Continuing this photographic record of figures hefting objects, let’s take some final looks at Fear Itself, like the Worthy one below, Mokk [Fear Itself]:

He holds his token well as shown.

Here’s an alternate hold that works:

 

Another Worthy fella is Greithoth:

The chain forms a nice lil’ pocket with his arms to hold a token.

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Future editions of Token Totin’ Thursday will highlight more Fear Itself until it’s all shown….probably like next week or so.

Have F.U.N. Heroclixin!’

The scenario: 600 points, no team bases or resources.

Because running clone swarms are one of my favorite things to do in HeroClix, I went all-Catwoman:

Catwoman [Dark Knight Rises 006] 80
Catwoman [Batman 007] 71
Catwoman [Dark Knight Rises 102] 75
Selina Kyle [Batman] 69
Catwoman [DC 10th 015] 68
Catwoman [Dark Knight Rises 203] 65
Catwoman [Batman TV 009] 60
Catwoman [Batman TV 005] 60
Catwoman [Unleashed] 50
= 598 points.

It went a terrible, terrible 0-3 because it got stranded on low-Stealth maps and, more importantly, I almost never rolled higher than 5 on two dice and usually under 4 on one. What does it say about a game where you need Leap/Climb’s help just to break away? Meanwhile, opponents hit even my 18 DVs practically at will.

And this was pretty much the result, all the time

And this was pretty much the result, all the time

Black cats are supposed to cause OTHER PEOPLE bad luck!!!!!!

 

But it wasn’t all dice. The build was no good, either. By piece:

  • Catwoman [Dark Knight Rises 006]: This, the most expensive of the Selinas, was a fat waste of 80 points except for the Outwit. I ran her for the Batman Enemy team ability, but it was never ever used because she was always kept at range due to her ESD and anemic 2 damage. I’m never using this figure again. 
  • Catwoman [Batman 007], OTOH, was quite useful, even if she hardly ever attacked. The “Misdirection” SP shifting tokens about was good enough, as was the Outwit. But one 71-point piece couldn’t carry the team.
  • Catwoman [Dark Knight Rises 102] was another that looked better on paper. I thought her Charge would give me a little bit of offense amidst the others’ tricks. But as noted in the first part of the article, my dice didn’t do well. And her super-duper short 5-click life did her absolutely no favors, in spite of her free-action-breakaway trait, only racking up an easy 75 points for opponents. Another Anne Hathaway bites the dust.
  • Selina Kyle [Batman] was my only real offense and about the only one who wasn’t KO’d in any game. Not enough to save me, though, especially with so much of her point cost wasted in a game with no relics.
  • Catwoman [DC 10th Anniversary 015] ostensibly was the beneficiary of the Batman Enemy TA, but never used it. Another fighter down in flames thanks to lack of movement and horrid dice. I need to rethink using her when there’s no relics or resources to speak of.
  • Catwoman [Dark Knight Rises 203] was, finally, an Anne Hathaway clix worth using, with Flurry, Perplex, Batman TA, Indom and object-ganking skills. Heck, she’s one of the only reasons I’ll try this sort of team ever again. Unfortunately, she’s short-lived, too.
  • Catwoman [Batman TV 005] never got her pet tiger in the game, ever. Stupid dice rolls. At least her Elaborate Deathtrap managed to take a victim.
  • Catwoman [Batman TV 009], as the only non-Stealthy one of the team, always got into the fight too late. I probably should have been more aggressive with her, but I really didn’t think it’d be so necessary. It was also tough to decide whether to use BCF or go for the Deathtrap move.
  • It’s a bad day when an old piece like Catwoman [Unleashed 222] is practically an MVP just for drawing fire. Having Exploit Weakness will make her a target. But with her only costing 50 points, I didn’t mind so much.

 

 

 

 

 

I should have dropped the Batman Enemy fig — the TA was barely relevant anyway, with just one wildcard to use it — and run Catwoman [Batman 204] instead. She’d have brought a much-needed Charging 11 AV to this underpowered, immobile team, another Batman Ally to help her sculptmate 007a gain extra powers of Plasticity and Shape Change, and potential healing from the Birds of Prey ATA.

Dumping the similarly useless-for-the-75-points Catwoman [DKR 102] could’ve bought room on this team for TWO others: Catwoman [Batman Alpha] and [DC 10th Anniversary 008]. The former, for 40 points, adds a cheap tie-up piece with a 6-click-long dial — one more than the Catwoman she’s replacing for 35 less cost! — with a ton of Outwit on the back half. The other piece is a total remake of the Unleashed Catwoman, just slimmed down by 15 points, making her another needed cheap tie-up piece with a bite.

Huh. After this tournament, I’d all but sworn to never run this team again. But I think I’ll give it another shot sometime with this amended lineup.

 

 

 

 

 

 

Continuing this photographic record of figures hefting objects, this time finishing a multi-week look at figs from the  Wolverine and the X-Men full set. Here’s that ragin’ Cajun, Gambit (Wolverine and The X-Men 031):

 

He’s got a tenuous hold on the light object between his energy trail and the green base of his switchclix area.

 

Here’s another fig, the Great Lake Avengers’ Big Bertha [Wolverine + The X-Men 039]:

The plump powerhouse balances the token in her meaty arms.

_____

WATX is on the way to being fully documented. Look back on Tuesday for another installment. Tomorrow, read a Figure Flush mini-battle report. Thursday there’ll be a wrapup of Fear Itself’s Token Totin’ pieces.

So, longtime readers may recall a series I did called Figure Flush, when I played tons of teams to get at least one fielding of every unplayed piece in my collection. It was great fun and a resounding success.

But.

The only way I was able to do it was when I could either run a different team in the bye rounds at the venue I judge or solo-play matches at same. I was able to burn through a lot of figs. Now, though, my work schedule’s changed and I only get the opportunity for ONE round. Consequently, I end up running teams of all unplayed characters instead of my favorites.

I’m beginning to tire of it. For while I like trying out fresh dials on the field, I also end up not playing very well because I don’t quite know what the characters do and the teams aren’t at all optimized as a result. And it’s been this way for nearly every game I’ve played since August.

It’s a point we all reach in life: The realization that we can’t have everything we want. In this case, I may have to relax my self-imposed requirement to play every character I own before trading or selling it. Perhaps it’s time to say, “I’ve got enough ‘clix. No need to run any characters or dials I don’t care so much about.”

Eventually.

For now, though, here’s what I fielded for the first time ever during my Heroclixin’ hiatus:

Oracle [WATX]. Nice little support piece.

Jean Grey [WATX 017]. I really hate these weak versions of this powerful character.

Magneto [WATX 037]. OTOH, this bargain version of the Master of Magnetism was a welcome change of pace.

Silver Samurai [WATX]. Nice and F.U.N. with his sword.

Titania [FI]. OK.

Red She-Hulk [FI 006]. MORE THAN OK.

Namor [WATX 058]. Made an Atlantis team work swimmingly.

Nerkkod. Great with Namor.

Greithoth. Came one win away from victory in Fear Itself.

Iron Man and Iron Patriot @ 200. Dynamite if they’ve got TK on the team. And I did.

Strong Guy [WATX]. To think there was a time I didn’t want this fig because the M+M version was just fine. I like this one better, obviously.

Riddler [Batman ’66]. Deathtrap is a great ability. If only I’d thought to use his Prob Control to try to counteract the enemy’s Escape roll!

Iron Man Mk 40. Had a blast Sonic Booming through enemies. An unusual addition to the Stark Armory.

Heimdall [FI]. Underperformed, though in a format that worked against him somewhat.

Hawkeye [FI]. Loved using that crazy Incap power!

Nightcrawler [WATX 102]. Nice to have a Nighty that’s balanced.

Ricochet. Slightly disappointing…that ricochet ability never quite came off like I’d hoped.

Miranda Swedlow. Will she ever be more than just meat shield fodder?

Dave Lizewski [001]. Had hoped to promote him into his better chase version. But him scoring the final KO prevented it.

Superman Robot [CD 221]. No, that’s no typo; I finally got ahold of this old mailaway piece from 2006. Boy, the years have not been kind.

Kronan Stone Man. BEASTICK. That is all.

Extremis Brute, b-dial. That’s a lot of Flurry and Poison-plus. I like.

Ringwraith [101 and 102]. Got outgunned and outlasted by ASM Dracula, who healed from his LAST click to his STARTING click. Argh

Orc Warrior. Meh.

Moria Orc Archer. Slightly less meh.

Mokk. NOT AT ALL MEH. He’s actually almost unfair to go against.

So yes, a fair amount of figs got out the box and on the field. That’s good. But I long to play more teams that I care about. Therefore, this “Figure Flush” mode of force-building may go away soon. We’ll see.

#2

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Black Panther [Avengers]
The original Black Panther in HeroClix was trash only suitable as a cheap Stealthy Outwitter. This one, OTOH, is one of the few pieces from 2007’s Avengers set to remain playable to this day, even outshining a much newer version in 2011’s Captain America set. The A vs. X LE has a high bar to meet to top this lord of the Wakandas.

#1

ls006

Ultra Boy [Legion of Super-Heroes]
I’m a diehard Legion of Super-Heroes fan, and Ultra Boy kinda embodies the spirit of the group more than any other for me with A) his rambunctious nature and B) limited powers.
At first, I thought his dial should have reflected his one-power-at-a-time ability better by not giving him Impervious on the same clicks as Super Strength, but the character’s good at switching from power to power instantly. So the dial’s simple but accurate. I’m a little afraid they’ll screw him up in upcoming Superman + the Legion of Super-Heroes set. In any case, as much as I love running the Legion, I won’t if I can’t fit U-Boy on the squad.

#4

 

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Zauriel [Justice League]
I like angels, so this character was an immediate favorite from Grant Morrison’s JLA run that I was glad to see in the game. He consistently underperforms for me — somehow that 18 DV never has seemed to pan out for me, even when it was more exceptional that it is today — but he’s still a fave.

#3

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Veteran Steel [Origin]
With 10 range and solid stats/powers, this is still the best version of John Henry Irons ever made. And look at that sculpt!

____

Next: Heroclixin’s two favorite figures of ’07.

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
or014
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
or089
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.

 _____

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.

___

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.

____

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

Have F.U.N. Heroclixin!’