator  (Wolverine and The X-Men 074)  .

Warstar’s hold is barely there; you have to wedge it JUST right for it to work. But it does work. Gladiator, on the other hand, confidently grips his token between cape and left arm.

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Thursdays for a while will feature pix from Fear Itself, with Tuesdays continuing the coverage of Wolverine +The X-Men.

Continuing the series recounting how I added art to DC cards to make ’em prettier. The next feat of Crisis WOULD be Opportunist, but it’s another WOT (Wall of Text) card that leaves little or no room for art. So it’s on to the next in line:

CR_F004_Sidestep

Man. At the time, there were very few Duos in DC Heroclix and even fewer images of them doing anything like what the card describes. This Alan Davis bit from the writer/artist’s “Another Nail” Elseworlds was the best I could find.

Next week, another BFC from Crisis.

Welcome back to an occasional series Heroclixin’ likes to call Fighting Fire with F.U.N. Here, we try to help players figure how not to have games ruined by overpowered mechanics.

But that’s been, well, sort of impossible lately. The kind of stuff that Heroclixin’ ranked last year in its Top Ten Torrid Things is junior league compared to the things on WizKids’ new Watch List:

  • HeroClix Team Bases’ Working Together ability
  • Spiral’s Dimensional Portal trait
  • The Heroes for Hire Additional Team Ability (ATA)
  • Utility Belt’s Prep Time special power
  • Gotham City Police Department (GCPD) ATA
  • GCPD Cruiser’s pilot ability
  • Bat-Mite’s “You’re My Hero” ability and “Let Me Help” special powers
  • Brother Voodoo’s “My Spirit Brother Possesses You” trait

WizKids has said that they’re willing to take action on these powers and mechanics from doing nothing to total banning. And for once, Heroclixin’ wouldn’t be completely against the latter, because there really aren’t many F.U.N. ways to deal with the above list.

Here’s Heroclixin’s take on each.

HeroClix Team Bases’ Working Together ability
When we saw a 600-point piece with the ability to KO 2004’s GALACTUS — the ubër-powerful version with Cosmic Multiattack and the most powerful single piece in the game to that point — in ONE TURN, Heroclixin’ knew some designer or designers or playtesters had completely lost their damn minds. That’s what the team bases’ Working Together ability does, and it’s terrible for the game. Simply put, no other piece or force can do what an equal-costed team base can.
There’s a lot about team bases that Heroclixin’ doesn’t like, but Working Together in particular needs a change. Heroclixin’ recommends A) that each successive attack gets a damage penalty, as with Duo Attack, and B) that only one close and one ranged attack be allowed, instead of the unlimited number of today. We’d also like to see the Asset dial have to spin each turn Working Together is used.

Spiral’s Dimensional Portal trait
Maps don’t matter to this chick who allows her teammates to cross it with her double power action. Heroclixin’ hopes this too-powerful trait gets swapped with her late-dial SP granting her Flurry-plus. — that ought to be a trait, since she never stops having six arms. But we’d settle for the Gateways being a two-way street perhaps, so that any pieces that survive her teammates’ alpha strike at least have a shot at retaliation.

The Heroes for Hire Additional Team Ability (ATA)
I really had hoped for a HFH ATA, but one that was more in the classic spirit of the professional hero agency. The current ability is too good, at least on a few of its more efficient members. Heroclixin’ would like to see the current ATA banned and then a new version released as something to enable its members to pick a “client” on the team, use Defend on it and both copy its team abilities and loan their printed team symbol(s) when adjacent.

Utility Belt’s Prep Time special power
Really, the whole Belt throws the game out of whack; it’s incredibly overpowered to be so cheap AND to have no counters in the game outside of fewer than five figures (10th Anniversary Catwoman, 10th Anniversary Iron Man and Fear Itself Iron Man — that’s IT). Prep Time is merely the aspect that’s most abused. Heroclixin’s solution would be to make all Resources’ effects vulnerable to Outwit — with no Line of Fire necessary when adjacent!

Gotham City Police Department (GCPD) ATA
Heroclixin’ isn’t so sure this one ought to be on the list by itself. But, like so much of the rest of the list, it’s how it works with OTHER effects that make it a problem. Our best solution is to limit it to characters below a certain point cost (namely, less than the GCPD Cruiser’s 68) while still requiring it to be put on higher-priced pieces per ATA rules. Stop crying — it’s only 2 points each.

GCPD Cruiser’s pilot abilities “Clear The Streets” and “Cuffed To The Bumper”
This vehicle topped Heroclixin’s list last year because of these effects. They really ought to be reined in to at least make the Cruiser more character accurate AND balanced. First, “CTTB” should shut off the Cruiser’s Improved Movement and Plasticity while keeping just the wording that prevents auto-breakaway from it; if it’s able to lockdown an enemy like that, it should be stationary itself. Second, “CTS” should cause the Cruiser 1 unavoidable damage for each fraction of 100 points of the chosen foe hit. When one can deal free damage to that degree, there ought be a price for doing so. Risk versus reward; it’s basic game design, and this GCPD Cruiser pilot ability COMPLETELY FAILS AT IT.

Bat-Mite’s “You’re My Hero” ability and “Let Me Help” special powers
Ah, another piece that, by itself, isn’t so bad but makes a lot of the rest of the list disgusting. Case in point is “Let Me Help!” which actually has some balances built-in — chance of damage, no more actions after the freebie — but doesn’t quite go far enough with them. Heroclixin’ would make Bat-Mite cause a 50% chance of harm instead of the current mere 15% and make the attack a non-free action instead of a free action. Moreover, to represent Bat-Mite’s tendency to be a pest, once he’s adjacent to his Idol he can’t make move actions and his Idol MUST use the Carry ability to cart him around unless Bat-Mite is moved or placed by another effect (TK, knockback, his Super Senses SP) — and the opponent gets to choose how Bat-Mite is placed after each Carry!

Brother Voodoo’s “My Spirit Brother Possesses You” trait
This is one that Heroclixin’ doesn’t truly think is a game problem to the degree of most of the others, but it does seem that this trait is very cheaply costed when one considers that Mind Control is among the most expensive of powers. IF a fix must be made, Heroclixin’ recommends it either only work when he’s given an action token the same turn, or he gets no bonuses for the ensuing Mind Control.

There’s a couple more that ought to make the Watch List:

Arwen’s “I Call On the Loudwater” epic action trait
No-roll-penetrating damage shouldn’t be a thing…not more than once per game, anyhow. Or from anywhere on the map. Heroclixin’s fix would be to either make it a once-per game effect or to limit it to her line of fire and like 6 range. After all, it was a feat she did only once and within short range in the movie!

Shatterstar’s “X-Portal” trait
While powerful, this trait is fairly balanced by only working with lower-cost figures and once per game. But it needs also to only work with single-base, standard-sized or smaller characters because of the vehicle rules loophole of higher-cost figures becoming pilots of cheap vehicles, then thus being carried by Shatterstar, then jumping out of said vehicle ready to rampage next turn.

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Those are Heroclixin’s hoped-for fixes, outside of more global changes like Incap being a built-in check on free actions or the aforementioned use of Outwit as the first real counter to Resources. What ideas do you have, readers?

Or, conversely, can you think of F.U.N. builds or tactics that mitigate the abuse of the items on the Watch List without using the items on the Watch List?

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