…beeeeyotttch!!!!

So Hank Pym (Chaos War 014) has this Nifty trait:

“MORPH: HANK PYM: Give Wasp a move or close combat action that deals no pushing damage. After the action resolves, replace him with any character with this trait on the same click number.”

And he shares it with four other pieces in the set:

Ant-Man (Chaos War 015)
Wasp (Chaos War 016)
Ant-Man (Chaos War 173)
Giant-Man (Chaos War 200)

It’s a heftily Useful upgrade over the similarly named trait of Beast Boy (DC 75th Anniversary 014, 015, 016 and 055) in that it works via either a move action OR a close combat action. But with the recent rule that replacement characters have to stay on a KO click while on the sidelines, it’s harder to know which Pym to bring into the fight.

Let’s take an overview at the ever-changing mad scientist of the Avengers:

Hank Pym (Chaos War 014): With odd clicks of Outwit alternating with Perplex on even, and a SP granting a free Attack power when on an object, plainclothes Pym is the ultimate support piece sporting some surprise fight (though with minimal damage potential). Note that the Perplex clicks are paired with Willpower.

Ant-Man (Chaos War 015): Hank’s first super-ID flops between odd-numbered Stealthy Poison, Combat Reflexes and Exploit Weakness versus even-numbered Leap/Climbing Outwit with Super Senses — except that the first and last click lack the CR and EW. Problematic with his basement-low damage value and barely average DV. His best role might be shrinking a friend at the right time via his other trait.

Wasp (Chaos War 016) : Homage-to-Janet Van Dyne Henry here is the most traditional of the base set Pyms with top-loaded Running Shot and 3 damage with Leadership. Later clicks get the penetrating Incap treatment and some team support by granting pals EW.

These are the common Hanks. Then there are the two ultra-rare convention exclusives:

Ant-Man (Chaos War 173): Puck Pym is all about his high, high 20 DV. A full run of Incap gives him a little bit of offense, too, but only a little bit.


Giant-Man (Chaos War 200): Conversely, giant Pym is chiefly about fighting, with double-digit AV and 3+ damage most of his dial. He’s also loaded with armor powers.

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A lot depends on which Hank Pym one starts the game with. For example, a Wasp 016 player is likely to be relying on Running Shot and won’t be able to readily Morph as that Speed power is neither a move nor close combat action. Conversely, Giant-Man might benefit from Morphing to Wasp’s less-visible but still-17 Toughness click number 1 after smashing a foe with a heavy.

Therefore, the following list of “best” clicks to switch to is hardly exhaustive. (To do that, we’d have to go though each click of each Pym and detail the best choice for each likely situation. Which would make this F.U.N. article too long. Not doing it.) Instead, it’s just a rough guide on how to best size-change after taking the Morph-activating action, as the character will always have one or two tokens afterward.

ON CLICK 1:

First choiceAnt-Man (Chaos War 173). Stealthed 20 DV is best for weathering attacks.
Next bestWasp (Chaos War 016) or  Giant-Man (Chaos War 200) for 17 Toughness.
AvoidAnt-Man (Chaos War 015). Though the Stealth and Poison are tempting, his bare 17 DV may be a problem.

ON CLICK 2:

First choiceWasp (Chaos War 016) is the best-balanced pick regardless of whether he’s based (likely after the close combat action) or remote (likely after the move action option). But this click is possibly the most situational of the five, depending on whether you most need more support for your team (Hank’s Perplex, Wasp’s EW-lending, Ant-Man 015’s Outwit), personal survivability (either of the Ant-Men for Stealth) or offensive threat (Giant-Man).
Next best: n/a
Avoid: n/a

ON CLICK 3:

First choice: Either of the Ant-Men. The common gains Stealth and 18DV in melee, 17 at range with Poison and Exploit Weakness while the Unique is a Stealthy 18 (19 from range).
Next best: Giant-Man, with Charge, Quake and Invulnerability to be the toughest of the Pyms. Note that Charge works with Morph, so he can move to a more advantageous spot and push to the best choice for Click 4! (I’m thinking that Morph wouldn’t prevent the push since it’s part of the Charge action).
Avoid: Both Hank and Wasp are defensively soft. On the other hand, both offer passive powers that might benefit the team, so if you can protect them, they might be an OK choice.

ON CLICK 4:

First choice: Wasp. Again, he’s got the best blend of offense, defense and passive utility.
Next best: Giant-Man. Still Invulnerable, still Quake-ready. The more common Ant-Man gains 16-17 DV Super Senses and Outwit.
Avoid: Puck Ant-Man, whose DV finally slips to a decidedly average 17 and his AV to a mediocre 8. It’s all downhill from here, too.

ON CLICK 5:

First choice: Ant-Man 015. Though his base DV is just 15, it’s bolstered by Combat Reflexes, Stealth and Tiny Size. Offensively, he’s again Poisonous and Exploits Weaknesses.
Next best: Wasp. Though 16 DV Super Senses and 2 damage aren’t great, he’s got 9 AV and Perplex. Giant-Man’s poor 15 DV is balanced by not-so-poor 10 AV, 3 damage with Exploit Weakness and Charge. (Note that Exploit Weakness and Morph are not compatible — you have to pick one or the other!)
Avoid: Ant-Man 173, unless Stealth is absolutely needed to survive.

ON CLICK 6:

First choice: Ant-Man 015. His 15 Super Senses looks bad, but Tiny Size and hindering terrain bump it to a possible 17 from range. He’s also got Outwit back and 9 AV if fighting is needed.
Next best: Hank Pym, because while his 15 Willpower is the worst defense of the lot (barring the puck), he’s got Flurry and Perplex to shift matters in your potential favor.
Avoid: Ant-Man 173, unless Stealth is absolutely needed to survive.

ON CLICK 7:

First choice: Giant-Man or Wasp. Both sport 15 DV Willpower for a possible last-gasp attack next turn with 9 AV Quake or 8 AV Incap-plus, respectively.
Next best: Hank’s Outwit should be useful at this stage of matters, though it puts a Giant-Man-sized bull’s eye on his labcoated back. Ant-Man 015 can hide in the bushes (Stealth) and maybe Poison.
Avoid: Ant-Man 173 at all costs.

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That’s it for this quick guide to Morphin’ the Mighty Avenger Henry Pym. Have F.U.N. Pympin like I might with this team in a week:

Yellowjacket (Secret Invasion 006a) 100
Hank Pym (Chaos War 014) 75
Ant-Man and Wasp (Chaos War 053) 168
Wasp (Avengers 059) 37
Wasp (Chaos War 030)
Ant-Man (Infinity Challenge 173) 43
+ replacements Wasp 016, Ant-Man 015
= 500 points

or, if my friend managed to pick a Con Exclusive for me:

Hank Pym (Chaos War 014) 75
Wasp (Chaos War 030) 77
Ant-Man (Infinity Challenge 173) 43
Giant-Man (Chaos War 200) 300
+ replacements Wasp 016, Ant-Man 015, Ant-Man and Wasp (Chaos War 053), Ant-Man (Chaos War 173)
=495 points. Could be Big Pympin’ time at Dragon*Con!

 

Continuing Heroclixin’s photographic record of Super-Strong figs that can hold objects is this sometimes big boy:

Somewhat surprisingly, Yellowjacket can hold an object token between his head and left shoulder ridge thing. It’s not a great hold, but it’s there.

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Mr. Henry Pym wasn’t picked at random. Be here tomorrow for a F.U.N. primer on using the Chaos War Hank Pym’s Morph trait!

I had a lot of unplayed pieces to run as usual and built this Robot-themed team:

Cyborg (52 Justice League 006) 100
Vision  (Chaos War 013) 27 + Secret Avengers ATA 5
Ultron (Chaos War 208e) 90
Masque (Chaos War 206) 50 + Secret Avengers ATA 5
Masque Duplicate (Chaos War 007 ) 27
Masque Duplicate (Chaos War 20 ) 27

= 399 points, plus replacement/sideline Iron Man Drone (Chaos War 002r) x3 and Ultron Drone (Chaos War 003r).

And boy, do those Drones make a difference.

FIRST I faced a duo of Thanos (Galactic Guardians 045) and Nova (Galactic Guardians 201). Here, I got a bit lucky when my opponent forgot Thanos’ stat boost upon KOing a foe, allowing me to barely land a clutch attack. But beyond that, I only needed a single break away roll to keep the mad Titan locked down for the KO and win.

In the SECOND round, I picked the lower decks of the Helicarrier to stymie the Hypersonic threat of Supergirl (Fast Forces) and Lucy Lane while blocking lines of fire for Batman (52 Justice League) and Zatanna (52 JL). Using the free action movement of the Drones to gain positioning superiority, I got enough first shots to wipe the board.

FINALLY, I faced Odin (Avengers Movie) and Larfleeze (Fast Forces) on the open Helicarrier map. It was tough to overcome the range disadvantage. But I benefited from a few key Turning Points:

  • Cyborg landed a light Pulse Wave to get them off top-click.
  • Odin missed a much-needed Running Shot, leaving him in range of my slowly encroaching force.
  • Cyborg GOT the heavy single-target Pulse Wave I was looking for.

From there, Anthony Hopkins couldn’t do enough damage to stop the full robotic army from winning.

Piece-by-piece:

  • Cyborg (52 Justice League 006): What an offensive threat this piece is! Running Shot and 6-range Pulse Wave, making it easy to get those single-target shots off. His dial never gets poor. I will play this piece often.
  • Vision (Chaos War 013): The team’s needed natural taxi. Being able to Indomitably break away and Charge targets came in big in the second game. This is my go-to Vision now.
  • Ultron (Chaos War 208e): The key to the team with her ability to pull in extra points and solid stats and powers. I want to try her 160-point dial more, though.
  • Masque (Chaos War 206): a surprising clutch backup fighter with 9 AV Psychic Blast, including Willpower on the 2nd click. Never got to use her sacrifice click.
  • Masque Duplicate (Chaos War 007 ): These actually made better tie-up and meat-shields than the Drone, freeing the latter for their more essential taxi duties. End-dial Support came into play, too. Never got to use their sacrifice clicks, either.

But as stated before, it was the Iron Man Drone swarm that made the team really work. With their ability to freely move 4 squares while in range of Ultron, they could:

  • move 4 for free, then move normally for 6 to gain a full 10-square shift or, if carrying, move 3 then 4 for 7 total;
  • or vice versa, spend the action to move 6 then free-action move a few more to, say, evacuate a pal from trouble;
  • Move up to 4 freely then use the normal action to make an attack.

 

Superb utility, yet not at all overbearing (for the Drones’ stats range from mediocre to dirt-poor at this point range). I was pretty surprised how well they helped my team adapt to anything.

 

 

 

Continuing the photographic record of just how each character with the Super Strength power can hold their object token (the old ones, anyway. The newer ones found in the Avengers and Dark Knight Rises starter sets might be too thick) somewhere on the sculpt unassisted.

After nearly a year without DC Comics-based clix (the Dark Knight Rises was movie-based), I’m pleased to finally present some new token-toters from the latest version of the “Original Universe”:

 

At left, Wonder Woman holds the token between her lasso and left knee very securely and very awesomely. Her teammate (and, in lamer days, frequent backseat passenger of her invisible jet) Aquaman fits the token behind him in the wave. His wife and fellow ruler Mera does likewise, if with a tad less authority. Finally, Superman gets a grip with his left arm and cape. You might need to use the base to help with this hold.

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Next up is a Battle Report of some kind…haven’t decided what yet. Thursday will be a Token Totin’ from the vaults and Friday? Look for some F.U.N.!

 

Though I lacked the participation points to play for colossal Thanos, I was able to get in a side event under the same parameters: 500 points of elements from Chaos War, Galactic Guardians or Incredible Hulk only.

Lacking the chaeese* figures of the day (Sentry and Void or Thanos 049), I opted for something strange…and stranger.

DRS. STRANGE AND STRANGER

 

Stranger (Galactic Guardians 043) 213
Dr. Strange (Galactic Guardians 028) 196 + Avengers (Heroic Age) ATA 2
Dr. Strange (Galactic Guardians 206) 75
Astral Dr. Strange (Galactic Guardians 014b) 13
= 499 points, with 2x replacement Astral Dr. Strange (Galactic Guardians 014a). My strat was to use the lesser Dr. Strange’s Energy Shield-sharing power to bolster defenses against the inevitable alpha strike against my not-so-mobile team until I had A) enough Astrals to start shooting with the big Dr. and B) Stranger could get to his 2nd click and start HSSing about.

ROUND ONE I faced sparring partner Lenny’s Annihilators: Cosmo, SR Gladiator and the Fast Forces versions of Quasar and Ronan the Accuser. I won handily, as I was able to get first Outwit then shot on Gladiator to blunt his threat. Lenny doesn’t handle gameplan adversity very well and I was thus able to run the table on him from there.

ROUND TWO was against the venue’s usual judge, who was allowed to play in this side event. He had the dreaded Sentry and Void, plus two Fast Forces Scarlet Witches and the medic Donald Blake.  AND a Gamma Bomb. Dude came to win. But he almost didn’t when he (and I) forgot that Astral Dr. Strange doesn’t force break away rolls and he stayed still a couple turns longer than he should’ve. It gave me a chance to close on his side of the map and eventually beat Sentroid as low as  his last click, forcing repeated heals via Support and Regeneration.

But then, with Stranger pushed and on his next-to-last-click, I made the absolute worst User Error I have EVER made in a HeroClix game (yes, even worse than the worst of the baker’s dozen I made in this classic failing effort). I forgot to pick Colossal Size at the start of the turn before (uselessly) moving Dr. Strange, thus denying Stranger the Colossal Stamina ability to make an attack with two tokens. That turned an unlikely win for me (as a hit would’ve KOed Sentroid) into complete and utter defeat in two turns.

ROUND THREE was against Melinda, a fairly new player who usually only plays Lord of the Rings characters. Her husband built her a team of Defenders: Silver Surfer (Galactic Guardians o36), Hulk (Galactic Guardians o27), Captain America (Chaos War 001) and Dr. Strange (Galactic Guardians 206). She was very aggressive; a little too much so. I managed to wipe her team while only losing a couple of Astral projections.

 

 

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All in all, it was a decent day of clixin’. I played a team that’s the essence of F.U.N. that challenged even the most terrifying non-colossal character in the game. If I could only eliminate those User Errors!!!!!

* Chaeese = Chase and Cheese, combined.

 

 

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.)

Here’s the last of the Collateral Damage set’s feats:

I sure took a lot of art from JSA. This artist was Stephen Sadowski, I think, (Peter Snejbjerg, actually) and the issue guest-starred Batman. This image of Batman, whose main shtick is Stealth, running through the shadows was fitting, I think.

There was one more feat in the set that came with the Man of Steel mailaway figure called “Look! Up In The Sky!” It’s not included because, like Divebomb, it’s at least partly based on the obselete Soaring mechanic. It was also a poor use of points in any case. 9 points for +2 speed…but only on move actions.

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Next time, Card Arts moves on to the next DC set: Origin.

A few weeks ago, Heroclixin’ began analyzing how a street-level set like Dark Knight Rises is at least a little overpowered. Sometimes grossly so. We saw how the Common, Uncommon and Rare bits threaten to break the game with their Power Leap Factors of 1 through 5. Now let’s conclude with looks at the Power Leap Factor of the Marquee and DKR starter pieces (#s 100-106) and the mass market figures (#s 201-210).

Batman 100: As first glance, this version of Bats looks soft and underpowered and overcosted with only six clicks of life and a bit of Toughness. He doesn’t even start with Outwit. Then you note his trait that gives him hefty bonuses when played with the Gordon figures in the set (and we’ve already noted how great a Power Leap Factor one those guys has). And THEN you note his other trait giving him penetrating damage AND an effective 12 AV against his target as long as he’s attacking from Stealth or elevated (which, being Batman, is gonna be almost always). That’s ridiculously good, even for Bats. Power Leap Factor 4.

Batman 101: Meanwhile, the starter Batman is considerably less powerful for only 5 less points: one fewer target and range, worse defenses, a barely usable SP and no traits. He does start and finish with several clicks of Outwit and Perplex, respectively, across a long 8-click dial. But as Batman figures go, the Power Leap Factor here is just 0.

Catwoman 102: Her trait means she’ll almost never be attacked by any character lacking a moving attack or anti-Stealth ability, and Leap/Climb is always good on sneaky Outwitters like her. Power Leap Factor 4, easily.

Bane 103: Only two clicks of damage reduction is wholly outweighed by his A) effective +1 AV vs. teams/keywords for himself AND his team, B) Flurry + Super Strength-on-the-2nd-attack SP and C) Regen to Willpower combo. Power Leap Factor 3.

The Joker 104: Shape Change seems a bit odd, but Ledger Joker does tend to use disguises pretty often. Power Leap Factor 0

Harvey Two-Face 105: Prob Control? Penetrating Blast? Exploit Weakness? STEAL ENERGY? None of these powers make any sense on this character, really, except to make him playable. That rates Power Leap Factor 5.

Sgt. Gordon 106: Kinda silly that he just gets powers out of the blue from teammates. Power Leap Factor 3.

Batman 201: Unparalleled moving attack ability, Exploit Weakness and a sky-high 12 AV (cheapest fig to start the game with such in years) is balanced to Power Leap Factor 3 by his inability to be stat-boosted by allies.

Bruce Wayne 202: Leap/Climb, again, is thoroughly misplaced. Why’s he get range? SMH. Only his overall high cost holds his Power Leap Factor to a modest 2.

Catwoman 203: Another Selina boasting a high Power Leap Factor (3) due to her ability to steal objects, Flurry, Perplex, and push freely with Indomitable. The 3 range is what pushes her over the top.

Bane 204: Not too bad, actually. Perma-Toughness/Mastermind, RCE and Perplex are all held back by poor speed and mediocre AV. Power Leap Factor 0.

Rachel Dawes 205: Why does an assistant district attorney get Stealth? Or Mind Control? Answer: Power Leap Factor 1, just for the sake of a little playability. At least the anti-Poison/Incap trait is actually story-based.

John Blake 206: He’s definitely an exceptional cop in the film (hence the Indom.), but neither the Underworld TA nor the Sharpshooter is really backed up by the film. He’s also got that trait of Outwitting team abilities. Why? Power Leap Factor: 3

The Joker’s Henchman #3: Power Leap Factor 1, ’cause there’s little out of place with this piece other than the 17 Defend from a nameless mook. And that appears mid-dial, so it’s hardly a concern.

The Joker’s Henchman #4: Power Leap Factor 1 for his penetrating damage Energy Explosion. Why’s he rate that SP?

The Joker 209: What’s with the penetrating damage SP? It’s conditional enough to only call for a low Power Leap Factor rating by itself, but the lonnnnng run of Probability Control after click 1 is excessive enough to bump it to 2.

Arkham Asylum Escapee 210: Power Leap Factor 0…nothing overpowered here.

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For a street-level set, Dark Knight Rises sure brings the cheese in terms of scale.

We had a recent 1200-point anything goes tournament. Promo pieces, feats, Star Trek ships, whatever — it was all legal.

Me, I had some pieces that’d languished in my unplayed fig box for nearly a year. Time to try ’em out.

Unfortunately, my fellow players brought out the velveeta (not cheese, but close). First, I faced a Brute team of Movie Hulk, Mighty Thorr, Wolverage, Big Figure surrounded by Thugs, all led by Sentry / Void. Then I had the “pleasure” of battling an all-Thanos team of the chase, the 150-pointer and the 800-point “Issue 1” colossal.

  • A-Bomb: Camouflage really helped him out, especially when chase Thanos snatched him but put him next to blocking terrain. His 19 DV also held up, even against the 12-13 AVs of the Thanosi. Too bad he wasn’t able to hit so much.
  • Arkham Asylum Inmate: Only good for resetting the Gamma Bomb. Otherwise completely overmatched.
  • Elite Zealot: Despite his starting with Leadership and Outwit, he was useless at both due to adjacency issues and immunity-to-Outwit opponents. Really needed to be more aggressive with him, but my team was very movement-challenged. (It didn’t help that Issue 1 Thanos knocked him off his sole movement click at game’s start.)
  • Gollum: Very useful for his support powers, but the little slinker took himself out via those very powers.
  • Hawkeye (Chaos War): The only piece of the team to perform well at ALL. Which, unfortunately, made him a victim of colossal  Thanos’ power to remove Hawkeye temporarily from the game when the archer managed to damage the mad Titan.
  • Master Chief (Battle Rifle): Disappointing. Lack of movement powers hobbles the Halo star. I pushed off his sole top click of Outwit to my regret.
  • Morg: Too glass-jawed. Perhaps on a team with TK, he’d have done better. As it was, he was just easy meat for first Sentry / Void and then chase Thanos. Seems like I’ve never seen this piece work.
  • Mouth of Sauron: If I had any chance in these games, it was because of this fellow. Being able to Demoralize and knock stats down -2 from behind cover is HUGE. In fact, I might have salvaged a win in the first game had I used him better. Unfortunately, I made most of my user errors with him, in A) his placement for Prob Control, B) opening him up to Outwit at a crucial moment and C) making a suicidal Mind Control of colossal Thanos (who missed BOTH his Multiattacks — it was that sort of game).
  • Nebula: her trait is so useless in these modern games where bringing objects is optional. If only she had more keywords to fit onto more teams! Or a slightly higher AV. Or damage. SOMETHING!
  • The Sharpshooting Avenger: Scored an early hit on 150-point Thanos and was useful for his SHIELD TA. Still pretty much the last version of Hawkeye I’ll ever pick for a team. Why did I trade for him, again?
  • Thor (Avengers Movie 201): Not bad, aside from the critical miss against Issue 1 Thanos that sealed my loss, big time.
  • U.S.S. Yeager: Worthless outside the Trek game thanks to single digit AV and 2 damage.

 

In fact, 2 damage was my problem across the board, as I lacked the ability to harm the Thanosi at all aside from a few characters. Had similar issues with the Brute squad.

In general, my unfamiliarity with pieces and the more highly competitive nature of the forces I tend to face these days make using untried characters a losing proposition. I think I’m going to resort to something I haven’t done in years: playing solo games on my dinner table.

Seriously, the last time I did that, the Olympics were being played in BEIJING. So maybe, as this article is published, yours truly will be watching the Games and playing a game simultaneously.

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Tomorrow, a new Token Totin’ figure. Then, on Friday, the wrap-up of my Dark Knight Power Creep Rises series.

Continuing the photographic record of just how each character with the Super Strength power can hold their object token (the old ones, anyway. The newer ones found in the Avengers and Dark Knight Rises starter sets might be too thick) somewhere on the sculpt unassisted.

Back in May, I hardly saw hide nor hair of the Avengers Movie’s Frost Giant Champion to shoot it toting an object token. But at last behold…!

Time to resume 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.)

Continuing with the Collateral Damage set’s feats. Next up is Movethrough:

 

The artist is the great Alan Davis, from a 2000 JSA cover. The feat was basically designed to help boot speed characters, especially giants like the above Atom Smasher, get to the targets they wanted. Back then, giants didn’t ignore smaller characters during movement and had a two-square adjacency zone instead of just being able to punch from two away. So while it made giants superb tie-up figures, it was also an incredible weakness because most giants are priced as fighters, not cheap tie-up. Now that giants move more like fliers, this feat is largely obselete on them. It still has some use for standard-sized walkers, though.

Here’s another feat that’s not seen that much anymore:

The attack bonus granted by Ambush usually isn’t worth exposing the attacker from its Stealth. It’s still a neat feat, though. This Val Semeiks art from “JLA: Foreign Bodies” of Batman apparently delivering a surprise blow to the arch-villain Kobra fit the card perfectly.

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Next time, Card Arts continues with the final feat from Collateral Damage.