Continuing Heroclixin’s photographic record of Super-Strong figs that can hold objects. There were a few in Streets of Gotham that got missed in all the holiday and early-year Top Ten madness.

Hawk (Streets of Gotham 018 and Fast Forces 005 ) holds his token very firmly under his cape. The Venom-pumped Ghost of Batman (051) also has a cape-based hold, though not as good. Similarly tenuous is jet-suit Batman (013), whose forearm just gets a grip. Finally, Spartan Warrior Spirit can balance a token in his arms. But it’s prone to toppling over.

(EDIT 4/1/13) WHOOPS!…I’m just now realizing that I already published this lineup early in January! Sorry folks, looks like the April Fool is me!

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Tomorrow: Figure Flush week three results!

A fellow poster on HCRealms started a thread about figures we love, but forgot thanks to all the new hotness. That revived this idea for a Top Ten I had while doing my list of favorites of 2012: listing my faves for all the years prior to 2010, the first year I tallied.

I started playing the game in spring 2005, only becoming a regular tournament-goer around late summer that year. So I can’t really do a top list earlier than 2006.

To wit, here are my favorites HeroClix of 2006.

10 Experienced Invincible (Invincible)

iv001

The original HeroClix version of Black Adam had just retired, so this Indy piece was one of the new close combat lightweight Hypersonic bricks of the moment. Only having the single top click of the power kept this teen more of a finesse piece than one might expect. This clix made me a bit of a fan of the comic.

 Unique Black Bolt (Sinister)

sn096

It might surprise readers that I nearly passed on Sinister entirely. But it’s true: I used to be a bit more competitive-minded than I am now, and this summer 2006 set didn’t fill the bill. I only really wanted one piece: Black Bolt, for his supreme Running Shot + Pulse Wave skills.

In practice, though, BB was one of the biggest finesse pieces in the game’s history, what with his soft Defend top-dial and cratering mid-dial followed by a end clicks AV upswing. He was ultimately limited to fun themes such as my pre-keywords Illuminati theme.

He’s now permanently shelved in favor of the 2011 versions. But for 2006, this piece was one of my faves.

8 Experienced Captain Marvel (Supernova)

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This version of Genis-Vell had one of the more unpredictable dials in the game. Starting with an Earthbound,  0 damage Close Combat Expert click (in his Rick Jones form), I’d most often use Protected to push him to his run-and-gun Captain Marvel clicks. But once he gets hit hard through his Invulnerability, then the fun really begins:

  • BAD: A high-Speed Mind Control click #5 with 15 DV Super Senses that begs to be pushed or healed off of.
  • BETTER: A high-AV Pulse Wave click #6 that’s HALF the Speed of the previous one. But it’s a Tough one with slightly better DV.
  • BEST: Stealth, Outwit, Psychic Blast and ESD on click #7. I won games by landing on this one.

Great F.U.N. and still my favorite version of Genis-Vell by far.

7 Experienced Multiple Man (Sinister)

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Madrox the Multiple Man became a minor favorite in his early-’90s X-Factor days, so I was glad to see his five dials (REV, pog, LE) in HeroClix. Of them, the Exp. was the best with his Perplex skills making the others better in turn.  To date, I still have more of these than the others.

6 Limited Edition Iron Man (Supernova)

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It seems hard to imagine now, but there was a time in HeroClix when Iron Man was not very well represented at all in the game. His clix were either poor and overcosted (X-Plosion REV) or mediocre and glass-jawed (Armor Wars REV) or a costly one-click-wondrous Unique (Ultimates).

This, the classic mid-1980s “new-look” Silver Centurion armor, was the first really good Iron Man, even holding up mostly in today’s Stark suit wars.

5 Veteran Kang the Conqueror (Supernova)

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I was quite angered to not pull a single version of Kang in my Supernova brick. In addition to being a fan of the character (after his starring role in the great Avengers Forever mini), the dial was amazing, starting with a then-and-still-staggering 13 AV Running Shot with 4 damage Perplex. Very top-loaded at 199 points but with a super sculpt, this is still the Kang I want to run most.

4 Experienced Dr. Mid-Nite (Collateral Damage)

cd023

I was even more angered not to pull a single Dr. Mid-Nite in my first-ever brick purchase, Collateral Damage. The Exp. finally gave me that Willpowered medic that I’d envied others fielding (in the form of Jane Foster), and one that was actually superior. Being a JSA fan and completist at the time, the good doctor was a shoo-in for this list even if he’s not quite good enough to make the Top Medics one anymore.

3 Experienced Umbra (Collateral Damage)

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I still am a Legion of Super-Heroes completist. But man, was that team just north of unplayable — until this blue lady came along. With her 17 Defend and Stealth, she could nudge the then-extant LSHers’ DVs from their starting highs of 16 or 15 (seriously, there was only ONE other member with 17 DV!!) to the then-above-average 17 and make them playable. She stayed relevant when the team’s roster beefed up in 2007, especially the Exp.

She’s now obsolete with better choices out there to back up the Legion (and with the banning of the old Fantastic Four ATA feat) but she’ll always be a favorite of mine.

2 Unique Crimson Avenger (Collateral Damage)

cd087

She fit two completist themes in my collection — JSA and black person — but she was also a surprisingly playable piece, the kind of under-the-radar fig that would come to dominate my less-than-optimizing team builds. Double target, 8 range Psychic Blast gave way to Range Combat Expert to Psychic Blast again, all with a rock-steady 9 AV. Phase her in, push to attack (making certain a JSAer is there to keep her DV up) and then Regen from the last click back up to maybe the 2nd. Love her still and would play her more if she had more than just the Mystical keyword.

 1 Atom Smasher (Giants)

gi001

This fig is the reason I still play HeroClix.

I was just a little into the game with Fantastic Forces and Armor Wars, only being willing to attend my local venue but opting not to go with fellow players to big prereleases or buying bricks or anything. But I liked the giant mechanic, flawed though it was at the time, and Atom Smasher was one of my favorite DC characters.

So when his mug was confirmed for the Giants collector set, which you could only get by buying brick of Collateral Damage, I was all in from that point forward.

The figure turned out OK, too. He has a better Speed value with Charge than many other giants, and solid combat values, too. JSA TA helps him weather the many ranged shots he takes, and while his mid-dial AV slumps badly, he ends with a super spike that’s made him a 97-point legend in the annals of my HC play.

I don’t often play a JSA team anymore, even in Golden Age, but when I do, I’m playing Atom Smasher.

Continuing the photographic record of Super-Strong figs, we’re taking a look back at some we missed in Streets of Gotham, starting with this scaly guy:

Killer Croc (021) holds this token very securely between his left paw and knee.

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Tomorrow: A new — and shorter — version of the usual Top Ten list I do the first week of the month!

I flushed a LOT more this past weekend than I expected to. In alphabetical order:

Alfred Pennyworth (Dark Knight Rises 013) is still better than he should be, like much of the set he came from. His Perplex was key to the hodge-podge Gotham team he was on, and his 17 Defend helped him both make fellow tie-up pieces better, but also served to draw fire from more important teammates. He’ll be my pick for Alfred if I need him to do some fighting in addition to healing.

Alyosha Kraven (Amazing Spider-Man 031b) performed as well as you expect a Prime figure to. His lion pog partner just rips teams apart unless it’s dealt with — and quickly. Meanwhile, Ally here is no slouch himself. He’ll join Vixen on pretty much any Animal keyword team I build, EVER.

Arkham Asylum Guard (Batman 003b), as a source of Willpowered Perplex, was also a key piece on the Gotham team this week. It’ll be hard to pick him over the Capture version, though. He’ll be on a Gotham crooks team I’m running sometime later this month…

Atrocitus (War of Light) absolutely destroys range teams with his forcing Battle Fury on anyone within 5 squares. It’s hard to build a team with a taxi who can’t carry anyone (TK is a must) but it was also refreshing to not have to hang back and worry about getting shot up by enemies. Atrocitus could just move right into the enemy zone with minimal cover and Indomitable-push his fists in their faces with Charge + Flurry next.

Black Canary (Streets of Gotham 003) was the lone bright light of her Justice League International team, as she scored a solid hit on the enemy. Unfortunately, she was the only one really and couldn’t take down her Warriors Three opponents without help.

Blue Beetle (Streets of Gotham 006) was good for his Perplex and nothing else. Without a Bug for him to pilot, I can’t see myself reaching for him over the Crisis Blue Beetle or the Booster-Beetle duo under any circumstance.

Booster Gold (Batman 052) had the potential to lead his JLI team to victory. If only he hadn’t missed ALL FOUR of his must-hit clutch attacks to stop Fandral from Outwitting the team! Still, he’s a fine piece and will make my teams in the future.

Bruce Wayne (Batman 202b) is a greater finesse piece than the TK+Perplex version. But Barrier+Outwit isn’t exactly useless. With some outside help to his range, he slowed down an enemy Captain America (Hammer of Thor) long enough to stop the first strike handily, then countered the Captain’s SP when it was time to neuter the flag-waver for good. A lock for the “Bruuuuce!” team.

Commissioner Gordon (Dark Knight Rises 027) was key with 18 Defend and Outwit, though it was hard to get the slow-moving guy into position to use them or to leverage his decent offensive skills beyond strictly support.

Demogoblin (Amazing Spider-Man 029) was the biggest disappointment of the weekend. Though he worked OK as a taxi for his Syndicate team, he never had any opportunities for either his special Energy Explosion (too much armor, or Mystics, or lack of clustered targets) or for his “Repent!” SP (Power Cosmic opponents). Worse, everyone treated him like a huge threat and either took him out in one turn or in ONE ATTACK. This demon’s goign back to Hell or wherever!

Electro (Amazing Spider-Man 021) seemed like he was going to break the game wide open, but he’s really not that scary at all. You have to pick between popping him from object to object or making a Penetrating Blast, or bouncing shots around via “Arc Lightning.” He was a key part of the Syndicate team, and he’ll be on future incarnations, but he’s not the anchor.

Emp (Streets of Gotham 037) helps his WildCATS work, nerfing foes for the likes of Maul and Warblade to smash and slash. I want to run him on a “little big planet” team of small-sculpted characters sometime.

Firestorm (Justice League New 52 009) was all set to Pulse Wave his mark and save his team, but I positioned where he could get based and he’s no good when based. I’m not sure if I’d ever use this Firestorm without his other half again.

Gabriel Jones (Infinity Challenge) is the prototypical early Leadership piece: dirt-stinkin’-cheap and incapable of anything else. He’s for swarm SHIELD teams only, which will need the extra actions.

GCPD Motorcycle [Autopilot] was on the Atrocitus team, so its taxi use was limited and its Barrier, unneeded. Still helped to get the likes of Robin into Charge range.

Grifter (Batman 012) was a victim of Atrocitus’ Battle Fury trait and thus was highly ineffective against him. He’ll be among the first I consider for a “trenchcoats” theme and, of course, he’s made for the WildCATs.

Hush (Batman 037a) landed a ton of Shape Changes, saving him from ranged shots and his Mastermind helped him last a long time against the Battle-Furious atrocity known as Atrocitus in his face. Another trenchcoated figure of note, his performance was one of the few high points in a losing effort and won’t be forgotten.

Moon Knight (Amazing Spider-Man 032) was the lone fig outside his ally Atrocitus’ Battle Fury zone and, with enough Full Moon rolls, was able to take shots at Hush above as a result. Fantastic piece (and one of Heroclixin’s needed remakes) that will make the next comic-accurate Secret Avengers team build I play!

Onomatopoeia (Streets of Gotham 029) if not for Atrocitus (again), he might’ve been a force. As it was, he lasted much longer than he had any right to. “TAK” is the sound of him hitting the play field again sometime, probably in a trenchcoat-and-twin-guns theme with a piece on my next Top Ten list coming Friday.

The Question (Streets of Gotham 015b) SHOULD be on this list, but I mistakenly played her on the Renee Montoya dial while using the Question trait without realizing! So look for her in a future installment.

Rhino (Amazing Spider-Man 020) benefited from enemies’ hatred of Demogoblin and was always able to make them pay either by outright Charging the crap out of them or getting in base with fellow Syndicates to share his 11AV. It’ll be hard not to run the Rhino on future teams!

Robin (Batman 017) was OK once he got to his target (being unable to be carried most of the time on the Atrocitus team). But he’s the last Robin I’ll consider, given his limited utility for the cost and the existence of better Robins out there. On the other hand, he’s different enough that perhaps it’s time to run another Boy Wonders squad with him on it!

Roy Raymond, Jr. (Batman 026) was intended to tie up Atrocitus and give his fellow trenchcoaters a chance with his Outwit and Outsiders. But Guyladkin the Lion ruined that plan quick with a six-roll on BCF. Still, I strangely like this dude. He’ll see action again.

Shocker (Amazing Spider-Man 002) was another key to the Syndicate, being the less threatening-looking shooter next to Demogoblin and Electro. He’ll vibe his way back on the map.

Voodoo (Batman 054) absolutely made her team run, giving them The Sight to get past the Super Senses their opponents absolutely relied upon, and making the occasion Mind Control to get enemies into or out of position. Much better than she looks on paper.

Wong (Amazing Spider-Man 023) wasn’t even good tie or a blocker most of the time, just filler to keep the sealed Syndicate team from being 40 points under. But the manservant of Dr. Strange did beat an enemy Blade silly with a pair of solid attack rolls. Would be nice if I’d dropped Demogoblin for Strange instead.

Warblade (Batman 043) was better than expected. His free Barrier was clutch in slowing down the enemy and he turned in a solid offensive performance. He’ll mostly only see action with fellow WildCATs. Hopefully an ATA is coming that’ll make that team a better prospect.

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WHEW. That’s a lot of first-time plays. After peeking at Token Totin’ Thursday, check back on Friday for a shortened Top Ten Favorites list for March.

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 battlefield conditions.

OR_BF00_CommunicationBreak

Man, Grant Morrison’s Big 7 JLA was good. So good that Mark Waid was able to run with the ball for the Tower of Babel arc that this Howard Porter cover came from.

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Next time, Card Arts continues with the last BFC of Origin.

More figures flushed out of the never-played status in a pair of solo games while I judged my venue’s “Black History Month” event, in which either half the build or half the number of clix had to be black. These were the teams I ran:

BLACK ANIMALS
Vixen (Streets)
Killer Croc (Streets)
Falcon (Cap)
Werewolf x2
Flock of Grey Bats x2
Catwoman (Unleashed)

vs

BLACK S.H.I.E.L.D.
Brother Voodoo
Sam Wilson
Nick Fury (Chaos War)
Nick Fury (Avengers Movie 035)
Rookie SHIELD Agent (Infinity Challenge)
Rookie Mandroid Armor
Spider-Man (Amazing 034)
Gabe Jones (Cap 103)

It would up being a narrow victory for SHIELD when they KO’d Croc in the last action while losing only Spidey and the Agent. But the Animals had put no fewer than three SHIELDS on their final clicks and all but one were wounded.
Then I played this:

BLACK AVENGERS
Luke Cage (Cap)
Dr. Voodoo
Black Panther (Avengers)
E Photon (Sinister)

vs.

HEROES FOR HIRE…well, mostly
Colleen Wing & Misty Knight (Amazing Spidey)
Power Man & Iron Fist (Secret Invasion)
Cloak & Dagger (Secret Invasion)
+ The Hand ATA

The duos, not being a themed team, got boned by losing map roll and having to play on a light-on-blocking-and-walls map. Exposed to ranged attacks (particularly, Dr. Voodoo’s armor-canceling SP), PM&IF didn’t last long. C&D were largely ineffective without much hindering terrain to snipe from. But Knightwing held off Doc, Cage and Photon longer than they deserved to. Meanwhile, Luke Cage was a boss, and Dr. Voodoo performed admirably to make Photon an even greater HSS threat than usual.
Then I had a rare evening game, in which I played the THIN BLUE LINE OF GOTHAM:
GCPD Cruiser
GCPD Officer (Batman)
Lucius Fox (DKR)
Batman & Nightwing
Arkham Guard (a)
Dr. Thomas Wayne

Went 2-1 with this team. If I’d remembered the GCPD Cruiser’s “Cuffed to the Bumper” Pilot ability in the sole loss, I would have prevented Spider-Man 2099 from fleeing and won that match, too (though it would’ve put me in the winners’ bracket against stiffer competition).
Piece-by-unplayed piece:

Killer Croc was solid enough, but I wish he had a better starting AV. He’s a (horribly mutated) black man, so he goes in the “black box” of black characters I’m collecting and will accompany Vixen on any future “black Animal” teams. But he’ll not be a frontrunner for even Batman Enemy squads.
Werewolf is a little bit broken. With enough Full Moon rolls, this 31-point piece just keeps going back to click #2 and won’t die. I’ll have to ensure one is on any Animal team I play.
Flock of Grey Bats was fine for its Poison tricks. Another cheap Animal to fill out themes or give Vixen another power.

Brother Voodoo being able to do free Mind Control two of every three turns is huge. Add his PC and Mystics and you’ve got one of the game’s best pieces right now. I’m using him next on a Heroes For Hire team, whenever we get those new ATAs.
Spider-Man (Amazing 034) didn’t impress, but I suspect this little piece has some hidden charms I wasn’t able to take full advantage of in this build. Still, he’s living in the tackle box for now.

Dr. Voodoo is OK, being a more straightfoward piece than the Brother. But the Prime piece is probably going to be my go-to choice in games where I’m not needing Avengers status.

Colleen Wing & Misty Knight, played with the Misty Knight half first, could’ve been much better on a better map for The Hand ATA. I will definitely play this piece again at this price point and click number, next on that Heroes For Hire team I mentioned.

GCPD Cruiser is every bit as torrid as I said, being able to carry a pretty weak team well.
GCPD Officer (Batman) was only the pilot for the car. I frankly still consider this an unplayed piece.
Lucius Fox (DKR) was surprisingly key for his Perplex and clutch Leadership rolls. Morgan Freeman is the man even in HeroClix, it seems.
Batman & Nightwing is priced like a tentpole but too fragile by far. I probably won’t be fielding this duo again, not with so many better choices for the points.
Arkham Guard (a) still hasn’t made a capture for me yet, but the sheer threat of it makes him effective as a decoy piece.
Dr. Thomas Wayne is a new candidate for Best Medic. Came very close to KOing the 160-point Spider-Man, too. Perhaps I’ll field the good Dr. again in that Combat Medics theme I’ve been wanting to play since Collateral Damage.

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Welp, the weekend’s here, and it’s time for more figures to flush. Next week, you get to read about my team(s) for my venue’s Career Day event. Until then, have F.U.N. Heroclixin’!

Continuing the photographic record of Super-Strong figs in the Amazing Spider-Man set holding object tokens with the title character himself:

Yup. Spider-Man (024) juuuuust grips the token as shown.

But not only does the original Spidey tote tokens. Behold the latest version of the character, young Miles Morales:

Spider-Man (039) needs a bit of webbing help, but the hold is very secure.

This is actually going to be more of a straight-up battle report, as the 900-point Modern Age tourney I attended got me the chance to play a big Birds of Prey theme:

Big Barda (Batman) 148

Black Canary (Fast Forces) 100

Huntress (Fast Forces) 100

Hawk (Fast Forces) 100

Dove (Batman) 86

Katana (Batman) 76

Lady Shiva (Streets) 67

Lady Blackhawk (Fast Forces) 50

Oracle (Fast Forces) 50

and, wearing a maxed-out Utility Belt…

Oracle (10th Anniversary) 73

Wait…WHAT? Wasn’t this one of the Top Ten WORST pieces of 2012? Yes, it was. But the U.B. on this barely mobile support piece seemed the most F.U.N. approach to using it.

My basic strat was to use Lady Blackhawk to ferry Barda, Shiva, little Oracle and Canary to hindering patches in preparation for Boom Tubings. Big Oracle would use PC or Perplex or Outwit as needed from the starting area or a building somewhere (which wouldn’t be a problem thanks to a pair of Grapnel Guns on her Belt) with Katana acting as bodyguard. Hawk and Dove would back up Barda.

Here’s how it actually went down (all played on the Jotunheim mountain map):

  1. Dan, my first opponent, was really green and blundered right into my attack. But I played a little too conservatively and got Dove killed before she could finish a near-dead Terrax. Also rather improbably missed four of five attacks in one turn on Ancient One, who slowed down my force from helping. Meanwhile, Dan had sent Gladiator pushing to one-shot 10th Oracle clear on my side of the map for the difference in the game. 0-1.
  2. The very young Kai’s army of Haunted Tank, tons of Living Mummies and a pair of Franken-Castles were no match for my superior tactics. KO’d both his Spider-Girls (which were there just to grab LE The Zombie’s relic) and Franken-Castles for the win when time ran out. 1-1.
  3. Ended with a victory against new but learning Dakota’s pair of Electros, The Mighty Avenger (fully Gauntleted), Baron Mordo, Big Barda, Ancient One and Man-Thing. He unwisely claimed the high ground, which put him in my swing range. I lost Black Canary but took Barda and both Electros for the clear difference. 2-1.

Had a lot of unplayed pieces in this team:

Black Canary (Fast Forces): Despite Barda ostensibly being the lead attacker, in each match it was Canary who actually made the first strike with her Running Shot + Pulse Wave combo. A fantastic piece that totally made this team work.

Huntress (Fast Forces) impressed much less, but that’s only because of the sheer firepower on the force. Running Shot + Willpower allowed her to press the attack more than once. I probably should have been much more aggressive with her than I was. I’m not totally sold on her as my go-to Huntress, but less likely to just trade/sell the piece away now.

Hawk (Fast Forces) IS my go-to version of the character. Great attack value and armor makes him the better partner to Dove (especially the 0 damage version I prefer).

Lady Shiva (Streets) was Big Barda’s passenger, the KO blow to Barda’s opening shot. Combat Reflexes + 18 DV made her a great tie-up piece to safeguard Barda post-Boom Tube. 

Lady Blackhawk (Fast Forces), along with her set-mate Oracle, was the engine of mobility for this team. Her super-taxi skills got Barda and Canary in range of attacking anyone for the early game, then ferried Dove in range for her combat skills in the thick of it.

Oracle (10th Anniversary) was on the team for the F.U.N. combo of her running the Utility Belt: Friendly because, well, it’s Oracle; Useful because of her “Eyes Are Everywhere” trait; and Nifty because much of it is quite character-accurate for Oracle’s long reach. I used the following items:

  • Radar Monitor to leech enemy team abilities. Cracking enemy codes is totally something Oracle would do.
  • Two (2) Grapnel Guns were to ensure she could get onto elevated terrain in a hurry if necessary. Oracle’s been known to use them to hoist herself to different levels of her Clock Tower in emergencies.
  • Gas Pellets (planted on her team ahead of time to be remotely activated in need) were useful as a surprise contingency combined with her trait. Next time I try this Oracle+Belt combo, I need to double up on these!
  • Two set of Batarangs, on the other hand, were NOT as needed nor as comic-accurate. I’ll drop ’em in a flash for Flash Grenades (natch!) or more Gas Pellets.

That wasn’t the only fun I had with the Utility Belt. Prior to the tourney, I had a quick fun game with some unplayed Spy pieces:

KGBeast

El Gaucho

Skrull Saboteur

and, cinching her business suit with a Utility Belt (OBVIOUSLY snatched from Bruce Wayne’s boudoir, so to speak), my #10 Favorite piece of 2012:

Miranda Tate

Unfortunately, the opponent was Blackheart and his two Hellfire Guards. The big bad demon kept siccing his Poison gargoyle on my team, drawing my fire over and over. I should’ve let it Poison Tate to her Outwit and then countered its Poison over and over.

The Belt’s stat boosts were a great help to a low-damage piece like Tate. I also got some use out of Gas Pellets, Batarangs and the Radar Monitor.

As for the never-played pieces on the team:

KGBeast was OK with his range but missed the one shot he got off before that stupid gargoyle tied him up and Poisoned.    He’s a bit too soft for the attacker he ought to be. I’ll keep him around for the Russian theme team I’ve been wanting to run (complete with accent to being used for each declared action, da?) but not beyond that.

Similarly, Skrull Saboteur spent most of the time tied by that same Gargoyle. A decent tie-up in his own right (thanks to Toughness), SS is more suited to range with his Energy Explosion. But he’s for Skrull teams or nothing, IMO.

Finally, El Gaucho was unable to effectively leverage his talents with the knife as he needed to get in close to deal with Blackheart and his Hellfire shields. He did OK, but played more like a 60-point piece rather than a 92-point one.

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So I’m warming to the Utility Belt. It’s a dynamic little resource outside of the +1/+2 stuff. As you can see from this article, I’m still more focused on making it F.U.N. rather than powergamey. But that’s what you expect from Heroclixin’!

On Friday, just in time for Black History Month to be over, check out my reviews of a half-dozen black characters in the second half of Figure Flush Week Two.

Continuing Heroclixin’s photographic record of Super-Strong figs that can hold objects:

Chase figure Prodigy (Amazing Spider-Man 001b) holds a token between his neck and outstretched arm. This hold works better with the newer, thicker tokens than the older variety I do most of my tests with.

And while there are some more pix to share (see Thursday for those), here are the characters in the set that DO NOT have any good holds at all:

Dracula (and Vampire)

Hannibal King

Kaine

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Tomorrow continues Figure Flush, a new series of battle reports/figure reviews of finally-played HeroClix pieces. Stay tuned!