Heroclixin’s photographic record of Super-Strength characters who can hold their own object tokens continues! Today we’re looking at how the rest of the candidates from the new Captain America set (having already seen LUKE CAGE, Power Man) tote their tokens:

The Secret Warrior, Stonewall:

You can just barely wedge it between the edge of the base and the rivets on his armbands.

Jack Flag, latest member of the Guardians of the Galaxy:

It wedges under his mask!

The villainous Mister Hyde:

Wedge it between his forearm and left thigh.

The robotic Super-Adaptoid (who doesn’t have Super Strength but can gain it through his SP):

Another one that fits in the stat slot and under chin.

Armadillo:

This one's a tad tricky. It barely wedges, at an angle, under his forearm and on the base.

and last but not least, Winter Guard strongman Ursa Major:

In Soviet Russia, workers are carrying TWO objects for glory of Motherland!!!

Be back Tuesday for another edition of Token Totin’!

Welcome again to my typical Wednesday feature. Along with your new comic reading, check out how my Heroclixin’ went this weekend.

The inspiration of the team: Last week, we learned we’d end up having an NFL season after all, and the scenario required 400 points of no-females. With the latest version of Falcon released in the new Captain America set, my being from Atlanta, and my love for “same-name/character, different figure” teams, it was high time for an all-Falcons team.

The actual build:
Falcon (Captain America #030) 79+ Inside Info 4
Falcon (Avengers #040) 75
Snap Wilson (Sinister #219) 60 + Loner 5
V Falcon  (Sinister #057) 57 + Not So Special 3
Sam Wilson (Sinister #207) 53 + Contingency Plan 12
E Falcon (Sinister #056) 46 + Pym Particles 6
=400 points.

My basic strategy: Build Contigency Plan tokens while my Falcons inch close enough to make a bunch of Charge attacks.

ROUND 1. vs. Bill’s Captains America: both Bucky Caps, Wall Cap, Rogers, HoT on Krakoa.
Highlights:

  • I made a crit miss with Krakoa to end my first turn.
  • A combination of good attacks and Krakoa quaking took Steve Rogers down. Unfortunately…

Turning Points:

  • Using AV Falcon’s Running Shot from elevated terrain to the ground was a bad mistake, giving Wall Cap easy Charge access to him, one of my more important characters. This, on top of…
  • CA Falcon missing a must-land Charge to Quake attack on three of the Caps sealed my utter defeat.

MVPs: none.

ROUND 2. vs. Paul’s John Stewart with Trick Shot and ICWO, Sgt. Rock + ICWO, Warlord, and three Easy Co. Soldiers on the Bridge.
Highlights: One hit landed all game. UGLY.
Turning Point:

  • My decision not to immediately hole up on the rooftop cost me dearly as my minimal cover (Dynamostat) was swiftly destroyed, giving the Soldiers multiple free shots on my team before I could even get in Charge range.

MVPs: none. This game was an unmitigated disaster.

ROUND 3. vs. Oat’s Ulik, Blob, X-Ray, Gharskyght, WS Spidey on Jotunheim.
Highlights: boxing in Ulik on the topmost peak, keeping him from attacking my key team members at first.
Turning Point:

  • X-Ray got multiple Pulse Waves on my team, weakening my them bit by bit so Ulik would have little trouble KOing the survivors.
  • Though down to just CA Falcon, I still had a chance to win and took it, pushing to get Ulik off his final damage reducing click. But it was a critical miss, just like my first attack this evening. And yes, it was my final attack, as Ulik critically hit to just barely KO Falcon.

MVPs: CA Falcon nearly did it anyway.

This game went about as well as the last game the real Atlanta Falcons played last season. What could I have done better?

  1. Protect big Falcon more. As my best attacker, he needed to not get shot before moving so much. I should’ve surrounded him with the ESD Falcons instead of holding them back so.
  2. Protect Sam Wilson more. With his 10 AV and Willpower, it was hard to keep from using him as a main attacker. But he was far better used for his feat.
  3. Not play my opponents’ game. I gave ranged attackers far too many low-risk-high-reward opportunities. There was no avoiding some of it, but still.
  4. Use AV Falcon and Snap Wilson as my frontliners. The former is the sole mobile ranged threat of the team, and the latter, the other shooter. In addition to blocking for big Falcon, he could’ve traded some shots in the meantime.
    And, finally…
  5. Use a different team. Sorry, but as much as I like Falcon, he’s just not any good on this particular build. CA Falcon needs a Captain America to get his points’ worth. AV Falcon needs to be 20 points cheaper. Snap’s damage is too low, Sam’s and the Vet’s AV is lacking while E Falcon’s weak in DV.
Next week, look for the first of a two-parter starring a group of figures who could be considered two-parters themselves. But before that, tomorrow see a special all-Cap set edition of Token Totin’ and, on Friday, the grand conclusion to Morrison’s Soldier keyword reviews.
Heroclixin’s BACK, baby!

Heroclixin’s photographic record of Super-Strength characters who can hold their own object tokens continues! Today we’re looking at our first candidate from the new Captain America set, LUKE CAGE, Power Man!

 

Note that you have to wedge it under his arm from behind, or it won’t work.

Although this really ought to be your go-to Luke Cage for any game you ever wanna use the character in from now on, there might be instances when you may wish to field the other versions: LUKE CAGE from Avengers, POWER MAN & IRON FIST from Secret Invasion and POWER MAN from Fantastic Forces:

All three hold tokens fairly easily, though the FF one does so even more tenuously than it looks here.

Be back Thursday for another edition of Token Totin’!

This is a new feature (replacing “My Custom Mods”) in which I talk a bit on how I selected artwork for feats and battlefield conditions that didn’t come with art, originally.

See, back in the early days of feats, both Marvel and DC cards bore art from the comics:

But ever since Icons, DC cards have been bare. That’s apparently because DC has a different license for reusing comic art that makes it more expensive compared with Marvel. Therefore, we’ve not seen actual art on DC cards.

Well, I decided years ago to, as a hobby, add artwork to scans of all the then-extant cards. The project languished for most of those years until, in a whirlwind of scanning and Google-mining, I completed it sometime last year and added the results to the Pix and Downloads page of Heroclixin’.

Enough intro. On with the feature!

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Although I hate using this BFC, one that only hurts and rarely helps, the classic image from the classic 1988 Joker story “The Killing Joke” by Alan Moore and Brian Bolland was the obvious choice for this mad, mad card.

Heroclixin'...Back from the ice like Cap.

Sorry, readers, for missing so many days of updates! I was unusually busy back in the week when this series started. Then my DSL modem catastrophically failed (turns out it had been recalled years ago, so I got a free replacement). Then I had to scrape up cash to catch up on my internet bill.

When it rains, right?

Let’s get back on track with a double dose of Morrison’s guest Soldier review: Elite Corps and Tactical Commanders!

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In every branch of military, there exists an elite corp: the Navy Seals, Army Green Berets, Air Force Special Forces, SOCOM. HeroClix has one, too. Morrison rouses ’em for inspection.

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Elite Corps

These guys are your shock troops: the boys you call in when you need to lay down some hurt hard and fast.

Noh-Varr (Web of Spider-Man #038)

Very soon after Web of Spider-Man’s release, people felt the power of this guy. He brings solid stats and great powers. He plays well on many keyword themes, or you can give them all away for a permanent attack boost.

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War Machine (Hammer of Thor #200)
V War Machine (Armor Wars #069)

People who read my earlier Armor review remember these two quite well. And what’s not to love? (interestingly enough, the older, lower point figure actually has a higher average defense, 16.5, vs 16.125)

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Ares (Avengers #054)

Honestly, if his sky-high stats and SP Perplex don’t make you drool, I don’t know what will. Just remember to bring a taxi, and kill the medic and the Outwitter first.

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Finally, he finishes off the Soldiers with a look at the Tactical Commanders: These guys may not hit the hardest, but they give you a some phenomenal options and power sets in higher point matches.

Uncle Sam (Crisis #035)

Sure, at times he might be inconsistent, and maybe a bit big for his britches, but Uncle Sam at heart is about one thing: to help the little guy. His stats are ok for his points but he’s a great captain for large point swarm teams with his high-point Leadership. And trust me, “Give Me Your Tired, Your Poor” is a phenomenal power. With some good set up, look forward to increasing, not decreasing his attack when using the Move And Attack ability.

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John Stewart (DC 75th Anniversary #046)

Some look at this figure and see only bad dial design: no move and attack and Sharpshooter and Ranged Combat Expert coupled with Super Strength, but such a view is a discredit to John. His “problem” is that he has two roles: taxi and powerful ranged attacker. If played right, your opponent should quake at the presence of an 11 attack, 5 damage, 8 range figure with Indomitable. After he takes a hit, for say 3-4 damage (as most hits are these days) he turns into super-taxi: 11 movement, decent value defend, and he gives everybody he’s carrying ES/D. Think of him as a versatile landing craft.

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Green Lantern (Crisis #023)

Hal also tries to stand firmly in both the attacker and the support camps, with Running Shot and Willpower vs Perplex, Telekinesis and GL TA. With 5 clicks of 10 range double target Energy Explosion, consider giving him Green Lantern Honor Guard to help soften enemies up for you smaller GL figures.

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Kilowog (Green Lantern Gravity Feed #003)

Just like in the comics, Kilowog likes being around others. Charge him to whale on some pesky opponents then next turn, have him in the rear of a wall of low-point soldiers, who are having both their damage and attack raised by 1. The only thing that could have made this figure better would have been GL TA, which would have made Kilowog superb to the highest level.

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And that, readers, wraps up Morrison’s original set of mini-reviews.

“But,” you ask, “we’re there a few more Soldiers released for the Captain America set while you were goofing off these past couple of weeks that should be on the list?”

First, I was NOT goofing off. 🙂 Second, yes, Morrison is already writing an addendum for this series. Look for it next Friday.

Monday, I finally begin a new feature unique to Heroclixin’ to replace the My Custom Mods series that wrapped up late this spring. Tuesday, Token-Totin’ resumes. Wednesday, look for a New Comic Day Battle Report. In the meantime, have fun clixing this weekend!

Heroclixin’ is back, almost. Need a day or two to get back on the saddle. Here’s what to look for soon:
• The conclusion of the “Best of Soldier” guest reviews
• new Token-Totin’ pix from Captain America
• and, perhaps, another of my monthly Top 10 article series. (Or maybe I’ll hold off on the August edition, seeing how the site’s been inactive for so much of this month!)

Aaagh! My modem self-destructed, so I’ve essentially been without internet for the past half-week. I’m just glad I decided to post the Captain America pocket checklist a bit early instead of waiting.

Hopefully, I’ll be able to complete Morrison’s guest Soldier reviews starting next Monday, then return to Token Totin’ with a brand-new Captain America edition. Keep an eye out for it!

EDIT: Unfortunately, technical difficulties persist. It looks like I won’t get back on schedule until next Monday (July 25) at the very earliest. In the meantime, you might want to re-download the Cap pocket checklist, as the original one had a couple of errors (Hydra Agent is called simply “Hydra” and Baron Zemo’s cost is incorrectly listed as 158 instead his actual 150).

Sorry for my lack of recent updates! Life got in the way last week and technical issues did today. And now…

…it’s time for another set of HeroClix! Here’s my customary checklist.

CAP Checklist

It’s got both the regular set pieces releasing tomorrow and the Gravity Feed figures already on sale, so you can start checking off NOW!

EDIT: the original checklist had a couple of minor errors (Hydra Agent’s name, Zemo’s cost), so I’ve managed to squeak in this corrected upload in spite of internet outage at casa de Rurouni KJS.

After the grunts on July 4th and the lieutenants Tuesday, Morrison looks at the field commanders below…

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Field Commander

These guys may not be as sturdy as the above, but they bring something else to the fight, great supporting ability.

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Rocket Raccoon (Hammer of Thor #028)

He brings cheap Prob (with the Leap/Climb mobility to use it best— Editor RKJS) (and, later, Outwit) to a Soldier team. His stats are kinda low, but consider giving him Guardians of the Galaxy ATA so his PC does not become vulnerable to pesky Outwitters. Overall though, his dial is similar to, but not as good as …

Domino (Giant-Size X-Men #017)

For 4 pts more, she brings the hurt. Higher attack, defense, and more Prob make Domino a great addition to a soldier team. (The chance to deal 6 damage doesn’t hurt either.)

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Steve Rogers (Captain America #031)

He comes to the fight prepared; with 12 attack and 3 damage he’s hardly a slouch. At 99pts, his Leadership will be used to great effect. His “Focal Point” Trait can be used to great effect to give Avenger friends S.H.I.E.L.D. TA. (and SHIELD guys get to use the Avengers TA for easier deployment! — Editor)

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U Nick Fury (Sinister #091 & Classics #2-11)

It’s hard to spend 63 points better. The trick to use this guy to greatest effect is to move him and a friend into hindering, get lucky on Leadership and push to hit. Then you camp out right where you are, sitting high and mighty on your Stealth, with 10 attack Psychic Blast for three damage with Willpower and Outwit. Many people disliked the Sinister set, but even today, Samuel L. Fury holds up pretty well.

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Captain Metropolis (Watchmen #008)

Captain Metropolis is one thing, pure and simple: a finesse piece of the highest order. It’s hard to argue with 5 clicks of Enhancement for 40 pts. This guy should be by a battalion of low-cost soldiers, as then he can utilize his STACKABLE, TOKEN REMOVING Leadership. After he takes a hit, he’ll be boosting his friends’ defense and damage.

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Sgt. Rock (DC 75th Anniversary #017)

Remember the first part of this review; you know that part where I described all of those effective grunts? Well imagine if you will, a team of S.H.I.E.L.D. Snipers. Now imagine a team of S.H.I.E.L.D. Snipers, Easy Company Soldiers, Black Hawks, Little Sure Shot, Hive Troopers, Checkmate Knights, and some of them equipped with Spotter. Now imagine that force, with each of the above with Willpower.

At 68 pts, you get the single best support figure for soldier teams.

I was always surprised right after DC 75th was released, the general consensus was about how bad it was that Sgt. Rock and his lost brigade couldn’t break Invulnerability. Those people just didn’t have the right perspective; this Sgt is meant to be the Rock of more than just Easy Company.

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Next time, Morrison looks at the Elite corps of Soldier keyword. 

Having covered the infantry last time, now Morrison looks at the commissioned pieces, Lieutenants:

These guys can hold their own on the field and are great investments for mid-range points.

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The Thing (Secret Invasion #104)

Very few, and I mean very few figures can compete with Ben Grimm right here for sheer effectiveness, both in terms of damage and support. His lack of range is not a problem, for this figure you will find a way to get him to the action. Keep your friends close (to use “Yer Ever-Lovin’ Pal”) and your enemies even closer to make full use of the Thing.

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Star-Lord (Hammer of Thor #025)

His defense might be low, but Starlord is all about tactics, with good range, high-point Leadership (which is actually useful now) and several options. Remember to Running Shot to base to help his Combat-Reflexes-empowered defense.

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Captain America (Hammer of Thor #040)

Unquestionably the best mid-point ranged combat figure PERIOD. Rogers breathes board control. Try to keep him top click to take full advantage of that 20 defense at range, and keep a bruiser-type pal close by to deal with him getting based (your opponent will try to base him). Just like in the comics, he plays best near buddies who can use his Leadership. Out of pure contrariness I like to give him Pym Particles. Your opponent will hate you for sitting on 21 defense while he and his buddies explode anybody who tries to come near.

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Winter Soldier (Avengers #050)

Ever since Avengers came out, people have seen this guy’s power. Stealth sniping may not be what it used to be but his 10 range, Stealth and the ability to smash an opponent for 5 damage with Ranged Combat Expert or a heavy object in close is unparalleled. He suffers from late dial defense erosion, but can be an excellent investment for his points.

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Unique Wolverine (Armor Wars #095)

A cynical observer would see a dial of straight 2 damage, but I (and Logan’s opponent) would see something very different: S.H.I.E.L.D. TA, 6 range (MM Zombie Wolverine wishes he were this effective), three clicks of Blades/Claws/Fangs, and 9 clicks of life, all for 60 pts. This gives James many uses. He’s great as MM fodder. Even drastically weakened he makes for a great body guard. He gives occasional ranged support. Most versions of Wolverine demand Automatic Regeneration, but not the AW unique…keep him svelte and deadly.

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Mademoiselle Marie (The Brave and the Bold #029)

Another figure who makes great use of the old time stealth + long range combo. Setting up your attacks well, you could really pile up the Improvise tokens, helping you take out even more figures. Just make sure that she isn’t in the center of the firefight unprotected.

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August General in Iron (Justice League #034)

In perfect honesty, he’s not as effective as Ben G. But AGII can still bring the hurt, with lots of Exploit Weakness and 3 damage. If feats are allowed, Auto Regen would be put to good use here.

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That’s it for the lieutenants. Next time: those specialist types…