One of my standing goals in my HeroClix hobby is this: to play every single piece in my collection at least once.

I mean, I bought ’em…so I oughta play ’em!

This was an easy goal to meet when I could get to 3-4 tournaments each week and the pace of releases weren’t so frenetic. But now, my modest tackle box dedicated to unfielded figures has overflowed by a factor of at least two.

Fortunately, I got a couple of extra friendly matches under my belt (thanks, Lenny!) the last couple of weeks to clear out a fair number of figures. First, I picked a green theme to the tune of 900 points:

Loki (Avengers Movie 015): The trickster wound up being the MVP of the match, thanks to his early-game TK to help the immobile team and his much-needed Outwit to soften up the opposition. I like that he never becomes useless, ever, being able to break heavy armor all the time. I never got his Mind Control to work, though, and I really wanted to. Result: I’ll play him again sometime.

Hulk (Avengers Movie 014): I used him horribly, completely forgetting his top-dial SP granting Flurry. When he starts with a fairly putrid-for-140-points 9 AV, you can’t neglect free attacks like that (and it probably cost me a sweet 1-2 KO of Ms. Marvel)! I still might’ve gotten some good use out of him if I could’ve made either of those breakaway rolls, but I got a 2 each time. Result: I’ll play him again sometime…I must redeem myself!

Skrull Infiltrator (Avengers Movie 207a): Double FAIL here. A) I picked the wrong dial, using the “A” version instead of the Stealthy “B” version. Consequently, I B) completely forgot the sweet SP guarding against range attacks. Still, this 40-pointer did well to tie up an enemy Thor for quite a few turns. Result: I’ll play him again in a Skrull team for sure, even using this inferior dial.

Vision (Chaos War 205): More double FAIL: He’d gotten knocked to his last click before I realized he was Indomitable, and I’d illegally used him as a flier (he’s not). I made up for it with a full Regen roll. Result: I’ll play him again on a Young Avengers team if the points work out.

Eowyn (Lord of the Rings 017): Though deservedly reviled as the worst HeroClix figure of 2011, the White Lady of Rohan proved that even terrible figures can be highly successful. On a large team like this one, she always had ample targets for her conditional Perplex. And she made more than one healing roll with her also-conditional Support. Finally, her Willpower gave her some actual attack opportunities in the endgame. It’s saying far too much to call her an MVP, but…well, she was in the running. Result: Far better than expected.

Merry & Pippin (Lord of the Rings 022): I’d intended to hold them back with Eowyn to maybe do some big-time triage healing tricks with their epic power. But it was awkward to try because they’d have to be healed first, and their top-dial Willpower and Shape Change make it less likely they’ll need healing. So I instead used them as a sacrificial tie-up piece to buy more important fighters some time. Result: a bit of a letdown for this chase. Say no to drugs, kids!

Super Skrull (Galactic Guardians 034): The heavy hitter of the team and one of its few taxis, SSkrull lasted until the last vestiges of the game. Result: I’ll always be torn between him, the 100-point version and the Supernova classic. 

Skrull Assassin (Galactic Guardians 202): Another one that held on through nearly the whole match (thanks mostly to a heal from Eowyn), Assassin did OK. Result: I probably won’t use her if I’ve got the AVM Infiltrators instead.

Ronan The Accuser (Galactic Guardians Fast Forces 006): The 100-point level was what I could fit on the team. He worked all right. Result: I’ll play him again with Inhumans.

Hulk (Infinity Challenge 199): His low, low stats relegated old Hulk to mere tie-up status in the vain hope that he could get hit into his powerful clicks. Once it happened, though, he was easily KO’d before he could even push to attack.  Result: I’ll never play him again unless I need a cheap Hulk — and the upcoming 10th Anniversary one will fill that bill soon enough!

Infected Marine (Halo 020): His poor 8 AV buffs up to a potential 11 when tokened enemies are nearby, making this Monster a bit of a push-ready terror (especially with a dialful of Steal Energy). Wound up being something of the secret weapon of the team.  Result: I’ll play him again sometime on a Monster team for sure, provided there are enough “Silver” Age games to do so.

About a week later, I was able to get in a 200-point match to finally field this Monster-ous little crew of Halo figs:

Infected Elite (Halo 021): Of the unofficial “Flood” theme, this one is the mobile attacker (Charge) and Stealth shield for the others. If only I’d used him as such. :( A surprisingly long dial for a trim 55 points means … Result: I’ll try it out again sometime.

Flood Carrier (Halo 025): Free attacks after melee attacks, hit or miss, was a lot of fun in spite of the minimal damage and attack values. Fortunately, my target was soft. In the future, Armor Piercing will make this putrid-looking dude dangerous. Result: I want to get a second one.

Flood Infection (Halo 011): They’re designed to move more or less in unison, so each attacking one can get +1 AV for each adjacent ally. So what’d I do? Each one of the two I was running was basically alone when they attacked. They died even before they could Poison anybody. Result: Far better than the way I played.

The team was rounded out by a final cheap Monster, Dinah Soar (Chaos War 012): A superb cheap taxi, even without being on an Avengers team.

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A problem with playing tons of unplayed characters is that I make a lot of errors simply based on not being aware of powers and whatnot. Whereas the powergamers who use the same stupid 20 overpowered characters over and over again have another advantage in knowing those same stupid 20 overpowered characters inside and out.

I mean, there’s thousands of figures to play with. THOUSANDS!!!!!!

Got shots of a few more Super Strengthers in Chaos War:

From left, we have The Unspoken, who pretty handily holds his fun-Token as shown. The Sentry’s fits under his cape. And the latest Ms. Marvel’s right fist and sash belt work together nicely to make a firm grip.

More Chaotic action on Thursday. Tomorrow, look for a rather unconventional battle report.

Back to regular rotation of talking about DC feats and BFC cards I went back and customized with artwork for fun.

Still on Collateral Damage set, but moving on to its feats, here’s Inspiring Command:

There’s no DC character that evokes this card’s spirit better than Superman, and this stirring Howard Porter panel from the end of Grant Morrison’s classic JLA run fit the card to a tee.

 

Sorry, readers for the lack of updates last week.

I had planned to do my customary Top Ten list in the first week of the month like I do most months, this time on the new rules that kicked in July 1. But every time I sat down to write it up, I found myself either uninspired and bored with it or unable to write a decent countdown.

I don’t think I’m burning out. It’s just that unlike in last year’s rule overhaul, it was much harder to I.D. clear winners and losers, much less rank them.

So, here’s a super-condensed version for you:

WINNERS

  • Sharpshooters: With the 2012 rules, they can draw line of fire past opposing characters all the time, not just when attacking. This is huge for Probability Control, Perplex and Outwit.
  • Great Size: They got the ability to move right over even characters as big as themselves.
  • Duos: Got the new Split ability to swap in the component characters instead of the duo figure. Certain duos could really benefit.
  • Tiny Size: Finally, there’s a mechanic for the little guys in HeroClix to finally make them feel more like the characters they represent.
  • Expensive Super-Strength characters and Stealth: This is because of the new Ultra Heavy Object mechanic. Ultra heavies deal +3 damage, can only be lifted by 100-plus-cost characters, can’t be thrown or TK’d and require 4 damage to wreck (making them good hiding places for Stealth).
  • Earthbound/Neutralized: Wait, what? It’s true. Where before it killed off the character’s abilities, now it only changes the symbols, allowing the affected character to use abilities from an outside source.
  • Multi-base figures: Before they needed openings large enough to move their entire base through. Now they only need one square like normal characters.
  • Pulse Wave now ignores even hindering terrain!
  • Leap/Climb: now ignores characters for movement, allowing it to circumvent some special powers and team abilities.

LOSERS

  • Other duos: Some duos have no component characters to Split into (Gertrude Yorkes and Old Lace, for one), and some aren’t priced right to split (Merry and Pippin).
  • Cheap Super Strength: They’re locked out from using ultra heavy objects.
  • Multi-base characters: Can’t be carried or placed diagonally. (Exception: peanut bases can still end up diagonal.)
  • Telekinesis: Can’t handle the new ultra heavy objects.
  • Alter Egos and other figure-swap characters: now there’s a two-per-hundred-points limit on figures you can have on the “sideboard.” Could be a problem for Beast Boy or Hank Pym, who each have three or more figs they can switch to. But only rarely.

So you see, there really wasn’t a whole lot to write home about this year. S’okay. Now it’s on to the new Chaos War set releasing this Wednesday. Expect the latest Heroclixin’ pocket checklist and a Chaos War edition of Token Totin’ this week as well.

Welcome again to the photographic record of how all the sculpts of characters with the Super Strength power can hold object tokens.

I’m pleased to present a brand-new piece, Chaos War’s THOR:

He holds it under his arm (and hammer handle) and on the base. It’s not the best hold out there, but it’ll get the job done.

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Tomorrow will either be the introduction to the new monthly Top Ten list or a callback to an old one.

I was torn between a highlander-friendly all-Batman and Robin (and Alfred) team, a nearly full complement of Runaways, and a Red Hulk/Leader-led Intelligencia squad for a recent 400-point tourney. Because the last team had the most never-before-played pieces, I went with it:

Red Hulk (Incredible Hulk 028) 187
The Leader (Incredible Hulk  014) 100
Humanoid (Incredible Hulk  001) 40 x 3

= 398 points. No room for an Additional Team Ability of any kind. So how’d this team do in the potentially ultra-competitive Infinity Gauntlet event?

FIRST ROUND was against Charlie’s Justice Society: Shazam and Black Adam, Wonder Woman (DC 75th Anniversary 051), Mr. Terrific (DC 75th Anniversary) and Dr. Fate (WizKids D-002) on the event-required Collector’s ship map. I made two critical mistakes of such degree that it reminded me of the “FAIL scale” I came up for on my all-Alter-Ego game played last summer:

  • Ran a Humanoid out to tie up his team or draw fire. It worked too well, costing me those 40 points immediately due to my forgetting Wonder Woman’s Exploit Weakness. Moreover, said Humanoid lost the light object he’d been holding as well. FAIL level: 2
  • Leapt Red Hulk 11 squares to make his free attack, completely forgetting that he could only do so for 6 squares and still do it. This is with Leader fully able to TK the brute within the needed range. This landed him next to Shazadam holding a heavy, so I’d depend on Red Hulk’s Toughness to help him survive the possible preemptive strike. But I’d inadvertently jumped in range of Wonder Woman’s Charge, and she punched right through Rulk’s defenses with my own light object dropped a couple turns earlier. One failed Impervious roll against Shazadam’s 7 damage the next action and my heavy hitter was gone in two actions. FAIL level 3.

The rest was just clean-up. Got skunked (wiped out with 0 victory points).

SECOND round, CC brought the Infinity Watch: Gamora (Galactic Guardians), Mole Man (Galactic Guardians), Drax (Galactic Guardians 011) and Adam Warlock (Galactic Guardians 032). This time I was actually doing OK, getting Drax tied down with a Humanoid and knocking Moley off Outwit. But Red Hulk continued to miss attacks, and I made my FAIL level 2: Even though I remembered to use the Humanoid’s Poison, I totally overlooked Red Hulk’s far better version of the power. (The only reason this isn’t a level 3 is because the Poison wouldn’t have saved me. Only actually landing an attack would.) Got skunked again, not even taking out the very wounded Mole Man or last-click Gamora.

FINALLY, Paul W. joined me on the loser table to see who the biggest loser would be: his Metropolis team of Eradicator, Superman (Superman 001), Mercy Graves and Fast Forces Lex Luthor, or my thus-far (un)Intelligencia.

I managed to draw out his deadly All-Star Superman out to Outwit my Leader from 10 out, out of Leader’s retaliation range and with Eradicator ready to make a deadly Psychic Blast, too. But I jumped Red Hulk out to Outwit A.S.Supes (and Poison Lex) and a pair of Humanoids to tie up all Superman’s buddies with Plasticity. Meanwhile, with Leader free to Outwit again, the little bighead deactivated A.S.S’s Hypersonic and Indomitable, stranding the Kryptonian for Rulk to  push to L/C with a heavy and one-shot him.

It would’ve worked if not for a FAIL level 1 dice roll that, in retrospect, was actually a massive FAIL level 3.

See, before getting Poisoned, Lex Luthor managed to punch Rulk for 1 damage, knocking him to a 10 Speed instead of 11. In my mind, for some reason, I seemed to think that meant he could only L/C 5 squares to clobber Superman instead of the 6-square limit his SP actually calls for. So I pushed Leader to TK Rulk out to jump the 5 squares, landing a solid hit…that A.S.S. Theme Probability Controlled into a miss. That completely unnecessary TK left Leader unable to Theme Probability Control that miss into a hit.

FAIL level 3. BIG TIME.

A.S.S. proceeded to immediately crithit Rulk into his AE clicks and too far away to even maybe get into the fight later. And though I wasn’t skunked this time — I got Lex and his girl Mercy, at least — the game was essentially over with that.

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Piece-by-piece:

Red Hulk: His very light defenses on opening click blunt his effectiveness a lot. It cost me in EVERY SINGLE MATCH as he was far too easily damaged by heavy and light hitters alike. But some more aware play on my part would certainly have alleviated that some. You can’t totally stop dice fails. You can stop stupid moves.

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The Leader: With Rulk failing miserably, he needed to be able to fight more. But with him either hurling big Red into the fray or support him with Outwit from the safety of hindering terrain, he never could provide the backup Rulk sorely needed. He’s no secondary attacker despite his solid AV.

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Humanoids: Pulled a pair of regenerated ‘oids  in the first two games, resulting only in extra victory points. Too weak to be good cleanup (and lacking the object pool to make good use of their Super Strength beyond a single shot or so) and too slow to be great tieup, they’re a tad disappointing. On the other hand, they have that Strength, the Poison, the respawn ability (with the right Leader, of course) and the Willpower to make them a credible threat even as they tie down targets with Plasticity, and ALL of those qualities came into play. They just need more effective fighters for them to back up.

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All in all, the Intelligencia was, well…the UNintelligencia in my game. Not even the ATA could’ve helped me here. But maybe it’ll help the team in the next Battle Report in a couple of weeks. (Next is the monthly scheduled Top Ten.)

I don’t know if I can DO this anymore.

I picked up the Dark Knight Rising Starter set of HeroClix this week, and was disappointed with some of the quality control. The figures were fine — no breakage, the cards were pristine.

But the map…the MAP!

It was very poorly folded, with corners not matching or anything. After years of excellently folded maps in every single HeroClix release I’ve ever seen, this was a new low. Also, the coating on the map appears to have not been quite dry when folded, resulting in glued-together portions of the map that peeled and make the map look like it’s endured a year of rough play instead of being brand-new.

Worse still was the rulebook. It, too, was folded over in half — which is kind of intolerable given that the 2011 rulebook fit in three different starter sets (Lord of the Rings, Street Fighter and Avengers Movie) just fine. For some reason, instead of printing the 2012 version at the same size, they went back to a larger format, necessitating the crude foldover.

But back to the subject du jour. The new tokens in the starters now are TOO FAT to do most of the Token Totin’ methods!

The newer, fatter one is on the left. The original style, on the right.

It’s a bit distressing to me. (Not really.)

Anyway, the series will continue. But it will continue with the old-style tokens, with notes as to whether the new tokens can be held without damaging them as well.

Welcome again to the photographic record of how all the sculpts of characters with the Super Strength power can hold object tokens.

I’m pleased to present one of the very latest strong clix in the game: the diabolic scheming muscleman, Bane:

 

He holds it tucked just under his chin and propped up on his left arm.

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A I wrote last Friday, I’ve been all about theme teams in HeroClix since I started in 2005. From attempting to run teams composed entirely of bug-people — Ant-Man, Spider-Man, Wasp, to name a few — to a “Bright Yellow Boots” squad of Unleashed Shazam, E Black Adam and Vet Power Man, it’s clear that “theme” has a broader meaning than just running a bunch of Scientist-keyworded fellows on a team. Case in point was the Luchador team I posted Friday.

Bane (DC 75th Anniversary) 140 + Secret Six ATA 3

Atom Smasher (Giants) 97 + Protected 8 + Not So Special 3

The Atom (DC 75th Anniversary) 50

Red Shift (Galactic Guardians) 106 

Juggernaut (Giant-Size X-Men) 193

= 600 points.

Each fit the Luchador archetype:

  • male
  • masked, with head fully covered
  • at least partially bare-armed

FIRST GAME was a loss to returning player Vic’s cosmic team of Lord Mar-Vell, Adam Warlock (Galactic Guardians 032), Red Shift and Rick Jones/Capt. Marvel. The Darkness BFC cut his range advantage on the Dawn of Time map and an early critmiss on Vic’s Hypersonic attack ceded the early momentum to me, but a round of total misses on my part in the mid-game coupled with Lord M’s dominance left the Luchadors in too deep to climb to victory. Lost Red Shift, Juggy and Atom while only taking Warlock and Red Shift.

SECOND GAME was versus occasional guest columnist Morrison, who made a surprise appearance (usually, this overachiever is too busy pursuing Eagle Scout status and earning early college credit to play with little plastic superheroes)! His Armor force of Iron Man (Secret Invasion and Supernova), Abner Jenkins, Doombot 5359 and Master Chief (Battle Rifle) was only made tougher by his choice of the Crater map. My Skyscrapers BFC was rendered utterly useless because it’s illegal on maps where the starting areas are on elevated terrain.

I made a decent fight of it, despite taking a fair amount of fire along the way, KOing both Iron Men and the ‘Bot. But my team was wiped completely.

FINAL GAME, I had the choice of facing the judge’s team of Frost Giants or a squad of Martial Artists. Of course the Lucha Libre vatos wanted to test the kickboxers! They were: Batman (Dark Knight Rises 201), Catwoman (Dark Knight Rises 203), Gamora (Galactic Guardians), Hawkeye (Avengers Movie 208), Diana Prince (Brave and the Bold 103) and The Question (Arkham Asylum) on the Graveyard.

Juggernaut again got pounded and sent running right off with a heavily boosted Legolas shot. I returned the favor with interest by one-shotting Batman with an Atom Smasher charge. From there, though, things went well south for me as Question began Outwitting (thanks to a FAIL level 3 on my part — I was playing the Resistance BFC and thoroughly neglected to use it!) and Legolas made multiple Super Senses rolls in between Sharpshooting first Juggernaut, then Bane and finally Atom Smasher into so many victory points. My only other KOs were Gamora and Hawkeye.

So the Luchadors went winless at 0-3. But they competed in every match. With a different strategy (and fewer mistakes) I might’ve come out on top anyway.

PIECE-BY-PIECE:

Bane (DC 75th Anniversary): I held this guy far too much in reserve due to his weak starting 16 DV with Toughness, instead waiting to Charge him in with a +2 Venom Pump to land on his Invulnerability 18 DV. The problem with this strat was that I needed his firepower sooner. Moreover, even a solid hit lands him on a long run of Outwit, which could’ve evened matters up for me a bit. Finally, if he goes down fighting early, he has a chance to use the Secret Six ATA to blow up an adjacent foe.

I never once remembered to use his Secret Six ATA. :(

Atom Smasher (Giants): Despite being a giant, somehow big Al here got a solid Charge and hit in every game. He also got hit back pretty solidly in every game, being a giant target, and that’s his weakness: his mid-dial sports the most mediocre stats imaginable on a piece of his 97 cost. The Not So Special feat is an absolute must in Golden Age games — it REALLY helped in these games — as is a fellow JSAer/wildcard to help his DV. Speaking of which…

The Atom (DC 75th Anniversary): The littlest luchador had the biggest impact. He serves as a much-needed DV sharer for Atom Smasher, a hard-t0-target meat shield for the bigger boys of the team, a tie-up piece and, not inconsequentially, a capable minor attacker to bat leadoff or cleanup as needed. My problem and regret with him is that too often he was the first gone and Atom Smasher was without his needed partner. But for 50 points, whaddaya expect?

Red Shift (Galactic Guardians): It seemed every game went like clockwork; he’d make  a HSS strike, would have to base a dangerous shooter to let the rest of the slow team advance, and take just enough damage to end up on his very soft ESD clicks. The extra mobility and range were quite welcome, though. And though he was a KO in each match, he gave the team a shot at victory every time.

Juggernaut (Giant-Size X-Men): Never truly was unstoppable in these games, as opponents invariably not only had little trouble hitting his 18 Impervious but seemed also to make it stick every time. I needed to use him and Bane as a total tag team, piling on foes together instead of Juggy trying so hard to get that first big hit in.

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0-3 record notwithstanding, I loved this team. I’d like to try it again sometime, this time using Bane more aggressively and remembering my much-needed features like BFCs and ATAs.

Back to regular rotation of talking about DC feats and BFC cards I went back and customized with artwork for fun. (Here’s a link back to the original concept.)

Moving on to the Collateral Damage set and its two battlefield conditions. First up is Debris:

This, one of my favorite BFCs (now more than ever — see my blog on why Super Strength needs to change) was an easy pick. I just needed some rubble, and this Patrick Gleason splash page detail in Aquaman #22 fit the bill.

The other BFC of the set was ably illustrated by some art from Scott McDaniel’s Green Arrow again:

BOOM! Perfect art. My scanning and Photoshop skills are also beginning to tighten up at this point, maybe.

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Next week, look for Card Arts to start in on the feats of Collateral Damage.