Another installment of the photographic record of how HeroClix figures with Super Strength can hold — in some way — their own object tokens. Here are a couple from Man of Steel that aren’t actually named Superman:

Nam-Ek (Man of Steel 010) has a typical giant-size figure’s hold on the token. Not very secure but an easy-to-achieve one, at least. (His sculptmate Nam-Ek (104) does not have Super Strength.)

The below representation of pre-cape Superman rounds out today’s look:

Just tilt the Clark Kent (Man of Steel 009) figure back a bit until you can wedge the token under his crossed arms and in the stat slot.

____

Next week: The Top Ten figures I’ll most miss from Modern Age when the latest waves of retirement hit July 1 (and 10 I WON’T miss).

 

One rarely thinks of Superman without thinking of Super Strength. Naturally, most versions of the character have the power.

Most.

Superman (Man of Steel 001), shown above, does NOT have Super Strength. But he does share a sculpt with Superman (Man of Steel 101) who DOES. Hence, the photo above.

There’s a far older piece actually named Man of Steel (Collateral Damage 222) that belongs in Token Totin’:

manofSteel

 

He and identical setmate Superman (Collateral Damage 218) hold the token securely under the cape.

Tomorrow’s my birthday, so I may skip updates. Token Totin’ will continue Thursday with more Man of Steel.

Continuing this series talking about DC feats and BFC cards that I went back and customized with artwork for fun. (Here’s a link back to the original concept.) Today, Card Arts continues with the Legion of Super-Heroes set’s cards.

First, Defiance:

LO_BF001_Defiance

A big ol’ shot of the LSH charging in was called for here. But this image, from the Legion of Three Worlds limited series of 2008 actually post-dates the card’s summer 2007 release (breaking one of my original rules). But I’m too lazy to go back and actually change it to the image it probably should bear:

LegionWeAre

We’ll live, I think.

Here’s the feat from the set, Drag:

Drag

This was one (using art from the 2004 Legion series) that I passed on initially because the text squeezed out almost all room for the text. It’s why I didn’t add art to Thwart in the Origin set’s rotation in this series. And looking at what I attempted, above, you see how I won’t be doing this **** again.

______

So much for LSH. Next time, Card Arts continues with the first BFC of 2007’s Justice League.

More token-holding action in Teen Titans. First, behold the biggest brat of all comics, Superboy Prime (Teen Titans ):

 

 

Objects fit neatly between his cape and left armor tubing.

 

Not to be outdone, the REAL Kryptonian hero Superman (066) makes his appearance in Token Totin’:

 

 

 

Next week, Token Totin’ will continue down this path to highlight the Man of Steel.

 

More token-holding action in Teen Titans, after a bit of a long break. (Longer than intended, actually, as I meant to publish this last Tuesday. Button didn’t work — or my BRAIN didn’t.)

Here’s a look at Aquaman (Teen Titans 015), the king of the seas, and a gal who dresses like she ought to be swimming in the seas, Fairchild (003):

Both grip their tokens high and hard.   Gizmo (044), who doesn’t actually have Super Strength but can get it temporarily via his SP, has a great hold: It’s wedged upright under his left pistol.

––––

More to come Thursday, maybe. Recently suffered a hard drive crash — my first ever — and lost a lot of stuff I was planning. But Heroclixin’ shall endure!!!

Continuing this series talking about DC feats and BFC cards that I went back and customized with artwork for fun. (Here’s a link back to the original concept.) Today, Card Arts continues with Origin’s Feat cards.

The next feat of the set is Entrench:

OR_F009_Entrench

Umm…yeah. How do you really illustrate that? I chose the JSA’s junior windbag, the air-controlling (and loquacious) Cyclone whipping up a counter-twister to stop a rockslide or something.

They can’t all be winners.

______

That concludes Origin’s feats. Next time, Card Arts continues with the cards of the first Special-Powered set, Legion of Super-Heroes.

Continuing this series talking about DC feats and BFC cards that I went back and customized with artwork for fun. (Here’s a link back to the original concept.) Today, Card Arts continues with Origin’s Feat cards.

The next feat of the set is Compel:

OR_F008_Compel

A cover image from “Legion of Three Worlds” was an easy choice. Almost as though I were compelled to do it.

______

Next time, Card Arts continues with the next Origin feat.

Last month’s Top Ten looked at the powers and abilities themselves. But now we’re looking at former loser pieces that actually might see a little use, and a few that were okay but now are much better, and maybe one or two that go from pretty good to top tier.

_____

 Stranger (Galactic Guardians 043)

His only real weakness before was a low AV for his over-200 price. Now, with RCE/CCE, that’s handled. Also, he has access to the new pink powers of Sidestep, Precision Strike, Invincible, or Empower enabling him to, respectively, get a tad of free movement either before or after attack, , make his attacks stick, minimize the penetrating damage foes throw at him, or boost teammates in melee.

He’s only #4 because he was already quite good and the change still won’t propel him to top tier.

_____

Nomad (Captain America 016)

Before, his Energy Explosion was a total waste. Now he’s dealing the 3 damage AND the splash damage. Later, he picks up Close Combat Expert to help his punching, and Incap grants still more options. All of a sudden this former loser appears to have quite a bit more going for him than just Running Shot and Willpower — enough to make him the #3 Most Improved despite just 4 range and no keywords.

_____

Ken (Street Fighter 021)

Every single click has an improved power. On click #1 alone he can use the improved Force Blast to pushback with a fireball. Or SP Quake to clear crowds and move for free. Or pump his AV +1 or 2 in close against a single target. Then there’s RCE on the alternating clicks.

Ryu (020) is the same, but Ken gets the #2 slot for being 10 points cheaper and having the additional Quake power.

_____

Maul (Batman 024)

He made the Worst of 2012 list, deservedly so. But with the change to Close Combat Expert, his one crippling weakness, a terrible late-dial AV, is GONE. So push him with abandon, happily boosting his AV to double digits as he smashes with objects (thus keeping his damage value at 4 or higher). Sure, opponents might try to counter the SP, but they’d also be leaving his defense alone and shrinking him from giant size to boot. This piece is definitely the one that goes from zero to hero in a big way.

_____

I’m sure there’s some I forgot or overlooked, especially since I used my own “Worst of” lists as my starting point before expanding to pieces like Ryu and Ken who weren’t bad before but just had their whole dials upgrade. What are YOUR picks for Most Improved?

 

Last month’s Top Ten looked at the powers and abilities themselves. But now we’re looking at former loser pieces that actually might see a little use, and a few that were okay but now are much better, and maybe one or two that go from pretty good to top tier.

Numbers seven through five:

_____

Element Lad (Arkham Asylum 037)

One of the more powerful Legionnaires in the comics, Element Lad’s HeroClix representation is based on his WEAKEST version from the comics, with a dial to match. Fortunately, the 2013 rules give him a little boost.

Double Incap is fine, now that that power’s been given some teeth. Barrier is also fine. But his 4 range on his SP — two LESS than his printed 6 — is NOT FINE. Still, in a game where Smoke Cloud has new meaning, it’s nice to be able to disperse it for free. Legion Lost ATA can get around the lame 9-or-lower AV if you’re playing a Legion-only team.

Element Lad has gone from that one Legion piece you’d probably leave off even from an “Every Single Legionnaire In HeroClix” team to one to consider. Enough to get to #7.

_____

Iron Man (Chaos War Fast Forces 001)

Actually, the non-flying Iron Man only rates as improved on his Alter Ego dial. Tony Stark (Chaos War) can switch to a click with anti-Stealth, Force Blast and Ranged Combat Expert — AND you can move him 3 squares free upon transformation. If you pair him with any Avenger-keyword piece over 41 points, you can keep him from being one-shot (due to the SP “stop” click) and Regen back to that fantastic AE starting line.

He’d be higher on the list if not dependent on the Stark figure, whose singular contribution of Outwit is much less useful in the modern game. Still enough to rate #6.

_____

Mandarin (Avengers 061)

Before, his Outwit was something of a liability, wasting his 12 range. Now he’s in a small club of figs that can counter from that far out. Too bad he must push to use his full roster of SP-granted powers: Energy Explosion, Incapacitate, Mind Control, Barrier, Force Blast, Quake, Smoke Cloud, and Telekinesis, most of which improved. Fortunately, he can use either Barrier or Mind Control to make that push worth doing.

Still not really a winning figure but definitely better. It’s #5 on the list.

_____

 Let’s wrap this up: Numbers four, three and two forthcoming.

 

Last month’s Top Ten looked at the powers and abilities themselves. But now we’re looking at former loser pieces that actually might see a little use, and a few that were okay but now are much better, and maybe one or two that go from pretty good to top tier.

Grey Gargoyle (Secret Invasion)

Hobbled with a barely usable power set (thanks, Masters of Evil TA and the crap AVs that go with you all too often), this 2008 piece, had I been doing a Worst Of list back then, would have made the top 3 easily. It’s a little better now.

The new minimum 4 range on Barrier makes his SP version that only works in hindering usable at last. Combined with his new ability to set objects down with Super Strength, he might actually be able to make a useful shield sometime. His full dial of Incap also means he might be able to keep a target locked down perpetually (since the MoE TA allows him to act without stopping).

Of course, that horrible AV means using Incap is still a total waste most of the time, so Barrier for up to 4 straight turns is probably the better move.

Finally, the Fear Itself figure Mokk might make this piece see some use due to the former’s “Revert” trait. But unless you just HAVE to get the Masters of Evil TA, you’d probably just be better off sticking with Mokk’s far superior stats.

GG here is at the bottom of the list because while he’s much improved, he’s still one of the worst figs in the game.

_____

 Songbird (Hammer of Thor 037)

She starts with Running Shot + Force Blast for knockback ability and double-target Incap. But it’s her mid-dial RCE with decent damage that moves her up from mediocre to…well…less mediocre. Use with the Thunderbolts ATA for best results, I think. She’s #9.

 _____

Ocean Master (DC 75th Anniversary 027)

With the range for his only-in-the-water Prob Control shriveling like a jellyfish on a hot beach, one wonders how Orm here got any better. Well, it means he’s more likely to use the REST of his powers, maybe — namely his Force Blast and Mind Control. Not exactly a winner — his range is still just 3, after all, one LESS than the minimal 4 for MC — but he’s more useful and much less the one-trick pony. #8 on the “Got Better” list.

 ______

Numbers seven through five tomorrow.